Portal

But WHY is Portal 2's Music so Great?One of the highlights of Portal 2, like it was with the first game, is its music. Most will agree that it's a wonderful soundtrack, perfect to accompany the on-screen action, but just why is that the case?


Dan Bruno has an idea, and it uses sound editor Walter Murch's theory of the "aural spectrum". According to this spectrum, speech (which is "encoded" sound) lies at one end, the "violet end", with music (which is "embodied", in other words, raw sound) at the other end. The "red" end.


Lying between those two are sound effects, which are both "embodied" in that they're raw sound, but also "encoded" in that they require an understanding of what they're representing for us to understand them. They're "yellow". That's the simple version; for the full thing, you can read it in detail here.


Anyway, Bruno's idea, and I like where he's going with this, is that Portal 2 lies between the violet and the red in an "orange" point on the spectrum, because it pushes "sound effects and music towards each other".


He argues, with embedded examples, that Portal 2's sound effects work as musical events, programmed to form as much a part of the soundtrack to your progression as the actual, well, soundtrack. Combine this with the fact Portal 2 already has an "interactive soundtrack" of sorts, with music changing in tempo depending on what you're doing, and you can see where this all comes together.


You can hear examples for yourself at the link below, the best probably being the "floaty high-pitched arpeggio" you hear when bounding off a jump pad.


Link ChevronMusic and sound in Portal 2 [Cruise Elroy, via GameSetWatch]


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

Team Fortress 2
  • Fixed a case where CritBoost effects were being removed from players being healed.
  • Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time.
  • Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts)
  • Fixed the problem that was causing Strange Demoman shields to not accumulate kills.
  • Fixed a bug where the Reserve Shooter would minicrit against swimming targets.
  • Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower)
  • Made the Jumper's Jeepcap and Pocket Medic craft-able.
  • Updated the bot navigation files for several maps.
  • Added an entry for "Call Vote" to the Options->Keyboard Settings, so you can bind a key to it.
  • Updated the gamehaptics file:
    • Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update.
    • Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation.
    • Tuned Brass Beast recoil to have less of an impact on your aiming reticle.
Team Fortress 2
The Control Point guys are upto something over here. There's a countdown and everything. We're assuming the universe will end when it hits zero.

Team Fortress 2
This clever fan-made comic has the Engineer taking matters into his own hands. Nice work, Nik.

Portal - contact@rockpapershotgun.com (Alec Meer)

Speaking of Portal-based competitions, it’s about time we took a look at how things are progressing with Valve’s other challenge – to make a music video for gloomy The National song Exile Vilify, which played a minor role in the game. There aren’t quite as many submissions as I’d have expected so far (either that or people keeping forgetting to tag their Youtube videos with PORTAL2NATIONALEXILE), but I’ve gone through and picked out a few below to demonstrate both the variety and, in some cases, the skill on offer.

Featured: cats, lego, crying, animation, more crying, stop-motion, yet more crying, Half-Life 2, wow these people are unhappy, Mirror’s Edge, CHEER UP and penguins.

(more…)

Team Fortress 2

Tim, Rich, Craig and Tom Francis amass for episode 58 of the PC Gamer UK Podcast. Topics include Hitman Absolution, Bioshock Infinite and Valve's recent Team Fortress 2 announcement. Of course, we answer a stack of your Twitter questions too.

Download the MP3, subscribe, or find our older podcasts here. Thanks for listening, and don't forget to let us know what you think in the comments.
Team Fortress 2 - contact@rockpapershotgun.com (Andrew Smee)


I’ve spent most of the weekend playing Team Fortress 2. I haven’t done that in years.

I hadn’t intended to. Team Fortress 2 exploded into my life as a near-obsession back in 2007. Playing almost every evening, hour after hour into the night, even dreamed about it during the height of the passion. I used to wander around the maps on my own in private servers just to look at the artistry of the world, and watched countless hundreds of YouTube videos of how-to jump videos and devastating frag runs when not actually playing the damned thing. But then, as always with multiplayer shooters, I fell away from the servers, and as with all the other competitive games that came before it, I became a stranger.

Jun 27, 2011
Team Fortress 2
It starts Sunday July 10th, from 20:00 CEST. The cup itself will run over two Sundays. The first 3 rounds will be played on the first Sunday, while the quarter, semi and grand final will be on Sunday July 17th. Simply create a 2v2 team and you’ll be able to signup. The game server is located in London and playable for American teams. Visit the ETF2L tournament page for complete details.

Jun 27, 2011
Team Fortress 2
Check out this cool video we came across today.

Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Reduced CPU usage for idle servers

Team Fortress 2
  • Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the whitelist for Medieval mode
  • Added a server console message when a player is sent to the server via the matchmaking system
  • Fixed the cl_gameserver_list output
  • Fixed the Quick-Fix showing the fire overlay when running in DX8
  • Fixed a problem with team paints not being displayed properly when playing
  • Fixed a display problem with Hatless hats
  • Fixed a problem that prevented the new Scout items from being used in crafting recipes
  • Fixed a problem with clients seeing the incorrect vote options after changing servers
  • Fixed the backpack image for the Schadenfreude not being disabled when using paint
  • Updated the Planeswalker Goggles to not hide the Scout's hat/headset
  • Updated the taunt items to be nameable
  • Updated the localization files
...