"There’s something with that third episode that isn’t sitting right with Gabe and other people at Valve," an anonymous alleged Valve insider claims. "Ultimately it just starves to death."
The above is but a snippet of a thorough and intriguing interview published by Game Informer's Andrew Reiner, conducted with an unverified source at Valve (Reiner, while cautious of publishing the interview without verification, does however trust his source) who suggests Half-Life 3 has never existed, no matter how much fans of the series may wish otherwise.
The source even suggests the elusive and much-anticipated third series instalment could have been a live-action choice-driven game or an RTS, had certain Valve employees seen their iterative ideas through to completion. The source chalks this up to the developer's fluid structure and in-house culture—something which has seen several developers working on projects they hoped would go onto become the next Half-Life, however without support from the powers that be, not least Gabe Newell, failed to get off the ground.
Assuming the source is credible, Reiner's interview is absolutely worth reading in its entirety. Below is how the source responds to direct questions about the prospect of Half-Life 3, and the possibility of concluding Half-Life 2.
"I don’t think there will be any more. But at any given moment, they make decisions as they come. If some people within Valve make something that they collectively feel is exciting, then it will happen. That’s going to be hard for that to happen now," says Reiner's source. "Every time a Half-Life project gets some gravity and then collapses, it becomes harder for the next one to start up. Because the business changes so much, and there are so many other things to do, it just gets harder and harder. It’s one of those things they’ll always have to accept.
"People are going to harass them for more Half-Life. The idea of delivering a third episode of Half-Life 2, that’s dead. There’s no universe where that will happen. I think there is a universe where a standalone thing could come together to fill in that hole, but that’s tough."
Speaking to this point, Reiner questions why Valve doesn't hand development over to a third party, to which the source suggests doing so risks either upsetting fans by way of neglecting players, or by ultimately releasing a lesser game. Reiner counters by suggesting Valve will forever continue to be harassed for more Half-Life by adopting this approach.
"That’s why they won’t talk about it anymore," the source responds. "Every time they talk about it, the hunger comes back. That’s why they ignore it. The pain subsides with time."
Again, Reiner's interview is worth reading as a whole as, again assuming it's legitimate, it offers some valuable insight into how Valve works, and perhaps presents an argument why we might be best putting Half-Life 3—as an idea and/or possibility to bed.
If you think that's giving up too easy, then you should definitely check out our Half-Life 3 unconfirmed collection which gathers every rumor, hoax, and leak which has surfaced since the conclusion of HL2.
Thanks, PCGamesN.
Mega City One isn't quite Half-Life 3, but it is a three hour-long single-player campaign which plants you in the shoes of Gordon Freeman and sets you off on an alternate timeline in a bid to save the world. Its version 1.0 is out now.
Inspired by an unorthodox combination of the movie Dredd, and games Tomb Raider and Resident Evil, Mega City One sees Freeman again siding with the Rebels against the Combine this time in search of a lost Xen crystal. The next phase of your adversaries' invasion of earth is hinged on acquiring the ancient artefact thus you'll visit ancient ruins, old temples, villages, mansions, and ultimately the city in your quest to get there first.
"All difficulty levels have been completely rebalanced compared to the main game, to make the experience more challenging and fun at the same time," explains mod creator Abdulhamid Cayirli, who goes by the pseudonym Crowbar. "On the hardest difficulty it is essential to explore and conserve ammo. The difficulty levels have also been smoothed out and the levels are all designed for every difficulty level."
Mega City One came to be when Crowbar entered RunThinkShootLive's mapping tournament 'The Hammer Cup' last year, designing various maps for the competition's five challenges. Following the event, Crowbar decided to rework his designs, remake areas, and implement the feedback he received from the tournament's players. He's since added entirely new maps in order to fill the gaps.
"The great thing about this is that all maps have been extensively play tested, so you can expect a very polished experience in terms of gameplay," says Crowbar.
Mega City One's version 1.0 is out now—head over to ModDB for download links and installation instructions.
Now that our game of the year awards are out of the way, we can get to the serious stuff: ventilation shafts. They’re a pillar of modern game design, shunting players from one level to the next, telling spy wannabes that a square aluminum tunnel is all espionage requires, and giving the hunted a temporary haven from their mouth-breathing pursuers. The most iconic protagonists in PC gaming depend on inexplicably designed air convection systems to save the world time and time again.I'm going to revisit a few of the most recognizable vents from PC gaming history and evaluate them based on rules I’m making up as I go. One lucky duct will win the coveted PC Gamer Gust of Approval for best vent.
Gif sourceThe original Deus Ex invented the concept of ventilation shafts, and as a result is exempt from competing. Unfortunately, further iterations of ventilation shafts from the new handlers at Square Enix didn’t do much to blend them into the environments or make them feel like genuine air ducts. Instead, they serve as well-lit (somehow), long graves where you hide your dead. How many bodies can you fit in an impossible space? Deus Ex: Human Revolution steps beyond the veil.Even worse, the vents aren’t in compliance with the ASHRAE standards for acceptable air quality. According to section 5.1.1 of the guidelines, “Where interior spaces without direct openings to the outdoors are ventilated through adjoining rooms, the opening between rooms shall be permanently unobstructed.” These dead bodies are breaking the law.
They are deeper, wider, and more Jensen-sized. Seriously, they’re massive. And they’re always hiding behind vending machines and small crates, leading directly to and fro with plenty of slats along the way just in case you need to see where all the guards are hanging. Subtlety doesn’t circulate in the near future, I suppose. Air isn’t getting through those suckers in a sensible way. It’s a fact: these vents blow.
Pitiful, but so pitiful, I can’t help but love it. There’s been no effort made to hide that this vent in a multi-billion dollar tech company building was built specifically for drone passage. (Just a heads up, this is how you get raccoons.) Watch Dogs 2 makes little effort to mask its videogame vents as anything but transparent chunks of level design. It’s one of the bigger problems I had with the game, that it promises options for infiltration, but vent layouts are so arbitrary and assured to lead directly between points of interest that they start to feel like a big billboard, stating ‘Sneak here!’
Gif sourceOK, so it’s more of a drainage system, but it might also push some air around. Note the more rectangular design gives the impression that they’re a tighter fit than most videogame vents, which makes for a more immersive ventilation shaft experience. Were I in a crime film, I’d consider using such a discreet, small passage as a good place to hide the murder weapon. Were I in a videogame, I’d glitch through the floor and fire my weapon with reckless abandon. In conclusion, I love the compress of MGS5’s passages, but otherwise, they rarely make sense. Often, they’ll just lead from a hole outside a building in a direct line inside. You’re going to get raccoons, damnit.
So very, very dark. Like a damn vent should be! If I’m supposed to suspend my disbelief that these big metallic crawlspaces are mean for air circulation and not hiding headcrabs, I want them to at least distract me with tension. The vents are otherwise featureless, vanilla shafts. Four walls, grey, nothing particularly special about them. At least they acknowledge you’re going to get critters with such impractical vents, even if they’re interdimensional face suckers.
Talk about sequelitis! No innovation. Expect more flat, boxy aluminum textures, more headcrabs popping out to say hello, and most grievous, of course, are the impractical air convection layouts. The thought makes me shiver, not because it’s abhorrent, but because damn, it’s cold in here, Gordon!
Gotham’s vents are comically large. Bruce Wayne isn’t a small man, especially with an extra few inches thanks to bat ears. And crouching isn’t easy in all that armor—it’s going to bunch up, Bruce. I’m sorry but your tummy is getting pinched beneath those plates. God forbid you drop a quarter. To accommodate all that batmass, the vents essentially serve as a venue for badguy shadow puppets and an echochamber for the Joker’s prolonged loudspeaker monologues. They’re a nice place to hide in if you’ve been spotted, but their design won’t win any awards from us. Often they serve as a comically short passage between two rooms, ensuring the only air they’re circulating is Wayne’s big ego.
We praised Alien's production design during release, and Creative Assembly's extraordinary attention to environment detail extends to the design of its vents. The aperture entrance to each vent is accompanied by a slick cylindrical animation and shrill soundbite that sounds like a sword being pulled from its sheath. Foreboding, a bit, considering there’s probably a hungry alien in there.Isolation’s detailed lighting and shadows give the impression that Sevastopol is a hulking, intricate tangle of retro-futurist industrial design. As you crawl through every vent and maintenance shaft, you’ll get small glimpses into the guts of the station, a smoky mess of pipes and dim lights and scattered tools. The result is a space station that feels so vast and cobbled together that its tiny passages and maintenance systems feel plausible. Vents that don’t make sense, make sense on Sevastopol.To the team at Creative Assembly, you’ve creatively assembled good passages behind the walls for players to bonk around in that don’t feel like a mad maintenance man’s pet project. Your congratulatory PC Gamer Gust of Approval should make it your way soon.
Smissmas, the magical time of year when men with big guns, questionable morality, and an unusual commitment to a two-tone color scheme are given all-new, all-festive ways to inflict violence upon one another, has once again come to Team Fortress 2!. This year's magical event features a slew of new Festivizer weapons, 17 winter-themed community cosmetics, and—just in time for the holiday season—three new taunts.
Apart from the new stuff, the holiday update will also make some improvements to Casual matches and autobalancing. At the end of Casual matches, players will now automatically be formed up into a new match with the same players and teams, and will be given the opportunity to vote on which map is played. A new autobalancing system will encourage players to switch sides when necessary by offering bonus XP to volunteer turncoats.
And of course there will be stuff to buy in the Mann Co. Store, much of it on sale. It doesn't look to be the biggest Smissmas update of all time, but then again, as Valve says, giving people gifts can bite you in the ass. Maybe you should just be thankful for what you get. Speaking of which, you can get the details at teamfortress.com.
Hero shooters are the latest gaming trend, team-based competitive multiplayer shooters featuring objective-driven game modes and large casts of colorfully designed characters sporting fantastical weapons and abilities. That s a serviceable but still somewhat shortsighted definition. The hero shooters we have today already cover a range of styles and goals. They re all shooters, so we see a lot of overlap in how they actually play, but each one approaches things differently and has something distinct at its core.
Basically, hero shooters are like the Powerpuff Girls, so let s talk Chemical X.
We ll start with Blizzard s Overwatch, seeing as how it has become the poster child for the genre. Overwatch is popular for many reasons, but primarily because of its heroes and their diverse playstyles and personalities. Game director Jeff Kaplan said it best when we spoke with him at BlizzCon 2015: the heroes are the content of the game.
More than any other hero shooter, Overwatch puts individual heroes first, not overarching classes. This wasn t always the case, though. In an April interview with GameSpot, Kaplan said the Overwatch team started with a class-first perspective. It was lead hero designer Geoff Goodman who eventually proposed making as many classes as we could come up with and simply turning them into highly specialized heroes.
Overwatch heroes are roughly grouped into four classes, but hero-specific strengths are stressed more than in, say, Team Fortress 2. In Overwatch, you pick a hero based on who your team needs and who the situation calls for, whereas in TF2 you have more room to choose a class based solely on how you like to play, illustrating the subtle difference between team-based and class-based gameplay. A skilled Heavy can fill several roles and always be useful, but you can only do so many things with Roadhog or Reinhardt, which brings us to hero switching.
Instead of making individual heroes more flexible, Overwatch made all hero switching available on the fly. You can choose from several suitable heroes in any situation, but you can t take the same approach with all of them, at least not effectively. Reaper and Tracer, for example, are both offense heroes who can make short work of enemies, but they play very differently and have different counters.
This creates the type of rock-paper-scissors meta we see in MOBAs like Heroes of the Storm, which is a noticeable influence on the way Overwatch heroes interact, both as allies and as enemies. There s also a bit of fighting game spirit to Overwatch. The way they use huge casts to segment fundamentally similar gameplay forms an interesting parallel with games like Street Fighter V and Tekken 7, which also live and die by their rosters.
Heroes are obviously central to all hero shooters, but careful character design is of unmatched importance to Overwatch because each of its heroes must not only serve a unique purpose but also mesh well with tightly clustered teams. Everything starts there, and anything that encroaches upon the fun hero gameplay, as Kaplan puts it, is swiftly changed. Furthermore, Kaplan told Kotaku in July, maps and modes are quite deliberately designed to promote hero interaction by bringing teams together. This lines up with what assistant game director Aaron Keller told us in September: "if and when we release a new game mode in the future, it will be about teams pushing on a single objective.
At the opposite end of the spectrum and it is a spectrum, this genre-hopping blur of a genre we have Gearbox Software s Battleborn, which doubles down on MOBA elements while turning Overwatch s character design on its head. Overwatch is about selecting and re-selecting the most suitable hero, but Battleborn is about building a hero that does what you want.
In Battleborn, hero abilities aren t static. Heroes bring the same skills into every round, but through the game s helix system of A/B upgrades, these can be tweaked to fit the play style you prefer. Characters fall into designated classes like healer and skirmisher, but they can still wield a mix of offensive, defensive or supportive abilities, just not all at the same time. So, rather than which hero to play, the question becomes how to play your hero.
You can further customize heroes through gear which augments stats like cooldown reduction and maximum health. Gear functions like the items in Dota and League of Legends: earn currency and buy pieces as the match progresses, with the added kick and progression of collecting gear through loot boxes and, from your collection, building character-specific loadouts. The influence of MOBAs is even more obvious in Battleborn s waves of minions and its base-destroying incursion game mode.
This should also sound familiar to Borderlands fans. Tailoring skill trees to suit different play styles? Boosting your most relevant stats with equipment? Hoarding gear? That s a day in the life of a Vault Hunter if I ve ever heard it. And come to think of it, Alani could pass as a sister siren to Borderlands 2 s Maya. There s plenty of Pandora in Battleborn, that s for sure, just as Overwatch s focus on individual hero characters can be traced back to Warcraft.
Beyond prominent MOBA elements, Battleborn brings some promising ideas to the still-developing hero shooter genre. For starters, it has a story mode. It isn t a particularly spellbinding tale (though the stellar opening cinematic helps) but it does provide welcome context for the game s world and the motivations of its heroes, not to mention a more in-depth tutorial and testing ground. Meltdown, Battleborn s take on payloads, is also noteworthy. In it, teams defend their minions as they march toward the goal and try stop enemy minions from doing the same. This means players have two objectives and can choose to defend or attack in every round, which ties into the game s split hero development.
Overwatch and Battleborn alone illustrate some of the balancing acts hero shooters have to manage. Through the strict limitations it places on game modes and character abilities, Overwatch gains the freedom to create characters like Mercy and Symmetra, who aren t at all suited for offense roles. Battleborn is all about customization, so it s possible for players to consistently play the hero they re most attached to rather than the hero their team needs right now. There are pros and cons to each approach: I can t see incursion working in Overwatch, but Battleborn heroes tend to run together a bit, and there s no doubt as to who s winning the sales race. Somewhere between these two extremes lies Paladins, Hi-Rez Studios free-to-play contender. Lead designer Rory Drybear Newbrough described Paladins as half shooter, half MOBA when we spoke with him last December, and the current state of the game backs him up.
Although still in beta, Paladins foundation is well established, including its much-vaunted deck system. For each hero, you can build equippable decks of five cards which, once acquired mid-match, buff various abilities and help fine-tune your play style. It isn t as open-ended as Battleborn s helix system, but that s not necessarily a bad thing. The goal of decks, Newbrough said in a recent interview with PaladinsWorld, is to give players multiple build options without warping characters to the extent that they are difficult to identify or play around. This preserves the concept of instantly recognizable characters a cornerstone of hero shooters since Team Fortress Classic while creating greater room for player choice.
Paladins also pursues new combinations through its heroes, which, according to Hi-Rez COO Todd Harris, are predominantly rooted in the studio s own Global Agenda despite similarities to Overwatch. Some heroes overlap more than others, but even familiar abilities can be interesting when rearranged. For instance, Androxus wields a defensive deflection ability, generous jumps, a six-shooter revolver and a rocket-powered ultimate. Similar abilities are seen in Overwatch but the combination is novel, and Paladins is not devoid of originality. As Blizzard grapples with Symmetra s place in the meta, Ying offers a good example of how to combine turrets and teleportation in a way that s powerful and satisfying.
Even so, and even for a beta, Paladins has yet to hit its stride. Everything checks out on paper: it takes inspiration from the most successful hero shooter yet, the biggest genre in esports and lessons learned from Global Agenda. It s also free, which is a good thing to be in an increasingly competitive market. The trouble is that it doesn t yet have an identity of its own. Overwatch is a dynamic team-based FPS, and Battleborn, while a bit of a commercial flop, is firmly a first-person MOBA with added objectives. Paladins isn t quite there yet. It seems to know what it s made of but not what it wants to be, and in this it echoes the state of the hero shooter genre as a whole.
The good news is that the concern is not what hero shooters can t do, but what they haven t done so far. Creating new and interesting heroes is great, but they stand the best chance of finding an audience if they do something we haven t seen in hero shooters before. The only guiding principle seems to be to build game modes that intuitively support your heroes abilities, something Overwatch and Battleborn both managed despite being wildly different. There s no limit on what those game modes can be, only on what type of heroes suit them.
Overwatch makes a good argument for hero-driven design, and Battleborn shows that unconventional elements can be folded in without upsetting the core FPS gameplay loop. More importantly, Overwatch s 22 heroes can t do everything, nor can Battleborn s 25. Meanwhile, Paladins is still trying to figure out what its heroes are best at, something its forthcoming new mode, which Newbrough describes as a co-op experience against challenging AI, may answer.
This is perhaps the most valuable lesson for budding hero shooters like Gigantic, Lawbreakers, Battlecry, Dirty Bomb and who knows how many games to come. I don t want to see this genre become a race to dethrone Overwatch by way of character design. That s a loser s market, and hero shooters have the potential to revive and improve so many game types. It s all a matter of finding a niche and creating a good-sized roster of heroes who really synergize with it.
For one, objective-based multiplayer goes way beyond 'defend the thing and push the thing', or in Paladins case, 'defend the thing then push the thing'. Where s the fast-paced capture the flag hero shooter that promotes mobility and map awareness using heroes couched in creative movement? Lawbreakers definitely has a shot at filling that slot, but it often feels like more of an arena shooter that happens to have five classes which is fine, by the way. The point is, CTF is another classic game mode that could benefit immensely from a broad cast explicitly engineered with it in mind.
Then there s the big, white elephant that seemingly nobody is talking about: where is the hero shooter that shamelessly apes the original Star Wars: Battlefront? With droidekas, shock troops, engineers and plenty more unique classes, it s already half a hero shooter. Just imagine a modern spiritual successor, divorced from the tapestries of Star Wars but informed by the years of MOBA refinement on display in Battleborn. Sprawling, ever-changing battlegrounds peppered with command posts and crawling with NPC squadrons led by heroes I have a dream!
Future hero shooters should also consider options outside PvP. Players can work as a team without fighting other players, and PvE-focused games like Left 4 Dead are crying out for hero shooter cousins. Overwatch proved this in its recent dalliance with horde mode, the Junkenstein s Revenge brawl. As our own Evan Lahti said, that brawl didn t really work because Overwatch doesn t have the maps or heroes to support it. Where is the hero shooter that does?
For once, the bewildering vagueness of the term hero shooter can be called a positive thing. This cockamamy genre could become a nearly boundless formula for reinvigoration, a way to explore and experience familiar game modes from a refreshing new perspective via dozens of fun characters.
Team Fortress? More like Scream Fortr oh, I see Valve already did that, as it's the name of TF2's annual Halloween event. Joe brought the slightly disappointing news that there would be no all-new giant spookathon this year; instead, the game is getting a few new titbits, while all the old Scream Fortresses will be returning, as with last year.
The TF blog announces that Scream Fortress VIII has just kicked off, bringing with it "three new Halloween maps! All classic Scream Fortress Maps! All-new contracts! New taunts! And a Creepy Crawly Case with the chance to get our newest unholy Halloween creation: a taunt Unusualifier!" Yeah, that's right, an Unusualifier look it up in your Lexinomicon.
What's more, for the duration of Scream Fortress VIII, "all unusual cosmetics that you unbox from any case or crate will have a Halloween 2016 unusual effect, and the chances of receiving an unusual cosmetic across all cases, even old ones, will be DOUBLED," says Valve. Double-things are almost always good news whoever heard of Single Fine, for example?
After six years of consecutive harrowing Team Fortress 2 Halloween events, Valve took last year off to work on its then new Invasion update. It seems the same is true this year, as the developer is instead "working on something even better."
Similar to last year, every prior Scream Fortress event will briefly return including 2015's Merasmissions while a new Pyro Pack, improvements to Comp Mode, a new update, a new campaign, community maps, and a new taunt are but a few of the things TF2 is introducing to ensure All Hallows' Eve doesn't pass us by.
In typical Team Fortress fashion, here's some weird words taken from the game's blog:
"And it wouldn t be a Halloween pre-announcement blog post if we didn t scare most of you TO DEATH. For instance: What if just now you heard the rattling moon-lit sound of a SKELETON? No, nothing? Everybody still alive? Okay, but what if that sound was coming from INSIDE YOUR OWN BODY? Because there s a SKELETON in there RIGHT NOW? Oh, you already knew that, did you? Well, what if we were to tell you it s STEVE BUSCEMI S SKELETON?
"How did it get INSIDE you? What did he do with YOUR skeleton? Why don t you ask him, because he s RIGHT BEHIND YOU! No, look down! Farther! Because he s just a puddle of flesh with two BULGING EYEBALLS staring up at you! And a SNAGGLE-TOOTH! That s right, you just BODY-SHAMED STEVE BUSCEMI! Because it was YOU writing this blog post the WHOLE TIME! AWOOOOO!"
Make of that what you will. No exact date just yet, however you'll be able to revisit your favourite TF2 Halloween events at some stage "next week."
The Church in the Darkness plays like top down Hitman-lite in a 1970s religious cult. Your character decides to check in on a relative and infiltrates the sect to figure out how they're doing and what's really going on at church camp.
You navigate buildings and avoid the scrutiny of the cultists by staying out of sight, but unlike most stealth games, they won't get suspicious if you're in their line of sight, only if you get too close. By investigating the buildings around camp and searching for supplies, you'll find tools to help out with the denser parts of camp. For instance, I found a worker outfit that decreased the 'suspicion' cone around each camper so I could navigate more freely. I got in without alerting anyone, but you're free to go guns blazing if you like. I have concerns about the stealth feeling a bit too simple, but until I know what kind of challenges and tools the final game has in store, I'll keep checking in.
All the while, the church leader spouts their doctrine over the loudspeakers, but it's never quite the same every time. Voiced by videogame VO power couple Ellen McLain (GLaDOS) and John Patrick Lowrie (TF2's Sniper), the two leaders' teachings change with each playthrough. During one, they might actually be a fairly peaceful, if peculiar, religious group. During the next, they might be getting ready to take the world down with them. It's a creative form of narrative direction that I hope will influence how players choose to go about infiltrating camp. If they're a nice crew, the moral impetus might be to get in and out without harming a fly. If they're bloodthirsty zealots, well, a few flies won't matter.
The Church in the Darkness arrives some time next year.
Every once in awhile you find a crossover between two different videogames that on paper makes no sense until you see it in action. That's how I feel about Steam user Pancake's "MegaMan 6" collection of TF2 maps. Divided up into eight separate arenas themed after a different boss, you can now wax nostalgic about how much harder videogames used to be while cracking headshots as Sniper.
"It was really a combination of boredom and seeing how people create maps based on other old videogames," Pancakes tells me. "I saw that people loved playing Mario-themed maps and I wanted to test the limitations of how closely a map could resemble the original game it borrows from."
In that pursuit, I'd say Pancakes has done a damn fine job. The project has taken him over five years to complete, and it hasn t been easy. Serious limitations in the Source engine made running a map with eight separate stages quite a challenge, Pancakes tells me, and that's not to mention all the effort it takes to rip the sprites and artwork from Mega Man 6. Each arena is also accompanied by the respective music from that stage, which does wonders for driving home that Mega Man nostalgia.
While this is technically just one map, it's actually divided into randomized arenas that you'll be placed on each round. There's a standard king of the hill version but also a 'VS Saxon Hale' mode to use if you have the required mod. So far, the only caveat is that, unlike other custom maps, this Mega Man 6 bundle doesn't play nice with bots. You're going to need to spend quite a bit of time setting up proper navigation meshes instead of just letting the console do that all for you. There's a few guides to help you get started if you're interested, but you're better off forgetting the bots and wrangling up a group of friends to play with.
What amazes me is that this isn't even the first time someone's had the idea of doing a crossover between Mega Man and Team Fortress 2. DeviantArt user AgentMidnight made some excellent artwork depicting what TF2 would've looked like as a Mega Man game instead of the other way around.
If Mega Man was never really your jam, there's no shortage of Team Fortress 2 custom maps inspired by the games of yesteryear. Steam user Litronom has taken this obsession to a whole new level by creating several dozen inspired by old Nintendo games, including everything from Bomberman 64, Zelda, Banjo Kazooie, and more. Unlike Pancakes' maps, which strike a nice balance between being a homage and also being fun to play on, Litronom's maps are almost exact recreations of their source material not exactly the place to have a competitive match.
Either way, I love that mods continue to be a venue for people to express their passion for other games. They might just be a passing curiosity, but there's something so inherently satisfying about reassembling videogames inside of other videogames. So if you have any particular fondness for that golden age of consoles and are keen on reliving those memories, be sure to download the whole lot from the Steam Workshop.
Joe Wintergreen is an Australian indie game developer who is currently working on mostly a stealth FPS under the Impromptu Games banner. He also recently delivered unto the internet a series of code snippets from the great FPS Half-Life 2 by way of his Twitter account. There's not much to see of the code, but that's not why we're here. What's really relevant are the code comments, and the light they shine on how the magic is made.
The first tweet in Wintergreen's thread sets the tone for what's to come:
Good to know Valve and I pretty much have the same comments in our AI pic.twitter.com/TrWO8KUAadSeptember 1, 2016
Striders will intentionally shoot things up even if you're not in their line of sight, just because it looks cool:
Strider might still shoot if it knows it won't hit ya if there's something there it'd be cool to hit pic.twitter.com/fHwWO7Cw6CSeptember 1, 2016
Charlie don't surf, and the Combine don't dance:
A fix to make combine soldiers not dance. pic.twitter.com/aXDrhAUk5gSeptember 1, 2016
Zombies had to be toughened up after the shotgun's power was increased, to keep things in balance:
Cool little comment about rebalancing zombies after some changes to the shotgun happened. pic.twitter.com/XxM3ntFm4vSeptember 1, 2016
This is a stupid fix but it works, so whatever:
Might as well continue this thread since I found another good HL2 comment. Feel validated, everyone! pic.twitter.com/gYBCZJJvaRSeptember 2, 2016
There's only one fuck in the entire codebase, according to Wintergreen, and this is it:
Respect to Valve for having only one "fuck" in the entire HL2 codebase. pic.twitter.com/zKNF4ygjIvSeptember 2, 2016
Alyx Vance: Nice girl, handy in a fight, terrible eyesight:
Ah, good bit of HL2 Ep1 commenting (kind of thing they'd put in the dev commentary). On Alyx/barnacles in the dark pic.twitter.com/DhYyooJOyGSeptember 2, 2016
Some of comments really give a sense of what goes into making a game and keeping it intact. One in particular is actually a multi-paragraph telling of how the Strider minigun was accidentally nerfed in the Orange Box because of a bug in the original Half-Life 2 that nobody noticed. There's also a bit about the low violence mode, and references to the Combine Advisors, large sluglike aliens with creepy psychic powers who ended up not being used in the game. [Correction, sort of: I've been reminded that they did appear in Half-Life 2: Episode 2, but you didn't actually fight them.]
It's a fun bit of videogame history, and there are quite a few more than just what's embedded here. If you've got a few minutes, you can catch the entire thread on Twitter.