Doom 4 Announced

id Software today announced that it has begun production on Doom 4, and is now in the process of expanding its internal team of developers to work on the shooter sequel.

“Doom is part of the id Software DNA and demands the greatest talent and brightest minds in the industry to bring the next installment of our flagship franchise to Earth,” — id Software CEO Todd Hollenshead

“It’s critical for id Software to have the best creative minds in-house to develop games that meet the standards synonymous with our titles.”

the game will be cross-platform and available for PC, PlayStation 3 and Xbox 360,using the new id Tech 5 engine for the project.

id will also be hosting the 13th annual QuakeCon convention on July 31.

Awesome news, let’s hope you don’t have to drop your weapon to use the flashlight in this one, heh.

Doom 3Doom 3

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Portalized: Open source Portal style game

Apparently someone is making a portal style game with several new enhancements, such as movable portals that can be picked up as objects, and scale variant portals, where the size of objects changes as they go through the portals, as well as adjustable gravity. It looks pretty amazing!

The game will run on the ogre engine. It’s not known yet whether it will be freeware, but likely at least the betas will be free to play.

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Paranoia - Half Life 1 Zombie/horror single player mod

Paranoia - a total conversion singleplayer modification for Half-Life (GoldSrc engine) has been released.

PARANOIA is released!

Our team is proud to announce the release of Paranoia! Our project is finally done and ready for downloading!

You will play the role of a russian officer of the secret service. Your first impressions are that this mission will be just like any other, but you really have no idea what nightmares future events have in store for you…

2. SYSTEM REQUIREMENTS

Minimal configuration:

Processor with 1 GHz
64 Mb Ram
3D accelerator video card (32 Mb) with OpenGL mode support
Soundcard, Mouse, Keyboard
Half-Life v 1.1.1.0 or higer

Recommended configuration:

Processor with 2 GHz
512 Mb Ram
3D accelerator video card (128 Mb) with OpenGL mode support
Soundcard, Mouse, Keyboard
Half-Life STEAM v 1.1.2.0

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Warsow - fast paced trick jumping multiplayer fps

Concept of WarsowWarsow is a free standalone first person shooter game for Windows and Linux. It is based on the Qfusion 3D engine (a modification of the Quake 2 GPL engine), and aimed on the competitive scene, or the e-sports community.Warsow is developped under the motto “by gamers for gamers” by a team coming from all kinds of gaming backgrounds. To attain the “by gamers for gamers” spirit, the community are our betatesters, both through internal testing sessions (with community members) and in the feedback on the public releases. We make decisions in close cooperation with the community. However, we do have our own general development direction, and therefor will carefully judge all suggestions and critique made by the community. This way we try to reach a balance between the general consensus on gameplay aspects in the community, and what we feel is best for Warsow’s gameplay and concept in the development process.

The base gameplay is focussed around the art of movement, meaning moving, speed and tricks play a big part in the gameplay. Besides this, mapcontrol, aim, teamplay and fragging skills play their role too. For the movement we’ve basicly looked at four games: Quakeworld (legendary for it’s speed), Quake3 CPMA, Jet Set Radio and Speedball.

Another twist in gameplay is Warsow’s weapon system. Warsow has two firing modes for each weapon; by picking up a weapon, you will be equipped with the standard (weak) ammo for the weapon, but when you pick up an ammo pack, you will equip your weapon with special (strong) ammo. Weapons may have different damage or slightly different behaviour depending on what ammo you use: for instance: the weak electrobolt (Warsow’s rail) is a high speed projectile, whereas the electrobolt with strong ammo is instant hit. This way, not only control of health and armor plays a role, but getting strong ammo is a valid way to create a comeback.

Some sceenshots

Download and play warsow now

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Punching frenzy

Fun with the physics engine in Crysis

Crysis Collector’s Edition

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Half-Life

Half-Life, often abbreviated as HL or HL1, is a sci-fi first-person shooter computer game developed by Valve Software, first released by Sierra Studios on November 19, 1998. Designed for PCs running Microsoft Windows, the game uses a heavily modified version of the Quake engine, called GoldSrc.

In Half-Life, players assume the role of Dr. Gordon Freeman, a recently graduated theoretical physicist who must fight his way out of an underground research facility whose teleportation experimentations have gone terribly wrong. The game was the first first-person shooter with a story told entirely in-game in real time, without the use of cutscenes. On its release, critics hailed its overall presentation and numerous scripted sequences, and it won over 50 Game of the Year awards in 1998-9. Its gameplay influenced first-person shooters for years to come, and has since been regarded as one of the greatest games of all time.

With over eight million copies sold since, Half-Life is the best-selling PC first-person shooter to date. The Half-Life franchise – expansions such as Half-Life: Opposing Force; standalone Half-Life: Blue Shift; mods such as Counter-Strike, Team Fortress Classic, Deathmatch Classic, Ricochet, and Day of Defeat; and its sequel Half-Life 2 – has seen over 15 million sales.

The game was also released for the PlayStation 2 on November 15, 2001. A Sega Dreamcast port was made, but was cancelled just 2 weeks before release. The fully-playable Dreamcast version has since been released onto the Internet.[10]

The titles of Half-Life and its expansion packs are all named after scientific terms. Half-Life itself is a reference to the half life of a quantity, the amount of time required for the quantity to decay to half of its initial value. Opposing Force is a reference to Newton’s third law of motion, while Blue Shift refers to the blue shifting of the frequency of radiation caused by the Doppler effect.

Contents


  • 1 Plot
    • 1.1 Storyline
  • 2 Gameplay
    • 2.1 Characters and creatures
    • 2.2 Weapons
  • 3 Development
    • 3.1 Ports
      • 3.1.1 Dreamcast version
      • 3.1.2 Macintosh version
    • 3.2 Later developments
  • 4 Reception
    • 4.1 Products
  • 5 Expansions
    • 5.1 Third-Party Mods
  • 6 Soundtrack
  • 7 See also
  • 8 References
  • 9 External links

Plot

Most of the game is set in a remote desert area of New Mexico in a facility known as the Black Mesa Research Facility, a fictional complex that bears many similarities to both the Los Alamos National Laboratory and Area 51, during May or December (as seen on calendars in the game) of 200X, meaning it takes place sometime between the years 2000 and 2009. The game’s protagonist is the theoretical physicist Gordon Freeman, a survivor of an experiment that goes horribly wrong when an unexpected “resonance cascade” (a completely fictitious phenomenon; see also constructive interference and prompt critical) rips dimensional seams, devastating the facility. Aliens from another world - known as Xen - subsequently enter the facility through these dimensional seams (an event known as the “Black Mesa Incident”).

As Freeman tries to make his way out of the ruined facility to find help for the injured, he soon discovers that he is caught between two sides: the hostile aliens and the Hazardous Environment Combat Unit, a United States Marine Corps Special Forces division dispatched to cover up the incident by eliminating the aliens, as well as Dr. Freeman and the other surviving Black Mesa personnel. Throughout the game, a mysterious figure known (but not actually referred to in-game) as the “G-Man” regularly appears, apparently monitoring Freeman’s progress. Ultimately, Freeman uses the co-operation of surviving scientists and security officers to work his way towards the mysterious “Lambda Complex” of Black Mesa (signified with the Greek “λ” character), where a team of survivors teleport him to the alien world Xen to kill the Nihilanth, the creature keeping Xen’s side of the dimensional rift open.

The game’s plot was originally inspired by the video games Doom and Quake, both personal computer games produced by id Software, Stephen King’s short story/novella The Mist, and an episode of The Outer Limits called “The Borderland.” It was later developed by Valve’s in-house writer and author, Marc Laidlaw, who wrote the books Dad’s Nuke and The 37th Mandala.

Storyline

The


The “resonance cascade”, as witnessed by Gordon Freeman.

Half-Life begins with a long expository sequence that situates the player in the game’s environment prior to serious action or gameplay. The player-controlled character, Dr. Gordon Freeman, starts his day riding a tram deep into the heart of the Black Mesa Facility, where most of the game is set, on his way to the Anomalous Materials Lab to begin work. The tram ride gives players a perspective of the facility, setting the mood and serving as a vehicle for some comic relief moments. The ride also marks the first appearance of the G-Man, first shown as a strange man in a blue suit watching Gordon from another tram. When Gordon Freeman arrives at the Anomalous Materials Lab, a front desk security guard informs him that a system crash occurred shortly before he arrived, which has complicated communications between the Black Mesa scientists. The player must then acquire his Hazardous Environment suit before proceeding to the test chamber.

On his way to the test chamber, Gordon receives a briefing from a group of scientists. Before entering the test chamber, his co-workers inform him that his job is to push a “specimen” into the scanning beam for analysis. As soon as he does so, a fictional time-space catastrophe called a “resonance cascade” occurs. This event opens a portal between Earth and a bizarre world called Xen. During this, Freeman is briefly teleported there and at one point sees alien life forms known as Bullsquids and Vortigaunts.

Back in Black Mesa, Gordon exits the test chamber and sees that most of the scientists he had spoken to minutes before are dead. After finding some survivors, he discovers that there are no means to communicate with the world outside Black Mesa. Scientists then implore Gordon to make his way to the surface to get help. Black Mesa has suffered massive structural damage, and to make matters worse, aliens from Xen begin randomly teleporting all around them. Some are shown to be “wild” alien animals who attack the player because they are unfamiliar with their new surroundings and feel compelled to defend themselves. Others, such as the Vortigaunts, are depicted as more intelligent and attack Gordon with a clear intent to kill. The player can also occasionally glimpse the G-Man, who watches from out-of-reach places and always disappears before Gordon can get to him.

As the player progresses through the game, he runs into scientists who inform him that human soldiers are on the way to the base to rescue them. However, once Gordon encounters the soldiers, he discovers that the Hazardous Environment Combat Unit, which has taken control of Black Mesa, is not just killing the aliens, but is also killing everyone connected to Black Mesa. After fighting the soldiers and eventually reaching the surface of the complex, Gordon is informed by scientists that the secretive Lambda Team may have the means to solve the problems brought on by the cascade. Gordon must then reach the Lambda Complex at the other end of the facility to assist them.

Gordon Freeman is subsequently faced with several tasks, such as killing a giant, rapidly growing tentacle creature, riding across the facility on a railway system in order to reach a satellite rocket that must be launched in order to reverse the resonance cascade, and fighting a group of mysterious Black Ops, before being captured by Marines and dumped in a garbage compactor. Gordon escapes without being crushed and makes his way to an older, secret part of the Facility where he discovers an extensive collection of specimens collected from Xen long before the resonance cascade.

Gordon again reaches the surface, which has become a war zone. The Vortigaunts, along with Alien Grunts and a giant monstrosity, have begun fighting the Marines, who are beginning to lose. They’ve called in reinforcements, but it isn’t enough to turn the tide. Gordon must scale cliffs and navigate bombed out buildings while avoiding both sides. Finally, Gordon reaches relative safety underground.

The Marines begin to evacuate Black Mesa and airstrikes begin. At one point, the player must use the military equipment to call an air strike to re-enter the base. Gordon navigates underground water channels and tries to avoid scores of alien soldiers as they pick off remaining Marine stragglers. After much struggle, Gordon finally reaches the Lambda Complex, which is revealed to be the location where they developed the teleportation technology that allowed scientists to travel to Xen in the first place. Gordon reaches the handful of surviving personnel, who have holed themselves up in a small stronghold, and discovers that, unfortunately, the satellite he launched was not able to reverse the effects of the resonance cascade because an immensely powerful being on the other side of the rift is keeping the portal between the worlds open. Gordon must kill this being to prevent the Xen aliens from taking over completely. The scientists activate the teleporter and Gordon is relocated to Xen.

Freeman on Xen.


Freeman on Xen.

On the strange border world, Gordon encounters many of the aliens that had been brought into Black Mesa, as well as the remains of HEV-wearing researchers that came before him. The player engages in one of the few boss-style battles against Gonarch, a giant headcrab with a huge egg sac. After fighting his way through an alien camp, Gordon arrives at a huge alien factory complex, which engineers and builds the Alien Grunt soldiers. After fighting his way through mysterious, levitating creatures, he finds a giant portal and enters it.

In a vast cave, Gordon finally confronts the Nihilanth, the creature who was maintaining the rift, and destroys it. As the creature dies, it explodes in a giant green blast that overpowers Gordon’s senses. After awakening, Gordon’s movement is restricted as he is confronted by the G-Man. Both are transported to various locales around Xen, while the G-Man praises the player’s actions in the border world. The G-Man explains that his “employers”, believing that Gordon has “limitless potential”, have authorized him to offer Freeman a job. The final teleportation takes the player to the original tram car, which appears to be flying through space. If the player refuses the job offer, the G-Man teleports him to a location in front of a considerable number of alien enemies, stating, “No regrets, Mr. Freeman,” as the screen fades out. If the player accepts, by stepping into a portal, he finds himself floating in nothingness and hears the G-Man’s voice one last time: “Wisely done, Mr. Freeman. I will see you up ahead.”

Gameplay

In this scene, the player must bypass a dam and reservoir guarded by an Apache helicopter, a group of soldiers, and a cannon emplacement. This shot shows the original MP5 sub-machine gun, rather than the High Definition Pack's M4 Carbine replacement.


In this scene, the player must bypass a dam and reservoir guarded by an Apache helicopter, a group of soldiers, and a cannon emplacement. This shot shows the original MP5 sub-machine gun, rather than the High Definition Pack’s M4 Carbine replacement.

Half-Life, a first-person shooter, requires the player to perform two kinds of tasks: combat and puzzle solving. Unlike its peers at the time, Half-Life utilized scripted sequences, which range from small events, such as an alien ramming down a door, to major plot points. While most contemporary first-person shooters relied on cut scene intermissions to detail their plotlines, Half-Life’s story is put forth entirely through scripted sequences, keeping the player in the game at all times. In line with this, the player rarely loses the ability to control Gordon, who never speaks and is never actually seen in the game. Half-Life has no “levels”, opting instead for a continuous world divided by short load times to minimize interruptions in gameplay. That said, the game can clearly be split up into distinct “chapters”, the titles of which will flash up on the screen at the start of each one.

The game regularly integrates puzzles, such as navigating a maze of conveyor belts. Some puzzles involve using the environment to kill an enemy. There are few “bosses” in the conventional sense, where the player defeats a superior opponent by direct confrontation. Instead, such monsters occasionally define chapters, and the player is generally expected to use the terrain, rather than firepower, to kill the “boss”. Late in the game, the player receives a “long jump module” for their HEV suit, which increases the horizontal distance and speed of jumps, by crouching before jumping. This is used for platformer-style jumping puzzles in the later portion of the game.

Characters and creatures

For the most part the player battles through the game alone, but is occasionally assisted by non-player characters; specifically security guards and scientists who fight alongside the player, assist in reaching new areas and impart relevant plot information.

A wide array of enemies populate the game including alien lifeforms such as headcrabs, bullsquids, headcrab zombies and Vortigaunts. The player also faces human opponents, in particular HECU Marines and black ops assassins who are dispatched to contain the alien threat and silence all witnesses.

Weapons

Half-Life has a large array of weapons the player can use, including the trademark crowbar for mêlée fighting, the conventional firearms of the Glock 17 pistol, SPAS-12 shotgun, MP-5 submachine gun with grenade launcher, .357 Magnum revolver, and rocket launcher as well as unconventional weapons ranging from a crossbow to alien weapons such as Snarks – small, voracious, explosive alien insectoids - to experimental weapons including the Gluon gun and Gauss gun.

With the installation of the High Definition Pack, the weapons’ appearances are substantially updated, mainly due to a larger number of polygons in the models. Although their appearances have changed, they perform exactly the same as their original counterparts in terms of gameplay. The Glock 17 and MP5 are replaced by the Beretta 92FS and M4A1 as well.

Development

Half-Life was the first product of Kirkland, Washington-based developer Valve Software, which was founded in 1996 by former Microsoft employees Mike Harrington and Gabe Newell. They settled on a concept for a horror-themed 3D action game, and licensed the Quake engine from id Software. Valve eventually modified the engine a great deal, notably adding skeletal animation and Direct3D support; a developer stated in a PC Accelerator magazine preview that seventy percent of the engine code was rewritten. The company had difficulties finding a publisher at first, many believing their project “too ambitious” for a studio headed by newcomers to the video game industry. However, Sierra On-Line had been very interested in making a 3D action game, especially one based on the Quake engine, and so signed them for a one-game deal.

The original code name for Half-Life was Quiver, after the Arrowhead military base from Stephen King’s novella The Mist, which served as early inspiration for the game. Gabe Newell explained that the name Half-Life was chosen because it was evocative of the theme, not clichéd, and had a corresponding visual symbol: the Greek letter λ (lower-case lambda), which represents the decay constant in the half-life equation.

The first public appearances of Half-Life came in early 1997; it was a hit at Electronic Entertainment Expo that year, where they primarily demonstrated the animation system and artificial intelligence. Valve Software hired science fiction author Marc Laidlaw in August 1997 to work on the game’s characters and level design. Half-Life was originally planned to be shipped in late 1997, to compete with Quake II, but was postponed when Valve decided the game needed significant revision.

In a 2003 Making Of… feature in Edge, Newell discusses the team’s early difficulties with level design. In desperation, a single level was assembled including every weapon, enemy, scripted event and level design quirk that the designers had come up with so far. This single level inspired the studio to press on with the game. As a result, the studio completely reworked the game’s artificial intelligence and levels in the year leading up to its release. At E3 1998 it was given Game Critics Awards for “Best PC Game” and “Best Action Game”. The release date was delayed several times in 1998 before the game was finally released in November of that year.

Ports

Half-Life was ported to the PlayStation 2 by Gearbox Software and released in 2001. This version of the game had a significant overhaul in terms of both character models, weapons, and more advanced and extended levels and general map geometry (see Half-Life High Definition Pack for a model-comparison). Despite the increased level of detail, the style of some of the models (most noticeably the human grunts) is also noticeably altered, meaning that whether they actually look better or not is subject to opinion. Also added in is a head-to-head play and a co-op expansion called Half-Life: Decay that allowed players to play as the two female scientists Dr. Cross and Dr. Green at Black Mesa.

Versions for the Sega Dreamcast and Apple Macintosh were essentially completed, but never commercially released. The Dreamcast edition was eventually leaked onto the internet.

Dreamcast version

Gearbox Software was slated to release a port to the Sega Dreamcast under contract by Valve and their then publisher Sierra On-Line near the end of 2000. At the ECTS 2000, a build of the game was playable on the publisher’s stand, and developers Randy Pitchford and Brian Martel were in attendance to show it off and give interviews to the press. However, despite only being weeks from going gold, it was never commercially released; Sierra announced that Half-Life on Dreamcast was cancelled “due to changing market conditions” onset by third-party abandonment of the Dreamcast. That year Sierra On-Line showed a PlayStation 2 port at E3 2001. This version was released in North America in late October of the same year, followed by a European release just a month later. Around the same time, Half-Life: Blue Shift, which was intended to be a Dreamcast-exclusive side story, was released on PC as the second Half-life Expansion Pack.

Although it has never officially been released, the Dreamcast version was leaked onto the Internet, and was proven to be fully playable; it contains the full versions of Half-Life and Blue Shift, both with an early version of the High Definition Pack, but has a somewhat inconsistent framerate and lengthier load times when the player moves from area to area. Also, there are some saving problems; the number of blocks required to save on a VMU increases rapidly as the player reaches the end of a level, then drops at the start of the next. While the game allows the user to remove files to increase space, sometimes it still isn’t enough.

Macintosh version

Though more or less complete and ready for mass production, the Macintosh port of Half-Life was scrapped because of incompatibility with the Windows PC version’s multiplayer mode. The developers also stated that mods for PC Half-Life would not be compatible with the Mac port. Additionally, concerns over the task load associated with providing technical support on more than one end platform at once may have contributed to the demise of Half-Life for Macintosh.

Later developments

   

Half-Life 2 and Half-Life: Source

The sequel, Half-Life 2, was merely a rumor until it was finally revealed at E3 in May 2003, which ignited a firestorm of hype surrounding the game. The player again takes the role of Gordon Freeman, this time several years after the Black Mesa incident in the dystopic Eastern European “City 17″ where he must fight as part of a rebellion against an alien regime. After a series of controversies and delays Half-Life 2 was released on November 16, 2004.

To experience firsthand the processes mod-makers would have to go through with the new engine, Valve ported Half-Life (dubbed Half-Life: Source) and Counter-Strike to their new Source engine. Half-Life: Source is a straight port, lacking any new content or the Blue Shift High Definition pack. However, it does take advantage of vertex and pixel shaders for more realistic water effects, as well as Half-Life 2’s realistic physics engine. They also added several other features from Half-Life 2, including improved dynamic lightmaps, vertex maps, and a shadowmap system with cleaner, higher resolution, specular texture and normal maps, as well as utilization of the render-to-texture soft shadows found in Half-Life 2′s Source engine, along with 3D skybox replacements in place of the old 16-bit color bitmap skies. Also redesigned was the crossbow that will pin its targets to a nearby wall if they’re close enough. The Half-Life port possesses many of the Source engine’s graphical strengths as well control weaknesses that have been noted in the Source engine. Half-Life: Source is available with special editions of Half-Life 2.

Half-Life Source has been criticised for not fully utilizing many of the features of the Source engine found in Half-Life 2, as it still uses textures and models from the original game. Due to this, a third-party mod remake called Black Mesa is also under development. Day of Defeat: Source was released on September 26, 2005.

On June 10, 2005, Valve announced through their Steam update news service an upcoming port of Half-Life Deathmatch, the multiplayer portion of the original game, much in the same fashion as the earlier released Half-Life: Source. No exact release date was given, simply the words “In the coming weeks…” On July 2, 2006, Half-Life Deathmatch: Source was released.

On June 1, 2006 Half-Life 2: Episode One was released. It is part of a three episode trilogy, of which the second episode is scheduled to be released in fall 2007.

Reception

   

Half-Life’s public reception was overwhelmingly positive in terms of reviews, acclaim and sales. As of 2007 over 8 million copies of the game have been sold, making it the best-selling first person shooter of all time.

Half-Life was critically acclaimed, earning an overall score of 96% on review collection website Metacritic.. IGN described it as “a tour de force in game design, the definitive single player game in a first person shooter.” Gamespot claimed that it was the “closest thing to a revolutionary step the genre has ever taken”. Gamespot inducted Half-Life into their “Greatest Game of All Time” list in May 2007.

Products

The popularity of the Half-Life Series has led way to an array of side products and collectibles. Valve offers Half-Life-related products such as a plush vortigaunt, plush headcrab, posters, clothing and mousepads.

Expansions

Two expansion packs by outside developer Gearbox Software have been released for the PC version: Half-Life: Opposing Force (1999) and Half-Life: Blue Shift (2001). The former, often shortened to OpFor or OP4, returns the player to Black Mesa during the events of Half-Life’s storyline, but this time from the perspective of one of the soldiers in the Hazardous Environment Combat Unit sent to cover up evidence of the incident. It introduced several new weapons (notably the M249 SAW LMG and a Barnacle grappling gun), new non-player characters, both friendly and hostile (Otis the security guard and the “Race X” aliens, respectively) and new, previously unseen areas of the facility. The expansion is shorter than Half-Life, having 11 chapters to the original’s 19.

The player takes control of Barney Calhoun in Blue Shift.


The player takes control of Barney Calhoun in Blue Shift.

Blue Shift returns the player to HL’s Black Mesa timeline once more, this time as one of the facility’s security guards. (This expansion was originally developed as a bonus mission for the canceled Dreamcast version.) Blue Shift came with an optional High Definition Pack that could update the look of Half-Life, Opposing Force, and the new Blue Shift content. In particular, the models’ polygon count and texture resolutions were increased. However, the style of some of the models (most noticeably the human grunts) was noticeably altered, meaning that whether they actually look better or not is subject to opinion. Some changes were also made to the in-game sounds, most notably the shotgun. Blue Shift had relatively little new content compared to Opposing Force: aside from a few models (jacket-less scientists and security guards, Otis, and Dr. Rosenberg) all content was already present in the original Half-Life.

Half-Life: Decay was another expansion by Gearbox, released only as an extra with the PlayStation 2 version of Half-Life. The add-on featured cooperative gameplay in which two players could solve puzzles or fight against the many foes in the Half-Life universe.

In 2000, a compilation pack titled the Half-Life: Platinum Collection was released, including (with their respective manuals):

  • Half-Life
  • Counter-Strike
  • Team Fortress Classic
  • Half-Life: Opposing Force

In 2002, the pack was re-released under the new titles Half-Life Platinum Pack[44] and Half-Life: Generations. These new iterations also included the Half-Life: Blue Shift expansion pack.

In 2005, Half-Life 1: Anthology was released, containing Steam-only versions of the following games on a single DVD:

  • Half-Life
  • Half-Life: Opposing Force
  • Half-Life: Blue Shift
  • Team Fortress Classic

Third-Party Mods

See main article List of Half-Life mods

From its release in 1998, Half-Life saw fervent support from independent game developers, due in no small part to support and encouragement from Valve Software. Worldcraft, the level-design tool used during the game’s development, was included with the game software. Printed materials accompanying the game indicated Worldcraft’s eventual release as a retail product, but these plans never materialised. Valve also released a software development kit, enabling developers to modify the game and create mods. Both tools were significantly updated with the release of the version 1.1.0.0 patch. Many supporting tools (including texture editors, model editors, and rival level editors like the multiple engine editor QuArK) were either created or updated to work with Half-Life.

Half-Life’s code has been released and is being used as a base for many multiplayer mods such as the immensely popular Counter-Strike. Other popular multiplayer mods include Team Fortress Classic (TFC), Day of Defeat, Deathmatch Classic (DMC), Action Half-Life, Firearms, Science and Industry, The Specialists, and Natural Selection. TFC and DMC were developed in-house at Valve Software. Counter-Strike, Day of Defeat, and others that began life as the work of independent developers (self-termed “modders”), later on received aid from Valve. There was even a free team-based multiplayer mod called Underworld Bloodline created to promote the Sony Pictures movie Underworld.

Numerous single player mods have also been created, like USS Darkstar  (1999, a futuristic action-adventure onboard a zoological research spaceship), The Xeno Project 1 and 2 (1999-2005, a two-part mod starting in Xen and again including spaceships), Edge of Darkness  (2000, which features some unused Half-Life models), Half-Life: Absolute Redemption (2000, which brings back Gordon Freeman for four additional episodes and another encounter with the G-Man), They Hunger (2000-2001, a survival horror total conversion trilogy involving zombies), and Poke646  (2001, a follow-up to the original Half-Life story with improved graphics).

Some Half-Life modifications eventually landed on retail shelves. Counter-Strike was the most successful, unexpectedly becoming the biggest selling online game to date and having been released in five different editions: as a standalone product (2000), as part of the Platinum Collection (2000), as an Xbox version (2003) as the single player spin-off, Counter-Strike: Condition Zero (2004), and the newest addition, Counter-Strike: Source, which runs on Half-Life 2′s Source engine. Team Fortress Classic, Day of Defeat and Gunman Chronicles (2000, a futuristic Western movie-style total conversion with emphasis on its single player mode) were also released as stand-alone products.

Soundtrack

Half-Life’s soundtrack was composed by Kelly Bailey.

  • 1. “Adrenaline Horror” - 02:09
  • 2. “Vague Voices” (Black Mesa Inbound) - 02:11
  • 3. “Klaxon Beat” - 01:00
  • 4. “Space Ocean” (Echoes of a Resonance Cascade) - 01:36
  • 5. “Cavern Ambiance” (Zero Point Energy Field) - 01:39
  • 6. “Apprehensive Short” - 00:23
  • 7. “Bass String Short” - 00:06
  • 8. “Hurricane Strings” (Neutrino Trap) - 01:33
  • 9. “Diabolical Adrenaline Guitar” (Lambda Core) - 01:44
  • 10. “Valve Theme [Long Version]” (Hazardous Environments) - 01:22
  • 11. “Nepal Monastery” - 02:08
  • 12. “Alien Shock” (Biozeminade Fragment) - 00:36
  • 13. “Sirens in the Distance” (Triple Entanglement) - 01:12
  • 14. “Nuclear Mission Jam” (Something Secret Steers Us) - 02:00
  • 15. “Scared Confusion Short” - 00:16
  • 16. “Drums and Riffs” (Tau-9) - 02:03
  • 17. “Hard Technology Rock” - 01:40
  • 18. “Steam in the Pipes” (Negative Pressure) - 01:55
  • 19. “Electric Guitar Ambiance” (Escape Array) - 01:24
  • 20. “Dimensionless Deepness” (Dirac Shore) - 01:24
  • 21. “Military Precision” - 01:20
  • 22. “Jungle Drums” - 01:49
  • 23. “Traveling Through Limbo” (Singularity) - 01:17
  • 24. “Credits / Closing Theme” (Tracking Device) - 01:39
  • 25. “Threatening Short” (Xen Relay) - 00:37
  • 26. “Dark Piano Short” - 00:17
  • 27. “Sharp Fear Short” - 00:08

(Note: Most of the tracks were re-titled and carried over to the Half-Life 2 original soundtrack; the names in parentheses are the revised titles used in the Half-Life 2 OST. Tracks 2, 12, 13, and 24 were remixed for the sequel.)

The tracks “Dark Piano Short” and “Sharp Fear Short” are later used in various forms of media, including the popular reality television show Fear Factor and Power Rangers: S.P.D

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BioShock

BioShock is a first-person shooter/adventure/action RPG for the Xbox 360 and PC. It is the spiritual successor to System Shock 2.

Release Dates

  • North America - August 21, 2007
  • Europe - August 24, 2007
  • Australia - August 24, 2007

In the middle of the north Atlantic, a lighthouse juts out of the water. Inside waits a rusted bathysphere, which takes you deep under the ocean to Rapture, a city sprawling along the sea floor.A man named Andrew Ryan, a former Soviet citizen, built the city in 1946, and the society was envisioned as the ultimate capitalistic and individualist paradise, with the elite achieving for themselves, rather than for the whole. Protected by a network of giant sea walls and consisting of a cluster of enormous skyscraper-shaped hive towers, Rapture was designed to be entirely self-supporting, with all of its electricity, food production, water purification and defense systems powered by volcanic vents at the bottom of the ocean.

At one point Rapture’s population numbered several thousand at its peak during the early 1960s, composed of those people Ryan viewed as the best examples of mankind. A large and tiered economy grew among the people, with different quality products catering to different levels of the society.

The grand Art Deco architecture is at once futuristic and archaic, but as you step into Rapture, you find the city a shell of itself. The walls are crumbling and the ocean is seeping in. The hallways are littered with corpses, those who were once the best and brightest of the world above are now mutated and mad, roaming the corridors and waiting to ambush you at every turn.

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BioShock

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Left 4 Dead

The Game
Left 4 Dead is a multiplayer co-op surival horror game being published by Turtle Rock Studios in close partnership with Valve software, to be released before the end of 2007. The premise behind the game is that the rabies virus has mutated into a new, more virulent strain and caused a pandemic outbreak, infecting most of the world’s population. You and three other players are the “lucky” few who are immune to the virus. The rest of the world has been turned into mobs of bloodthirsty murderers, hellbent on killing you on sight.

These mindless killers aren’t your traditional shambling zombies however - they’re not even undead, instead very much alive and just as easily killed as a normal person. They are very fast however, and semi-intelligent when it comes to their attacks. Think 28 days later type of zombies.

The Players
A game consists of 8 player slots, 4 survivors and 4 boss infected (which we’ll cover in a moment). The survivors play out like your traditional FPS; they’re armed to the teeth, but must work together in order to advance. Rambos will quickly meet with an untimely demise, and failure to cover all potential angles of attack will be costly to the party. At the beginning of the game, the four survivors appear in a sort of safe area, where they can gather weapons, health packs, and explosives. When ready, survivors head out with the intention of reaching an evacuation area to be helicopter-lifted to safety. Standing between them are hordes upon hordes of infected, and the boss infected players.

Besides playing out like a traditional fps, there’s also some subtle nuances to playing as a survivor. Each player can grab a medpack, useful for restoring the health of either your teammate or yourself and staying in the game. Occasionally a survivor may get knocked to the floor and start to “bleed out”. When this happens, the remaining teammates have a limited amount of time to clear out the zombies beating on the player, and then help them get up. While bleeding out, players are limited to just the use of their pistols.

Should a player die, the game is not necessarily over for them. A player can be revived either at the end of a map in the next safe room, or teammates may occasionally come across their lost comrade hiding away in a closet or locked room further along in the level.

Campaigns are composed of five maps, and will take approximately an hour to finish. So far Turtle Rock Studios has shown one entire campaign publicly consisting of a romp through a hospital, subway, and building complex. The atmosphere is varied throughout, but most locales tend to be very dark and atmospheric.

The Director
In what might be considered the most revolutionary aspect of Left 4 Dead, zombies aren’t spawned from spawn points like a traditional FPS, instead Turtle Rock Studios has implemented a system called the Director. What the Director does is monitor the stress levels of each individual player and reacts accordingly - pummeling players with waves of zombies after a lull, then toning it down a notch, letting things settle, then ramping it back up again. What you get is a series of peaks and valleys in the action and games which are completely different each time, keeping the players guessing.

The Director also manages the in-game music, playing soft and creepy music when there’s a lull in the action, and ramping it up when the infected horde attacks.

The Boss Infected
The other 4 players in the game can opt to play on the infected side. This gives them access to four special infected, each with their own talents and abilities. Boss infected are very fragile, and can be taken down in a matter of seconds (with the exception of the tank boss) to focus fire. As such, your primary goal as a boss infected should be to attack the survivors at the most opportune times (mobbed by regular infected, separated, etc.).

The Boomer

This fat sack of methane has the ability to projectile vomit up a concoction of blood and bile which serves as zombie heroin. Upon landing on a survivor, all infected in the immediate area (plus some spawned adds) will swarm said player. With their vision hindered by the blood, it’s up to the remaining teammates to cover the puked upon, and make sure they don’t get overwhelmed. When killed, the boomer explodes in a blast of methane which harms all survivors near to him, so make sure to kill this one at range.

The Smoker

The smoker’s special abilities include releasing a cloud of smoke that obscures the survivors’ vision, plus a prehensile tongue the smoker can use to grasp a survivor around the neck and drag them over to him, hanging the player on the edges of building and debris, or just separating the player from his teammates.

The Hunter

The hunter is the stealth/agility unit. Able to leap 50 feet up in the air, pounce upon unsuspecting survivors, and even go invisible when standing still, the hunter is a master of hit and run. It’s also paper-thin, so as mentioned, players must remember to only attack at the most opportune of moments. The pounce attack is particularly vicious, it’s very frightening to have something suddenly scream at you, pin you to the floor, and start wailing on you with open fists.

The Tank

This walking hulk can not be voluntarily chosen by players, instead the Director will randomly choose a player to assume the role of the tank periodically throughout the campaign. This beefy monstrosity takes a bit more concentrated firepower to take down than the other infected. The catch however is that you can’t bide your time and sneak up on the survivors with this one; he has an aggression meter which slowly starts building up for as long as he’s not within sight of the survivors. He makes a huge amount of noise as he approaches (making any form of stealth impossible), so this one is your “run in guns a’ blazing” kill machine.

The Witch
The 5th type of boss infected is not playable, but instead makes appearances sporadically throughout levels. The witch looks like a normal infected, but is typically found screaming and writhing in pain on the floor. Capable of one-shotting players and laying waste to your whole party in a matter of seconds, the trick is to avoid her completely - the players must turn off their flashlights and tiptoe silently past her in order to avoid confrontation. If she turns on you however, the players must down her ASAP or risk a whooping.

Gameplay

Setting & Levels

Gameplay takes place in urban cities, small hamlets, wooded rural settings, shopping malls and other such locations. Four players take control of the four main characters of the game, “The Survivors”, who subsequently play through the levels fighting off the Infected, which are humans who have been infected with a mutated form of rabies. Each level has the players fighting towards a goal, such as escaping by helicopter. (The helicopter has to be called in by radio. During the final wait for rescue, players must face a final onslaught of the infected.) [2]

There will be four scenarios with around five maps each in the first release of Left 4 Dead.

Damage, Dying & Checkpoints

Check points also provide a re-spawn point for downed Survivors. As long as one Survivor manages to reach a check point, the others will appear again on the map in closets or in other “trapped” situations. Survivors don’t die instantly from too much damage, however. They are first knocked down, but can continue to fire with their pistols until helped by another Survivor. Movement speed is affected by injuries, slowing damaged Survivors down until they are helped by health kits or pain medications. Left 4 Dead will have full friendly fire that can’t be switched off. This keeps the challenge of the game up. [2]

Playing as the Infected

Four subsequent players can join the server and take control of the larger, more powerful Infected with unique abilities amongst the other AI Infected. Since only one Boomer, one Smoker and two Hunters are allowed at any one time, players have to select their preferred Infected and wait for it to spawn. Players can also control the tank, but it’s only spawned a few times during each scenario. A special alert gives Infected players the option to start playing as the Tank when it does spawn.

The infected have the ability to see survivors through the walls at a certain range if the survivors are running, with the flashlight on, or talking. Otherwise, Survivors are not visible through walls. The Infected can also see in the dark, unlike the Survivors.

If a player playing an infected dies in less than about 3 seconds after spawning he/she is immediately respawned. Infected spawn in front of the Survivors and can, if they stay still, see a marker for their likely path of advance so they can set up ambushes.

Throughout levels, Infected-only ways up buildings are marked with symbols. These can be climbed and used for ambushes, especially with the Infected immunity to falling damage. [2]

Team Coordination & Communication

The Survivors can communicate by automated voice commands that are accessed by quick menus. They will also sound off automatically when doing such things as reloading or spotting Infected. Over 1000 unique lines have been recorded for each Survivor. [2]

Survivors will also be able to see each other through walls as colored outlines to make it easier to find each other.

AI

The AI in Left 4 Dead allows the game to be played by fewer than four players, by making the other survivors bots, these bots will follow one of the player-controlled survivors. The Infected bosses will also be played by the AI, if there is less then four players on the infected team. The AI in Left 4 Dead is allegedly so convincing that survivors won’t be able to distinguish between bots and real players in the role of the infected.

The Director

The AI also features a dynamic system for game drama, pacing and difficulty called the “director”. Instead of fixed spawn points for enemies, the director AI places enemies in different positions, creating a new experience each time. It will also balance action and moments of tense calm. [2] When the AI Director feels that players have been facing a particularly intense battle it will slow down the tide of enemies. After a sufficient lull of action the director will send more enemies to increase the drama again.

Award System

Left 4 Dead will include Steam’s in-development awards system, which records players’ accomplishments and mishaps. There are different awards for the different “teams” in the game:

The Survivors

The Survivors receive merits for accomplishments such as completing a Scenario without using any health items or the flashlight. Survivors will also receive awards for doing things such as helping a downed survivor get back up, or by saving them from the infected.

The Survivors receive demerits for mishaps such as shooting a teammate, or killing a boomer near teammates. Survivors will also receive demerits for walking into friendly fire, or purposely causing one’s death without giving the rest of the survivors any benefit from it.

The Infected

The Infected receive merits for accomplishments such as killing a survivor, or poisoning a survivor. The Infected will also receive awards for helping other infected kill a survivor by making a combined attack on a survivor, or causing a swarm of infected to kill a survivor.

The Infected receive demerits for mishaps such as harming a teammate, or killing a teammate. The Infected will also receive demerits for walking into friendly fire, avoiding the survivors for a certain period of time, or purposely helping the survivors.

The Survivors

 

 


The survivors. Left to right: Francis, Zoey, Bill, Louis.

There are four playable human characters in the game, each with a different and unique appearance to make it easier to identify which character you are looking at when you aren’t close enough to recognize the face. Each player is randomly assigned a character when they join the server and, to prevent arguments, each character has the same abilities and may use the same weapons.

Francis Barrels
The tattoo-covered biker.
Zoey Coen
The teenage daughter of a wealthy family.
Bill Calhoun
A Vietnam veteran with combat skills that have helped keep him alive.
Louis Parker
An assistant manager at a local retail electronics chain store.

Weapons

The main weapons in Left 4 Dead are divided into two tiers. The first is available to everyone when the scenario starts. Weapons in the second tier can be found throughout the maps and at the end of the scenario, just before the final fight. All weapons can be used to bash Infected with in close combat, pushing them back. The weapons have been said to resemble those of Counter Strike Source, but with increased recoil. There is no information on the amount of ammo that is given to the players when they acquire each of these guns, as well as if there is a way to distribute them to other team mates.

Main Weapons - First Tier

Each survivor has the choice of starting with one of either weapons, but they can switch or restock ammo on checkpoints.

  • Pump shotgun deals heavy damage to an enemy or many at once. Holds 7 or 8 shells and can be shot without reloading all shells.
  • Uzi submachine gun deals light progressive damage. Holds around 30 cartridges and has enough accuracy to shoot at medium range.

Main Weapons - Second Tier

Each survivor has the choice of switching their first tier weapons to one of these on later checkpoints.

  • M16 Rifle in the game can be viewed as a more powerful and accurate version of the uzi.
  • Sniper Rifle in the game is extremely powerful, is the most accurate, and is still mildly accurate without having to use the scope.
  • Semi-automatic shotgun in the game can be viewed as a more powerful version of the Shotgun that does not require a pump after each shot.

Secondary Weapons

Each survivor starts with a handgun, and they can be restocked on checkpoints.

  • Handgun is mainly used as a support or emergency weapon. If a second handgun is found, they can be dual-wielded. When a survivor is knocked down the only weapon that can be used is the handgun, but accuracy is greatly diminished in this state.

Tertiary Weapons

Each survivor has the choice of carrying only one Molotov Cocktail or Pipe bomb.

  • Molotov Cocktail Burns anything its fire touches and kills most infected that come into contact with it.
  • Pipe bomb Extremely powerful and dangerous to use due to the size of its explosion and its ability to kill all survivors nearby.

The Infected

 


 


The Infected are Left 4 Dead’s name for what are essentially zombies. The zombies in the game are based on the zombies (who are ordinary civilians that are infected with a form of rabies, making them ravenous and psychotic) from the 2002 film 28 Days Later, which the game takes a lot from design-wise.[3] The zombies, as opposed to the slow, shuffling types associated with Night of the Living Dead or Half-Life, are fast and can pounce, creating quite a formidable foe. They will however go down with a well-placed gunshot, meaning they can be dealt with easily on their own, but in great numbers are difficult to handle. In addition, there are five mutated Infected who have their own special abilities and are more powerful than the regular Infected:

The Boomer
A hugely obese Infected that can projectile vomit at The Survivors, blinding them and attracting swarms of nearby Infected to them. When Boomers die they blow up, creating a large amount of damage and exorbitant amounts of gore and viscera.
The Hunter
An agile Infected who can climb walls and jump over rooftops, similar to Half-Life 2’s Fast Zombie. If the Hunter stands motionless against a wall it will turn invisible. It can then pounce on a survivor, pinning them down on the floor and slashing at them with its claws, rendering the victim powerless unless The Hunter is killed by a team-mate or knocked off its victim. It is extremely weak, and can only sustain minor gunfire before dying. The Hunter can also retreat, and slowly heal itself.
The Smoker
A zombie with a long, whip-like tongue that can drag Survivors away from their team-mates and use its tongue as an organic noose to strangle Survivors when it is perched from a rooftop. Similar to Half-Life’s Barnacle, or Resident Evil’s Licker. When in danger, it can leave a haze of black smoke, distorting the Survivors’ vision.
The Tank
A huge, muscular zombie capable of throwing large items such as cars or blocks of concrete. Its slow movement is countered by high strength and toughness. To prevent the tank from camping away from the survivors for too long a frustration timer is set when the survivors are not in sight. When the timer runs out the tank becomes uncontrollable and begins stomping and thrashing giving away its position and becoming vulnerable to the survivors.
The Witch
The only mutant infected that will not be available to players. They are passive upon discovery by the players, but react with hostility to flashlight beams, physical contact, and gunfire in the vicinity. It will be able to kill a player in one hit, and has almost as much health as a Tank, making them the most dangerous of the infected. She has the resemblance of average infected, and can be heard crying to give the players a chance to avoid or attack her.

GUI

HUD

The player’s HUD will allow them to see how much health, ammo, and equipment they have left. The players will also be able to see the name of their teammates, the picture of whom a teammate is playing as, the amount of health and equipment each of the other teammates have, as well as if they are in danger, downed, or dead.

Awareness

The game will feature full body awareness in which the players will be able to see their own bodies when they look down. This is very useful for players when they are in areas where they want to be close to an edge, when they are downed they will know where their body is facing, and will help player hide themselves.

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