Half-Life 2

Cars, confirmed.

Earlier this week, we watched some SGDQ speedrunners surf and fly through Water Hazard,  Half-Life 2’s wettest level. Normally, you coast through with a boat, stopping here and there to shoot aliens and open gates. It’s a relaxing venture compared to Nova Prospekt’s turret hell. 

Ditching the boat makes sense if you’re trying to go fast, but modder WALLe’s anti-boat agenda runs deep. They’re redesigning the entire Water Hazard level to be playable from start to finish without a floaty friend. That doesn’t mean they’re just putting out a mod that lets Freeman fly or plops handy planks throughout the entire sequence. It’s being completely redesigned, featuring a small story, voice acting, music, and maps made for feet. See it for yourself in this early demo playthrough.

The footage doesn’t look too thrilling, but I suppose it’s the novelty of the mod’s intent that overrides what a quiet experience it might be. I mean, if you take the boat out of Water Hazard, I’d expect it to be quiet. There’s no boat making boat sounds. It’s boat-less. Er, BOAT-LESS. The capital letters are there to emphasize exactly how little boat there will be in the final release. 

We don’t have a word on a release date quite yet, so keep your eyes on the BOAT-LESS ModDB page for any incoming information.  

Half-Life 2

It’s possible to ignore the boat almost entirely in Half-Life 2’s first notorious vehicle level, and speedrunner Woobly demonstrated it last night during his Summer Games Done Quick run of the classic FPS. Dubbed Boatless by the HL2 speedrunning community, the strategy isn’t exactly new, but for those who only hear about speedruns when the Games Done Quick carnival rolls into town and hate the Water Hazard chapter, it’s a revelation. 

A few tricks go into making the run possible, the most important of which is save deletion. It’s a method of creating and deleting saves to reset Freeman’s weapon inventory and health. Since most of Water Hazard’s water is, well, a hazard, it’s nearly impossible to swoop through the radioactive liquid without marooning yourself eventually. With save deletion, runners can just save, delete the save, and die to get healthy again. It will also spawn the boat nearby, no matter where the runner leaves it behind. 

Before save deletion was discovered, the run wasn’t possible even if players somehow survived the ordeal. Throughout the entire level, there’s a single trigger that requires the boat, and it’s right at the end. Gordon doesn’t have to even be there. Save deletion lets runners spawn the boat right at the end when it’s needed, so some NPCs can talk to it and open a gate. 

But to swoop around like a damn bird on a surfboard and fly over most of the map, runners use variations well known Source exploit to gain speed called accelerated back hopping. To do it, you need to jump forward, turn around in the air, and jump right when you land. The Source Runs wiki explains how this process actually gains speed: 

“When you exceed the game's speed limit, the game tries to slows you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going, the more you will get accelerated.”

By gaining speed and hitting certain surfaces at angles that don’t trigger damage, runners can treat level geometry like a stunt course. It’s just like real life, basically. 

As impressive as Woobly’s SGDQ run is, it’s nothing compared to the World Record run by Rainnt, set just under a month ago. To see their near perfect Boatless run, skip to the 20-minute mark or so. 

Team Fortress 2

Nine years. That’s how long I’ve been running around cp_badlands, and it’s never once felt stale. Added to Team Fortress 2 in 2008, it quickly became a staple of the Control Point mode, where teams are tasked with sequentially capturing five areas of the map and pushing the enemy team back towards their own spawn building. 

It’s a remake of a Capture The Flag map from Team Fortress Classic and it shows, retaining two large bases at either end. Between them lies everything you could ever want as a TF2 player: long sight lines for the Sniper, vantage points for the rocket-jumping Soldier, and hidey-holes where a Spy can lurk in wait of a wandering opponent’s back. 

That’s pretty standard for official maps, which are fairly well designed, but there are a couple of things that set Badlands apart. On most maps, it feels as if the control points have been plonked down and the terrain built around them. In Badlands, they feel almost incidental parts of a wider arena, itself designed to give combat as much variety as possible. 

Take the area around the central point: the point is on a bridge, and below lies a wide valley where players can fight around and between the supports. To the left and right of the bridge are safe houses, with balconies that overlook the area.

It’s a vast space, and at any one time you can expect three or four secondary fights alongside the main battle for the point. Scouts duke it out with their Scatterguns for control of the area below, snipers camp in their buildings trying to take each other’s heads off, and, inevitably, a flanking Heavy wraps around to come at the opposition from behind, being as sneaky as a giant Russian with a minigun can be. It’s manic, and utterly brilliant. 

The same is true of the second point. Once you’ve captured ‘Mid’ you push on to ‘Yard’, another open area with plenty of peaks and troughs. There are three ways to get there, providing plenty of flanking routes, and you’re never sure where your opponent may come from next. 

The control point itself sits close to the defending team’s base, on a towering spike of rock called ‘Spire’. It’s easy enough to reach the top if you’re a double-jumping Scout, rocket-jumping Soldier, or a crafty sticky-jumping Demoman. The rest of team is forced onto a snaking path. It’s a long climb, and the defenders have battlements from which they can rain down hell. 

Some people loathe this, but dodging rockets and bullets on my hike up the path never fails to get my adrenaline going. And once you reach the top, it’s your turn to have the high ground. I play mainly as a medic, and some of my best TF2 moments have come on the top of Spire, barely keeping teammates alive as I tiptoe around its peak.

These open areas mean Badlands avoids tight chokepoints that the defensive team can spam with explosives. Even its most claustrophobic zone – the final control point—has multiple access points and a fast capture time, so you don’t have to grind down the enemy team in order to win. 

Sadly, Badlands has fallen out of favour. Last year Valve removed it from the rotation for the public competitive mode and community servers now running it are usually empty. If I want to get my Badlands fix, I have to watch the pros. It’s part of the rotation for a lot of serious competitions, and it shows the map at its best. There’s nothing like watching a well-oiled team push all the way out of last point—avoiding a back capture from a sneaky Scout—onto Spire, through Mid, and then rolling through the enemy team. Tactics have been tried, improved and bested, and watching new tactics put into practice is always a thrill. 

As the TF2 competitive scene wanes or moves onto shinier maps, Badlands will die out. That will be a sad day indeed, and I fear it could come sooner rather than later. This is my chance to publicly declare my love for it before it fades away. cp_badlands: gone—almost—but never forgotten.

Team Fortress 2

Videogames that are a decade old tend to be pretty well locked-down, which is a nice way of saying that their developers stopped paying attention to them years ago. Not so with Team Fortress 2, however. Valve announced in a TF2 blog post that new balance changes are coming to the game in a "major update," and this time around it's actually telling people about the update before it goes live. 

"In the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas," Valve wrote. "This time—based on your feedback—we're going talk about changes while we’re still working on them." 

The list of changes, "based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing," is not complete, but is instead a "sneak peek" at what Valve is moving toward. Some changes, to both items and classes, are still being worked on and aren't "ready for review," and some that are listed may be changed prior to the update's release.  

Valve is also "going deeper" with some classes than others. The Scout, for instance, will see a number of changes: The triple-jump enabled by the "Atomizer" bat, for instance, "is just too strong" because opponents don't see the bat and thus can't anticipate the Scout's enhanced jumping ability until it's too late. Because of that, the update will require that the bat be deployed, rather than simply carried, in order for the triple-jump ability to be used. It will also suffer a 50 percent "deploy time penalty" in order to prevent a "quick-switch by-pass." 

The Engineer, on the other hand, is getting far less attention: The only listed change for that class is that the "Rescue Ranger" weapon will consume metal (at a 4:1 metal-to-health ratio) when used to make ranged repairs to buildings. Previously, ranged repairs with the weapon required no metal, which made it a little too powerful.   

Ahead of the update, Valve is inviting player feedback as it tunes and finalizes these and other changes. "Hearing from you helps us prioritize our work and influences the direction the game moves in." 

A rollout date for the latest TF2 update hasn't been set. 

Half-Life 2

Brace yourselves, but we may never see Half-Life 3. We will, however, always have Half-Life 2—and, thanks to the efforts of a group of modders, it may soon be playable on current Oculus Rift and HTC Vive headsets. The Half-Life 2: VR mod that first saw the light of day back in 2013 has been resurrected on Steam Greenlight, with updates that will allow it to run on current VR hardware.

As explained by Road to VR, the original mod fell into disuse because Valve didn't update the Source engine to keep pace with changes in Rift and Vive headset software. Now, however, members of the original mod team, along with some new additions, have figured out how to make it work with current headsets, and also to support motion controllers, a feature that wasn't previously available. 

The mod will also offer "updated effects, textures, models & maps," a 3D interface designed specifically for VR, "realistic weapon interactions," and "multiple VR locomotion methods," which I assume means ways of moving around in the game world.  It'll be free too, but will require ownership of Half-Life 2, and HL2: Episode 1 and 2, in order to run. If you like what you see—and it's Half-Life 2 in virtual reality, so by all rights that should be a big ol' "Yes please, and thank you."

Team Fortress 2

I tried.

Without bagels, I’d probably live to be 100 years old. But I have regular access to bagels and sourdough loaves and this sandwich bread always in my house called Birdman that’s covered in seeds and I don’t know why. I eat the stuff so fast I’ll be surprised if I make it to 50. 

In videogames, bread often gives you health instead of slowly seeping it away, a soft beacon of restorative power. It’s been this way since the earliest games, and as technology became more capable of producing detailed environments and uncanny human likenesses, so too advanced the fidelity of the loaf. But the evolution of bread didn’t happen in a straight line. Diverse genres, art styles, and game engines shifted the purpose and priority of bread throughout the ages.

To get a clearer picture of how game bread has or hasn’t evolved, we’ve taken a look back at its implementation in some best games ever made to some of the most obscure.

BurgerTime (1982) 

As one of the earliest depictions of a hamburger bun, BurgerTime did a decent job. And it should have, given the name. Notice the inference of sesame seeds on the top bun and how the light diffuses on the bottom bunk. Early pixel art set a high bar for bunwork. 

Ultima VI: The False Prophet (1992)

A decade later, the burger genre fell out of vogue and fantasy roleplaying games stepped into the limelight. Ultima IV didn’t feature bread in a major way, but was an early example of inventory art, proof that you didn’t need the latest in computer graphics to make a great loaf. 

Jesus Matchup (1993) 

As a preteen, I went to a Catholic church camp even though I’m not and have never been Catholic. I ate the body of Christ even though I wasn’t supposed to and my friend Brian chastised me after the fact. He said I needed to get confirmed first and that I broke some kind of holy rule. The bread was just a thin wafer, like a sugar cone without the sugar, and maybe the aftertaste of it was a taste of hell itself. Jesus Matchup’s brown lump captures my disappointment exactly.

Ultima Online (1997) 

Pixel loaves hadn’t evolved much between Ultima IV and Ultima Online, but for one minor detail that changed the bread game forever for a few months. Ultima Online’s bread features a small blemish, giving the impression of a bite or piece ripped away for light post-adventure munching. The loaf went from inanimate prop to inanimate prop with history

Thief: The Dark Project (1998) 

Whether Thief should commended or condemned for its early attempt at modeling a 3D loaf is beyond me. All I know for sure is this: that’s a log. 

Someone’s in the Kitchen! (1999) 

You may know Steven Spielberg for his hit films like E.T. and Jurassic Park, but did you know his name was once mentioned in a trailer for a game he probably had nothing to do with? Someone’s in the Kitchen! isn’t just good reason to call the police, it’s a bad point-and-click edutainment game with one hell of an opening theme song. Also, you make a sandwich in it while a demon toaster—who is going to kill me, I saw it in a dream—judges your creation. The bread looks like my little brother sat on it, and is a shade of yellow I’ve only ever seen in bathrooms built in the 70s. Clearly, the late 90s weren’t great for game bread. 

The Elder Scrolls 3: Morrowind (2002) 

Even the modern masters of 3D bread had to start somewhere. In Morrowind, Bethesda drew inspiration from something other than felled trees and instead turned their eye to the sky, probably. I’m guessing here. They managed to suggest bread by texturing a footballish shape with what look like photos from the visible surface of Jupiter, a perpetually storming gas giant. 

World of Warcraft (2004) 

Just two years later an MMO, known for prioritizing multiplayer features over looking good, managed to bake bread that an Orc could tolerate. While the left loaf looks like a water chestnut, the precise angles and light divots up top are a convincing enough illusion. The right loaf, except for it’s undercooked coloring, nails the shape. And the inner texture marks a defined border between crust and light, fluffy inside. I’m tempted to throw some mayo, lettuce, tomato, and a bit of thinly sliced night elf meat on there just looking at it.

The Elder Scrolls 4: Oblivion (2006) 

Maybe Bethesda should’ve prioritized bread resolution DLC over horse armor. At a glance, one out of ten times I’m going to say that’s bread. The other nine times I’m going to say that’s a large misshapen potato. I lived in Idaho for a while. Got invited to a ‘Baked Potato Party' and yeah, they get that big.

Recettear: An Item Shop’s Tale (2007) 

While 3D game bread moved into potato territory, Recettear reaffirmed that pixels were still the way to go. Its depiction of Walnut Bread takes a good squint to make out, but when you get up close, the shades of gold and brown and white light diffusing on the outer crust nearly flash the entire baking process on the back of your eyelids. “Walnuts, soft dough and a bit of sugar…” do more than an extra dimension ever could.

Dinner Date (2011) 

I’d flake on a guy who thought it’d be a good idea to dip that twisted loaf in some red shit too. And look at that distribution! I’m not sure what’s being distributed, but half of that isn’t even bread, it’s Dark Brown Stuff. Jesus, man. We should never be able to see inside the bread if the tech isn't ready and can’t simulate a good bake. 

The Elder Scrolls V: Skyrim (2011) 

Star Baker goes to Todd Howard this decade. Look at the fidelity of this loaf. A nice rise, detailed textures, and I can nearly hear the muffled tip-tap from the even bake. Forget adventure and the snowcapped mountaintops and vampires and dragons—like a toilet in a Tarantino movie, a good loaf is the keystone of any open world. 

Minecraft (2011)

Well regarded for its wild redstone contraptions and horrifying monuments to pop culture, Minecraft’s bread has been largely ignored, and for good reason. You’re one of the most successful games of all time, and a brown lump is the best you can muster? I’ve felt more love radiating from an old hotdog bun.

Scribblenauts Unlimited (2012) 

You can tell this was made in a bread pan, small specks imply the bread is airy and light, you can summon it whenever you like, and nearly every humanoid creature will eat it. It’s a crude child’s drawing, sure, but Scribblenauts built put time into simulating natural, albeit simple, bread world behaviors. Consider it this immersive sim, the System Shock, of bread. Place it in the world, and the world reacts to its presence.

Bioshock Infinite (2013) 

Source: David Miles on YouTube

If one game knows how good its bread is, it’s Bioshock Infinite. If you were to press pause and inspect the 3D baguette, it’d be possible to nitpick small design decisions, like texture resolution, flour distribution, and grain density, but because the bread is sandwiched with context—the dancing bread boy and his believable reaction to owning a baguette inside a big patriotic amusement park city held up by balloons that Ken Levine imagined using his brain, his very own personal brain—it doesn’t feel out of place. Realism is helpful, certainly, but the game world needs to feel alive, like a natural home for bread above all else.  

Team Fortress 2: Love and War update (2014) 

Bread is only monstrous when left to mold, and Team Fortress 2’s Love and War update bottles the essence of in a cute, tragic short film. There’s little purpose to the bread in-game aside from a few dough-themed items. Personally, I interpret it as a commentary on the state of game bread as nothing more than a simple prop and HP potion skin, new ideas and advances left in the pantry to rot. I see you Valve.

I Am Bread (2014) 

As a goofy physics playground, I Am Bread is fine. I do take issue with how controlling a slice feels like maneuvering a heavy sponge. Bread isn’t heavy and sandwich bread isn’t durable. One fall off the table and it’s over, usually. I Am Bread forgoes natural bread behaviors for the sake of a joke, but I’m not sure we’ll be laughing when our kids start to think they can wash the dishes with a sandwich.

The Witcher 3: Wild Hunt (2015) 

Everything about The Witcher 3’s world feels hand-placed. Small villages, big cities, and even monster-infested caves are brimming with life and purpose, but in order to maintain such a sprawling illusion, nearly all props and people are static. NPCs sit in the same place spouting the same lines and props like bread just sit there, looking delicious, but forever out of reach. What an awful game.

Fallout 4 (2015) 

After setting a new standard for 3D loaf work in Skyrim, Bethesda dropped the atom ball in Fallout 4, spending more time on the bread box than any bread at all. Modders came to the rescue again, modeling slices, sandwiches, and adding recipes any old ghoul could follow.

Dishonored 2 (2016) 

Karnacan bakers know how to bake bread. Lovely rise, nice crust, but a bit low res I’m being honest. Eating it gives you a small dose of HP, but the animation is a simple swipe-and-swallow maneuver. It’s pan for the course, and not much else. In 2016, it’s a good bake, but it’s not a great bake. 

Final Fantasy 15 PC (2018)

Let's take a moment to appreciate the food in Final Fantasy 15. And then let's panic.

Look at this damn toast. That might as well be real toast. If media is an extension of our senses, and videogames are a compilation of all mediums, a co-habitation of a near perfect reality, then this toast is, effectively, real. That's real, actual toast that we will never eat. It is right there and there's nothing you can do about it. This is the singularity, but instead of AI meeting the intellect of humans, it's toast AI meeting the toast-intellect of actual toast. Black Mirror whiffed on this one. I'm already clawing at the computer monitor. Next stop: my belly. Here we go. 

The future of videogame bread

How far have we come, really? From BurgerTime’s advanced bun art to Dishonored 2’s simple dark loaf, videogame bread feels without a sure destination—a lumpy mass that needs more time to prove. Perhaps the future holds loaves we never could have imagined, or abominations, such as virtual reality pumpernickel that virtually tastes like sourdough. 

Will Fortnite, as rumored, introduce the bunned meat of the Durr Burger as a health item? Will Kojima ever comment on the loaf in a world torn asunder by PMCs and omnipresent nuclear threat? Maybe someday we’ll spend as much money on naan as we do on spaceships in Star Citizen. All we know for certain is that bread will be there, a short roll for every dodge roll and an abundance of biscuits to crowd every RPG inventory.

Half-Life 2

"I finally got to a point where my skills don't match what the mod is anymore," Curtis, aka Enzo.Matrix, tells me. "To me that's insane." 

The mod Enzo is referencing is one he co-founded in 2005: the Half-Life 2 modification and modern adaptation of Rare and Nintendo's first-person shooter GoldenEye 007—GoldenEye: Source. 12 years on, the mod that he and one-time partner Nicholas "Nickster" Bishop founded has been updated and reworked on several occasions, and is now almost unrecognisable in its current state. Nevertheless it continues to maintain and grow its thriving player base, and last year celebrated the launch of its most sophisticated and accomplished iteration yet in its 5.0 build.

"When we first started out, Nickster and I were working on a different mod that fell by the wayside called Project XX7," Enzo says. "When Nick came up to me and suggested we try something new, we decided to create something that was fun and enjoyable that you wanted to play with your friends. That's what the whole idea was: we wanted to recreate this experience that's enjoyable for everybody."

Enzo and Nickster chose to reimagine one of the most celebrated FPS games of a generation in N64's GoldenEye 007—and sought to capture the passion that'd elevated the '97 classic to cult status, without being hamstrung by the technical limitations the original faced eight years prior. Enzo recalls launching he and Nickster's Source variation into alpha on Christmas Eve, 2005 and quietly sneaking away from the family dinner table the following day to ensure everything was running smoothly. It was and people loved it. He was, in his own words, "utterly blown away." 

As two hobbyists operating remotely in IRC rooms, Steam Chat, and on forum pages, development of GoldenEye: Source in the early days was slow but open, and as many as 20 people had volunteered their services within its first few months. Some folk dedicated more of their time, commitment and effort than others—Enzo highlights Killermonkey, Fourtecks and Luchador as three particular modders who "took things to the next level"—but, much similar to any part-time project that doesn't have the means to remunerate its contributors, this is perhaps to be expected. It was then Enzo was dealt a very personal blow, as he discovered in May of 2006 that co-founder Nickster had committed suicide.

"He was a very fun and pleasant guy," Enzo says. "It was just unfortunate that he went that route. He was a great friend that loved to chat." According to this archived thread featured on the mod's official site, Nickster, aged just 27, had spent some time in the lead up to his passing battling depression, and had shown a recent interest in the perceived concept of the afterlife. Despite the mod's fast-growing success at the time, GoldenEye: Source had lost one half of its pioneering founders, and his father paid tribute to the outpouring of well-wishes from his son's mod's community. 

"I'm finding writing this message to be very helpful in helping me cope," his message concludes. "Nick twisted my arm for years to get me to play Half-Life. I've gotten to know and play with some great people. I can't tell you what it means to me to read all the wonderful things people have been writing about Nick. From the bottom of my heart I know Nick didn't want any of us to be sad."

The controls, for instance, can have such a big impact on how you play the game and without them the game is essentially entirely different. Nowadays, nobody wants to deal with all of that.

Noah, aka Entropy-Soldier

With this sentiment in mind, GoldenEye: Source soldiered on and spent the next several years growing and refining the GoldenEye experience. Its classic maps were reinterpreted and made less linear; its guns were modernised and mechanics such as invulnerability were removed; and stalwart settings such as You Only Live Twice and License to Kill were reintroduced on top of a number of altogether new modes. 

When GoldenEye: Source launched into alpha, its inspiration was the best part of ten years old—an influence that celebrates its 20th anniversary this year. While it still enjoys a celebrated cult status today, though, it's easy to forget how much of it isn't worth saving. As Evan rightly noted in his review of Source's most recent 5.0 launch last year, the 64's four-player capacity, horrible controls, and slow turning speed, among others things, are best left behind thus reinterpreting something so highly regarded against modern hardware and, crucially, expectations is perhaps more complicated than it first seems.    

"Recreating GoldenEye is a very interesting endeavour because there's a lot of stuff that people will remember from the original—specific weapons, characters, levels and all that—but there's also a lot of details that, as a result of the original's mechanics, the most people don't recall," says Noah, aka Entropy-Soldier, who became the mod's project lead ahead of build 5.0. "The controls, for instance, can have such a big impact on how you play the game and without them the game is essentially entirely different. Nowadays, nobody wants to deal with all of that, though. We definitely had to experiment with how much of the original game we wanted to port over to GoldenEye: Source, but I think we struck a pretty good balance of stuff that's essentially original content but heavily revamped for the modern gameplay environment."  

Entropy-Soldier continues to say that simply recreating the old game within the Source engine is equivocal to copying someone's homework assignment, and that these bold sidesteps alongside the challenge of maintaining the mod's enduring appeal are what keeps everything interesting. He points to the original's infamous Dam map as a particularly relevant example of this.

"It is very difficult to strike the balance correctly where it's like: this shouldn't be as it was, but we don't want to just completely change everything," he says. "The Dam Map was a perfect example of that. Remaking the Dam from the original was tough because it's a very linear map and there really isn't a whole lot of leeway for layout changes. As such we had to change it quite a bit to make it feasible for multiplayer environments, while keeping its lineage intact."    

And it's here where GoldenEye: Source thrives today. Whereas other prominent shooters operate automatic health regeneration mechanics, for example, GoldenEye: Source instead still relies on armour. There's also no crosshair by default, which encourages the fast and frantic twitch shooting the original executed so well—hitting shift pulls up an oversized reticule, but aiming comes at the expense of maneuverability and speed. Crouch dodging and crouch sliding return which, across its 20+ expanded maps, adds a whole other 'easy to learn/difficult to master'-type dynamic to combat should you desire. With that, there's enough here to draw the attention of new players, even if nostalgia plays a huge part in its overall appeal. 

But nostalgia can surely only take players so far. An obvious question, then, is: what keeps players returning in their droves? 

Back in the day it was like, we hit Slashdot and the site would almost be crippled. This time, the video went viral and we were second top trending on Facebook which was completely unexpected!

Curtis, aka Enzo Matrix

"I think there's always been a lot of people who've wanted to see a remake or remaster of the original game and there was a project in the works that was shut down," says Lewis, aka Mangly, the mod's lead artist. "It's a very memorable game and a lot of people want to experience it again but maybe not put up with all the notable constraints of '90s videogames."

"Yeah, we've added more modes, gun modes that's more relevant to the likes of Counter-Strike and what not, which has resonated pretty well with newcomers," Lyndon, otherwise known as Tweaklab, the mod's music composer interjects. "I've only been here for the past couple of years, but our organisation has also led to a more accomplished game in 5.0. Even as a newcomer it was making shift from Steam Chat then the forums, and then six months after that we moved to Discord and I noticed a huge change. It was really good getting frequent feedback and collaboration and even though I'm only doing music, there was no time wasted—the music was able to evolve naturally through the feedback. 

"Before I joined the team I was making music just for fun, and I've been doing since around 2003. Since joining the team I'd say the quality of production has probably doubled, just because it's not just for fun. I mean, it is but it's more guaranteed that people are going to hear it now - that you're going to get feedback from others and not just your own. Even the stuff I make outside of GoldenEye now, I'm able to notice all the new techniques I've picked up and the extra attention to details and the layering—it's all come from the mod, it's really good."

With communication at the forefront of its 5.0 development, Entropy-Soldier reckons a smaller, more intimate team has allowed GoldenEye: Source to flourish into the focussed and polished article it's become today. The original GoldenEye 007 celebrates its 20th anniversary later this year and while the Source team don't have anything planned by way of celebration just yet, they do plan to maintain its latest build and grow it over time. It's unlikely we'll see such ambitious leap between 5.0 and its next step against what's come before the current build, however it's in a great place now to continue pushing itself into the future. 

The team has set its bar high, but says it will never monetise its work—not least because so many faces have came and went along the way, and it'd hardly be appropriate for the current team to cash in on its predecessor's building blocks, some of whom have graduated to full-time employment with companies such as EA and Adobe. With this in mind, GoldenEye: Source is an archetypal labour of love, and a perfect example of hobbyist modders working with and for its community. Yet despite its most influx of players, the GoldenEye: Source team remains humble. 

"We're always getting new people coming in and saying: 'my god, I've never heard of this project'," says Enzo, "and we've been around for such a long time, it's really interesting that's there's people that haven't heard of it. I love that, and it's always great to see new faces [getting] involved.

"It was pretty shocking when we hit the first big release like that. Back in the day it was like, we hit Slashdot and the site would almost be crippled. This time, the video went viral and we were second top trending on Facebook which was completely unexpected!"

You can download the GoldenEye: Source mod from ModDB.

Half-Life 2

Back in 2007, Ross Scott posted the first episode of Freeman's Mind, a YouTube comedy series which explored the (very loud) inner monologue of theoretical physicist Gordon Freeman as he traveled through the events of the original Half-Life. Longtime fans, rejoice: yesterday, Scott posted the first episode of Freeman's Mind 2, in which Gordon arrives in City 17 to internally shout his way through Half-Life 2. You can see the new episode above.

It's natural to be a little suspicious that this is just a tease, what with the video being posted on April Fools' Day, but Scott has said in the past that he someday planned to tackle Half-Life 2 so we're hoping this is just the beginning of another long and enjoyable series of videos.

You can visit Scott's site, Accursed Farms, and find an archive of all episodes of Freeman's Mind here.

Originally this article stated the Freeman's Mind series began in 2013. That has been corrected above.

Half-Life 2

In November 2004, an independent studio named Junction Point was formed by Warren Spector and ex-Valve employee Art Min. The following year, it was announced the new outfit was working alongside Valve to create a Half-Life 2 episode which aimed to "fill in one of the gaps in the Half-Life universe" by fleshing out a specific part of its story. This project was ultimately cancelled, however new images offer a glimpse at how it might've looked. 

As posted on Valvetime.net, the images from Junction Point's interpretation of Half-Life depict the second main series instalment's eerie zombie town Ravenholm—this time covered in snow. 

According to Valvetime, the leaked map files suggest this Ravenholm would have included "small puzzles, scripted sequences, and fights". Valvetime also notes Junction Point's Ravenholm episode should not be confused with Arkane's also cancelled Return to Ravenholm.

"It is implied that the player crashes into a warehouse in a gondola," says Valvetime of this episode's narrative. "He wakes up in a room with two unique characters named Duncan and Scooter. There is a train station and buildings nearby. A group of rebels and Combine Soldiers fight on the streets. Duncan (ravenholm_npc_mueller) and Scooter (ravenholm_npc_scooter) are unique entities. Duncan uses a generic Citizen model, while Scooter's model is unknown.

"Some entities use JPS as their prefix in their names, which obviously stands for the studio's name. In addition to this, some objects have fields called magnet and magnetization, which are related to the Magnet Gun mentioned by Warren Spector in the interviews."

The magnet gun mentioned there was supposedly "entirely different" from the existing gravity gun, so said Spector in this Reddit AMA, however "the two would have been super complimentary."

Alas, it wasn't to be but a snow-themed Ravenholm would've been cool all the same. If not Ravenholm, which other areas of the Half-Life universe would you liked to have seen redone? Let us know in the comments south of here.

Half-Life 2

Erik Wolpaw, a long-time Valve writer who has worked on game series including Half-Life 2, Left 4 Dead, and Portal, revealed today that he is no longer with the company. Marc Laidlaw, himself a former Valve writer, let the news slip on Twitter, while Wolpaw confirmed it in a status update on his Facebook page

Wolpaw joined Valve in 2004, and has credits on Half-Life: Episode One and Two, Left 4 Dead, Portal, and Portal 2. Prior to that, he was with Double-Fine, where he co-wrote the outstanding platform-adventure Psychonauts, and before that he was one-half of the brilliant (and sadly defunct) gaming site Old Man Murray. He's currently involved in the development of Psychonauts 2, which was successfully crowdfunded in early 2016.

A reason for Wolpaw's departure wasn't given, but it does appear to be legitimate this time around. A report that he had left Valve also surfaced last summer, but in that case it turned out that he'd just called in sick for the day. 

I've emailed Valve for more information, and will update if and when I received a reply. 

Update: The report originally stated that writer Jay Pinkterton had also left the company, but apparently not.

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