Left 4 Dead

What's Next For Left 4 Dead 2?Valve will be injecting life into Left 4 Dead 2 in the form of featured community maps for the PC. The developer says it plans to begin hosting bi-weekly community campaigns on its own servers, starting with "Two Evil Eyes."


Valve's Chet Faliszek writes on the official Left 4 Dead blog that the company will provide official dedicated server support for select fan-made maps, making it easier for players of the PC version to get their hands on some fresher content. And while that's great, what about the company's plans for giving Left 4 Dead players new content developed by Valve itself?


We'll have to wait until next week, when Valve will address the (very) late downloadable content for the original Left 4 Dead, future plans for Left 4 Dead 2 and the still-missing Mac version of the zombie shooter.


Next Friday, August 20th, we'll know, thanks to Spike's GameTrailers TV.


Here's Looking at You [L4D Blog]


Team Fortress 2

Team Fortress 2 Goes 19th CenturyThe talented kids at video game art forum Polycount are again working their magic on Valve's Team Fortress 2, giving us a glimpse at what Red v Blue would have looked like in the age of steamships and cowboys.


Taking Valve's own recent Engineer comic as inspiration, they're modelling a range of the game's characters so they look toothier, hairier and altogether more likely to end a round with limbs needing to be sawn off by a man wearing spectacles.


There are no plans to release these as playable skins for the game (owing to the need for a great deal of work to get the models working), but when things look this good, you can always hope somebody will find a way, especially since it's got Valve's thumbs-up.


[Polycount, thanks Zac!] [Sprite art by ShwigityShwonShwei @ deviantART]


Team Fortress 2 Goes 19th Century
Team Fortress 2 Goes 19th Century
Team Fortress 2 Goes 19th Century
Team Fortress 2 Goes 19th Century


Team Fortress 2

Team Fortress 2 Updates Soldier On With New Modes, New Weapons Next Month*Now that every Team Fortress 2 class has received his (or her) class-specific update, where does developer Valve go from here? Onward and upward, with at least one new substantial update, due soon(ish).


PC Gamer writes that Valve is planning an update to the venerable class-based shooter within the next month—*Valve Time notwithstanding. That new version will reportedly add "item trading, a brand new game mode, and around twenty new weapons and hats."


Yeah, item trading. Time to unload some of those Tough Guy's Toques and Backbiter's Billycocks taking up space in your TF2 inventory for highly coveted white earbuds (or whatever). The new weapons and hats come from the community, the winners of that Polycount competition that bore delicious, deadly fruit in the form of weapons like the Scout's Holy Mackerel and the Pyro's Degreaser.


Fancy hats like the Sniper's Ol' Snaggletooth and the Spy's Fez will make this one of the most fashionable updates yet!


Valve's Robin Walker promises more to come for Team Fortress 2, so watch your Steam feed.


Next TF2 update adds trading, new game mode [PC Gamer]


Left 4 Dead

How Fast Should We Play Games?My obsessive-compulsive tics suggest less of a "personality" disorder and more of a "She's probably just crazy" disorder.


I systematically eat fries and small candies two at a time as if programmed from birth, regularly disinfect my DS despite being the only who uses it, and, about every two minutes, check to make sure no one is behind me.


It also took me three years to read the Lord of the Rings trilogy – not because I lack the mental competence to read quickly, but because I refused to miss any details and frequently paused to imagine myself in the middle of the action. Tolkien gave me a masterpiece. I wanted to make it last.


I do the same with many video games, spending weeks, even months playing through story and character-driven titles. Hey, I paid good money for these games and the developers spent a lot of time creating these worlds for my enjoyment. I want to get the full experience.


How Fast Should We Play Games?


Similarly, hunting down all of the logs in Bioshock, Dead Space, and Batman: Arkham Asylum not only extends gameplay, but provides a much more extensive understanding of these virtual worlds and the characters inhabiting them. Same with the interoffice messages in F.E.A.R., the funny scribbles on the walls in Left4Dead, and the manuscript pages in Alan Wake.


However, many GameStop customers I encountered during my time as a retail register monkey did not feel the same way. I remember one guy buying Shadow of the Colossus off my recommendation, then returning it six hours later saying, "It was okay I guess, but way too short." My boss stepped in after I accused the customer of probably watching Memento with the sound off.


Obviously you can't instruct people on how to enjoy art. Everyone sees it differently. But with many of today's video games proving to be incredible storytelling vessels, how much of our time should we give them?


Many games contain hidden story information that takes time to be sought out. That's evident in Borderlands. "The most interesting story in the game, to me, was the Patricia Tannis logs," Borderlands' creative director with great hair, Mikey Neumann, when I asked about his game's best-kept secrets, the stuff that made the game worth taking in a little more slowly. "From the moment she steals a dead man's more-comfortable chair to the death of Chimay and onward to her break up and reconciliation with the tape recorder, she told a great story on the edges of a totally crazy game. Then the level designers went off and hid all the echo recordings really well. Bastards."


How Fast Should We Play Games?


Even waiting through ending credits often rewards patient players with epilogue scenes. Ico is one example of having post-credits content that fills a pretty important plot hole.


Despite all of the extras and side-quests provided in many titles, some people still speed through them. Is this the result of impatient gamers in an instant-gratification world or the fault of developers for not making games on which people want to spend time?


Perhaps some of it is due to developers becoming victims of their own creativity. The more you offer a gamer, the more they're going to expect.


For the most part, games on early consoles were more focused on challenging the player's dexterity as opposed to telling a story, i.e. Contra, Mega Man, and Battletoads. The goal was to get from beginning to end swiftly and skillfully while racking up as many points as possible. Players rarely cared about game length, because length wasn't figured into quality – if it was a good game, it was a good game. If it was bad, it was bad. You never hear anyone complain that Super Mario Bros. 3 was too short.


It's a different mindset to consider yourself responsible not only for skill, but for everything your character does. In the Uncharted series, story practically takes precedence over gameplay, giving us the perfect example of a video game rivaling a motion picture. This further proves that games are no longer simply about creating a challenge; they're about creating a whole new, immersive universe. This transition from simple to expansive should alter the way we play – it's the difference of seeing your game as a toy and seeing it as a piece of fiction you can get lost in.


How Fast Should We Play Games?


I always joke that true gamers see on their map where they're supposed to go, and then go the opposite way. Be it RPG, FPS, RTS, or any other genre, attention to detail and a desire to absorb everything a game has to offer is a commendable mentality – not to mention a great way to get the most bang for your buck.


Two of my favorite achievements/trophies of all time are from Prince of Persia 4 for locating the Assassin and Titanic viewpoints. These awards are not given for skill, but for simply taking time to gaze upon the breathtaking scenery. I consider this a great reminder that no matter how good or bad the game, I should always take time to stop and smell the virtual roses.


Lisa Foiles is best known as the former star of Nickelodeon's award-winning comedy show, All That. She currently works as a graphic designer and writes for her game site, Save Point. For more info, visit Lisa's official website.


Team Fortress 2

Team Fortress...Warhammer 40K...two very different beasts, but bring them together and you've got...a very different beast.


This clip shows a work-in-progress skin pack for Team Fortress 2, bringing Space Marines to the dusty battlefields of Valve's shooter.


It may look a little strange to see the big guys running around wooden barns at such a speed, but when the Emperor calls, the Space Marines must answer.


[via Rock, Paper, Shotgun]


Left 4 Dead

Left 4 Dead Gets A Large, Heavy StatueTo go with Team Fortress 2's Heavy, due out later this year, collectible company Gamingheads will be relasing another Valve-inspired statue. Only this one's a zombie.


It's Left 4 Dead 2's formidable Tank, and while you can't make much out in this frustratingly blurry teaser shot, what you can see looks suitably detailed (and decomposed).


Preorders will kick off on July 30, and while no further details have been revealed, TF2's Heavy had a price tag that said "$250".


Team Fortress 2

My Little Pony, Backstabbing Ponies Don't let the cute pony act fool you; this is one cold-blooded killer. Found on deviantART, via Plaza.fi - Thanks Marcus!


Team Fortress 2

Technically not a recipe, this is more like cosplay for lunch. And it still doesn't solve the mystery of what "meat" is actually on Heavy's health-regenerating treat. But I do like the attention to detail, especially the cheese overhang.


Alright, who wants to make Jarate?


Making the Sandvich [xTReeTooNx on YouTube, thanks reader Andreas L.]


Team Fortress 2
Left 4 Dead

Sword Allies Unite for Left 4 Dead's Next MutationThe latest playlist in Left 4 Dead 2's mutation mode breaks out the katanas - "Four Swordsmen of the Apocalypse" is easy to figure out from the title alone: swords only, versus the horde.


The Left 4 Dead blog says the mode pits survivors against "near continuous streams of Special Infected ready to be sliced and diced." And look, it still cuts a tomato like this!


The update teases next week's change - something called "Hard Eight." Is that a spiteful response to the last poll, which found the Hard Rain boat wait as the least favorite finale of the game? Who knows.


Week 12 [Left 4 Dead Blog]


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