Call of Duty® (2003)

Call of Duty: Black Ops II: The Kotaku ReviewSix years after the death of Saddam Hussein—just a couple of days ago—I decided to watch the video of his death for the first time. I did this because in Call of Duty: Black Ops II's attempt to explain its plot, I was shown a brief glimpse of a YouTube video showcasing the director of the FBI being burned alive. This shocks me for a second—is that something that could really happen, or is that somewhere the game takes liberty in its fiction? Could I just hop online and watch a recent high profile figure...die on a major media website? I can, of course—Saddam is a testament to that. In the moment that this hit me, I started to realize that the world of David Mason—son of Alex Mason, and the new primary protagonist—is one we are familiar with, one we may already be living in barring the existence of a few futuristic weapons. It's all less "near future" than you'd think.


Black Ops II tells the sometimes confusing story of psychotic narco-terrorist Raul Menendez, alternating between segments in the past narrated by Frank Woods that explain why Menendez harbors intense hatred toward Americans and "present day" segments that see David Mason trying to hunt Menendez down. This all occurs in a world where terrorist organizations have Twitter accounts, YouTube accounts. Compare to the real-world—where we have things like announcements made by Anonymous on Twitter, or videos of war crimes uploaded to Wikileaks.


The game exists in a reality that is similar enough to our own that I felt enticed by the ideas and the politics it presented to me, yes, but particularly what these things say about the society that borne them. Though a small detail—Black Ops II is full of them, if we look beyond the competent set-piece shooter—the video of the FBI director caused me to try to understand something that I couldn't encroach when I was just 16. I'm talking about the ruthless happiness that overtook most people I knew who heard the news that Saddam is dead. We did it, we did it, and there's the proof. Go on, watch it.


I couldn't watch it then. I was unnerved by a war I did not understand, unnerved by death claiming a man I knew little about beyond the constant assurance that he was "bad." The bad man died, so I should derive pleasure from watching his neck break. Like a good American. More than that: like a devout consumer of technology, of information.


Call of Duty: Black Ops II: The Kotaku Review
WHY: Black Ops II feels great to play, especially when futuristic weapons are involved, yes—but it also makes you think.


Call of Duty: Black Ops II

Developer: Treyarch
Platforms: Xbox 360, Windows PC, PlayStation 3, Nintendo Wii U
Released: November 13


Type of game: First-Person Shooter


What I played: In a copy of the game provided by Activision, I played about 8 hours of campaign, having done most of the Strike Force Missions, as well as a couple of hours of the multiplayer in addition to that.


My Two Favorite Things


  • Your choices matter, and can affect the outcome of the story.
  • Gadget lust: salivating over futuristic weapons, like the one that allowed me to see through walls.


My Two Least-Favorite Things


  • The plot is sometimes confusing or unclear, and eventually I found myself not caring about it anymore.
  • The villain starts off seeming as if he'll earn your sympathy, only to be characterized as a psychopath...just like most villains. Boo—this is boring and easy.


Made-to-Order-Back-of-Box-Quotes


  • "Choice of Duty: This person lives, but that other one dies. Because I said so.— Patricia Hernandez, Kotaku.com
  • "I had no idea the future had such awesome guns." — Patricia Hernandez, Kotaku.com

Deep down, I think I felt that something was changing—something that now, wouldn't even seem that odd. Oh, did so and so die? Yeah, someone captured it on their cell phone, check it out on YouTube. Did that guy swindle the nation? Yep, that's what the Internet says—here's the link. The age of transparency: we can see everything, yet retain the luxury of remaining ignorant.


I don't believe the things Black Ops II will make the observant among us reflect about are intentional, but elements like these remain the most fascinating thing about the title. I say this in spite of playing the prototypical Call of Duty experience many of us are familiar with: yes, the game is mechanically great. You will feel powerful as you play, you will experience thrills as you go between shooting sections, vehicle sections, drone segments, even stealth segments. You, single soldier, luck out to find reality practically bending to your will with the help of a gun and the occasional high tech toy.


Explosions will always barely miss you, and you will narrowly do the impossible with enough frequency that you begin to wonder if some higher force is involved—not to part the red sea, but to allow you to play through the full glory of American individualism one set piece at a time. I have a difficult time explaining some of the crazy, implausible things I did otherwise—like dragging a mostly dead man through a legion of enemies in the jungle or jumping into the cockpit of an aircraft I have 0 experience with (the game itself makes sure to point this out!) yet piloting it with ease. Or blacking out a number of times in a row in a period of five minutes, but still being fine. The scripted world waits for you, and only you, before anything is allowed to happen—so you get the feeling that this is likely how the world thinks an American perceives things.


I also say the ideas in Black Ops II are the most interesting part of the title even though the game features some of the biggest changes to the franchise in years. Notably, your choices matter and can cause branching storylines with different endings. Comparing notes with Kotaku's editor-in-chief Stephen Totilo, we found that we got wildly different details leading to very different outcomes. Some of the fluctuations are easy to foretell: someone either lives, or they die. Simple enough.


Other possibilities are difficult to discern, though the end of every level greeted me with the results of my operations. I am inclined to read this screen as one that presents variables of a malleable story, making me wonder what I had to do to experience something different. Baseline, I knew that Strike Force Missions—optional squad-based levels that one can fail—can change things immensely. In one main-story mission, I failed to rescue a high value target. A SFM appeared, where we tracked down the target's location. This meant that I had a second shot at rescuing the target, and, had I ignored it, my story would have been missing an important character.


Seeing all the different possibilities—should they exist—is good enough reason to replay the game, if that's your thing. SFMs are also worth experiencing if you are interested in spending more time with robotics and drones. The main campaign gives you access to these on occasion, but not too much—it mostly continues the paradigm of one-super-soldier-taking-matters-into-his-own-hands. A premise that I can't help but wonder how long it takes before it is phased out judging from real-world drone efforts; it already feels a tad disingenuous when Frank Woods says the world will always need men like him.


Call of Duty: Black Ops II: The Kotaku Review


But all that stuff was of little consequence to me. For all that we bemoan the saturation of the shooter genre, I don't think finding a shooter that feels enjoyable or entertaining to play is particularly noteworthy anymore. Obviously some developers falter, but in the realm of AAA, certainly when deciding between major Call of Duty iterations, it's like we're picking between different cuts of steak.


Intentional or not, Black Ops II made me think. It's not a cerebral title or anything, but it doesn't have to be. For instance: part of what a near-future Call of Duty required was the imagining of new weapons. Or should I say new toys to play with? Gadget lust was in full force while I played, with me almost salivating over some of the tech the game gave to me.


The problem—if you would call it that—with a tech-fueled war is that we think is tech is cool. We
want the newest iPod, the newest console with the touch screen. It doesn't even have to be things we can buy. I know I've personally watched videos breathlessly—with some terror, but mostly with admiration—of high-tech weapons and gadgets on sites like Gizmodo. I'm talking like, things that DARPA might upload—maybe a robot learning how to move, or a gun that fires no shot but is capable of incapacitating a human being with ease.


As if Call of Duty didn't already fetishize and celebrate war! Now it appeals to the consumerist in us, the one that will appreciate a futuristic gun not just through its mechanical merits, but through its technological excellence as well. There's a gun that lets me see through walls. There's a gun that highlights, with a red diamond, where the enemy's head is at—for headshot convenience, of course. There's a gadget that allowed me to go invisible. Once I got a hold of toys like these, the segments that took place in the past with Frank Woods and Alex Mason felt like they dragged on. War wasn't cool or novel in the past, not anymore—not in comparison to this.


Call of Duty: Black Ops II: The Kotaku Review


Realizing all of these truths troubled me. I began suspecting that if somehow we could, say, watch atomic bombs go off safely, without harming anything, we'd probably do it—despite it being a weapon, despite what it represents, despite the lives it's taken. Ethic and moral quandaries fade into the background if something is entertaining enough. Games like Call of Duty and Medal of Honor, along with no shortage of other similar media, are evidence here.


Though the game makes sure that we understand that there are issues revolving around drones, the primary focus is that technology renders us vulnerable to hackers. We should be afraid of those like Raul Menendez, who want to control all the [insert hackable things here] according to the game. Not discounting that this is probably a very real issue, the game ignores the bulk of what makes up drone concerns: how remote controlling them might change our perception of war, or whether or not drones detach us too much from our actions, and so on. Despite this, I feel that Black Ops still explores the overarching questions that we have with drones, only with its futuristic guns.


If part of the worry is that we become more reckless, more ruthless, or less humane when we man drones, weapons that highlight enemies for you postulate a similar problem. Perhaps worse. You no longer have to think about your actions or who your enemies are when they are clearly marked. You just have to worry about the next red target. Literally. To my morbid amusement, I couldn't help but think that in reality, tech that picks up on people of interest is optimized to recognize Caucasians. In the battlefield, I'm guessing weaponry would have the exact opposite optimization, eh? There are no shortage of things to consider as you play.


On the less meditative side of things, we have Zombies and multiplayer—both at first glance seemingly robust enough to warrant bafflement at how Treyarch manages to fit so much content onto one measly disc. Unfortunately, assessments on these pre-release is of little use to anyone. For now, I will say that zombies looks deliciously insane, and multiplayer seems more viciously twitchy and cutthroat than ever before thanks to the new high tech weapons. We will make sure to update you on the multiplayer, if not give a separate verdict on Zombies, later in the week.

Black Ops II
is a great shooter, but that alone doesn't make it worth playing to me. Black Ops II's triumph is found in how it assembles modern-day issues, ultimately making it impossible not to feel like I was staring into the mirror of my society. If the the constant question with games of Call of Duty's ilk is whether or not they hold some responsibility in what they depict, then Black Ops II feels like an answer. An answer that shows that the things that make us reconsider things, as "responsible" media does, do not always have that intention—and they don't have to. I think that lacking that explicit purpose actually accentuated the crisis I felt as I realized that as much as I enjoyed what I was playing, I didn't like what the game revealed.



Pre-release multiplayer isn't the best indicator of how a game will play online once a community has formed around it. I'll update my review within the week that follows the game's release with multiplayer impressions based on playing against the general public.


Call of Duty® (2003)

A sex scandal may have prompted David Petraeus to resign from running the CIA last Friday, but the new Call of Duty predicts that he's got a really bright future. The new first-person shooter features the former general as the Secretary of Defense in the year 2025, serving loyally to a female President who looks a whole lot like Hillary Clinton.


Nothing can stop this guy.


Bonus optimistic Call of Duty prediction: We first see virtual Petraeus on board an aircraft carrier called the USS Barack Obama. (More carriers named after winners of the Nobel Peace Prize, please!)


All of this adds up to an incredibly awkward coincidence and a bit of unintentional comedy for the otherwise ultra-serious Tom Clancy-style military fantasy that is Black Ops II. The game's creators at Activision and Treyarch probably thought they had a safe a pick for real-life-hero-turned-futuristic-video-game-politician.


At least Petraeus wasn't spending his off-hours at the CIA working on the game, though maybe that would have helped him avoid his current jam. A rep for Call of Duty: Black Ops II publisher says Petraeus was "not involved in making the game." Actor and political impressionist Jim Meskimen is credited with voicing the game's Secretary of Defense.


Minor Black Ops II spoilers follow.


Petraeus doesn't do much in the game, and there's no sign of Paula Broadwell, the woman with whom Petraeus had his affair. When we first see Petraeus, he's receiving a terrorist prisoner on board the Obama. Another mission in the game starts with Petraeus and the Clinton-esque President Bosworth on board a futuristic version of Marine One before it is shot down over L.A. The crash should kill everyone, but this is Call of Duty. The important people tend to survive. We don't see Petraeus again, but an audio message indicates that he survived.


Black Ops II rips plenty of its content from the headlines of today and the 80s. In the game, you're doing everything from dealing with hacked U.S. drones to, in a flashback mission, running through Panama with Manuel Noriega during the 1989 U.S. invasion of that country. Petraeus' inclusion was doubtless programmed into the game before the specter of scandal emerged over the September 11, 2012 attack on the U.S. consulate in Benghazi and before the Broadwell incident ensured the former general would be out of a job. What was once plausible—that Petraeus would serve as Secretary of Defense to a President Hillary Clinton—now seems ridiculous.


But don't go thinking that Black Ops II is all too-good-to-be-true Liberal fantasy. The game's very first mission begins with an appearance of that paragon of the Right and the central figure in the Iran-Contra affair, former Lt. Col. Oliver North. He advised the production of the game and, unlike Petraeus, did his own voice-work.


Call of Duty® (2003)

Some people in some parts of the world already have a copy of Black Ops II. Know what that means? Yup, they're finding awesome glitches.


This is the "snake", a returning issue from the first Black Ops, which while hardly fair does at least redeem itself by looking stupidly hilarious.


Now all we need is a waterslide level and we're set.


Black Ops 2 Snake Glitches - Tutorial For Snaking Glitch ! [YouTube]


Call of Duty® (2003)

That's a headline I never thought I'd be writing, but it's a funny old world we're living in.


Musician Trent Reznor, of Nine Inch Nails fame, has as we know lent his talents to the soundtrack for Black Ops II, with a theme song you can now listen to courtesy of the video above.


It's... pretty damn good. Like, distance it from the Call of Duty franchise as far as you have to and just listen to it; if the words "Trent Reznor" get you excited you'll probably dig it.


Long-time NiN or shooter fans will know it's far from his first video game work; he's been doing this for a very long time.


Trent Reznor - Black Ops II Theme+ [YouTube]


Half-Life 2
Hotline Miami is all about learning through repetition, then executing a perfect murder-spree.
Hotline Miami is all about learning through repetition, then executing a perfect murder ballet.

Tyler Wilde, Associate EditorThe word "repetitive" commonly has a negative connotation, and it's especially used negatively (all the time, every time, forever and ever) when talking about games. And often it's followed by a bunch of no elaboration at all. That doesn't make sense. I'm sure I've done it before, but criticizing a game for being "too repetitive" and leaving it at that is—strictly speaking—meaningless. A game might lack variety, but every game is repetitive. We repeat some pattern of input—running and shooting, stacking blocks, bouncing balls off blue dots—over and over, and expect uniform feedback. Then the problem changes slightly, and we tweak our input pattern. And then again. And yet "too repetitive" is lobbed at games all the time.

Alright, I know that sounds a bit pedantic, and I do recognize the difference in tone between "repetition" and "repetitive." Lack of variety is a fair criticism, but "too repetitive" is an extremely vague way to say it, and it dodges the truth: when we criticize a game for being "too repetitive," I think we often mean that we just don't like what we're doing. "It's repetitive" is shorthand for "this isn't fun (for some reason)."

If we like what we're doing, repetition is desirable. I like solving puzzles in Portal, and once I solve one I want to solve more. I don't want to solve the exact same puzzle again, but I don't want to stumble into a surprise Sudoku chamber, either. So Portal gives me increasingly clever arrangements of portal-ey logic problems. The puzzles get harder, but they're all just iterations of the same basic spatial problem I solved in the first puzzle. So after all my twisty, knotty figuring arrives at a solution, it always seems just as simple as the first time. That sense of clarity comes from repetition.

Super Meat Boy replays your failures, illustrating your own learning process.

Repetition is also how we learn, and both Super Meat Boy and Hotline Miami succeed by embracing that power. They present problems in small chunks—a level in Super Meat Boy and a floor of thugs in Hotline Miami—and rapidly reset them every time we fail. Each attempt gives us new information to apply to the next, building layers of experience on the way to that one perfect run. And that perfect run feels good: it's an accomplishment, like unknotting an especially tricky puzzle in Portal. Except in Hotline Miami there's more brain-stuff and skull chunks lying around afterward.

The same goes for Counter-Strike, StarCraft, and the rest. At their most basic levels, they're about repeating and mutating input patterns to solve variable, but not totally unpredictable, problems. The variables in Counter-Strike, for example, are the guns, maps, and opponents. That's been enough variety to keep us repetitively shooting at each other for 13 years.

Repetition can be pretty damn fun, so we've got to be specific, and always ask ourselves if it's really the repetition of a theme that bothers us, or the theme itself. I can shoot bad guys all day, so complaining that "the shooting is repetitive" in Medal of Honor: Warfighter would be confusing. Further examination would reveal that the guns, maps, and enemies have specific traits I don't like, which has nothing to do with repetition (except that the more I do them, the less I like them).

Fearing the dreaded "repetitiveness" may even be bad for games: that's probably how we end up with off-key phrases at pivotal moments, like a boss fight which takes away the gun I've been using the whole time and sticks me in a surprise platformer. It's variety, but it screws up the whole composition. A performance of Rachmaninov's Piano Concerto No. 2, for example, would not benefit from an unexpected dubstep interlude. No, I wasn't talking to you, Skrillex. Are you drunk? Go home, dude.

Anyway, if at first glance this looks like an ostentatious rant about a personal pet-peeve, then you may have seen correctly. But maybe not: try Googling any game name with the phrase "too repetitive." It's everywhere. I get what's meant by it (sort of, kind of, some of the time), but it says very little. It may not even be a criticism, because games like Hotline Miami wouldn't be fun without repetition. If dying and respawning didn't reset the level, and our prior kills stayed bloodied, it would be ruined. Maybe then we'd say that it's not repetitive enough?
Call of Duty® (2003)
Call of Duty: Black Ops II: The Snacktaku ReviewI don't know if it's the "rating pending" box or something specific to the Xbox 360 version of the game, but I've been chewing for hours and all I've got to show for it is disc shards slicing painfully into my gums.


Thanks a lot, Activision.


Snacktaku is Kotaku's take on the wild and wonderful world of eating things, but not eating meals. Eating meals is for those with too much time on their hands. Past critiques can be found at the Snacktaku review archive.
Call of Duty® (2003)

How Not To Get Banned From Call of Duty: Black Ops II The next installment in the Call of Duty juggernaut, Black Ops II, launches tomorrow. In preparation for the legions of players who will no doubt soon be shooting each other, exploiting every glitch, and saying very rude things on voice chat—as well as the millions of folks who just want to play, and have to deal with the jerks—Treyarch has posted their official Security and Enforcement Policy on their forums.


The policy is a laundry list of bannable offenses, with penalties, ranging from 48-hour suspensions to loss of certain privileges and stats to permanent removal from online play, clearly outlined.


Piracy, modding, and hacking, when discovered by Treyarch, will be rewarded by permanent bans. The use of "unsupported devices and applications," which include but are not limited to, "modded controllers, IP flooders and lag switches," will trigger a temporary ban and stat reset for the first offense, with potential permanent bans for repeated use. Exploiting glitches in any way is also, naturally, a big no-no.


As for lewd and offensive but not cheating-related behavior, first offenses result in temporary bans, second offenses in temporary bans and the revocation of voice chat, and theoretically "extreme or repeat offenses" can get a player permanently banned from online play.


The same applies to problematic behavior while live-streaming play, so streaming players, be sure to remember when to log off and walk away first.


Call of Duty: Black Ops II - Security & Enforcement Policy [Call of Duty official forums]


Half-Life

Kotaku Timeline: Half-Life 2: Episode Three Remember when you first finished Half-Life 2: Episode 2? The excitement? The shock? You were ready to set out with Alyx at your side, ready to show those alien bastards who's boss. The trilogy, and with it, the Combine's rule over Earth, would end soon.


Except it didn't. At the time of this writing, almost five years have passed since the supposed release date of the final installment in Gordon Freeman's saga. Half-Life 2: Episode Three was slated to arrive Christmas 2007. It didn't. As the weeks and months went by, confused fans tried to glean whatever information they could from Valve, but, by and large, they were unsuccessful. The company remained silent.


In this Kotaku Timeline, we follow the fans' process of dealing with Valve's silence, cataloging their forays into leaked code, and their communications with the developers. We detail the ways the gaming press interacted with Valve over the years, and list what little has been revealed. In addition, we will keep watch over the game, and take note of any events, good or bad, in the months and years to come.


There were no mentions of the final episode—called Half-Life 3 by some—between 1999, when Valve registered the domain halflife3.com, and 2006. But then, announcements were made, and names were dropped. And so this is where our timeline begins...



Kotaku Timeline: Half-Life 2: Episode Three
April/May—Gaben and episodic gaming
Kotaku Timeline: Half-Life 2: Episode ThreeIn the May issue of the print version of PC Gamer, Valve Software co-founder Gabe Newell talks about Half-Life 2 and its episodes (including Episode 3!), and why he thinks episodic gaming is the way to go. A full transcript is available through the link below.
Read more»

May 26—Remaining episodes announced, dated
Valve officially announces Episodes 2 & 3, saying that the trilogy is slated to end by Christmas 2007. Yeah.
Read more»

June 6—Lots of little Episode 3 details
Gabe: "Half-Life 3 [a.k.a. Episodes One to Three] is about the relationship with the G-Man and what happens when he loses control of you."
Eurogamer talks to Valve about the upcoming episodes, who divulge a few details regarding locations, characters and possible expansions.
Read more @ EuroGamer»

Kotaku Timeline: Half-Life 2: Episode Three
May 17—Episode 3's already being worked on
Lombardi: "Pre-production is definitely going, and it'll be ramping up rather quickly now that they're ramping down on Episode Two."
Eurogamer gets hold of Valve marketing director Doug Lombardi, who talks about Episode 3, which is apparently already in pre-production.
Read more @ EuroGamer»

November 9—Valve doesn't want to overcommit
While talking to RPS, Episode 2 project lead David Speyrer says the reason for not having an Episode 3 trailer is that they don't want to make promises they can't keep. (Which is ironic, considering Episode 3 was supposed to ship in 2007.)
Read more»

December 19—Episode 3 is not the end of Half-Life
In an interview with StuffWeLike, Doug Lombardi drops the fact that the Half-Life franchise won't end with Episode 3.
Read more»

Kotaku Timeline: Half-Life 2: Episode Three
March 1—The Oranger Box
GTTV interviews Gabe about a variety of things, managing to squeeze in a question about Episode 3. (Thanks, commenter Cursed Frogurt!) Transcript below.

GTTV: Episode 3. What do we know about it? What can you tell us?


Gabe: From our point of view there's enough newness in there that we want to sort of spring it on people and say "here's a bunch of things you've never seen before" — we have multiple of those.


GTTV: And that's graphically, or in terms of the gameplay, or...


Gabe: There's stuff that visually hasn't been in games before, and there's certainly a bunch of game elements, on the order of Portal, that have never been done before.


GTTV: So even better than the portal gun?


Gabe: Oh yeah.


GTTV: Really? New gameplay paradigms?


Gabe: Uh-huh. I think that we're really happy with how the Orange Box did, and we'd do an Oranger Box next time, certainly.


Read more @ GameTrailers»

April 21—The first Episode 3 files are found
Three files are found by a Steam forum user in a folder titled "Episode3" in the Source SDK. They're later described as unused leftover assets by a Valve employee.
Read more @ Steam Forums»

June 27—Episode 3 won't be at E3
Doug Lombardi debunks the rumor that the latest Half-Life episode would be presented at E3 2008.
Read more»

July 10—Our first look at Episode 3
Kotaku Timeline: Half-Life 2: Episode Three The first pieces of concept art for Episode 3 are released. Take a long, good look at them, folks, 'cause you won't be seeing anything like these for a while.
Read more»

October 15—Lombardi and the Long Wait
Kikizo interviews Doug Lombardi, who promises more details by the end of the year. (Unsurprisingly, Valve doesn't deliver.)
Read more»

October 17—Episode 3's taking too long? Blame Left 4 Dead and Team Fortress 2
Lombardi: "We want the next installment of Half-Life 2 to be really big."
Doug Lombardi tells Shacknews that the reason why development on Episode 3 is so slow is that the company is focusing on their other games.
Read more»

Kotaku Timeline: Half-Life 2: Episode Three
June 4—A call for communication
Steam forum user surfrock22 creates a petition, asking Valve for more and better communication after their latest failure to deliver news on Episode 3 (they announced Left 4 Dead 2 instead.)
Read more @ Steam Forums»

August 7—Episode 3 might have a deaf character
Gabe talks about the possibility of introducing a deaf character, and with it, sign language, to the Half-Life series with Episode 3.
Read more»

August 12—Gabe talks to Steamcast, but doesn't have much to say
Steamcast, a (now discontinued) fan podcast for all things Valve, nabs an exclusive interview with Gabe Newell, who briefly talks about why there's been no Episode 3 news. You can read a transcript of the relevant segments below.

Steamcast: Alright, first question: this is one of the most commonly asked questions that we had received and we've tried to format it into something you might be able to answer: you'd kept Episode 3 under incredibly heavy wraps thus far; we'd like to know why have you chosen to adapt such a reclusive approach this time around, as opposed to previous releases. Was it based on the reception you'd received about letting out too much info prior to Episode 2, or just something completely different?


Gabe Newell: I think that what's going on, you know, we're sort of always experimenting, we're always trying out different kinds of things, and that has positive as well as negative consequences for ourselves and for the community—so if you look at our different products, we're trying out these different rhythms. (Ed.: Here Gabe talks about how Valve handles updates for Team Fortress 2 and Left 4 Dead.) Right now, the Half-Life 2 episodes themselves are on a third sort of rhythm, and, you know, we think it makes sense for the product and for what we're trying to do there. The reason that we're not talking about anything is mainly that we don't have anything to say; it's not like we decided we released too much information, it's just that if we had information that we were in a position to deliver to people, we would—and right now we don't have anything to say about it. It really is a consequence of these different rhythms to release schedules we're trying out. (...) So, Ep 3 is sort of victim to our willingness to experiment, and as soon as we have stuff that we're ready to say about Ep 3, we will.


Steamcast: Alright, fair enough.


Listen @ Steamcast»

Kotaku Timeline: Half-Life 2: Episode Three
January 19—No new Half-Life in 2010
According to the January issue of Game Informer magazine—specifically, its rumors column—Episode 3 won't be landing in 2010.
Read more»

March 26—The new Half-Life better be scary
Gabe: "I feel like we've gotten away from genuinely scaring the player more than I'd like."
While talking with Edge Magazine, Gabe mentions that they'd like Half-Life to return to its terrifying roots.
Read more»

April 4—Gabe doesn't want Gordon to change
In yet another interview with Edge Magazine, Gabe says that he wants series protagonist Gordon Freeman to remain the blank slate he's always been.
Read more @ CVG»

July 21—More Episode 3 assets found in the Alien Swarm SDK
Kotaku Timeline: Half-Life 2: Episode ThreeSteam forum denizen StickZer0 (his image to the left) happens upon several Episode 3-related files while poking around in the Alien Swarm SDK.
Read more @ Steam Forums»

September 23—Even Peter Molyneux's son is sick of waiting
Peter Molyneux puts up a video of his son protesting Valve's silence.
Read more»

December 18—"Call for Communication" hits 1,000 signatures
The "Call for Communication" petition hits its original goal of 1000 collected signatures. The creator sends an email to Valve, but unfortunately, there's no response.
Read more @ LambdaGeneration»

Kotaku Timeline: Half-Life 2: Episode Three
February 21—Valve still won't budge
While organizing a conference call with Valve's writing team for a Portal 2 Q&A session, News.com.au deviously sneaks in a question about Episode 3. Sadly, they don't get an answer.
Read more @ News.com»

April 8—What does Portal 2's co-op campaign have to do with Half-Life?
Kotaku has a theory on why Episode 3 could be taking so long.
Read more»

April 25—No more single-player games from Valve?
Keighley: "Portal 2 will probably be Valve's last game with an isolated single-player experience."
A quote from the Final Hours of Portal 2, a documentary-app detailing the last stages of Portal 2's development, seems to suggest that Valve is done making single-player games.
Read more»

May 7—Valve to introduce "single-player plus"
Gabe talks about the importance of sharing your single-player experience with friends in an interview with a high-school student.
Read more»

May 14—Valve has a hole in its pocket; Episode 3 code found in the Portal 2 SDK
Someone finds code pertaining to Half-Life's slug-like Combine enemies, the Advisors, in the Portal 2 SDK.
Read more @ LambdaGeneration»

May 18—Valve won't be showing up at E3 2011
Replying to reporters asking for appointment times for E3 2011, Valve announces that they won't be showcasing any games at the event.
Read more»

June 22—Gabe still refuses to talk about Episode 3
Gabe: "If you know enough to ask the question, you know what the answer is."
Gabe appears at the Games for Change festival held at NYU, primarily to talk about the role of video games in education. When asked about Episode 3, he (predictably) refuses to answer.
Read more»

August 10—Protesters show up near Valve HQ
Kotaku Timeline: Half-Life 2: Episode ThreeA pair of young Canadian gamers show up on the lawn of Valve Software HQ, wielding cardboard signs, demanding that Valve release some Episode 3 info.
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August 11—These protesters are quite persistent
It's day two for the protest on Valve's lawn, and it's still going strong.
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August 17—What did Gabe tell those protesters?
Gabe: "They wanted to know when Episode Three was coming out. I said 'I can't tell you.' And they were, like, 'Okay...'"
The protest ends peacefully. Kotaku catches up with Gabe to speak to him about what happened.
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September 19—Hey, guess what; there's some new Episode 3 code out in the wild
A beta tester leaks the Dota 2 beta client. People immediately begin datamining the files, and they naturally find several bits of code related to Episode 3. At this point, one begins to wonder if Valve is doing it on purpose.
Read more @ LambdaGeneration»

September 22—Gabe knows when Episode 3's coming, but it won't fit in a haiku
Kotaku Timeline: Half-Life 2: Episode ThreeA redditor posts an e-mail exchange he's had with Gabe.
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September 23—That Episode 3 code doesn't mean anything
Faliszek: "I guarantee that if you went into the original Half-Life source code now, you'd probably find mention of unrelated stuff labelled 'HL3'."
Valve writer Chet Faliszek tells NowGamer that there's nothing to get excited about.
Read more @ NowGamer»

November 24—Even Volition wants to know where the hell Episode 3 is
Kotaku Timeline: Half-Life 2: Episode Three Reader Naroon sends in an Episode 3-related easter egg from Saints Row 3.
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December 2—Half-Life 3 T-Shirt Confirmed
Kotaku Timeline: Half-Life 2: Episode ThreeAn Uber Entertainment employee sees someone wearing a very peculiar shirt at a game developer event in Seattle.
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December 9—They might already be recording dialogue for Episode 3
A US-based voice actor tells the Official Xbox Magazine that he's been working with Valve on recording lines for a certain "Half-Life Episode 3".
Read more @ OXM»

December 20—It's coming in 2012. Yes or no?
Two video game journalists decide to make a bet. Their dignity's on the line.
Read more @ Kotaku Australia»

Dec 22—Here's a fresh new batch of Episode 3 rumors

~12:55am—A fairly crazy theory of a possible new game in 2012
Valve releases the unaired Video Game Awards Character of the Year acceptance speech of Wheatley, one of Portal 2's main characters. An off-hand remark Wheatley makes prompts some wild speculation about a new game.
Read more @ LambdaGeneration»

1:00am—A new site pops up
Kotaku Timeline: Half-Life 2: Episode ThreeA new site displaying a huge Half-Life 3 logo appears. While a troll, it's still somewhat clever. At least we get a sweet wallpaper out of it.
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~1:15pm—Half-Life hints are go... or, maybe not
A Steamcast co-host posts on the Steam Forums that he's been told by an unnamed informant that Gabe "has given the go ahead to drop hints for the next Half-Life game." Gabe later partly debunks this rumor.
Read more @ LambdaGeneration»

December 23—JPL denies any involvement in Episode 3
JPL: "Wish I had better news for you. I would love to do another episode."
John Patrick Lowrie, veteran Half-Life voice actor and husband of GLaDOS' voice actress Ellen McLain, in a post unrelated to Half-Life, tells commenters that neither he nor his wife have been contacted by Valve regarding Episode 3.
Read more @ JPL's Blog»

December 24—LambdaGeneration's Rumor Roundup
LambdaGeneration looks at exactly how Valve has been teasing the community lately.
Read more @ LambdaGeneration»

December 28—Debunking rumors left and right
Faliszek: "This is the community trolling the community, nothing more."
Valve (specifically, Chet Faliszek) shares their opinion on the newest Episode 3 rumors.
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Kotaku Timeline: Half-Life 2: Episode Three
January 6—Operation: Crowbar
A bunch of fans decide to send Valve cheap crowbars in protest. While the approach is refreshingly crazy, Valve won't budge.
Read more @ LambdaGeneration»

January 8—A call for communication; round two
MtV: "Your oldest and longest running fanbase would like better communication."
Remember that petition from 2009? It's gotten a lot bigger, and it even has its own Steam group now.
Read more @ LambdaGeneration»

January 10—There really should be an announcement coming this year
IGN argues that there's no reason for Valve not to break their silence in 2012.
Read more @ IGN»

January 12—Garry Newman is a funny guy
Kotaku Timeline: Half-Life 2: Episode ThreeGarry Newman, the man behind the vastly popular Garry's Mod, tweets a picture of a Half-Life 3 shirt supposedly sent to him by Valve. Later, he says it was only a joke. This of course kicks the LambdaGeneration rumor mill into overdrive.
Read more @ LambdaGeneration»

January 18—Half-Life easter eggs? CS:GO has them
Kotaku Timeline: Half-Life 2: Episode ThreeA resourceful Steam forum user uploads all the Half-Life references he could find in CS:GO's files. Unsurprisingly, nothing of real value is found.
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January 21—Jesus in toast: Half-Life edition
Kotaku Timeline: Half-Life 2: Episode ThreeVaguely lambda-shaped onion ring? Half-Life 3 confirmed.
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January 31—A red letter day
In a move far less insane than Operation: Crowbar, tens of thousands of fans plan to play Half-Life 2 together on the same day to send Valve a message.
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February 5—Aftermath of the red letter day
The event catapults Half-Life 2 to the 11th spot on Steam's list of most played games. But did it have the effect the organizers had hoped it would? (Spoilers: It didn't.)
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March 1—Portal 2 still holds some secrets
The ever-vigilant Steam forum community uncovers some animation files belonging to a side character from Episode 2 that are definitely new. Not very interesting, but new.
Read more @ LambdaGeneration»

April 18—April fools!
Kotaku Timeline: Half-Life 2: Episode ThreeA redditor tries to start a hoax involving a supposed pre-order ad for Episode 3 at Best Buy. It doesn't work out.
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April 20—Gabe finally spills the beans on Ricochet 2. Wait, what?
Gabe: "We think that the twists and turns that we're going through would probably drive people more crazy than just being silent about it."
On Seven Day Cooldown, a gaming podcast, Gabe Newell talks about the future of Ricochet 2. If you know what I mean.
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April 28—It's time to look at the numbers
Kotaku reader Igor explains, using the magic of numbers, that Episode 3 will definitely be revealed at this year's E3. Except...
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May 2—No Episode 3 at E3 this year
Shock and awe.
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June 9—These things take time
Gabe himself appears as a neat little Episode 3 easter egg in the Kickstarter video for Clang. (Thanks, commenter lambdacore!)
Read more @ Kickstarter»

June 27—Here's some new Half-Life concept art!
Kotaku Timeline: Half-Life 2: Episode Three Valvetime posts a bunch of concept art that they've received from an anonymous source. However, the images are at least four years old.
Read more»

August 14—Half-Life 3 at Gamescom! Or not!

7:22am—Half-Life 3 to be shown at Gamescom
A product listing advertises that Valve will be attending Gamescom and showing off Half-Life 3.
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8:15 am—Valve steps in
Doug Lombardi confirms that the listing was a mistake. Oh well.
Read more»

August 15—Buy this keyboard to play Half-Life 3 with!
Kotaku Timeline: Half-Life 2: Episode Three Mad Catz releases an ad for their new keyboard that shows a Half-Life 3 icon. Wild speculation and nerdrage follow.
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August 17—Gabe Newell hates sharks
Gabe: "I hate sharks."
Spike TV interviews Gabe. They get to the question about Episode 3. Gabe says he hates sharks. It makes perfect sense!
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September 20—Someone says Half-Life 3 is now an open-world game
French gamer site Journal de Gamer reports that, according to an anonymous source close to Valve (we certainly haven't heard that before), the series is moving away from its linear roots towards Skyrim-esque open-world gameplay.
Read more @ SlashGear»

November 11—Gabe tells /v/ all about Source 2
During /v/'s birthday visit to Gabe at Valve HQ, he (shockingly) shows willingness to divulge a few facts about a new engine they're working on. Unfortunately, he doesn't really talk about what it's for. Full video of the event to the left.
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developer:
valve corporation
publisher:
valve corporation
platform:
pc
release date:
tba
genre:
first-person shooter
modes:
single-player
rating:
tba
kotaku's half-life 2: episode 3 gallery»
valve's website»
combine overwiki—the unofficial half-life wiki»
LambdaGeneration—valve community content and news»
episode two SteamPowered forums»
Call of Duty® (2003)

DirecTV will airing a making-of documentary on Call of Duty: Black Ops II Sunday, Monday and Tuesday, the day the game releases in the U.S. If you don't have the satellite service, this two-minute teaser video will have to suffice.


A news release said the show would feature "exclusive footage" from the game plus commentary from cast members, pro gamers, and Treyarch developers.


The show airs on DirecTV's Audience Network (channel 239 on the service) at 7 p.m. EST tomorrow; it re-broadcasts on Monday at 10 p.m. EST and 10 p.m. PST, and Tuesday at 8 p.m. EST and 8 p.m. PST.


Call of Duty® (2003)

Computer Security Research Team Finds Vulnerabilities in Modern Warfare 3 The same security company that found a security flaw in Steam earlier this year has found security holes in Modern Warfare 3 and CryEngine 3.


As ComputerWorld reports, researchers from security company ReVuln announced their findings at a security conference in Seoul today. They demonstrated two major issues. The first was with Call of Duty: Modern Warfare 3 which, according to the presentation, is open to malicious denial of service (DDoS) attacks that can crash the game servers.


The other major issue was found in Crytek's CryEngine 3, and demonstrated on the game Nexuiz. The research team was able to access a remote player's computer via the game servers and "caused a graphic of cat riding a rocket to be displayed on the victim's computer."


If only all hackers sent cat pictures.


Of course, as a security company, it's in ReVuln's interest to point out security flaws, even minute ones, in any software they can. The company is planning to release full advisories about their findings next Tuesday, to coincide with the launch of the next Call of Duty game, Black Ops II.


Researchers find vulnerability in Call of Duty: Modern Warfare 3 [Computer World via Polygon]


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