Half-Life
The faux movie poster that five minutes and Photoshop made.
The faux movie poster that five minutes and Photoshop made.

Gabe Newell and director J.J. Abrams conversed on stage this morning at the D.I.C.E. (Design, Innovate, Communicate, Entertain) summit in Las Vegas. After a back-and-forth about player agency and storytelling (via Polygon's live blog), Newell revealed that the duo had been "recapitulating a series of conversations going on," and that they're now ready to "do more than talk": Newell suggested "either a Portal movie or a Half-Life movie," and Abrams said he'd like to make a game with Valve.

Abrams is the currently reigning king of big franchise sci-fi filmmaking, taking his throne in the director's chair of both the Star Trek and Star Wars series. He's also known for producing Fringe, Cloverfield, and the maddening tale that was Lost.

In 2010, Newell told us that if Valve were to make a Half-Life movie, it wouldn't hand over control to any Hollywood studio, saying:

"There was a whole bunch of meetings with people from Hollywood. Directors down there wanted to make a Half-Life movie and stuff, so they’d bring in a writer or some talent agency would bring in writers, and they would pitch us on their story. And their stories were just so bad. I mean, brutally, the worst. Not understanding what made the game a good game, or what made the property an interesting thing for people to be a fan of.

"That’s when we started saying 'Wow, the best thing we could ever do is to just not do this as a movie, or we’d have to make it ourselves.'"

There are no details on Newell and Abrams' project—be it game, film, or both—outside of the tease that they're talking. But they're talking, so how about some fun speculation? Who would you cast as Chell? Alyx Vance? Gordon Freeman? We love Bryan Cranston for the latter role, but he may have aged beyond Freeman. Is Hugh Laurie still a favorite?
Half-Life 2
Half-Life 2 VR


What happens when you combine (no pun intended) the easily modified Source engine with a penchant for homebrew tech? This VR tracking mod for Half-Life 2, designed to let players step into the orange HEV suit of Gordon Freeman.

"I've added full head tracking and weapon tracking to Half-Life 2 in preparation for the Oculus Rift dev kit launch," writes the creator Nathan Andrews. "Once the official rift APIs are available I'll integrate them, giving people ~70 hours of content (this also works for episode 1 & 2, the Lost Coast and tons of user generated maps, etc) that they can use to test out their Rift."

In lieu of the dev kits, the mod is being tested on a somewhat less refined version of the tech. "This video shows a handful of scenes of me using the head and weapon tracking using two hillcrest trackers (the same ones that John Carmack used for the Doom 3 BFG demos of the early oculus rift prototype). This video was made using my modified HMZ-T1 but others have played it on DIY rifts with the Vireio stereo/warp drivers."

Those expecting delivery of a Rift - or those who've somehow gaffa-taped together a similar set-up - can download the mod from here.

This does open the possibility of a Portal Oculus Rift mod, although that will almost definitely make people sick.

Thanks, CVG.
Team Fortress 2
Even PC Gamer got its own headgear


Gabe Newell and beard delivered approximately one interesting fact every 45 seconds or so over the course of his recent hour long talk at the University of Texas at Austin. Newell chatted a lot about success of the Team Fortress 2 barter economy and the huge amounts of direct income item makers have managed to turn around in the last year or so.

"To be really concrete, ten times as much content comes from the userbase as comes from us. We think that we're super productive and badass at making TF2 content, but even at this early stage we cannot compete with our customers in the production of content for this environment," Gabe began.

"The only company we've ever met that kicks our ass is our customers. We'll go up against Bungie or Blizzard, or anybody, but we won't try and compete with our own userbase, because we already know that we're going to lose."

Gabe threw out some really concrete and large numbers to illustrate his point. "The most anybody has earned in a single year is $500,000, so they're making content, selling it to other customers, and we have a revenue share with those people and their takeaway is $500,000.

"The first two weeks that we did this we actually broke Paypal because they didn't have - I don't know what they're worried about, maybe drug dealing - they're, "like nothing generates cash to our userbase other than selling drugs". We actually had to work something out with them and said "no ... they're making hats."

It sounds as though professional modelers from within the industry were making a killing. "We knew that people at other game companies had employees that were making more money being users in our framework than they were as employees at their company, so we're like, "okay, this is weird."

"We started to see things like inflation. We started to see deflation. We started to see users creating their own versions of currencies, mediums of exchange. Countries started to create regulatory structures. In Korea you actually have to create the equivalent of a W4 form for your players to account for the virtual income they get in playing your game."

And that was the moment that Valve decided to hire an economist. You can read much more about the intricacies of Team Fortress 2's complex, evolving hat economy on the Valve Economics blog.
Team Fortress 2
Deus Ex Icarus


This week has seen the release of several pre-rendered cinematic trailers. Exciting though they were, brows were raised, then furrowed, then frowned in the PCG office as we noted how precious little these dramatic scenes reflected the actual action of the game.

It need not be so. Even fully pre-rendered trailers can do a better job of encapsulating the games they promote - and probably do a better job of selling them too. We cast our minds back to our favourite trailers of yore, and picked out the five that we felt best captured the games within, while offering visuals that are every bit as thrilling, powerful and cool.

Supreme Commander
 


Save for a snippet of pre-rendered CGI at the beginning, this is pretty much just an expertly-edited grab from the game itself. Not only does this, succinctly explain the action and features of the game, but it creates an epic four-minute trajectory of awesome escalation. Then the camera pans back from what seemed surely to be its climax, to reveal yet another immense level of robotic carnage. Even now, six years after Supreme Commander’s release, the trailer still makes it look like the ultimate future of the RTS.

Deus Ex: Human Revolution
 


A cinematic trailer done right, Human Revolution’s pre-rendered preamble introduces us to the world with expert scene-setting. It quickly sketches out the themes and setting, establishing Jensen as an embittered cyborg with super powerful robo-arms, a vengeful purpose and uncertain allegiance. And then its action sequences, while slightly more fluid and dramatic than possible in game, do describe powers at the player’s disposal: invisibility, x-ray vision, and retractable elbow chisels. It may have flash camera angles, bespoke mo-cap, and sumptuous subsurface scattering - but it’s an honest evocation of the glories of the game itself.

Team Fortress 2
 


The jaunty crime-caper music and freeze-frame introductions make it clear: TF2 doesn’t have classes so much as characters. The game’s team-shooter action takes a backseat here to showcasing the vibrant art-style and humour, as well as articulating the distinct roles and capabilities of each of TF2’s nine classes. A multiplayer shooter might normally offer scant cinematic thrills, or struggle to communicate what it’s about without a dry breakdown of its mechanics - TF2 elegantly dances round these problems without being disingenuous about the game’s contents.

BioShock
 


There’s no in-game footage here, but BioShock’s trailer nonetheless captures a tremendous amount of the game within its short three-minute running time. Its opening panning shot establishes Rapture - its majesty, its dereliction and the ideals that created it. Then the trailer quickly and unexpectedly segues into a thrilling action scene, witnessed in firstperson. The ferocious combat seen here is more dynamic than that of the game, certainly, but the battle establishes the core relationship of the game: that between the little sisters and the big daddies. And, by putting you in the head of an child-stealing aggressor, also demonstrates the game’s ambiguous moralities.

GTA 4
 


There’s little in the way of explicit action in this trailer, even though it’s shot within the game engine itself. Action isn’t what the trailer is selling, however - it’s selling the city itself. As Niko struts through its succession of quick cuts, the sheer variety of Liberty City is elegantly illustrated, and Niko’s many guises suggests at the freedom the player will have to self-define within that space. Meanwhile, the exquisitely cool LCD Soundsystem track reaffirms Rockstar as gaming’s foremost tastemakers. It’s a brilliantly simple and boldly idiosyncratic trailer, intriguing and evocative in equal measure.
Half-Life 2
Half-Life 2 Cinematic mod


The sky churns with deadly energy. Looming above, the stricken Citadel claws into the heavens, its tip crackling with transdimensional discharges. The stage is set. Lights, camera—wait, hold everything. I almost forgot to switch on the Cinematic Mod which adds a bevy of high-quality textures, shadows, and a film-style lighting filter to the works. There we go. Now I'm Director Freeman.

The Cinematic Mod has been around since 2005, but updates continue rolling out regularly, with the most recent 12.1 patch releasing last month. Installing the meaty 30GB(!) mod results in a slew of immediately visible differences: high-resolution skins for everything (yes, everything, including character models for Alyx Vance, Barney, and others), dynamic shadows, and flared lighting seemingly ripped straight from a Mass Effect nightclub. The potpourri of post-production punch "gives the HL2 trilogy a more stressed, darker, and uncomfortable look," according to the mod's website.

It's essentially Half-Life 2's version of the popular ENBSeries add-ons, and the Cinematic Mod needs some hefty hardware. You'll want at least a quad-core processor and 4GB of RAM for the suite of color adjustments and shader smoothing. The upside? You'll get to find out what really lurks within the GMan's pockmarks. Head over to the mod's website for more info.
Team Fortress 2
sonic tf2


We don't get too many kart racers on PC, and for that I'm entirely thankful. However, the word on the streets of Green Hill Zone is that Sonic & All-Stars Racing Transformed is a good 'un - and it's power-sliding its way to PC on January 31st. Not only that, but this new version of the game features three additional characters, based on iconic PC series Total War, Team Fortress 2 and, um, Football Manager.

From Total War: Shogun comes a Samurai Guy, riding a samurai-themed vehicle that transforms into a plane, a boat, or a kart depending on the track's current surface. (It's not so special - all the vehicles do that.) He's joined by Football Manager's The Tactician, a genero-guy in a suit in a car/boat/plane that does a footbally effect when it transforms. So far, so terrible - BUT. They're saved by the appearance of not one but (sort of) three characters from Team Fortress 2: The Pyro, the Spy and the Heavy, who are swapped out depending on whether you're in the water, in the sky, or on terra firma. If you've always wanted to pit the cast of TF2 against a quite-fast hedgehog with an attitude problem, then your insane wish has come true at long last.

Here is a video of the entire gang in action. I have my fingers crossed for TF2 Tennis next:

(Thanks to PCGamesN.)


Half-Life 2
NeoTokyo Fuchikoma


Query your cortical data node and you'll recall NeoTokyo was chosen along with 20 other titles for Steam Greenlight's second round of approvals back in October. The mod itself has been around for much longer, originally appearing in simple deathmatch form for Unreal Tournament 2004. Four years later it transitioned to the Source engine, where it languished without updates--until today, when developer Studio Radi-8 released a fresh version out of nowhere (which is apparently becoming a thing now), adding eight new maps and higher-quality weapon models.

The modes: deathmatch and Capture the Ghost (the latter, in a tip of the hat to NeoTokyo's inspiration from dystopian sci-fi anime classics such as Ghost in the Shell and Akira, replaces the flag with an android torso). The classes: Recon, Assault, and Support. Each brings special vision modes such as motion-tracking and infrared, and with the exception of the Support role, everyone can cloak for a short duration. Before each round, you select your primary weapon from an armory that grows as you gain rank from kills and victories. Think cyberpunk Counter-Strike.

It's quite the fun setup. The maps stick to the cyberpunk theme of dense city blocks, military installations, and industrial decay, with plenty of near-future gadgetry and set pieces of glowing computer interfaces and multi-legged tanks with scary-sounding Japanese names. Server selection is rather sparse at the moment, but it should hopefully jump up as word of the update spreads. You and your fellow operatives can get in the action by downloading NeoTokyo from its official website.
Half-Life 2
Dota 2 Steam Guide overlay


Someday, Valve will eventually run out of wonderful features to pack into its mega-gaming-hub Steam. Let's hope it's a long way off, because we'll all be busy poring over the user-written manuals, walkthroughs, and tips for our various games in the newly launched Steam Guides section of Steam's Community area.

Anyone can create and submit a guide for the game of their choice by clicking the new Guide tab on a game's Community Hub page. You can pretty up your words with images and embedded YouTube videos as well, and the guides also appear upon Steam's overlay whenever you're running a program. Neat. I can finally whip up my "How to avoid tigers" guide I've been planning for Far Cry 3 quickly and easily.

Head over to the Steam Guides page to take a look at the over 1,000 guides already created.
Portal
Guild Wars 2 organ thumb


God bless those brave pioneers willing to embark on an awesome/thoroughly silly project simply because... well, what else are you going to waste your time doing? They truly make life better for all of us. Here's a rendition of Portal's Still Alive, performed entirely by YouTuber Marflas1's Asura using Guild Wars 2's Wintersday Bell and Pipe Organ. It's strangely appropriate, given that the Asura are all about the science.



The song uses the in-game sounds, with some slight pitch editing in Audacity. According to Marflas1, "Somewhere around 40 bells were used in the creation of this video, mostly due to recording at tonnes of locations before picking the clips I liked best. Recording all the parts probably took about 3-4 hours in total, spread over a period of several days. Sound + Video editing to pull everything together took...a long time. A long, long time."

Thanks, Kotaku.
Team Fortress 2
TF2-free-thumb


Valve will be delivering two talks at the next Game Developers Conference in March. No, you can stop swinging your replica Gordon Freeman crowbar with joy - both sessions will focus on the developer's work in the field of VR and wearable computing. One of them, titled "What We Learned Porting Team Fortress 2 to Virtual Reality," suggests that Valve have been attempting to port Team Fortress 2 to Virtual Reality. Granted, it's a subtle hint.

The talk will focus on the problems Valve have faced in the development of the port. According to the session description, "Several people at Valve spent the past year exploring various forms of wearable computing. The wearable effort included porting Team Fortress 2 to run in virtual reality goggles. This session will describe lessons learned from Valve's porting experience."

"Topics covered include an overview of what stereo support entails, rendering 2D user interface in a 90 degree field of view display, dealing with view models and other rendering shortcuts, and how mouselook can interact with head tracking in a first person shooter."

Valve's wearable computing genius Michael Abrash will also be hosting a talk, called 'Why Virtual Reality is Hard (And Where it Might be Going).' That both events focus on the challenges of VR gaming suggests the dream of the 1980s isn't as easy to obtain as they may have hoped, but Valve seem peculiarly dedicated to making it a reality.

Of course, this is no guarantee that a VR version of TF2 will be commercially available any time soon. But who knows, one day that Killer Exclusive on your head might seem close enough to touch.
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