If you read one article about gaming this week (er – that isn’t on RPS. Actually, even so…), it should be Simon Parkin’s
At 6am on 7th May 2004, Axel Gembe awoke in the small German town of Schönau im Schwarzwald to find his bed surrounded by police officers. Automatic weapons were pointing at his head and the words "Get out of bed. Do not touch the keyboard" were ringing in his ears.
Gembe knew why they were there. But, bleary-eyed, he asked anyway.
"You are being charged with hacking into Valve Corporation's network, stealing the videogame Half-Life 2, leaking it onto the internet and causing damages in excess of $250 million," came the reply. "Get dressed."
Seven months earlier, on 2nd October 2003, Valve Corporation director Gabe Newell awoke in the large American city of Seattle to find the source code for the game his company had been working on for almost five years had leaked onto the internet.
The game had been due for release a couple of weeks earlier but the development team was behind. 12 months behind. Half-Life 2 was going to be late, and Newell had yet to admit how late. Such a leak was not only financially threatening but deeply embarrassing.
After a few moments pondering these immediate concerns, an avalanche of questions tumbled through Newell's mind. How had this happened? Had the leak come from within Valve? Which member of his team, having given years of their life to building the game, would jeopardise the project in the final hour?
If it wasn't an inside job, how the hell did it happen? Did someone have access to Valve's internal server?
But the question which rang out loudest of all was the one anyone who has ever had something stolen from them cannot push from their mind: who did this?
"I got into hacking by being infected myself," Gembe says today. "It was a program that pretended to be a Warcraft III key generator and I was stupid enough to run it. It was an sdbot, a popular general purpose malware at the time."
The young German soon realised what he had installed on his PC. But instead of scrubbing the malware and forgetting about it, he reverse engineered the program to see how it worked and what it did.
This led him to an IRC server from which the malware was being controlled. By following the trail back, Gembe was able to track down its operator. Rather than confronting the man, Gembe began asking him questions about the malware. He had a plan.
"While I have a 2000 Steam account nowadays, at the time I couldn't afford to buy games," he explains.
"So I coded my own malware to steal CD keys in order to unlock the titles I wanted to play. It grew quickly to one of the most prominent malwares at the time, mostly because I started writing exploits for some unpatched vulnerabilities in Windows."
On discovering the breach, Newell's first thought was to go to the police. His second was to go to the players.
At 11pm on 2nd October 2003, Newell posted a thread on the official Half-Life 2 forum titled, "I need the assistance of the community."
"Yes, the source code that has been posted is the HL-2 source code," he admitted in the post. Newell went on to outline the facts Valve had been able to piece together so far.
He explained that someone had gained access to his email account around three weeks earlier. Not only that, but keystroke recorders had been installed on various machines at the company. According to Newell, these had been created specifically to target Valve as they were not recognised by any virus-scanning applications.
Whoever had done this was smart, capable and specifically interested in his company. But why?
Gembe's malware crimes, while undeniably exploitative and damaging, were crimes driven by a passion for games rather than profits.
His favourite game of all was Half-Life. In 2002, like so many fans of the series, Gembe was hungry for details about the forthcoming sequel. That's when he had the idea. If Gembe could hack into Valve's network, he might be able to find something out about the game nobody else knew yet.
A socially awkward loner who had endured a tough upbringing, he would gain status in the community of gamers he had adopted as his family by offering up such insider information. It was worth a try.
"I wasn't really expecting to get anywhere," Gembe says. "But the first entry was easy. In fact, it happened by accident.
"I was scanning Valve's network to check for accessible web servers where I thought information about the game might have been held. Valve's network was reasonably secure from the outside, but the weakness was that their name server allowed anonymous AXFRs, which gave me quite a bit of information."
AXFR stands for Asynchronous Full Zone Transfer, a tool used to synchronize backup DNS servers with the same data as the primary server. But it's also a protocol used by hackers to sneak a peek at a website's data. By transferring this data, Gembe was able to discover the names of all the subdomains of ValveSoftware.com.
"In the port scan logs, I found an interesting server which was in Valve's network range from another corporation named Tangis that specialised in wearable computing devices," he says.
"This server had a publically writable web root where I could upload ASP scripts and execute them via the web server. Valve didn't firewall this server from its internal network."
Gembe had found an unguarded tunnel into the network on his first attempt.
"The Valve PDC had an username "build" with a blank password," he explains. "This allowed me to dump the hashed passwords for the system. At the time the Eidgenössische Technische Hochschule Zürich offered an online cracker for hashes, so I was able to crack the passwords in no time."
"Once I had done that... Well, basically I had the keys to the kingdom."
At this point, Gembe wasn't bothered about covering his tracks. So far he had nothing to hide. But he wanted to ensure he would remain undetected as he explored further.
"All I cared about at that point was not being thrown out," he says. "But I had access to an almost unlimited amount of proxy servers, so I wasn't worried. My first job was to find a host where I could set up some sort of hideout."
Gembe began poking around for information about the game. He found various design documents and notes about the game's creation. This was what he had come looking for. This was why he was here.
As the weeks rolled by, Gembe realised nobody at Valve had noticed he was inside the company's network. He began to push a little harder.
That's when he hit the payload: the source code for the game he had been waiting to play for so many years.
The temptation was too great. On 19th September 2003, Gembe hit the download button and made off with Valve's crown jewels.
"Getting the source code was easy, thanks to the network performance of the Perforce client, but the SourceSafe client for the game data was horrible," he explains.
"Because of this I coded my own client that basically had its own transfer mechanism over TCP, detected changed files by hashing them and transferred the changes.
"The game didn't run on my computer. I made some code changes to get it to run in a basic form without shaders or anything, but it wasn't fun. Also, I only had the main development trunk of the game. They had so many development branches that I couldn't even begin to check them all out."
To this day, Gembe maintains he was not the person who uploaded the source code to the internet. But there's no denying he handed it over to whoever did.
"I didn't think it through," he says. "There was, of course, an element of bragging going on. But the person I shared the source with assured me he would keep it to himself. He didn't."
Once the game was on Bit Torrent, there was no containing it.
"The cat was out of the bag," says Gembe. "You cannot stop the internet."
The response of the community to Newell's plea for help was mixed. While many expressed their sympathy at the theft, others felt betrayed by Valve for being led to believe the game would be ready for its scheduled launch in late 2003.
Despite a few leads, nobody was able to provide information about who might have perpetrated the crime. The FBI became involved in the investigation but also drew blanks.
Meanwhile the team at Valve, which had been in crunch mode for months, was left reeling by the leak. The game was costing the company $1 million a month to build and the end was still far from sight. The leak had not only caused financial damage but had demotivated a tired team. One young designer asked Newell, "Is this going to destroy the company?"
At 6:18am on 15th February 2004, Valve's MD received an email with a blank subject line from sender 'Da Guy'.
"Hello Gabe," the author began, before going on to claim responsibility for infiltrating Valve's network months earlier.
Newell was unsure whether to believe the story at first. But two attached documents, both of which could only have been obtained by someone with access to private areas of Valve's server, proved the sender's claims were valid.
Five months after Half-Life 2 was released onto the internet, long after all leads had gone cold, Newell's man had turned up on his doorstep.
Why did Gembe send that email? "Because I was sorry for what happened," he says. "I wanted them to know who did this thing, and that my intention was never for things to work out the way they did."
But that wasn't all that Gembe was after. The young man saw a way he could create a positive outcome from his crime, both for Valve and himself. In a separate email, he asked if Newell would consider giving him a job.
"I was very naïve back then," he says. "It was and still is my dream to work for a game development company, so I just asked. I hoped that they could forgive what I had done, mostly because it wasn't intentional."
To Gembe's surprise, Newell wrote back a few days later saying yes, Valve was interested. He asked if Gembe would agree to a phone interview.
The real motivation behind the suggestion was not to discover whether Gembe would be a strong candidate for a position within the company. It was to obtain an on-the-record admission from Gembe that he had been responsible for the leak. It's an old FBI trick, designed to gain a confession by appealing to a person's sense of pride.
Gembe had his suspicions but he pushed them to the back of his mind. "I hoped for the best," he says. "I was not the brightest kid back then."
He recalls the phone interview being conducted by Alfred Reynolds, developer on Counter-Strike and Steam, and Portal writer Erik Wolpaw, but says he could be wrong. (In fact, Wolpaw says he had yet to join the company at this point.)
"At first they wanted to know how I hacked into the network. I told them in full detail. Then they asked me about my experience and skills. I still remember they were surprised that I spoke fluent English without much of an accent."
The trio talked for 40 minutes. Any sense of guilt dissipated for Gembe in the presence of his heroes. But that was nothing compared to the adrenaline rush he felt when he received an invitation to a second interview. This one would be face-to-face at Valve's headquarters in Seattle, on American soil.
Having set the trap, Valve and the FBI needed to obtain a visa for Gembe (and his father and brother, as he had asked if they could accompany him to the US). But there were concerns about the ongoing access Gembe had to Valve's servers and the potential damage he could still cause. So the FBI contacted the German police, alerting them to the plan.
It was soon after this that Gembe awoke to find himself staring down the barrel of a gun. He got dressed and headed downstairs, escorted by the armed policemen squeezed into the small hallways of his father's house.
"Can I get something to eat before we leave?" asked Gembe.
"No problem," said one of the policemen.
Gembe reached for a kitchen knife to cut some bread. "Every policeman in the room raised his rifle at me," he says.
After drinking a cup of coffee and smoking a cigarette, Gembe climbed into the back of a van and was driven to the local police station. There he was greeted by the police chief. He walked up to Gembe, looked him in the eye and said, "Have you any idea how lucky you are that we got to you before you got on that plane?"
Gembe was interrogated by the police for three hours. "Most of the questions they asked me were about the Sasser-Worm," he says, referring to a particularly vicious malware that affects computers running vulnerable versions of Windows XP and Windows 2000.
"For some reason they thought there was a connection between me and Sasser, which I denied. Sasser was big news back then and its author, Sven Jaschan, was raided the same day as me in a co-ordinated operation, because they thought I could warn him.
"My bot used the same vulnerability in the LSASS service that his did, except it didn't crash the host system, so I guess they thought I gave him the exploit code. Of course I denied this and told them that I never write such shoddy code."
After the police began to realise there was no link between Gembe and the Sasser-Worm, they moved on to asking him about Valve.
"I could have refused to answer and demanded an attorney, but I chose to tell them everything I knew honestly and completely, which I guess they appreciated," he says. "The guy questioning me liked me because, he said, 'You are not an asshole like most of the other guys.' That department has to deal mostly with child porn.
"I guess I was so open with them because I didn't believe I did much wrong, at the time."
Gembe was remanded in custody for two weeks. He was released once the police were determined he wasn't about to flee, with the proviso that he check-in with them three times a week, every week, for three years, until his trial.
While waiting for his day in court, Gembe worked hard to change his life. He finished an apprenticeship and got a job in the security sector, writing Windows applications to manage security systems and performing database and server administration work.
Axel Gembe's trial lasted for seven hours. No one from Valve was present, though someone from the Wall Street Journal turned up. Security breach aside, there was no evidence to suggest Gembe had been responsible for pushing the Half-Life 2 source code on the internet.
However, Gembe admitted to hacking into Valve's network. The judge sentenced him to two years' probation, citing his rough childhood and the way he had worked to turn his life around as considerations when it came to deciding on the relatively lenient punishment.
By the time of the trial 8.6 million copies of Half-Life 2 had been sold, its success seemingly unaffected by the leak of 4th October 2003.
Today Gembe is 28. Nearly a decade on, he is remorseful about the Half-Life 2 episode.
"I was naïve and did things that I should never have done," he says. "There were so many better uses of my time. I regret having caused Valve Software trouble and financial loss. I also regret having caused some universities financial harm by using them as speed tests for my malware.
"Basically I regret all the illegal things I did at that time... And I regret not doing anything worthwhile with my life before I got busted."
What of the man he stole a game from? What would Axel Gembe say to Gabe Newell today?
"I would say this: I am so very sorry for what I did to you. I never intended to cause you harm. If I could undo it, I would. It still makes me sad thinking about it. I would have loved to just stay and watch you do your thing, but in the end I screwed it up.
"You are my favorite developer, and I will always buy your games."
Digital download platform Steam controls half to 70 per cent of the $4 billion market for downloaded PC games, according to a new report.
Steam is "tremendously profitable", Valve co-founder Gabe Newell revealed for a Forbes profile.
250 people work at the Half-Life and Portal maker and, Newell said, per employee Valve is more profitable than Google and Apple. "Various sources" value the company at $2 billion to $4 billion, Forbes reports.
Steam's impressive rise to the top of the PC download tree has been one of the videogame success stories of the past decade.
In October last year Valve announced Steam accounts had grown by 178 per cent year-on-year. Sales grew over 200 per cent and over 200 Steamworks games had been shipped.
There are over 30 million active Steam accounts, and over 1200 games available from the service. Over six million unique gamers access Steam each day.
According to Forbes, publishers earn a gross margin of around 70 per cent on Steam compared with 30 per cent via retail shops.
Three tracks from hit indie platformer Super Meat Boy's soundtrack are heading to Rock Band Network, composer Danny Baranowsky has confirmed.
As reported by Joystiq, extended versions The Battle of Lil' Slugger and Can o' Salt, and a retro remix of Betus Blues.
Befitting the relentlessly unforgiving game from which they've sprung, it looks like the tracks will offer a similarly sturdy challenge to seasoned Rock Banders.
"I wanted to have some stuff in there for the people who delight in 100-percenting expert Dragonforce," threatened Baranowsky who also wrote the music for iPhone indie hit Canabalt.
No release date has been confirmed for the tracks yet but Baranowsky promised they'll be available "soon".
In other Meat Boy news, a new level pack is due for the Xbox 360 version of the game soon, while a PC level editor hits any day now.
Garry's Mod is powerful, but not this powerful. That's where "Photoshop" comes in. But this brilliant Minecraft/Half-Life 2 mashup uses both to tell a charming story.
Before you go asking OMG, where's the texture pack, here's the scoop. Artist Robbaz recorded the opening in Minecraft, went through the portal, then spliced in a recording made in a Half-Life 2 map made to look like Minecraft.
Still, it's nice to see the Creepers get the business end of an M-60.
Minecraft - The Source Portal [YouTube]
It's been a long, strange trip for Commander Video of Gaijin Games' Bit.Trip series, but he's finally coming home. Check out the official trailer for Bit.Trip Flux, the sixth and final stop on the Bit.Trip train.
It's hard to believe it's been so long since Bit.Trip Beat's debut on WiiWare back in March of 2009, and it's even harder to believe it's almost over. The paddle returns and the chiptune music flows like digitized wine in the sixth installment of the series, coming soon to a Nintendo WiiWare service near you.
It started with a lunchtime brainstorm by the guys who make Monday Night Combat: Maybe Valve would like to do a Team Fortress crossover? That began a process that required all of a 15-minute drive and a handshake.
No money changing hands, no strings attached.
"For us, it was like, ‘Really? That's it?'" said Chandana Ekanayake, the art director for Uber Entertainment, a Seattle-area developer located just up the road from Valve. "It was a handshake agreement, completely free."
Team Fortress 2's signature hats, plus Penny Arcade's - ahem - Fruit Fucker will appear in Monday Night Combat for those who order the game before Tuesday. It's the latest in a string of recent high-profile crossovers touching the indie community, with Valve as a player in nearly all of them.
Telltale Games produced "Poker Night at the Inventory," uniting Penny Arcade, Homestar Runner and Team Fortress 2 with its Sam & Max franchise. Super Meat Boy's been extremely visible of late, bringing in a whopping 18 characters from other games across its PC and Xbox Live versions. The headcrab from Half-Life makes an appearance in the version available over Steam.
Robin Walker, the creator of Team Fortress, said Steam availability isn't so much a business requirement for the crossover as it is a design component serving them. "It's hard for us to do a tight connection between two games if they aren't operating within a system where they could ‘talk' to each other," Walker said, "which is what Steam is doing in the crossovers so far."
Certainly, adding something to a game that sells over a service Valve maintains benefits both parties, without the need for additional lawyers or fees paid. But the manner in which this is done creates a sense of indie development solidarity, and gamers have demonstrated their willingness to join that cause.
Valve makes a lot of money with several major brands, is a big player in games development and, through Steam, distribution. It's still an indie company in both philosophy and design. "Their teams are tiny," Ekanayake said. "On the Steam side of things, we dealt with just three people. It is very much indie in that sense. They respect the team, which is really cool."
Once Valve agrees to the use, their symbols and characters are in the hands of another developer. But the discussions about Team Fortress 2 involved that team's members, Ekanayake said, basically Walker and a few others. No brass hats or high-level meetings, just folks who could relate to one another as games creators.
"Our core assumption is that developers of another game understand their game and its community better than we do," Walker said. "The challenge in crossovers is to find a way to benefit the audiences of both games, and legal paperwork just isn't an interesting part of that. It's also hard enough already without placing some arbitrary constraints over what a partner is or isn't allowed to work with.
"Instead, we prefer to start with a wide space of possibilities, and narrow down to good choices through an ongoing conversation, trusting each of us to protect the other from making a decision that's bad for their game or audience," Walker said.
There's a reciprocity; those who have both Monday Night Combat and Team Fortress 2 will see items from MNC's Pro Gear System. So as Uber was figuring out how Valve's property best fit in with its game, Valve was doing the same with Uber's content.
Ekanayake said early plans called for Scout in Team Fortress 2 to get the oversized grinning head of Bullseye, the Monday Night Combat mascot, as a hat. It turns out the item was just too big and unwieldy to be fun in the game, so it was discarded in favor of the rest of the rest of the mascot costume plus a couple of other items.
The crossovers aren't entirely an altruistic thing; the limited availability is meant to drive sales of Monday Night Combat on Steam, which benefits both Valve and Uber Entertainment. Perhaps that's why these content-swapping deals can be done with a minimum of hassle.
Walker said Valve's door is always open. "Different products have different goals and requirements, so what works in TF2 might be a terrible idea with Half-Life 2. But if another developer wanted to do something interesting with our [intellectual property] in their games, we'd be happy to see if it made sense."
In the end, Walker said, a big reason crossovers come to pass is because both sides just think it'd be cool.
"It should be simply about finding more ways to make our customers happy, but I'd be lying if that was the only reason," Walker said. "We're gamers and fanboys too. Sometimes we like to do something fun with the people behind games that we like, especially if they're made by people who worked on games that made us want to work in the industry in the first place."
Super Meat Boy is a 2D game with relatively simple graphics. That's what it looks like, at least. This action-packed fan film by Joseph Manalaysay captures what beating one of the game's brutal levels feels like.
As anyone that's been playing games since the Atari age will tell you, video games don't need elaborate visuals to be entertaining. Back in the days of the 2600 it may have looked like we were merely shooting dots at slightly larger dots, but in our minds' eyes we were participating in dynamic gunfights, narrowly avoiding obstacles as bullets, arrows, or lasers whizzed by our heads.
In the same way books leave visuals up to the imagination of the reader, games with less complicated visuals allow us to flesh out the experience in our minds.
Or in this case, a rather impressive little fan film.
Bandage Get!!! [YouTube - Thanks Wazzup4567]
Who were the best dressed, the most memorable and the most visually striking video game characters of 2010? I've made my picks for the best video game costume and character design from the past year, let's see if you agree.
Just like our picks from 2009, which included Bayonetta, Uncharted 2: Among Thieves and Muramasa: The Demon Blade, these aren't the games with the best graphics or the boldest moves forward in fashion. They're games with great characters, complex and simple, pretty and ugly, evil and adorable. I considered games released in any territory in the past calendar year, not just North American releases.
Read on for my favorite characters and costume choices for the year, with plenty of pictures to illustrate my point. Let me know your picks in the comments.
Without a doubt, my favorite costumes and character designs came from BioWare's Mass Effect 2. Beautifully designed, gorgeously rendered, they fit perfectly into brightly lit but grim Mass Effect universe. Some Mass Effect 2 characters are better remembered for their personalities, not their looks, but BioWare's talent at creating unique-looking alien species and very attractive humans deserves extra commendation.
This Wii game may be more deserving of a "best art style" award, but Kirby's Epic Yarn deserves credit for managing to make Kirby, King Dedede and Metaknight feel fresh. Kirby's transformations into alternate forms like a rocket, a tank and a submarine showcase this art style's flexibility and inventiveness.
Even more whacked out rock 'n roll designs from Grasshopper Manufacture. The characters and costumes of No More Heroes 2: Desperate Struggle may not be as surprising or as dazzling as those of the original, but Travis Touchdown and crew still stand out as some of 2010's most original creations.
Really, Dr. Fetus locked this one in.
Even so, Super Meat Boy is packed with character for what is essentially a cube of bloody meat with a few more cubes of meat attached. Team Meat's character animation and a series of hilarious cut scenes helped to make Meat Boy memorable in 2010. Even in tofu form.
Few will accuse Castlevania: Lords of Shadow of being inventive with its gameplay mechanics, but developer Mercury Steam made the bestiary of the decades old Castlevania series its own with a re-imaging of the franchise's most famous monsters. Key characters like Cornell, Carmilla, Pan and Baba Yaga stood out among the year's non-player characters. Gabriel Belmont and his brethren sport some smart looking armor.
Maybe I'll catch hell for giving John Marston his dues as I did with the dressed-down cast of Uncharted 2: Among Thieves. Maybe it's Marston's personality and voiceover work that really won me over. But the visual style of Red Dead Redemption's cast of characters was solid, consistent and believable, with Marston's alternate outfits always looking fresh.