Valve has released a sizeable Team Fortress 2 update, and for once, it's not all about hats.
It's actually about things that are useful. Like a new coaching mode, where you can jump online with someone who will teach you how to play. And a "new" map (a smaller version of Badlands). And a whole bunch of improvements to everything from the quality of voice communications to the game's bots. And three new classes (Demo, Engineer & Spy) have been added to TF2's training mode.
You can read the full changelog at the link below.
You think you've been waiting a long time for a new Half-Life game? You haven't, really. It's "only" been three and a half years. Now, Team Fortress 2, that was a game long in the making.
The staggered development of Valve's iconic shooter took so long, and went through so many twists and turns, that it serves as the very embodiment of the expression "Valve Time". As in, Valve will release a game when it's damn well ready, regardless of how many changes it has to go through and how long it takes.
A sequel to a hugely popular Team Fortress mod for Quake (which would later also be released as a Half-Life expansion), Team Fortress 2 was first announced all the way back in 1998, when Valve bought out TF Software Pty. Ltd, the creators of the mod. Team Fortress 2 was originally planned to ship as a Half-Life expansion towards the end of 1998.
It was delayed, however, and was not shown to the public for the first time until a year later. And couldn't be more different to the game we ended up with if it had tried. Going for a more "realistic" look than even the mildly sci-fi stylings of the original, Team Fortress 2 (subtitled "Brotherhood of Arms", and whose demo you can see up top) looked set to be a team-based shooter set in a near-future world that would feature large bases, an overall team commander, combat vehicles and even aerial drops.
A year later, however - in 2000 - the game went dark. Valve told press that it had been delayed again while the game was ported over to the company's new internally-developed engine, Source. And that would be the last anyone would hear of the game for over six years.
Half-Life 2 came and went, Half-Life 2: Episode One came and went, and still, the world knew nothing of the fate of Team Fortress 2. Despite protestations from Valve that the game was definitely being worked on, many began to believe the game was dead.
Yet as they should have learned from Half-Life 2, Valve likes to take its time. And when the game finally returned to the public eye in 2006, it was easy to see why it had been hidden for so long: it was an entirely different game!
About all that had remained from the original Team Fortress 2 pitch was the fact there were two teams fighting each other in a multiplayer match. Everything else had been changed. The vehicles were gone, the realism was gone, the serious tone was gone, the commanders were gone, the air drops were gone...all that was left were some maps, some guns and a handful of characters (which, in a cute touch, resemble the cast from the original mod).
So many changes had been made to the game, in fact, that Valve says it developed three or four entirely different titles during Team Fortress' gestation, which certainly would explain the long delay. One of these, which became known by the name "invasion", had elements leaked to the public when Half-Life 2's code was stolen ahead of that game's release, and suggested that one of the Team Fortress 2 versions in development during the six years of silence had included things like NPCs in multiplayer matches and references to the Half-Life universe.
Far from a retreat from the original vision, however, what we ended up with is one of the most enduring and iconic video games ever made, with a visual style and lovable cast of characters. Team Fortress 2 was eventually released in 2007 as part of Valve's Orange Box collection (and in 2008 as a standalone title), and is available for the PC, Mac, PS3 and Xbox 360 (though the latter two versions, sadly, are without the constant upgrades featured in the computer editions).
Steam today represents a billion-dollar operation staffed by hundreds. But has the platform's meteoric rise restricted Valve's capacity to actually create games?
We haven't had a proper Valve-bred IP since The Orange Box games Team Fortress 2 and Half-Life 2: Episode 2 arrived more than three years ago.
Brad Wardell - leader of Stardock, the company behind Steam rival Impulse - drew on personal experience to argue that yes, Steam's success has "definitely had an effect" on Valve as a game maker.
"Even though Valve is in Seattle, where you can get developers everywhere, [Steam's] had an effect on their own development schedule. There's not been a new Half-Life in a long time; a lot of people have complained about that," Wardell explained to IndustryGamers.
"[Valve has] had their own challenges getting new titles out the door, and a big part of that I'm sure is the same problems we've had. When one of your groups is so ridiculously profitable, every business instinct you have is to throw all your best people at it, because that's what's making the money. That's just sound business. At the end of the day, again you have decide if that's what you want to do.
"Steam and Valve - of the companies out there I would say we're the most similar. Obviously they're bigger and far more successful than our games unit is, but culturally they're pretty similar. If you were to look at a time-line of games developed in-house by Valve not developed externally and then acquired and you look at before Steam and after Steam, it's definitely had an effect," he added.
"I don't argue that that's a good thing or bad thing, but I do know the effect that's had on us, where I've had to put some of my top developers over the years onto Impulse to make sure it was getting better and better."
Since the 2007 release of Half-Life 2: Episode 2 and Team Fortress 2, Valve has launched Portal, Left 4 Dead, Left 4 Dead 2 and Alien Swarm. Portal 2 is imminent and DOTA2 (Defense of the Ancients 2) has been announced with a tentative 2011 date.
Look at those games again:
What happened to Half-Life 2: Episode 3, Valve? And more importantly, is there a Half-Life 3? There are few announcement platforms on the scale E3 this summer. Is it Valve's turn this year? Maybe, just maybe.
Video: Half-Life 2: Episode 2 - the last Valve thoroughbred.
Garry Newman set a trap within Garry's Mod to expose people pirating his work.
"Anyone unable to shade polygon normals?" asked Newman on Twitter.
Hours later he added: "Just enabled this error in GMod today. It happens when you pirated it. Having fun watching people complain."
A search for "unable to shade polygon normals" turns up plenty of results on Google.
There are even pirates asking for help dealing with the error on the official Garry's Mod forum.
The best part about the pirate-catching error code is that the naughty user's Steam ID is posted within it. When they reproduce the code on a forum asking for help, Newman can cross-check the code against legitimate purchases and hoof the pirates out.
Garry's Mod, a physics sandbox, started as a Half-Life 2 mod. The $10 download now works with most Source-powered Valve games, allowing the objects and characters of the world to be spawned, manipulated and played with.
Cripes. You may remember us
To mark the occasion, I’ve arranged for