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


Portal
Normally when we check our email in the morning, we quickly delete the appeals for money from deposed Nigerian princes; amazing deals on off-brand Canadian pharmaceuticals; and poorly spelled requests for our Steam passwords from Gabe Newell's Russian freemail account. So we almost ended up missing this latest investment opportunity from up-and-coming applied sciences company Aperture Laboratories.

According to their press release, you'll be able to find out more about them April 19th, when they go public with their documentary video game Portal 2. Until then, though, and every week leading up to April 19th, they'll be sending out informational videos for potential investors like you, showcasing the many lucrative products they have in development. We've posted the first of four below.



If you're like us, you've gotten burned in the past on shady panel investments. But judging from that clip, this one's the real deal. Call your broker, and don't forget to check back next Tuesday for another step in obtaining your Aperture Science license to print money.

Portal

Earlier we mentioned that Valve are working on the Meet the Medic video for Team Fortress 2. The information came from one fan's trip around the Valve offices. Meet the Medic wasn't the only thing he saw. He also snapped an image of a wall full of some fascinating artwork, the style of which matches nothing that Valve have worked on before.



The image was uploaded to the Steam Forums by Political Gamer on his return from Valve HQ. The concept art shows pictures of spaceship designs, and a series of warped and almost disturbing faces. Above one column of pictures hangs the name Jay Pinkerton, former editor of Cracked magazine and Cracked.com. Game Informer have previously reported that Pinkerton was hired to work with Chet Falizseck and Erik Wolpaw to write Portal 2, but these images certainly don't look as though they've come from the world of Aperture Science. What could it be?

Portal

Portal Comes To Team Fortress 2Not officially, mind you, but then unofficial unions in PC gaming can often be better than the "real" thing anyway.


Eugenio "Motanum" Roman put this thing together, which recreates the Aperture Science Labs from Portal (at least in spirit) and makes a passable Team Fortress 2 map out of them. While you can't use a portal gun, GLaDOS features, as do those little balls of energy that killed you instantly in Portal (and they kill you instantly here as well).


The map is available here as a 34MB download.


Don't expect a polished affair from it - it's a little long and a little bland in spots - but hey, it's free, and it's a Portal map in Team Fortress 2. There are plenty of people who a combination like that will appeal to.


[via PC Gamer]


Portal

A modder has recreated Portal's Aperture Science labs as a Team Fortress 2 map. Players must fight over one central control point deep inside the facility, and can make use of energy barriers and portals to fight off the other team. If you've ever wanted to see an ubered Heavy carving it up in GLaDOS' chambers, then you'll definitely want to give this map a go. You'll find more information, and screens below.

The level is available now as a 34MB download from TF2 maps. The Red team drop in from a helicopter outside the labs, while the Blu team spawn near GLaDOS' chamber. Both must fight for control of a control point situated in the middle of a test chamber.

The glowing energy balls that were used to power switches in Portal can be found bouncing around a couple of rooms, and will instantly kill anyone who comes in contact with them. There are also a couple of routes into the central control room that can be opened up with a pair of switches on the outskirts of the level. Energy barriers and stationary portals add even more intrigue to this well-designed, polished tribute to Portal. Check out the screens of the map below. Click to see them full size.









Portal
Maybe you hate crowds. Possibly you dislike air travel. Maybe you've got a thing about people dropping the "r" sound at the ends of their syllables. Whatever your reasons, you might not have made it out to Boston this past weekend for PAX East, and so didn't get a chance to drop by the Portal 2 booth and check out all the exclusive new game footage and announcements.

"Announcements?" you ask, your eyebrow arching slightly. That's right. This past Friday, we announced the addition of the incredibly talented J.K. Simmons (who you might know better as J. Jonah Jameson in Spider-Man, or as Juno's dad in Juno) to the cast, as Aperture Science founder and CEO Cave Johnson.

Want more details? The gaming press can help.

http://www.joystiq.com/2011/03/11/j-k-simmons-to-voice-aperture-science-founder-cave-johnson-in-p/

http://kotaku.com/#!5781796/portal-2s-newest-character-is-hilarious-and-possibly-malevolent

http://www.g4tv.com/games/xbox-360/63787/portal-2/articles/73845/Portal-2-Preview-Meet-Cave-Johnson/

http://www.shacknews.com/article/67800/portal-2-preview

http://xbox360.ign.com/articles/115/1155076p1.html

http://www.gameinformer.com/b/news/archive/2011/03/13/j.k.-simmons-to-lend-vocal-talents-to-portal-2.aspx

http://www.gametrailers.com/video/pax-east-portal-2/711820

Half-Life 2: Episode One


On Valve's website sits a profile page, and on that profile page sits an entry for Left 4 Dead writer Chet Faliszek. It reads: "We are all still trying to figure out exactly what it is that Chet does at Valve, but at the very least he occupies office space on the 11th floor as self-proclaimed Mr. Awesome."


Mr. Awesome? Where does that come from?


"So our old HR person wrote that for me, and it was the example of a really bad profile to put up," Mr. Awesome told Eurogamer. "Then she wouldn't let me change it."


"The day of Half-Life: Episode 1," he continued, "that's where it came from. They were handing out recognition for Episode 1. No one knew what to say, so the first three or four people fumbled around. I just went up and I thanked myself for being awesome.


"Then other people who didn't know what to say just thanked me for being awesome."


So, what does Mr. Awesome do, apart from co-write alongside Erik Wolpaw on games such as Half-Life 2: Episode Two, Portal, Team Fortress 2, Left 4 Dead, Left 4 Dead 2 and the upcoming Portal 2?


"That description came after Half-Life: Episode 1. A lot of people didn't understand the part I played in that, with the response rules speech, which is on the fly speech.


"It was semi-accurate at the time. Now people know what I do. I walk around the hall with my iron fist, keeping people in line."


The Mr. Awesome description has been on Valve's website for five years. "I have to re-write it," Mr. Awesome said. "We don't even have an 11th floor anymore. We've moved buildings. But I don't want people to be able to find me."


Faliszek and writing partner Erik Wolpaw have been with Valve for six-and-a-half years. The duo, who grew up together, were hired after bumping into Valve through their website Old Man Murray.


"Out of the blue, in 2004, Gabe [Newell, Valve boss] just emailed us and said, do you want to come work for Valve?" Faliszek revealed.


"Gabe's initial email really was one line. We asked, can you explain more? "No. Just come out."


"I figured, what the hell," Wolpaw added. "We were just like, we'll just give it a shot and see what it's like. Seven years later, it's fine."

Video:

Portal



Back near the start of the internet, in August of last year, we pointed you towards a Portal in Minecraft mod. At the time that post was written, the block-placing indie game was selling thousands of copies a day. Astonishing! Although Minecraft has been almost entirely forgotten since - having proven to be little more than a brief flash in the pan - a second enterprising fellow has created a new, better looking Portal mod and used it to create a parody of the original Portal trailer.

More details and mod download links below.

If you feel like re-visiting an old indie game that never gained lasting appeal, you can download the Portal mod via the official Minecraft forums. Which I assume no one reads any more. The mod and video were created by forum user iChun, and the post there explains how to install the mod, and how to craft your own Portal gun. If you're still looking for more Portal-in-Minecraft, the mod from last year is available from this old thread.

Portal

Speaking during the "Biofeedback in Gameplay" talk at GDC, Valve's experimental psychologist Mike Ambinder - they have one - showed off the ways they're using biological measurements to enhance their games. They showed a version of Portal 2 where the player's view is controlled by where he looks in real life, and a version of Left 4 Dead 2 that senses your stress levels and adjusts the game accordingly.

Read on for the details, and video footage of both games.



Valve showed off facial recognition software and 10,000 dollar eye-tracking tech. They used the latter to play a short section of Portal 2, where the player uses their eyes to aim the cursor, and their hands to move around the environment. According to Ambinder, "The eye tracker is used to extract eye’s X Y position. This data is updated at 60hz, before being fed back into the game engine."

"We don’t know how the player is feeling," said Ambinder. "We’d like to attack that problem. We’d like to figure out player sentiment, and player emotion." He also hinted at future matchmaking profiles based on player's emotional responses: "We don’t want to pair passive players with emotional players. It’s something we’re thinking about it, we think it’s worthwhile."

Valve have been experimenting with varied techniques during the research. "We made a heartbeat measuring mouse - a detect heartbeat mouse - but had to ditch it because every time it moved it would introduce artefacts into the readings. We have a mouse that senses skin conductance, it’s easy to use, pretty cool.”

Valve's solution is a piece of tech that costs $10 to make, and consists of two metal contacts attached to a strip. They're fixed to your hand by a bandage, and a USB cable sends data about the current passing between them to your PC. It's measuring the electric response of your skin, something which varies with stress.

They've been using biometrics like this to tweak Left 4 Dead 2: they've experimented with an automated AI Director that modified enemy spawns, health and weapon packs based on estimated arousal patterns. According to the surveys post playtest, the use of biofeedback information made Left 4 Dead 2 twice as enjoyable as without. Here's Mike Ambinder's explanation, with one player's stress levels on-screen as they play.



Mike talked us through some of the extraordinary ideas they have planned for this tech. "We can detect when a player is bored," he said, and suggested this as a way of determining if the player is lots, and using in-game prompts to help them out.

"Can we tie health to arousal? If you stay calm, your health rises... imagine a lie detection game: fool your interrogator by remaining calm."

Or an NPC who knows how you're feeling - "Hey Mike, why are you so sad?"

"Watching the arousal patterns of competitive players - just knowing if the competitors were aroused - could be interesting."

Mike said they could also use it to detect when your team-mates are in trouble in a co-op game like Left 4 Dead, by spotting spikes in arousal. In the video above you'll see the clear response when the player's attacked by the tank.

"Or earn points from eliciting responses from your team-mates," Mike adds.

They've even tried using an emotional tracker during games of DOTA 2, their forthcoming arena-based multiplayer action RPG. "People love it when they do something that makes their opponents suffer," says Mike.

Valve have always been a forward-thinking company, but even for them it's remarkable to see this kind of mad science demonstrated for all. Gabe Newell spoke to us about their plans to use biometrics in games back in September last year. Now we know they're actually going to do it.

But will players go for it? Would you buy a $10 glove that would let you play a version of Left 4 Dead 2 tailored to your emotions? And would you want other players to be able to see that info about you?
Half-Life 2 - Valve
Updates to Half-Life 2, Portal, Half-Life: Episode One and Half-Life: Episode Two have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Half-Life 2, Portal, Half-Life: Episode One and Half-Life: Episode Two
  • Better support for Intel Sandy Bridge based machines
  • Fixed a bug where some video configuration could get reset by restarting the engine
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