Portal
This week's reason to pre-invest in Aperture Laboratories: CEO and founder Cave Johnson's announcement that the applied sciences company is making its military-grade turret line available to consumers. The first, last and most scientific word in personal defense, the Home Safety Turret should be a hot seller when Aperture goes public April 19th.



Aperture was kind enough to send us a prototype Home Safety Turret in an effort to "sweeten the pot" (Cave's words) for any potential investors here at Valve. We're still leafing through its 33,000-page instruction manual, most of which seems to be "hold harmless" clauses releasing Aperture from any responsibility in the use, unpackaging, cleaning, reloading, holding or entering the proximity of its product.



We'll be sure to give you an update the second we get it up and running. In the meantime, why not pre-invest today?

Portal

Here's How To Make Your Own Adorable Portal Turret Out Of LEGOTurn your office into a miniature Aperture Science testing facility with Ryan Howerter's awesome lil' Portal turret made from LEGO. There's more than just a handsome model to follow, Ryan's put together a full-on step-by-step Instructables tutorial showing you how it's done, from materials to construction.


Half-Life 2

This Robot Dog's Ugly is Only Skin DeepIt looks more organic than robotic.


The four legs march under the barrel chest of the robot, snapping up two at a time in perfect precision. But when Boston Dynamic's creation, BigDog, is pushed, or it walks across ice, it suddenly looks very much alive as it stumbles to correct itself, and succeeds.


This Robot Dog's Ugly is Only Skin DeepDesigned to be the robotic replacement for pack animals or small vehicles, this future day robotic mule almost resembles the product of video games like Metal Gear Solid, Half-Life 2 or Portal.


Video of the quadruped robot first hit in 2008 and last month the company behind the design got an order for a super fast version and a human-like two-legged robot leading readers to liken their look to works of fantasy and fiction.


But robotics design company Boston Dynamics says the design similarities are purely coincidental. Their U.S. military funded robots are products of pure functionality, aesthetics doesn't enter into their creations.


"We did not do any aesthetic design on BigDog," said Marc Raibert, former MIT professor and founder of Boston Dynamics. "We talk about getting a designer to work on (the military version of BigDog), but have not done anything about it. We sometimes use artists to create concept sketches when developing new ideas for robots, but the robot designers do not use the sketches when doing the designs."


When people see his company's robots in action and think Transformers or robots from video games it's because of their own imagination, not his company's designs.


"I think much of what a person sees when viewing a robot comes from what is already in the person's head," he said. "Like a Robot Rorshach test."


This Robot Dog's Ugly is Only Skin DeepRaibert says that the company has been in touch with some high-end car designers about the Legged Squad Support System, the follow up to BigDog destined for military use, but that they haven't hired anyone yet.


"We are working on LS3, which is the follow-on to BigDog and closer to fielding," he said. "It might get skins to help keep the dirt and water out. Right now we are focused on functionality. We might make a cosmetic pass later, but there are quite a few constraints just based on functionality, such as packing everything in and retaining mobility."


I asked Raibert if his company plans, during the final stages of design, to change the look of the robots meant for military use. Would he want to design them to instill a sense of fear in those that see them, or perhaps to help an operator form some sort of bond with the bots.


No, Raibert says, instead the company's focus is on "mobility, reliability, ease of use, range, load carriage, etc."


Raibert says his designers aren't even that worried about the uncanny valley. The notion of the uncanny valley first came up in robot design and later became a concern in video game graphics. The theory is that the more robots look and act like humans, the more revulsion real humans will feel toward them.


While Boston Dynamics is working on two robots that will take on the form of humans, PETMAN and the military-funded Atlas, the designers don't seem too worried about that valley.


"We sometimes talk about uncanny valley with respect to them, though the focus in our discussions is on their behavior and the quality of their motion, rather than on the exact robot shape and coverings," Raibert said.


And what of those first soldier destined to work alongside these bulking, four-legged and two-legged robots? Is it possible that a robot design could fail simply because the people who will work with them must are repulsed by them?


Raibert says his company hasn't done any studies to look into the possible effects of the uncanny valley on soldiers in the field, but he thinks Atlas, Cheetah and LS3's usefulness will outweigh any aesthetic issues.


"I think if the robots we built help soldiers and marines carry heavy stuff, so they don't have to carry it themselves, they will think LS3 or BigDog is a beautiful thing, no matter what it looks like," Raibert said. "Same for any other function that helps them with their jobs. For all I know, they may like it better if it is ugly, like the family mutt."


Well Played is an internationally syndicated weekly news and opinion column about the big stories of the week in the gaming industry and its bigger impact on things to come. Feel free to join in the discussion.


Apr 3, 2011
Half-Life 2: Episode Two



The production values of fan films seem to have shot up in recent years, and this Left 4 Dead one is no exception. The second part in an on-going series, the film is well shot and not badly acted. It does seem to fail in capturing the tone of Valve's zombie shooter, feeling more like 'The Walking Dead' with it's sombre mood and snippets of profound dialogue, instead of L4D's all-out Hollywood action/horror blockbuster atmosphere. It's nonetheless a great homage to the games, with a terrific finale and a nice pipe-bomb throw for good measure. You can catch up on the series' first part, but expect to wait a few months for the third instalment.

Whilst not yet in full feature-length form, a fan film is on the way from a group of Dragon Age obsessives. The Dragon Age Malevolence trailer looks more true to BioWare's games than the official upcoming web-series Dragon Age Redemption, mainly due to the copious amounts of blood that is splattered over every cast member.

Moving from the world of reality impersonating games to one where games impersonate reality, there have been some awesome gameplay trailers this week. DICE continue to show off their incredible new Frostbite technology in the third entry in their Battlefield 3 'Fault Line' series, here demonstrating the new close combat mechanics, and an awful lot of very pretty shooting. Then Adhesive Games went and impressed us even more with some video ripped straight from a Hawken multiplayer map. It may be from a small indie team just a few men strong, but Hawken already looks to be one of the most exciting titles of the year (so long as it hits this year - we all have out fingers crossed). But with incredible mech combat, wouldn't incredible mech gear be awesome too? Who wouldn't want a bunch of expensive, pointless peripherals to use when playing Hawken? Razer or Logitech need to get building a mech cockpit controller like the one used for Steel Battalion NOW!



Just a few weeks ago we showed off the trailer for Lego Star Wars: The Clone Wars. Now we have yet another trailer for a Lego game: Pirates of the Caribbean. With the Lego games coming out with far more frequency these days, you'd expect their charm to start to wear thin. But no; this latest trailer is full of Lego sweetness, and the inevitable little joke at the end of this one still brings a smile.

You may or may not know, but back when Half-Life 2: Episode 2 launched, our own Tom Francis set himself a little challenge. When Valve PR master Doug Lombardi told him about the gnome achievement, he became obsessed with it. Tom carried that gnome; carried it across the WHOLE of HL2:E2. Well, the gnome is back, with a great nasty looking chainsaw and the obligatory Invaders Must Die soundtrack.
Mar 29, 2011
Portal

If the idea of Portal 2 spoilers fills you with DREAD and TERROR, please hollow out the nearest Weighted Companion Cube and stick your head in it. Or look away. I had it spoiled for me by Valve of all people, who sat me down and forced me to play the first 45 minutes of their dark, comedic FPS puzzle game. For science. Those monsters.

It begins in a hotel room. Over the tannoy, an unfamiliar voice – male, flat, not brimming with psychosis – explains that I’m part of an experiment, and they need to check my mental wellbeing. I’m told to appreciate a painting on the wall, (“this is art”) before being ordered to bed.

I awake to a broken room, the relaxing, neutral colours smeared with grime. The recorded voice tapers off: “you have been in suspension for 999999...” then another, more characterful voice chimes in. Wheatley, one of the leftover personality spheres of the wrecked GLaDOS, is trying to get my attention. His nervous English voice, that of Ricky Gervais’ comedy partner Stephen Merchant, is another indicator that while Valve might not have known what they had with the original Portal, this time around they’re a lot more confident. Wheatley isn’t the spare, precise, GLaDOS: he’s chatty and lonely and needs my help. Chell is all he’s got left.



My room is moveable. It’s one of 10,000 in a vast rack. Wheatley moves it, chatting all the while as it swings and crumbles. The more holes that appear, the more I see of Aperture Science beyond. It’s big. Black Mesa big. But the walls have fallen from neglect. The outside world is vaguely visible through these gaps, a hazy glow in the distance.

After Wheatley applies a brief “manual override” to an inconvenient wall (he uses my room to bludgeon it down), I scramble into the facility.

The portal gun awaits, as do some of the old test chambers, but hundreds of years of neglect have changed everything. There’s life where there were once sterile white walls. Birds caw, the light feels natural, everything’s tangled in weeds. In a repeat of the first game’s tutorial, I get a portal gun with just one function: placing blue portals. But the game is a lot less cagey about introducing me to the complexities of the tests: three puzzles in and I’m led to one where I need to pop a portal under a cube to get it over to a super colliding super button that leads me to two more switches, one that drops a cube on a slanted panel so it slides into a vat of sludge, another that flips up a section of the floor. I pop a portal on the slanted panel and the cube flies through the fixed portal on the wall above, into the sludge. Next try, I flip the floor section up and it stops the cube flying into the sludge.



So it’s a lot denser than Portal. Things get more complex a lot sooner, and the world is almost overwhelmingly detailed. There are warning videos everywhere, one warns of a potential ‘Animal King Takeover’. A dangerous puzzle is accompanied by light jazz to make it more relaxing. In one room there’s a story mural of the history of Aperture Science, showing the moment GLaDOS took over and Chell’s later defeat of her. There’s a giant painting of Chell, as if whoever’s been left behind worships her as a god.

And three characters are introduced: the flat voiced, male anti-GLaDOS, Wheatley, and eventually GLaDOS herself. She wakes (“We’ve both said a lot of things you’re going to regret.”), dumps me into the incinerator room and talks of living her death over and over and over again. She was already mad, now she’s focused. This, I guess, is where the new puzzle elements will start coming into play, such as the special gels. She has all these new tools to mess with, but I’m not allowed to see those yet. The rest of the game will remain a mystery until release.
Portal



Valve have just released another trailer for Portal 2. This one highlights the caring nature of the bots you'll play as in co-op.

Expect two more videos of this ilk before the game gets released on April 19, and check the site tomorrow to read Craig's preview of Portal 2. It's got spoilers in it and everything!
Portal
Another week, another unassailable argument why scrappy applied sciences company Aperture Laboratories is the place to put your investment dollars this April 19th, 2011. In this week's informational video, CEO and founder Cave Johnson explains why robots'll get you the biggest bang for your testing dollar.

We here at Valve are pretty excited about the implications of non-human test subjects. We do a lot of playtesting, so this should give us a better idea of how to market and sell directly to robots. Let's face it: robots don't need houses. They don't eat food. Heck, they don't even pay taxes -- they're not people! That's a lot of disposable game-buying income just sitting there in giant metallic wallets. Wallets that themselves transform. Into even more money.

Speaking of money, invest yours today in Aperture Science. Why? Watch and find out.



If you like what you're seeing, don't wait until April 19th to get in on the ground floor. Invest in documentary game futures today!

Half-Life 2

These Video Game Masterpieces Are Nothing But TextWhat if, instead of action figures and comic books, our favourite video games inspired classic, dog-eared works of literature instead?


These images by A. J. Hateley show us just such a scenario, taking some fairly random games - a little Half-Life 2 here, a little Deadly Premonition there - and basing torn old books on their stories and worlds. Some are literal interpretations - much like those we all so enjoyed back in 2009 - while others go a little further, becoming pieces of fiction merely based upon (or inspired by) the source material.


As a man who has allergic reactions these days to heady works of literature, I think I might just settle in with a glass of wine and that "Green Influenza" survival guide. You never know when it'll come in handy!


Wilderness As A Girl [AJ Hateley, via it 8-bit]


These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text
These Video Game Masterpieces Are Nothing But Text


Mar 27, 2011
Half-Life 2



Half-Life 2 has a very special place in our hearts, so any opportunity to revisit it is a good one. Take a look at this trailer for Erik Rempen's Ladder mod. It seems simple enough to start out with, but as the game progresses the intensity increases. This is down to the excellent implementation of destructibility; it's almost like watching Bad Company 2 in the Source engine. The main tower collapsing is a notable "awesome!" moment. If you'd like to slaughter Combine in exploderific terrain, you should definitely download it.

An interesting teaser trailer cropped up this week for Brain Candy's turn-based strategy game Fray. The trailer is one of those live action things that seem so popular with developers these days, and despite being an indie team, Brain Candy weren't going to produce anything cheap or sub-par. The grimy sci-fi asthetic is well realised and the little bit of parkour we see is pretty cool. But just how much more to we know about Fray from this? It's a great way to introduce the fiction, but it does little to show potential players how the game will actually function. Where do you stand on these live action trailers? Do you love seeing game characters and worlds being brought to life with actors and props, or would just rather they just showed you the damn game already? Debate in the comments!

Crysis 2 is finally out now. It felt a long time coming, and that's in no small part down the the vast amount of trailers EA and Crytek pumped out. Every day in the office for the last few weeks, it's felt like there has been yet another Crysis 2 trailer to put up on the site. We've seen so much footage we'd pretty much played the game before it even came out. With this huge library of trailers, Crytek could easily produce a 'Best of Crysis 2' or 'Crysis 2: Greatest Hits' collection, containing such day-defining clips as:

Common People - where Crytek play the game for our viewing pleasure

Undercover - in which Crytek show off how fun it is to not be seen

Happiness is a Warm Gun - feat. a man who's other job is most definitely providing commentary for an episode of 'America's Wildest Police Chases'

Speed of Sound - demonstrating Alcatraz's ninja-like ability to hurl grenades

Through the Fire and Flames - in which EA show off for 15 minutes too long



Paradox can normally be relied on to provide some light-hearted fun, and it appears that Pirates of the Black Cove will be no exception. This new trailer has an almost Magika-on-sea feel to it in regards to the art-style, and the voice over is gently comedic and reassures that the game won't be taking itself too seriously. Whilst it's not been in development for that long, developers Nitro seem confident that a beta isn't too far away.

Hunted - Bethesda's fantasy-come-third person shooter - is shaping up well, and the latest trailer focuses on the co-op opportunities. It does appear to be catering primarily to the co-op market, so it's nice to see that the system seems to be working solidly. There's also a distinct amount of chest-high walls and crates around; apparently you don't have to have chainsaw bayonets for these to be a requirement.

The Dungeon Siege team have revealed a new character for the series' third entry; Katarina. As a woman in a fantasy-universe, she is sporting the apparently compulsory exposed cleavage (with added jiggle physics) and a dash of strong will. She's also capable of gunning down enemies with magic purple bullets for good measure.


Half-Life 2

Hyper Violent School Shooter Mod Yanked From Mod Hosting SiteThe intentionally, unabashedly offensive School Shooter: North American Tour 2012, designed to be "the most realistic student slaughtering modification ever made," has lost support from its former host. ModDB, original host of the Half-Life 2 mod—and hundreds of other mods—has pulled School Shooter from its site.


ModDB founder Scott "INtense!" Reismanis says site administrators yanked School Shooter: North American Tour 2012 after "getting quite a bit of mainstream press due to the controversial nature of the content" in an open letter to the site's users.


Designed by Checkerboard Studios, School Shooter lets players carry out their own versions of the Columbine High School and Virginia Tech massacres, with weapons based on the ones used by killers Eric Harris, Dylan Klebold and Seung-Hui Cho. The game's singular goal is to kill as many "students" as possible, with the option to commit suicide at the end of each round.


"The possibilities are endless," reads the game's description. "You are free to do whatever you want. As long as it involves shooting people."


Reismanis writes that ModDB dropped the mod after "receiving quite a bit of threatening mail as people believe we are the creators, supporters and makers of this content."


"We have never encouraged or made any content, we disagree with the mod but at the same time believe in freedom of speech and the unique ability modders and indie developers should have to create games (good-or-bad) about topics, issues and events considered risky or taboo," Reismanis says.


"There is also quite a bit of confusion from non-gaming press, who state that games like this are the reason why all bad things occur, spreading misinformation and fear. As a result of this confusion and hate, at the moment we feel the best course of action is to remove the mod. We don't want the hard work of thousands of other mod developers to be threatened by people misunderstanding this one mod/game, and assuming all others are like it."


Reismanis tells the ModDB community that the site's admins "believe in the freedom of speech, the right to share information and be creative" and enjoy "watching mod developers push the boundaries." School Shooter appears to be too hot for ModDB to handle, however, and reaction from site users seems mixed, with many arguing that the site should not have removed School Shooter North American Tour 2012 based on its content.


We've contacted Checkerboarded Studios to get their opinion the removal of School Shooter.


Update: Jamie "pawnstick" Lombe from Checkerboarded Studios says his team was "never contacted by ModDB [about the removal of School Shooter], even though they insist they did" and that the team plans to use the studio's site to promote the game mod.


"We are absolutely planning on releasing," Lombe tells Kotaku, "and since the removal of the mod various people prominent in the Half-Life 2 mod community have come forward wanting to contribute for School Shooter."


"ModDB should not have handled it in such a rash way," Lombe feels. "I would have been willing to make modifications to the page to state that ModDB is in no way affiliated with the development instead of removing the mod suddenly and not even sending me an email informing that my mod was removed."


Why we removed the school shooter mod [ModDB]


...