19 листоп. 2019
Half-Life: Opposing Force

Like Doc Brown, I once hit my head and saw the future. I didn't come round in the bathroom having the idea for the Flux Capacitor, but I did bonk my noggin pretty hard in the office games room and sit back, dazed but delighted with what had just happened.

I was playing the Budget Cuts demo on Valve's room-scale VR. Budget Cuts is a game about infiltrating an office that's patrolled with deadly robots. Because of the room-scale VR, you're really there: your actual body is your in-game body. This means that the robots are the same size as you - which is terrifying - and it also means that when you have to duck your head through a missing panel in the floor to look into the room below, you really have to do it. Except that while the game floor might be missing a panel, the real floor isn't. Bonk. I did it. Chris Bratt, who had also played the demo, had done it. A day later, so moved by what I'd played I brought in a friend to try it out. They did it too. We all hit our heads and we all saw the future.

More than just the future of video games, I really felt like I had seen the future of one series in particular. I still think this. I still think that Budget Cuts is essentially the closest I've ever gotten to playing Half-Life 3. It's not set in the Half-Life universe, although its mixture of horrific technology and the banal and bureaucratic is not a million miles away. It wasn't made by a Valve team, although I gather the people who made it did end up working on the final game at Valve as incubees. Instead, it channels that magical thing that Half-Life has always done.

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Half-Life

UPDATE 19/11/19: After 12 long years of waiting, and enough "3"-based memes to fill an entire internet, it's finally official - there's a new Half-Life game on the way. As previously rumoured, it's called Half-Life: Alyx and Valve describes it as the company's "flagship VR game".

Half-Life: Alyx will be given the full reveal treatment this Thursday, 21st November, at 6pm in the UK/10am Pacific Time. Valve hasn't said where yet, but it seems reasonable to assume it'll pop up on Twitter and will be plastered all over the front page of Steam.

ORIGINAL STORY 18/11/19: A formal announcement of Valve's long-in-development Half-Life VR project looks finally on the horizon.

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Half-Life

Somehow, it has been 20 years since the release of Half-Life. Which means, I guess, that it has been almost 20 years since a friend came back one night to the student house we were all renting and told me about this amazing game he had played. A first-person shooter - did we call them that back then? - in which, for the opening section at least, you did no shooting.

Instead, you...what? You rode a tram to work in a secret test facility deep inside some kind of mountain in the desert. For whole minutes you just sat and watched as the world went past. No goblins running at you, no demons invading and popping out of one monster closet after the other. It was like one of those films, my friend explained. It was like Total Recall, where you get to see Arnie going about his day in the near future. Except it wasn't like a film, because it didn't cut at all: it was like a video game, all first-person, all inside someone's head, behind the eye sockets, but a video game that was doing some of the same purely world-building stuff you often got in the really lavish sci-fi films.

20 years later, I have played Half-Life. I have played Half-Life 2, and the episodes and stuff like Portal with its teasing glimpses of the Half-Life universe. More than playing the games, it feels like I have spent the time waited for them. Has any series been as well named as Half-Life, as perfectly primed to measure the slow decay of hope? Anyway, I waited like we all did, through the anticipation stoked by that early Edge reveal of Half-Life 2, then the first glimpses of this impossible game in which everything was not just graphics but physics, a world you could pick up and throw about. Waited as the gaps between episodes grew longer. Returned to oddities like The Lost Coast, still my favourite Half-Life, if I'm being honest, due to its compactness, its sense not even of being a short story in the Half-Life universe but a few perfect paragraphs cut off from the main narrative. I even read through that transcript of what Episode 3 would have been and realised: of course they couldn't release this, because good as the twist is, after all that waiting it is not enough and could now never be enough.

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Half-Life

On this day, 20 years ago, Half-Life was released. Makes you feel old, doesn't it? It's because you are old, you wrinkler. November 19th, 1998 - what were you doing then?

Anyway forget that, there's a new Half-Life game in development. No not Half-Life 3, although if Half-Life were 30 years old I could have written "Half-Life 30 today", which for a moment reads as "Half-Life 3", which is really exciting, isn't it?

The new game - or part of a game, really - is Xen, the final piece and pi ce de r sistance of Half-Life remake Black Mesa. But Black Mesa's Xen is much more than a simple remake of Half-Life's Xen.

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Half-Life

A new Half-Life mod replaces Gordon Freeman with Spyro the Dragon.

Developed by Magic Nipples (which might be the best band name I've never heard, incidentally), Year of the Dragon is now out in early access, complete with a playable demo to give you a taster.

"This current version of the mod is essentially a complete redo using a clean base with far better code going into it since I sort of know what I'm doing now," Magic said in the description of a teaser trailer that shows off the mod in action.

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Half-Life


As the wait for news on the next Half-Life game goes on, Valve boss Gabe Newell has explained the famed developer's current strategy on revealing new titles.


Valve's experience with Half-Life and Half-Life 2 caused a rethink, leading the company to back off from talking about future games until they're good and ready, Newell told Penny Arcade.


"Part of the reason that we backed off talking so much about what was happening in the future is that when we've done that in the past, you know, with Half-Life 1 it was a year after we originally said it would be, Half-Life 2 basically if you go and read the forum posts apparently took us 50 or 60 years to get done, so we're trying to be careful not to get people too excited and then have to go and disappoint them.


"So we're sort of reacting in the other direction and saying, 'okay, well let's have things a little more baked before we start getting people all excited about it.'"


Valve's continued silence over the next Half-Life, be it Half-Life 2: Episode 3 or Half-Life 3, has frustrated many of its fans.


Earlier this month 10,000 Valve fans logged on to play Half-Life 2 en-masse in an attempt to make their campaign for more Half-Life information heard. It was the result of a Steam Group, called A Call for Communication (Half-Life), that is lobbying Valve to release more information on the future of the much-loved series.


"The lack of communication between Valve and the Half-Life community has been a frustrating experience. While continued support for current and future products is greatly appreciated, fans of the Half-Life series have waited years for a word on when the franchise will return," the group's description reads.


"We're acutely aware of how much we annoy our fans and it's pretty frustrating to us when we put them into that situation," Newell told Penny Arcade, while agreeing with the suggestion that there is tension between all the various projects the company is interested in doing.


"We try to go as fast as we can and we try to pick the things that we think are going to be most valuable to our customers and if there's some magic way we can get more work done in a day then we'd love to hear about it.


"But we recognize that it's been a long time whereas we have so many games that people really love - Counter-Strike, Half-Life, Portal, Left 4 Dead, not a whole lot of Ricochet enthusiasts out there, and at the same time we want to be making sure that those games and those stories and those characters are moving forward while also making sure that we don't just get into terminal sequelitis."


In June 2009 Newell said he had "very good reasons" for not discussing Half-Life 2: Episode 3, but refused to be drawn on them or when the developer would be able to open up about the concluding chapter in the FPS saga.


"I get a ton of email every day saying why aren't you talking about Episode 3? And there are very good reasons why we're not talking about Episode 3, which I can't talk about yet, but I will," Newell said at the time.


And last year, Newell told Eurogamer he wouldn't trade the "enthusiasm and straightforwardness of our fans for a quieter inbox".

Half-Life


More than 10,000 gamers have joined the Steam Group campaigning for more Half-Life communication from Valve.


In other words, fans want to know when the series will return, be it via Half Life 2: Episode 3 or Half-Life 3.


"The lack of communication between Valve and the Half-Life community has been a frustrating experience," stated the group. "While continued support for current and future products is greatly appreciated, fans of the Half-Life series have waited years for a word on when the franchise will return.


"So, Instead of focusing efforts in a negative and disrespectful way, we have decided to gain Valve's attention by delivering a basic message:

"Your oldest and longest running fanbase would like better communication."

A Call for Communication, Steam Group


"Your oldest and longest running fanbase would like better communication."


The Steam Group, named A Call for Communication (Half-Life), added that, "Waiting patiently for over four years is a daunting task, especially when E3 comes and goes without any beat of a Half-Life pulse, time and time again."


"Valve had stated that information was scheduled to be released towards the end of 2008, and we believe that if they have chosen, for whatever reason, to withhold this information, fans should at least be acknowledged in some way, regardless of developmental plans for the next Half-Life project.


"The entire trilogy of episodes was supposed to be completed and released by 2007, and if Valve have decided to do other things for the time being, that is fine; all that we ask for is a basic response on the matter, and to let fans know whether or not the current story arc is scheduled to conclude at another point in time.


"In addition: This message is in no way, shape or form attempting to rush the development of the Half-Life series; in fact, most members agree that Valve should take the time needed to deliver a complete and polished product."


The post concluded with a line asking gamers to join the A Call for Communication Steam Group if they agreed with the sentiment.


"Hopefully such attention will be recognized by Valve," the post closed, "and the community's voice will be heard."


Half-Life 2: Episode 2 was released alongside Portal and Team Fortress 2 in autumn 2007. Since then, Valve has produced Left 4 Dead, Left 4 Dead 2, Alien Swarm and Portal 2.


Dota 2 and Counter-Strike: Global Offensive are in development.


Few of those games originated inside Valve, however - most were ideas that belonged to external teams or creators Valve eventually hired.


Some observers suggest that Steam's development has hampered Valve's game development; in building the world's most successful PC game digital distribution service, Valve neglected to create new games of its own.

Team Fortress Classic


Quake mod Team Fortress launched 15 years ago today. To celebrate, Valve is giving anyone who plays Team Fortress 2 today a goody bag of TF2 swag.


What do you get? A free hat, naturally - of the party variety. A free noisemaker - which you can use as much as you like today and then not again for another year. Plus free cake and gifts (remodelled health kits and ammo packs).


Valve has also turned on Birthday mode - meaning levels get a "Happy Birthday Team Fortress" beach ball.


The Celebration Gib is also active, which turns exploded players' blood and guts into showers of balloons and confetti.


Team Fortress, a mod for id Software classic Quake, was followed by Team Fortress 2 in 2007. Valve has been tinkering with it ever since, and earlier this year made it free-to-play.

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