Half-Life 2 - contact@rockpapershotgun.com (Brendan Caldwell)

A strange, white-faced citizen from Pathologic backs away from the player character, their hands raised defensively.

Many of you are by now bathing in twinkling neon ravelights and swooning into the metal arms of Cyberpunk 2077‘s humourless unhunks, who stalk the streets of Night City like animatronic pizza restaurant mascots gone feral. That is fine. There are worse places to find oneself in the labyrinthine hell of video games. Places such as these. Here are 9 neighbourhoods you wouldn’t want to bring up your children in.

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Half-Life 2

Earlier this month Valve's Gabe Newell announced he - alongside Weta Workshop and Rocket Lab - would be launching a garden gnome into space for charity, with $1 being donated for everyone that watches. And now the time has come to wave goodbye to Gnome Chompski, who is preparing for lift-off early tomorrow, 20th November, in the UK.

The whole affair is, of course, inspired by Half-Life 2: Episode 2's Little Rocket Man achievement - still one of the finest achievements ever created - which required players to carry an otherwise innocuous garden gnome from the start of the game to a rocket ship near its end. This is not, as anyone who's tried it will tell you, an easy task, thanks to the gnome's infuriating tendency to randomly launch out of Episode 2's open-top vehicles, courtesy of some exuberant physics.

Newell's recreation of Gnome Chompski's Episode 2 adventure thankfully skips to the end, and will see the iconic garden ornament - actually a 6-inch titanium recreation of Chompski created by Weta Workshop, in this instance - blast into space at 2.44pm NZT/1.44am in the UK on 20th November, which equates to 8.44pm EST on 19th November.

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Half-Life 2 - contact@rockpapershotgun.com (Katharine Castle)

A photo of Abzu running on an ultrawide gaming monitorA photo of Horizon Zero Dawn on an ultrawide monitorAn image of Death Stranding on an ultrawide gaming monitorA photo of Forza Horizon 4 running on an ultrawide gaming monitor.

Ultrawide gaming monitors are the kind of hardware that might seem too excessive, maybe even a bit too gamer> to bother with for playing games on PC, especially when their demanding resolutions often require powerful graphics cards to make the most of them. Once you try one, though, there’s no going back. I’ve been a big fan of ultrawide gaming monitors for years now, mostly because supported PC games just look fantastic on them. And that’s why I’ve put together this list of the best ultrawide games on PC – to show you exactly what they look like in the flesh, complete with GIFs and photos of them running on an ultrawide monitor so you can see them in motion with your own peepers.

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Half-Life 2 - contact@rockpapershotgun.com (Brendan Caldwell)

A screenshot of the interior of a helicopter from Metal Gear Solid V showing snake, with his cool eyepatch, kneeling inside. Behind him, his cool wolf dog Diamond Dog has turned to snarl at the camera.

All dogs go to heaven, we have heard it said. But what about videogame dogs? By the virtue of their non-existence you may suspect they are refused entry. However, after contemplating the issue for some time, our finest minds in the listicle archives have concluded that, yes, even videogame dogs go to heaven. What a relief. Here are the 10 goodest boys in PC games, all approved for divine ascendence.

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Half-Life 2 - contact@rockpapershotgun.com (Nate Crowley)

steam points 1

“It’ll be easy,” I thought to myself, when it was suggested someone do a nice, timely little post on the new-ish Steam Points system, and the various new goodies on offer through it. “Sure, no problem,” I said, when Matt refused to write it because he thought Steam Points were “pointless”, and I was the only other writer on the call with Graham. Matt was being negative, I figured, and I’d show him the error of his ways with my happy-go-lucky, anything-goes, good times attitude. I’d breeze onto the Steam store, have a browse of what points-purchasable things were on offer, and do a quickie piece highlighting some of the most chuckleworthy.

Well, turns out Matt was right, and I was not.

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Half-Life 2 - contact@rockpapershotgun.com (Natalie Clayton)

Since the moment Half-Life: Alyx launched in VR, folks have been trying to detach it from its headset requirements. To be fair, I get it – that the first Half-Life game in a decade would be restricted to expensive tech felt a little demoralising. But this weekend, one modder brought that dream closer to reality by quietly releasing Pancake Base, a mod that aims to make Alyx play just like its older siblings by giving our leading lady the sturdy, first-person arms of Half-Life 2‘s Gordon Freeman.

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Half-Life 2


We'll never get to play Ravenholm, the cancelled Half-Life spin-off once in the works at Arkane Studios, but we can at least now see a little bit of it in action for ourselves.

The footage comes from The Untold History of Arkane, a fascinating feature length documentary from Noclip which speaks to several of those behind the project and shows extended sections of alpha gameplay.

Arkane, known for its more recent work on the Dishonored series and Prey, worked on the Ravenholm project as a standalone spin-off from Valve's Half-Life series.

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Half-Life 2 - contact@rockpapershotgun.com (Natalie Clayton)

Hard to imagine worse things to eat while in VR. Do you really want sticky fingers clutching your index controllers, melon juice splashing over your expensive electronics? It’s probably for the best, then, that the one watermelon in Half-Life: Alyx is impossible to find in normal play – a sweet, tantalising snack tucked away only for those brave enough to break out the cheats.

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Half-Life 2 - contact@rockpapershotgun.com (Alice O'Connor)

If Black Mesa actually getting finished left you lost without a fan-made refresh of an old Half-Life to cheer on, rejoice: the new hotness is bringing Half-Life 2 into Half-Life: Alyx. Several modders are already showing off their progress in bringing Gordon’s adventure to Alyx’s shiny new VR game, though it’s all hella far from finished. Hey, we all need something to believe in. Come check out these two projects.

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Half-Life - contact@rockpapershotgun.com (Katharine Castle)

It’s taken 13 years, but we finally have a new Half-Life game. It may not be the long-awaited Half-Life 3, but as you’ve probably seen from our Half-Life: Alyx review, Valve’s first foray into virtual reality shows they’re a developer that are still very much at the top of their game. But Half-Life: Alyx isn’t just the work of a talented team of developers. It’s a game that’s ultimately been shaped by the people who have played it – the hundreds, if not thousands of playtesters who helped Valve turn their most famous FPS game into a VR sensation.

To find out more about how Half-Life: Alyx came into being, I sat down with Valve’s Robin Walker and Jim Hughes a week before the game’s big release day. We talk about everything from revisiting the Half-Life series and the challenges of bringing it to virtual reality, to what this means for Half-Life 3 as well as just whose idea was it to have headcrabs jumping directly at your face. Some of the answers you’ll have seen appear on the site over the past week, such as how playtesters became obsessed with collecting every last thing in sight to everyone assuming they were playing as Gordon Freeman until Alyx was finally given a voice, but there’s plenty more to discover here as we lay out our chat with Robin and Jim in full. Enjoy.

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