Portal

Portal 2's latest DLC doesn't just include the chance to create your own maps, it includes the chance to run around them hearing the delightful JK Simmons - aka Cave Johnson - command, dictate and berate you senselessly with almost half an hour's worth of new content recorded just for the level creator.


If you think sitting and just listening to this for 25 minutes is boring, boy, you're about to miss out.


WARNING: There's technically some spoilers in here.


[Portal 2] All New Cave Johnson Lines (Perpetual Testing Initiative - DLC2) [YouTube, via TDW]


Team Fortress 2

The update live now for Super Monday Night Combat introduces Steam Trading (among other upgrades and fixes), which means you can pickup crossover costume items in both this title and Team Fortress 2 for the super low price of nothing.


Four items kick off the "Friendship is Sharing" campaign for Uber Entertainment, two for each game. You unlock the hats and uniforms by reaching certain levels in Super Monday Night Combat. Here is the lowdown.


• The Gunslinger Hat, worn by Sniper in TF2, is unlocked when you get Agent Level 5 in SMNC.
• The Engineer Uniform, worn by Combatgirl in SMNC is yours when you get Agent Level 10.
• The Soldier Uniform and Rocket Launcher is Megabeth's in SMNC once you get Agent Level 15.
• Finally, Pyro will get the Assassin Helmet if you can reach Agent Level 20.


More details, plus full update notes, at the link.


Rule Changes: 5 - 5/10/12 [SMNC Forums]


Portal
Man. I do like a good Portal 2 remix. This one, however, is on another level.


It was created by Will Bedford, and I've been listening to it all day. For real. Maybe it's the happy pop chord progression. Or the kicky beat. Or the triumphant Cave Johnson breakdowns. Or the double-time section.


Or I don't know, the whole thing. Give it a whirl, you'll see what I'm talking about.



Here's another quick one, called "You Monster." Excellent. Sing it, Cave!



(Thanks, Steven!)


Half-Life

The Uncertain Fate of That Incredible-Looking Half-Life Remake, Black Mesa: SourceIt was almost four years ago that we first saw that incredible trailer for Black Mesa: Source, which looked like a full update of Valve's classic PC game Half-Life. It truly was incredible—hell, I rewatched that trailer just now and I still feel incredulous about it. It basically looks like the first game redone with the graphics, animations and visual effects of Half-Life 2.


I like Valve's official Half-Life: Source, but it sure doesn't look anything like what the folks behind Black Mesa: Source were showing.


That trailer, however, aired back in 2008. Since then, it's never quite been entirely clear the state of the project—and it certainly hasn't come out.


Over at Rock, Paper Shotgun, reporter/superhero alter-ego Nathan Grayson's got a great two-part interview with Carlos Montero, the project lead of Black Mesa: Source.


Talking with Montero at length, a picture begins to emerge: a picture of a talented team that perhaps bit off more than they could chew, overpromised early, and then realized that what they were attempting was much, much more difficult than they'd even guessed.


As Montero points out, Black Mesa: Source can't actually be a straight-up port, since that is illegal—instead, it's become a full-fledged remake, featuring over 2,000 custom models, 2,000 choreographed scenes and over 6,500 lines of dialogue, by Montero's reckoning.


"We have always wanted Black Mesa to be Valve-quality," Montero tells RPS. "Turns out that is very tough to do from every angle of development. Imagine that!"


I shudder to think of the challenges presented by doing this—it's like trying to recreate a symphony not just by transcribing and re-writing the parts, but by re-making every instrumental performance one by one. No, you know what? It's much, much harder than that. It's like doing a shot-for-shot remake of The Godfather, but first you have to build the cameras Coppola used from spare parts. Then, you have to build the actors in a lab.


Montero says that they made a mistake by overpromising early, by hyping people up with that incredible trailer. "If I could go back in time and prevent us from releasing the media and hyping up the public the way that we did," he says, "I would. In the end, all of that hurt us more than helped us."


He's quick to assure people, however, that they are still working on the project, and they haven't turned their back on anyone. They've just learned not to promise release dates or overhype their product. Here's Montero:


This hasn't been about polish for polish's sake; it's been about learning all there is to know about how to make great games, and using it to make a great game. There aren't any shortcuts there. We just had to learn by doing, by making mistakes, by screwing things up and starting them over again. Sometimes along the way we have learned things that fundamentally changed our way of thinking, and sometimes we have gone back and fundamentally changed parts of the game to reflect that.


So no, I don't think it is tempting to over-polish at all. We are all eager to get the game out. We are dying to get this game out and show everyone what we've been working on, but we aren't so eager that we would sacrifice our values and what we believe will make this game great. We aren't going to put out something that isn't good enough for us.


Hmm, that actually sounds a bit like another game developer I can think of… maybe Montero's team has more in common with Valve than even they know.


And when, pray, will this incredibly ambitious project finally come to some sort of playable fruition? Montero will only go so far as to say "soon-ish."


Hey, it's more than we've got to go on with Half-Life 3.


What ever happened to Black Mesa: Source, Part 1 and Part 2 [Rock, Paper Shotgun]


Black Mesa: Source [Official Page]


Portal
This has to be the coolest thing I will see today. I need at least two to stand guard by my apartment.

Not only does this currently uncased Portal turret track its victims with a camera, but it can even shoot (non-lethally) at them. And it'll inquire after you if you've left its sights. The only thing left for this Penn State University student is to create a stock of them so they can sing in unison. How cool would that be?

Real Tracking and Shooting Portal Turret [YouTube via Reddit]


Portal
We've seen some ridiculous creations in games where level editors are involved. Portal's version of this that was released yesterday is already beginning to show some interesting level designs of its own.

This Portal 2 player managed to construct a binary adder using the familiar in-game items. The DLC's item limit forced him to end the project with a binary readout, though he was hoping to take it further with a numerical display.

This might not be as monstrously complex and powerful as some more ambitious Minecraft projects, but I imagine this is just the beginning.

Portal 2: 4-bit binary adder [YouTube via Reddit]


Portal
You know those really cheesy songs that you're not supposed to like, but they're too catchy not to? Jason's familiar with the concept. For him, it involves his obsession with "Call Me Maybe." And he's not even embarrassed by it.

Although the context is something I can totally stand by—namely, anything and everything Portal—I'm not too terribly keen on the musical stylings. But it's just...too...damn...catchy.
Portal

Cave Johnson Demands That You Get Portal 2’s Level Creator Today Today's the day when the amount of teleporting happening on computers anywhere will start increasing exponentially. Or in the words of Cave Johnson, "You should be designing test chambers, right now and at all times, or by God I will fire you." The Perpetual Testing Initiative DLC that lets players create and share their own puzzle rooms for Portal 2 hits Steam today. Go make something tricky or beautiful or both.


Portal

Now You're Baking With PortalsFirst off, wow.


We've seen lots of Portal cakes floating around the Internet. Usually with expected taglines of "the cake is a lie."


But this cake is absolutely exceptional, and it's certainly not a lie. It's not often you find the famous Portal cake caught in the never-ending bounce between portals, a fun activity for both baked goods and quirky robots.


If you look closely you can see that the portals themselves are made out of what looks like LED lighting. That part is certainly not edible. Don't eat that part.


Now You're Baking With Portals



My Portal Cake [Tumblr via Reddit]


Half-Life

Valve Knows They Keep You Waiting. There's Even an Amusing Chart About It. Nothing's worse than thinking you're going to get something cool at a certain time and finding out that there's going to be some sort of delay. Damn you, delays!


While other companies wouldn't own up to the amount of time they keep folks waiting, Valve is better than that. The developer of the Team Fortress, Half-Life and Portal games have cooked up a handy chart that compares the promised and actual delivery dates for various sorts of content. There's also a component that tracks when they've actually gotten stuff in ahead of their announced


To me, a grid like this shows that Valve has a sense of awareness and humor about the way that they're perceived. And for those keeping score at home, there's no mention of a certain sequel.


Valve Time


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