Portal

The World’s Smallest Aperture Logo?Nanotechnology engineering student TheObviousTrap created a 300 nanometer thick Aperture logo in an undergrad class. Bravo!


"Obtaining the image using scanning electron microscopy is probably overkill but that was only equipment I had access to," TheObviousTrap wrote on Reddit.


Portal players will be familiar with Aperture—the in-game scientific corporation. Nanotechnology students will be familiar 300 nm thick creations.


Engineers make small things in class [Reddit Thanks C W!]


Counter-Strike

The gang at XDA-Developers are hard at work on a full port of Counter-Strike to Android devices, but they've already released two playable versions Android owners can run go get free right now.


The video above shows Counter-Strike being played on a smartphone (using the game's Matrix mod) and a tablet and it appears to have variable touch controls, although I could be seeing that wrong. My personal preference is that looks a little sludgy to control—notice how many rounds he fires (touching the rifle, to do so, apparently) before bringing someone down with a headshot. However, if you have Sony's Xperia Play, well then you also have a gamepad, and now the experience becomes a little more intuitive.


Still, it's Counter-Strike. The port is being built with the Unity3D platform, will support multiplayer and can be downloaded with either Facebook or Kongregate versions available. There are two versions out there, one for devices running Android 2.0+, another for those running Android 2.3 and up. (See the XDA-Developers thread for links.) That means it won't work on anything with an earlier version of Android.


Counter Strike Now Available On Android Via Unofficial Port [RedmondPie, thanks Tanishq D.]


Half-Life 2

The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2Since we ran a feature on Duncan Harris, the groovy "video game photographer" behind the website DeadEndThrills, I've been sharing some of his work each week here.


This week has some great stuff, focusing largely on Mass Effect 2 and the Half-Life 2 mod/ghost story Dear Esther. Let's get to it!


First up, at top, we've got one of several shots from Dear Esther, which will see its official Steam release on February 14th. I for one can't wait, and this kind of shot is why.


"This Old House"

From Harris's notes:


Tools and tricks: free camera, custom FOV, 2160p rendering, antialiasing (injected SMAA).


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"For Tomorrow"

The first of several Mass Effect 2 shots, this one is simply… space. They say it's the final frontier. I can get with that.


Tools and tricks: free camera, timestop, no-HUD, custom FOV, JeanLuc761′s hi-res character textures, in-world HUD textures blanked, antialiasing (injected max quality FXAA 3.11 w/ texture pre-sharpening), 2160p rendering.


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


Writings on the Wall"

Alas, poor Veetor. Driven mad by the collector attack. Poor fellow. I hope none of you heartless bastards turned him over to Cerberus for testing.


Tools and tricks: free camera, timestop, no-HUD, custom FOV, JeanLuc761′s hi-res character textures, in-world HUD textures blanked, antialiasing (injected ‘Ultra' quality SMAA + 4xMSAA), 2160p rendering.


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"Almost Human"

I call this one "Miranda's Super-Hot Posterior" because, well… I also think of this sequence in the game not-so-fondly because I've seen it many a time after having to re-roll my Shepard after realizing that while he/she looked fine standing still, things got ghastly once the game got going.


Tools and tricks: free camera, timestop, no-HUD, custom FOV, JeanLuc761′s hi-res character textures, in-world HUD textures blanked, antialiasing (injected max quality FXAA 3.11 w/ texture pre-sharpening), 2160p rendering.


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"Vulcan"

In a break from the two main games for the week comes one last shot from Star Trek Online, this one of the planet Vulcan. That's a big q-tip that fella's got there.


Tools and tricks: Cryptic demo recorder, 2160p rendering, free camera, custom FOV, timestop, offline antialiasing.


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"The Ghost That Walks"

Hoo, buddy. Yet another gorgeous shot from Dear Esther.


Tools and tricks: free camera, custom FOV, 2160p rendering, antialiasing (injected SMAA).


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"Highlander"

Another Dear Esther bit of amazingness.


Tools and tricks: free camera, custom FOV, 2160p rendering, antialiasing (injected SMAA).


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


"In The Temple of Love"

Dear Esther. Don't have much to say for these other than "wow."


Tool and tricks: free camera, custom FOV, 2160p rendering, antialiasing (injected SMAA).


The Week in Unbelievably Gorgeous Screenshots: Dear Esther and Mass Effect 2


Spirit Level"

Look at that business! Look at it! Man, I can't wait to play Dear Esther.


Tool and tricks: free camera, custom FOV, 2160p rendering, antialiasing (injected SMAA).


Left 4 Dead 2 - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Item density pass.
- Minor visual bugs fixed across all maps.

Death Toll 1:
- Fixed a case where several rock props were intruding through a wall near the safe room.

Death Toll 2:
- Fixed an case where survivors could jump into infected-only areas using an electrical box in the bridge holdout room.

Death Toll 3:
- Removed an exploit where players could jump from the wheel pedestal of a flatcar onto a train car to skip the balcony area and exit the train yard.
- Altered the PZ spawn area near the train yard exit. Instead of a tanker and a pile of gravel, it is now an overturned truck and van.
- Church guy zombie returns!

Death Toll 4:
- Blocked survivors jumping onto the left bus from the fence near the start, which allowed players to skip the beginning of the map.
- Fixed pipe hanging in the middle of a room during end-level onslaught.
- Removed the mounted gun, as this was causing players to try to outlast an infinite horde.
- Added tooltip to prompt players to fight to the safe room when the onslaught begins.
- Fixed a case where survivors could climb an electrical box prop into infected-only areas during the onslaught.
- Fixed end-level trigger size exploit, which allowed players to stall the end of the map trigger by standing on top of a water-cooler.

Death Toll 5:
- Swapped out the L4D2 mounted gun for the L4D1 mini-gun.
Portal 2

We're Talking About Portal 2 at This Week's Kotaku Game Club!Howdy folks, welcome to week two of the Kotaku Game Club's discussion series looking back at Portal 2. This week we're going focus on the game's mechanics: The building blocks that come together to make the game's puzzles.

Remember, since our Portal 2 discussions aren't chronological, there may be spoilers from the entire game today. So only join in if you've finished the game or have no problem hearing about parts of the game you haven't seen yet.


Here's a little rundown of the Game Club in case you're a first timer: Our goal is to play games together so that we can share our experiences and discover the game as a community. We meet each week in the Game Club's comments section to discuss our experiences with our game of the month, including its narrative and mechanical themes and our own responses to them.


The meeting kicks off at 4pm Eastern every Thursday, and lasts an hour or so after the post is published. The Game Club is here to get everybody talking, so don't be afraid to speak your mind.


Here's our question of the week: How does seeing a potentially game-breaking element like Portal 2's white conversion gel change the way you view the game?


If Portal 2 wasn't a well crafted game, the addition of an element like the white gel, which can potentially allow you add a portal to any scene, could have made every puzzle easy (or at least easier) to solve. At the very least, it takes control out of the hands of designer. Do you think that adding that potential adds to the game? Does make the game's design more transparent? Most importantly, do you even think about it while you're playing?


Next week we'll be discussing Portal 2's story. The discussion kicks off on Kotaku next Thursday, January 26th, at 4pm Eastern.


Half-Life - contact@rockpapershotgun.com (Craig Pearson)

Spaaaace hugs!

Way back in the year 2000 I had a very brief stint on Dreamcast magazine, DC-UK. I won’t bore you with the details of my quick departure: just imagine the most dramatic escape scene you can, then double it. But while I was there I happened across a preview disc with Half-Life on it. I say preview, the damn thing was nearly complete and I played a tonne of it on that bizarre controller. It was cancelled. As is the way of these things, the code found it’s way onto The Google and now someone’s ported it to the PC. (more…)

Counter-Strike

There Is Half-Life Stuff Hiding in Counter-Strike: GOThe people at Valve Software like to tease. They don't, however, like to confirm the existence of new Half-Life games.


Kotaku reader ZombieK says he spotted these images in the beta for Valve's spring-scheduled multiplayer shooter Counter-Strike: GO. Let's classify them as teases. Or taunts. Or.. Easter Eggs?


The shots first appeared on the Steam forums last month.


ZombieK says the images all come from the beta's unreleased office map. "The textures and all the files for the unreleased maps are there except for the maps," he said over e-mail. "I originally ported only the map cs_office from source. And when I opened it in GO the chalkboard spread all over the wall . So obviously it didnt have any coding for how big it should of been but when I saw it, I started digging through every directory."


The first two images are screenshots. The others are art files pulled from the game's directories. The Mesa bits and the crowbar are Half-Life references. The others are jokes about other Valve games, Counter-Strike included. Good teases, Valve fans?


And no, this isn't a confirmation of Half Life 3 either.


There Is Half-Life Stuff Hiding in Counter-Strike: GO
There Is Half-Life Stuff Hiding in Counter-Strike: GO
There Is Half-Life Stuff Hiding in Counter-Strike: GO
There Is Half-Life Stuff Hiding in Counter-Strike: GO
There Is Half-Life Stuff Hiding in Counter-Strike: GO
There Is Half-Life Stuff Hiding in Counter-Strike: GO


Portal 2

Remember Game Clubbers, we'll be continuing our series on Portal 2 tomorrow at 4pm Eastern. Be there!


Portal 2

Mass Effect, Portal, and More as Things of Pixelated BeautyWhat Mass Effect, Portal 2, Deus Ex, and BioShock have in common are memorable worlds and visual flairs. Not sacrificing either, artist Pieceoftoast traded the games' high-def graphics for pixels. The result is stunning.


Seeming to channel Superbrothers: Sword & Sworcery EP, the art not only captures the feeling and mood of each game, but also their settings. Have a look in the above gallery. Beautiful stuff.


~pieceoftoast [DeviantArt via Video Game Nostalgia]


Mass Effect, Portal, and More as Things of Pixelated Beauty
Mass Effect, Portal, and More as Things of Pixelated Beauty
Mass Effect, Portal, and More as Things of Pixelated Beauty
Mass Effect, Portal, and More as Things of Pixelated Beauty


Half-Life

Hey, Valve, What’s Going On, Eh?Republished from Rock, Paper Shotgun.


Valve have created themselves an interesting situation. Presenting themselves as bastions of consumers, remarkably accessible to gamers, regularly inviting in groups of modders – often to give them jobs – and always being present to offer a quote on how customers deserve to be treated with more dignity, they establish themselves as being our friend. And then from that position, they sure do like to muck about. And as Eurogamer's Tom "Tom Bramwell" Bramwell mentioned on Twitter this morning, it's hard not to sympathise with a growing body of Valve's customers who are asking for better communication.


If Episode 3 went horribly wrong, it would be fascinating to know.

No one has a clue what they're up to. Games are sometimes announced moments before release, or years in advance and then nothing but silence. Sometimes when they tease it's obscure, frustrating ARGs that eventually end in a new pretend hat. Other times it's a complete open door and everything revealed. They hide clues in so many places that people end up scouring everything they do for a hint, a glimpse, of something that might suggest they'll eventually return to the Half-Life universe proper. They've turned gamers into pseudo-schizophrenics, people frantically trying to find patterns in the random, believing there are hidden messages within their communications. But does anyone have a "right" to know what's going on with the Half-Life series.


Clearly not. It's absolutely Valve's prerogative if they want to never make another Half-Life game again, and concentrate only on adding new hats to TF2. And should they tell us they're doing that? No – why should they? They are a privately owned company, without shareholders to answer to, not required to reveal their plans to anyone.


Should they tell anyone what they're up to? I think it's probably about time they did.


For many years Valve have ridden a wave of remarkably good grace. Developing and releasing extraordinarily good games gets you a long way, and Valve have consistently proven themselves to be the best in the world at what they do. From the astonishing shake up of gaming that Half-Life caused, to the zenith of the FPS, still unbeaten seven years later, Half-Life 2, and then the excellent Episodes, both Left 4 Deads, the Portal games, and TF2… there is no other record like it in gaming. There's a reason Valve has the reputation it has.


But their peculiar secrecy doesn't seem to do them any obvious favours. When they revealed the existence of DOTA 2 or Counter-Strike: Global Offensive, the gaming press was obviously extremely eager to give this as much coverage as possible. They're Valve games, so there's an extremely good chance they'll be very good. (Not guaranteed of course. There's always Ricochet, conspicuously absent from their Games page.) Readers want to know about them, sites want details about them, and Valve wants the coverage. It all works.


So when they go quiet, after two episodes of a promised a three part episodic series of Half-Life games, it's understandable that people get annoyed. No, no one has the right to know – it's absolutely their private business, and they may keep it as underwraps as they wish. But I'd suggest at this point, this many years into what is now appearing quite a farce, it's doing damage to their reputation.


More top stories from Rock Paper Shotgun


Interview: BioWare's James Ohlen On SWTOR " I think it's because story is timeless – people love to live through story."
Killer Instinct: A Hitman Absolution Preview "Oh, we are skeptical souls at RPS. Though we loved Hitman: Blood Money, we have been somewhat wary of Hitman: Absolution."
Delicately Debating Darkness II's Demo "Immediate thought: it's so noisy! It's so sweary! It's so violent! Does old man Doom know that his kids have turned out like this?"


Clearly the actions of Axel "Ago" Gembe were absolutely unjustifiable, and the leaking of Half-Life 2 scarred Valve very badly. Gembe's given motivation was his frustration about the lack of information being released about the game, and his eventual discovery that Valve weren't revealing quite how far from finished the game was. Leaking the code was a stupid and cruel act, and Simon Parkin's wonderful article about his attempts to broker peace between the two many years on shows that Valve are still hugely angry and upset about it. None of it should ever have happened, but what I find peculiar is that Valve apparently learned no lessons about the frustration they generate in their most dedicated fans.


The silence over Episode 3, or what for seemingly no reason most now think will be Half-Life 3, is infuriating. And not because we deserve to know about it, nor because Valve have any obligation to say. But unfortunately, Valve have confused us. They act in an extraordinarily open way in so many cases, with remarkable access via email, and an engagement with the community that's the envy of the gaming world. While they of course receive backlashes, and there is a contingent of Angries who will always hate them, the goodwill they receive is enormous. This, combined with their more recent engagement with complex ARGs and hiding clues everywhere, has given the impression that they want to share what's going on with us. And that confuses us.


If Episode 3 went horribly wrong, it would be fascinating to know. If they developed the game and it was complete arse, it wouldn't damage Valve's reputation for saying so. If it's been in ongoing development, constantly iterated and improved upon, perhaps even morphing into Half-Life 3, everyone would be so excited to hear. If they just ran out of ideas, or got bored of Freeman, we'd love to know why.


So no, of course Valve has no obligation, and we have no right, to know what's happening. But I'm struggling to think of a reason why it would harm them to keep us up to date. Were they a completely secretive organisation, unreachable, who only announce a new game the day it comes out, then our expectations would be somewhere else. But it is the confusion of the contradiction of Valve's surprising openness and closed secrecy that leads to the bewildered frustration of their audience.


John Walker is a writer for Rock Paper Shotgun, one of the world's best sites for PC gaming news. John is Britain's leading adventure gaming specialist. Follow him on Twitter.
Republished with permission.
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