Team Fortress 2

It sounds like the start of a joke. "The Heavy from TF2 and Tycho from Penny Arcade walk into a bar...", but that's pretty much the premise for Telltale's upcoming poker game, which pits an odd variety of gaming characters against one another and gives the player a chance to win some exclusive items for TF2. Telltale have released a trailer of the game, showing some of the banter we can expect from the motley crew they've assembled. They've given Tycho a voice! Hear his sultry tones in the video below.

The trailer teaches us that the Heavy is as serious about cards as he is about his beloved miniguns. Head here more information on the TF2 items that will be wagered. The game will be out later this month, and is available to pre-order now on Steam.

PC Gamer

If you've never wanted a tiny plushie Splork of your own, you haven't got that far in Peggle yet. Well, now you can get one of those, a Peggle mug, two Peggle badges, a Peggle mouse mat, a Peggle iPhone skin, Peggle, Peggle Nights, £30 of iTunes vouchers to buy Peggle and anything else on the iPhone, a bumper sticker reading XTRM FVR, and for some reason a bunch of Chuzzles.

All you have to do is save a replay of a great Peggle shot, zip it up, and post it on our forums. It can be Peggle Deluxe, Peggle Nights, or Peggle Extreme, but it probably has to be the PC version. We're not looking for the highest score, just that mix of style, skill and dumb luck that makes Peggle fun. Here's how to submit one.



When you make a good shot, click 'Instant Replay' in the bottom right shortly after.

You'll then get the option to save it as a file. Once you have, find your saved replays in C:\ProgramData\Steam\PeggleExtreme\userdata\replays

Search for 'replays' if you don't have that folder.

Then right click the one you want, and go to Send to > Compressed folder.

This will create a zip with your replay in, and you can upload that when you reply to this thread on our forums.

Deadline: Any replays posted in that thread before 9AM GMT on Monday the 8th of November are eligible.

Good luck!
Half-Life 2

A spectacular second trailer has been released for Beyond Black Mesa, a live action short film set in the Half Life universe. It's packed full of explosions and tense shoot outs with the Combine, and features the coolest holographic wrist display gadget ever. You'll find the video embedded below.

The film tells the story of Adrian Shephard, a member of the human resistance movement. He has one mission: to get a message to City 17 about the incoming Combine invasion. It's a tough assignment. The Combine know who he is, and are hot on his tail.

The whole film was made by a small crew of talented and dedicated Half Life fans, who financed the film with their own money, and shot the whole thing during their free weekends. Now the film is finished, and is currently being shown in film festivals throughout North America. The team are planning to release the film once it's finished conquering the festival circuit. We've interviewed some of the guys behind the production about the risks, rewards and bruises that come with filming a professional quality action flick on a budget. We'll be bringing you that soon. Meanwhile, here's the omfg trailer.

Nov 4, 2010
PC Gamer

PopCap Games are the creators of Bejeweled, Peggle and Plants vs. Zombies, each of them one of the biggest and most lovable games on PC. When casual and social games are reaching ever larger audiences and their developers are getting a bad reputation for poor design practices, how have PopCap managed to find fans amongst gamers and grannies alike? To find out, I visited the studio and interviewed everyone I could find. We're running those interviews each day this week and calling it PopCap Week.

Today I'm speaking to PopCap co-founder Jason Kapalka and the designer of Peggle, Sukhbir Sidhub. It's only now when looking back at the transcript that I realise there are long periods when I don't ask any questions. Jason and Sukhbir have worked together for years, and it shows. They talk away without my intervention, revealing details of PopCap's forgotten first release, a strip poker game called Foxy Poker, and follow it up by going into detail about the many variants of Peggle, including a Thor-themed version called Thunderball, and what would have happened if co-founder John Vechey's mum had been PopCap's accountant.



Jason Kapalka: You know the original name, right?

PC Gamer: I think it was Sexy Action Cool?

Jason Kapalka: Yeah. I don't know if you know the original product. Did they show you Foxy Poker?

PC Gamer: No.

Jason Kapalka: That's the PR person having a pained look on their face

(laughter)

Jason Kapalka: This is not in our corporate histories, but the first thing that we did was a strip poker game. Mostly just because we thought, “We can do this thing, then we can sell it and take the money to use to do whatever.”

It was more like strip video poker and in fact there wasn't actually any stripping. We were still trying to do this advertising stuff where they wouldn't allow nudity, so there was this awesome power stripping where there was always some object interposed. We did get a lot of complaints, because you had to play a long time to get enough tokens to get to the final stage of undress, and when you did there was some vases and things, so we got a lot of complaints that they'd just spent four hours.

It was a pretty good strip poker game if I do say so myself, but we found there was going to be a hard time doing anything with it because we didn't really have the heart to deal with any of the porn companies because they were just too scummy. We abandoned our short lived effort to be a company like that. We then did Bejeweled and after that, yeah, started licensing games to Microsoft, primarily, and a few other companies.

PC Gamer: Did you have in your heads the type of game that you wanted to make at that point?

Jason Kapalka: The strip poker game seemed like a way to get some starting money, but the kind of games we were planning on doing were always these web-based, simple puzzle games.

We ended up gravitating more to single player puzzle games, not necessarily because of choice, but because it was easier to sell, because the multiplayer stuff was a real pain in the butt to integrate. If you want to go to Microsoft with a multiplayer game it was really hard, because you had to work with their APIs.

We did actually do multiplayer games for the first couple of years at PopCap. Psychobabble is the coolest one, probably. A sort of competitive fridge magnet poetry. It was really fun and actually very funny, it was a laugh out loud hilarious often. We eventually took it down a few years back, not because it wasn't any good but because it was literally impossible to make it family friendly. No matter how many curse words or suggestive words you took out, people would find a way to make something filthy out of any possible configuration of words.

Sukhbir Sidhub: That was definitely half the fun of the game.



PC Gamer: At what point did you join the company?

Sukhbir Sidhub: I think it was June 2002. It was about a year or two after Bejeweled.

Jason Kapalka: Yeah, 2002, I guess. At that point I can't remember what employee number you were.

Sukhbir Sidhub: I think there were like seven other people, but I'm not quite sure. Pretty small office.

PC Gamer: I read your bio and you were number 8 I think.

Jason Kapalka: Sounds right. I mean, some of them were like John's mum was our accountant.

Sukhbir Sidhub: His aunt.

Jason Kapalka: Oh no, his Aunt. Sorry, that would be terrible!

Sukhbir Sidhub: (laughs) Yeah. I don't think we would be here now if John's mom was our accountant back then.

Jason Kapalka: Yeah, I think we'd all be in jail.

PC Gamer: Can you talk me through a little bit the development process for making Peggle?

Sukhbir Sidhub: The first conversation I had with Jason when I talked about coming up here to work for PopCap, we talked about the kinds of games they wanted to make. You know, casual games, games for a wide audience. I actually mentioned Pachinko at that time and we started talking about it just in that one conversation.

That was years before we even started Peggle, because I'd actually played a Pachinko game that Jason had at his apartment back in San Francisco. It was a Godzilla Pachinko machine, and it was awesome. It was really fun and it was mesmerising and I couldn't believe how fun it was and how addictive it was.

So that experience always stayed with me, but the problem with that was, it was all luck. It's hard to make a computer game, because the fun in Pachinko, in regular Pachinko, is the gambling aspect of it. Even though it's mesmerising, it's going to be hard to get that same feeling in a game. That was a problem

And then a few years later, one of our developers had been working on a simple 2D physics engine, and we started talking about the idea of a Pachinko or a pinball game, but we didn't really know what to do. We wanted to do some sort of Pachinko game and we needed some skills, so we were thinking maybe if it was somehow meshed with pinball.

We ended up spending about 3 or 4 months prototyping different game ideas. Some where very Pachinko like, some were very pinball like, some were in between, some were Breakout. We were trying to find something that was fun, accessible, simple, so we went all over the map for a few months.

PC Gamer: So over that three or four months, when did you start to know that you were hitting the right balance between Pachinko and pinball or, what was the breakthrough?



Sukhbir Sidhub: The prototypes I did were more luck based and random. The prototypes Brian did were more skill based, and there were good things and bad things about both.

We got to a point where it was really fun, but it was overly twitchy. It needed fast reflexes and we sort of said, this is fun, this could be a game, but we didn't know how accessible it was going to be.

We stepped back and simplified it and had some spinning crosses instead of pegs. We tried that and it was kind of fun, but we found that with spinning crosses it was impossible to really anticipate where the ball was going to bounce, it was just too random.

Then we changed it to pegs, and basically it was a game where you clear all the pegs. It was kind of fun, but it always had that problem where getting the last peg was super frustrating.

That's when we decided, well, what if it was just 25 pegs you had to hit? I wonder if that would be fun? After that one prototype when we had the 25 pegs, that was it pretty much. We were like, “You know, this is kinda fun.” We spent a few days on that, had a few people play it and felt like … that felt like it.



Jason Kapalka: Then there was a year or two of graphics and themes and names and all that stuff. There's about 300 Peggle variants.

Sukhbir Sidhub: Yeah, so many different ones. Even that prototype had some early themes of Peggle, the classical music and a unicorn in it, so even back then we had some ideas that ended up in the final version.

Jason Kapalka: A lot of those were placeholder, or at leas we thought it was. The Ode to Joy and the unicorn and the rainbow. They were all placeholder stuff that we sort of assumed would be changed, and at one point wasn't Thor supposed to be the star of Peggle?

Sukhbir Sidhub: There was one point, yeah. We were playing around with themes. Jason's very big on themes. At the time, I didn't disagree with that, but I didn't know what theme to put on this game. We'd just spent all this time trying to figure out what the mechanic would be.

Jason Kapalka: It was going to be Thor, and it was going to be called Thunderball.

Sukhbir Sidhub: Yeah, we tried that out and it just didn't work very well. It was a little forced and the art – it just wasn't coming together. And the artist wasn't really thrilled with that theme either. It didn't really play to his strength.

Jason Kapalka: 50 levels of frost giants.

Sukhbir Sidhub: Exactly, yeah. So we ended up backing off and doing something more whimsical and fun. That's was something I was more into. It really fit in with Walter Wilson, the artist, his style.



Jason Kapalka: As far as the theme went, it became its own theme. Sort of random.

Sukhbir Sidhub: Held together by randomness, pretty much.

Jason Kapalka: I don't know what the world of Peggle represents, but it didn't really need one.

Sukhbir Sidhub: At a certain point we had to make a decision about Ode to Joy and what Extreme Fever was. I'd thrown in, “Let's call it fever when you hit the final peg”, and I think Jason said “Let's call it Extreme Fever!”. And that sounds cool, so we called it Extreme Fever, and that's based on Pachinko games. At certain points in some Pachinko games you get the ball in a certain slot and it goes “Fever! Fever! Fever!” At that point it was completely random and we were like, “Should we really go with this because no-one's going to understand it?” and we decided to do that, and that's the point that we decided to...

Jason Kapalka: Embrace the randomness. Keep that unicorn in.

Sukhbir Sidhub: Yeah, keep basically all the crazy aspects of it, and try to make Extreme Fever as dramatic as possible. Because without it, it's a fun game, it's enjoyable but …

Jason Kapalka: If you're looking for a turning point, the point where we decided that the unicorn and the rainbow were not placeholder was the moment where we more comfortable with embracing humour in a game. Doing something that we think is funny, even if we weren't sure anyone would get the joke. Peggle has been embraced by hardcore players a bit, but, it wasn't really clear at the time that that would happen.

Sukhbir Sidhub: It took a little while, but really the Half Life 2 Peggle Extreme edition really helped change people's minds about Peggle.



Jason Kapalka: I remember we were quite worried when we did the Half Life thing, because nobody really knew how these Half Life Orange Box buyers were going to respond to this Peggle thing. It was strange because of some of the comments we'd gotten afterwards. I clearly remember one guy had written, “This is the gayest game I have ever seen, yet I cannot stop playing it”.

Sukhbir Sidhub: The difference was, before Peggle Extreme came out, people were saying, “This is the gayest game we've ever seen,”, but they weren't saying “but this is awesome.” Afterwards they were saying, “This is the gayest game I've ever seen … but it's awesome!

Jason Kapalka: Somehow the association with Half Life gave hardcore gamers permission to say, “Oh, it's affiliated with Half Life, it's got to be cool, it's not gay!”

Jason Kapalka: That kind of paved the way for Plants vs Zombies as well, the idea that we could get away with something a little more surreal or silly, and kind of trust that people would get the joke. If you look at Peggle the wrong way, it looks like something that's been designed by a gang of idiots for their idea of a five year old. But it's not really pandering to five year olds. It's really just going for this surreal, zany look intentionally. We had to trust that people would get that.

PC Gamer: What was the Thor theme like?

Sukhbir Sidhub: I might have some pictures of it. It was pretty crap. We only did some explorations of it.

Jason Kapalka: It was very dark. Dark and dingy.

Sukhbir Sidhub: Yeah, it was dark and dingy with a lot of browns and dark colours.



Jason Kapalka: I think it was that Thor and his pet goat were travelling across Asgard or something, and the hammer was the shooter, or something like that?

Sukhbir Sidhub: Yeah. I really liked the name Thunderball for it, even before we had a theme, I thought it'd be kind of cool. Ultimately, we kept that name for a good chunk of the development, and at a certain point we said, “This doesn't feel like a game that's called Thunderball at all”. It was really tough. Then we picked Pego, P-E-G-O, and we were really happy with it, and it grew.

Jason Kapalka: And then, Pogo!

Sukhbir Sidhub: And then right at the end, a few weeks before we were going gold we hear that we can't use Pego because Pogo might complain. I think they did complain.

Jason Kapalka: I don't think they complained. We ran it past the trademark guys and the trademark guys said it could be a problem. Then, ironically, we rang Pogo up and asked if they would mind if we used it, and they said “We might”.

Sukhbir Sidhub: So then we had to change the name and that was really tough. In retrospect sounds like a great name, but at the time it was like “Peggle!? Ugh! That doesn't sound like Pego!”

Jason Kapalka: That's happened to a lot of games.

Sukhbir Sidhub: Pego sounds weird now.



Jason Kapalka: Plants vs. Zombies also had, I don't know if you heard this story on the name for that.

Sukhbir Sidhub: Oh boy.

Jason Kapalka: It started off called Plants vs Zombies.

Sukhbir Sidhub: It was a placeholder name. It felt like a placeholder name for everyone.

Jason Kapalka: Then its name changed. I can't remember who suggested it, but the name changed to Lawn of the Dead. And it was an awesome name. At some point though, someone decided to run it past the lawyers.

Sukhbir Sidhub: It always goes wrong when you run it by lawyers.

Jason Kapalka: I will say this for our lawyers in this case, the lawyers said, “You know, you're going to have trouble with the movie company that owns rights to Dawn of the Dead”, and we said, “But wait, it's a parody!” and they said “Yeah, maybe, but it's also commercial and making money and so you can have that argument, but you might be having that argument in court.” It would have sucked to have to go to court for it.

Sukhbir Sidhub: Everyone was really upset about that whole notion, so.

Jason Kapalka: George Fan even put together a video message of himself in zombie makeup to George Romero, begging him.

Sukhbir Sidhub: It's like, if the lawyers don't agree then maybe we can get George Romero to stand up.

Jason Kapalka: To intercede or something like that, because we thought, he let them do Shaun of the Dead, he's a cool guy. He wasn't cool about it.

Sukhbir Sidhub: We found some sort of agent there who knew Romero's agent, and passed it on through this chain of people who knew George Romero. And George Fan did this video, and it took him a long time to get it together, we spent a lot of time making this little video plea to George Romero and packaged it up, sent it, and we basically just heard back, “Not interested.” That was crushing.

Jason Kapalka: Though there was a point of justice, because just recently this year we heard from some publicity company that was representing George Romero's new zombie film Survival of the Dead, and they wanted to see if we could do some sort of cross promotion with that. At that point we had the pleasure of being able to say, “We think your brand might pollute our game, we're not interested”

Sukhbir Sidhub: I don't even know if George Romero ever actually saw it. The agent might have just seen it and said...

Jason Kapalka: It's entirely possible he didn't have anything to do with it.
Team Fortress 2

Poker Night at the Inventory is a poker game that pits the Heavy from TF2 against Penny Arcade's Tycho, Max from Sam & Max and Strong Bad from, well the Strong Bad games. As you win hands, you'll be able to unlock a series of exclusive items in Team Fortress 2. Read on for details of the new weapons and accessories on offer.

At various points, special rounds will commence in which characters will throw the special items into the pot, and you'll have to use all your wiles to win them and unlock the item. Here's a list of the items on offer:

"The Iron Curtain" weapon, for use by the Heavy in TF2.

Max's Lugermorph handgun for use by the Scout and the Engineer in TF2; and Max's Freelance Police badge wearable by any player in TF2.

Wrist watch from Penny Arcade's Tycho for the Spy in TF2.

Styling "Dangeresque" sunglasses anted in by Strong Bad, wearable by Demoman in TF2.

 
Preordering the game on Steam also unlocks a poker visor hat for the Heavy. The game will be out later this month, priced at $4.95, which probably works out cheaper than buying four items at the Mann Co store. Here are a few images of the items floating in a red haze. The Heavy's minigun looks particularly neat.







Counter-Strike: Source

We've had a look at esports around the world and rounded up a few of November's hottest gaming tournaments. StarCraft 2, Counter-Strike, Call of Duty 4, Team Fortress 2 and Quake Live all feature as the month kicks off with the massive Multiplay i41 event in the UK, and ends with the even bigger Dreamhack LAN party in Sweden, where the prize pools are worth thousands of pounds.

05/11/2010 - MLG Pro Circuit Dallas StarCraft 2 tournament

3 day event
$17,500 prize pool
1v1 matches with 128 participants
MLG Pro Circuit site

 
12/11/2010 - Multiplay i41, Newbury UK
A three day event hosting the following major tournaments.

The Multiplay Counter-Strike:Source Cup

£8,000 prize pot
128 teams
Counter-Strike:Source Cup site

 
The Thermaltake StarCraft 2 cup

£5,000 prize pot
1v1 matches with 512 participants
Thermaltake Starcraft 2 cup link

 
The Multiplay Call of Duty 4 Cup Sponsored by Rustlers Gamesafe

up to £8,000 prize pool
up to 128 teams
Multiplay Call of Duty 4 Cup link

 
The Multiplay Team Fortress 2 Cup

up to £9,600 prize pool
up to 128 teams
Multiplay Team Fortress 2 Cup link

 
13/11/2010 - GOM TV StarCraft 2 Open, Seoul, South Korea
An ongoing tournament, season two running since the 18th of October. Started with 64 players and already down to just 4.

Season Two Finals

£112,500 prize pool, with £56,350 going to the winner of this final

final is a best of 7

free to watch live online, $20 for a season ticket to access videos on demand

GOM TV StarCraft 2 Open link

 
25/11/2010 - DreamHack Winter
A three day event hosting the following major tournaments.

DreamHack SteelSeries StarCraft 2 LAN-tournament

Battlenet EU
$26,900 prize pool
1v1 matches with 64 participants
DreamHack Winter link

 
MSI Counter-strike Championship

$34,200 prize pool
64 teams
MSI Counter-strike Championship link

 
Kaspersky Quake Live Championship

£6500 prize pool
Quake Live Championship link


If you know of any other game tournaments we've missed, let us know in the comments and we'll add them in.
Team Fortress 2

Scouts are throwing bottles of milk at people. Snipers are dressed up like crocodiles, but they’re firing pee-filled darts instead of bullets. Spies are stabbing you with a knife that hides your body and steals your identity. Pyros are bludgeoning people with a car battery on a stick. Team Fortress 2 has, once again, gone utterly insane.

The Polycount Pack is 17 community-created items that Valve have introduced into Team Fortress 2, our favourite online shooter. To get them, you can wait for the items to drop, or you can buy them. You can buy individual weapons for anywhere between 60p and £3, and hats cost as much as £12. The Polycount bundle costs £30, and that’s a lot of money. You don’t have to buy it; you could just wait, or beg for items on friendly servers in your sexiest voice, but it’s definitely easier to just shell out the cash.



It contains items for the Spy, Soldier, Pyro, Sniper, and Scout classes. Each class gets a themed hat and a couple of items – wearing all of them confers a bonus. This means that the new hats actually impact the combat: if I want to wear my Respectless Rubber Glove instead of the Attendant cap, I don’t get to move 10% faster. That’s annoying.
Boxes and bugles
The Soldier receives the Black Box, a rocket launcher that can heal you for 15 health on every hit, but, frustratingly, only carries three rockets in its clip. The Battalion’s Backup is a bugle that charges up as you take damage, and when that bar is full, you can unleash a powerful defensive buff that protects nearby team members. Wear those with the Grenadier’s Softcap, and you can bask in the glow of a 20% damage reduction from sentry fire. Suddenly you’ve become the Medic’s new favourite pet.



The Sniper’s Croc-o-style set, when you’ve equipped all four items, makes you immune to headshots. Your rifle fires darts of pee that can’t score headshots either, instead dealing damage and coating the enemy in crit-yielding Jarate. Some of the other sets of items are more prone to switching up – the Pyro’s new Degreaser is a flamethrower that does less burn damage, but greatly increases the speed with which you switch weapons. This makes it ideal for your trusty Axtinguisher. Likewise, you might not care for the Spy’s new cloak- replenishing pistol or Fez hat, but his new knife is incredible. Stab someone in the back and it hides their body, instantly disguises you as them and makes almost zero noise.

Are these items essential? Nah: you can still own the enemy team with the vanilla weapons. The new items all have their drawbacks. On the other hand, are they fun to use? Do they give you great options without crippling your less cash- happy opponents? The short answer: yes. If only it was £10, I’d even say you had to buy it.

Jaz McDougall
Team Fortress 2

So we've had a chance to play around with the new Team Fortress 2 Halloween Update, which adds two maps, lots of hats, a new weapon, and a murderous AI known as the Horseless Headless Horsemann. There's a lot in it, and the way it works isn't like any other update, so we'll explain how to get all the new hats, masks, achievements and the revered Horsemann's axe.




Horseless Headless Horsemann's Head
Probably the easiest thing to get. The Horseless Headless Horsemann is the new AI-controlled boss character who pops up frequently on the Mann Manor map - look for servers playing cp_manor with at least 10 players. He has masses of hitpoints and kills you in one chop, but if you keep your distance and keep shooting him, you have a good chance of dealing some damage shortly before he dies. If you manage that, you get the Achievement and the Horseless Headless Horsemann's Head - a giant scary pumpkin that looks particularly awesome on the spy. Unfortunately it's only wearable during the Halloween event, and you can't trade it.



Horseless Headless Horsemann's Headtaker
This is the Horsemann's axe, a Demoman weapon that has the same stats as the Eyelander but looks much cooler. It can only be crafted, and the tricky part is, you need an Unusual Haunted Metal Scrap, and that's an item you can only find once. If you've got one, you need to combine it with 2x Refined Metal and a Scottsman's Skullcutter. The Skullcutter itself is crafted by mixing an Axtinguisher and a Jarate. If you don't have the Haunted Metal yet, here's how you get it:
Unusual Haunted Metal Scrap
Only useful for crafting certain special Halloween items. You get it if you hit the Horsemann with a melee attack, and stay alive until he dies. You don't have to kill him yourself. That gets you the Achievement, and the Achievement gets you the Haunted Scrap. Since you can only get Achievements once, this is the only scrap you'll get.

If you're feeling cheesy, you can actually cheat to get this on a private server you create. There are instructions on the Steam forums here. It hasn't worked for everyone, and be aware that Valve have sometimes been harsh on people who get items in ways they didn't intend.


The Halloween Hats

Horrific Headsplitter (for all classes): Craftable or purchasable for £7 or $10, wearable all year round.
Cadaver's Cranium (for the Heavy): Craftable or purchasable for £7 or $10, wearable all year round.
Spine-Chilling Skull (for all classes): Craftable or purchasable for £7 or $10 but only during the Halloween event. Wearable all year round.
Voodoo Juju (for all classes): Craftable or purchasable for £7 or $10 but only during the Halloween event. Wearable all year round.

The crafting recipe for all four hats is the same: when you combine one Unusual Haunted Metal Scrap with four Refined Metal, you get a random one of these four. It bears repeating: you can only ever find one Unusual Haunted Scrap, so think carefully about how you use it.


The Halloween Masks
There are ten of these, one for each class, and one for Saxton Hale. They're just paper bags with a crude picture of the class's face on it, a slightly weird departure from last year's amusingly scary faces. You only find them in Haunted Halloween Gift boxes that randomly crop up on the Mann Manor map - they pop up fairly regularly, but since you don't know where they are, someone else will often get there first. They're the only thing you can find in a Gift box, so you have a one in nine chance of getting the one you want.

The exception is the Saxton Hale mask, which can only be crafted. And you need all nine of the class masks to do it. Combining them all gets you the burly Australian's smug face on a paper bag to wear. The real advantage of this mask over the others is that it's the only one you can still wear after the event ends.

Luckily all the masks are tradable, so you can swap dupes in your quest to find all nine. And you can even trade Saxton's, which'll give you the Achievement for crafting it.
Novelty Items
The Noisemakers are 25-use items that play a sound to everyone on your server, annoying them slightly. They're cheap - 29p or $50c - and only available from the Mann-co store. Gift Wrap just disguises an item as a gift, so when you give it to someone they won't know what it is. It's also only available through the store, for 99p.

Most of this info was figured out on the awesome official Team Fortress 2 wiki and by folks on the Steam forums, and verified by us where possible. I haven't tried the cheating for haunted metal thing, and probably won't risk it - getting it legitimately doesn't seem that hard.

We had a hilarious time dealing with the Horsemann at lunchtime - he's genuinely terrifying when he comes for you, and he disrupts the normal capture-point game mode so completely that the servers have a real atmosphere of daft fun about them at the moment. He's only around till November the 8th, so I definitely recommend getting in some time on Mann Manor before then. How are you guys finding it?
Team Fortress 2

Team Fortress 2's new Halloween update has landed, adding new maps, a Saxton Hale mask, Halloween hats, and the Horseless Headless Horsemann - an axe wielding boss monster. Full details below.



The pumpkin headed maniac will be guarding Mann's Manor, one of two new maps decorated by the winners of the Art Pass competition. He's a new game mode unto himself: stray to close to him and you're 'It' - his primary target. He kills in one hit and has at least 3000 hitpoints (more on busy servers). But you can hit other players with a melee attack to make them 'It' and get him off your back.

Apparently if you hit the Horsemann himself with a melee weapon and survive until he dies, and you'll be rewarded with some Unusual Haunted Metal Scrap. You can use that to craft some of the new hats, or the Horsemann's enormous axe for the Demoman - see here for the recipes. It looks amazing, but doesn't seem to have any positive bonuses over the Eyelander.

Fight for long enough on the new map and you might just find a Haunted Halloween Gift: a box that can include any of 9 new Halloween masks, one for each class. To craft the coveted Saxton Hale mask, for which there's an achievement, you have to combine all 9 class masks.

The other new map is Mountain Lab - not very Halloweeny but beautifully made. Some shots of both:







The Mann Co store now sells Noise Makers: devices that will let you blast spooky sounds to the server you're on. The noises on offer include "banshee", "crazy laugh" and a bunch more. They wear out after 25 uses, though, so you won't be able to forever fill the map you're on with the sounds of "stabby".



The new hats include a Frankenstein's monster style forehead for the Heavy called the Cadaver's Cranium, and a meat cleaver that sticks out of your head as though you've been involved in a horrible cooking accident. Those two are in for good, but The Spine-Chilling Skull mask and the Voodoo Juju hat will only be available to buy during this Halloween event - but you can wear them all year round. At £7 each, that's an expensive temptation.

See Valve's own Scream Fortress page for more - and click on the gravestone for a slice of Mann family history. And let us know what you think of the update in the comments. Is it evil to sell hats for a limited time only?
Team Fortress 2
Aw, now I want there to be tanks.
Valve's recent Mann-conomy update for Team Fortress 2 added a crate-full of user made items and weapons to the game, along with the ability for players to buy those items. We're divided on whether that's a good thing or not, but 25% of the money earned from every sale goes to the modders who created the item. Now we know how much those modellers and artists have made so far, and holy moly, it's a lot.

The five Polycount Pack creators earned between $39,000 and $47,000 in the first two weeks of the items going on sale. Shaylyn Hamm, Shawn Spetch, Steven Skidmore, Spencer Kern and Rob Laro were due to receive payment via Paypal, but for two of them the amount was so high that the payments ran into Paypal's transfer restrictions. Valve solved the problem by flying Kern and Skidmore to their headquarters in Kirkland, Washington to pay them in person.

Kern had this to say about the deal: "It's astounding that so many people want to purchase the items that came out of the community. The response exceeded my wildest expectations. There really is no doubt at this point that there's a huge demand for community-created content in TF2 and, hopefully, more games will start to tap into this demand."

Speaking to Gamasutra about the success of the introduction of the Mann Co. Store, Gabe Newell said "It benefits us because it grows the community, right? These benefit, but we benefit too. Team Fortress 2 is a better product because we have community contributions in it. They're going to go off and listen to what the community says about how they can do that better, and we can draft along, as we both benefit."



Creators of older community items for Team Fortress 2 haven't been forgotten, either, they'll be paid for their contributions at some point in the future. Looking forwards, Valve say that their plan is to get the community involved with other aspects of the game as well, the ultimate aim being to let map makers, animators, custom UI creators and guide makers sell their wares through TF2. Before any of that comes into play, Team Fortress 2 creator Robin Walker told us that we can look forward to more Polycount items, which will be released with the next update, along with a brand new game mode.

For an insight into the thinking behind the introduction of the Mann-conomy, check out our other interview with Robin Walker. If you fancy submitting your own items to Valve, check out the official TF2 contributor site.
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