<![CDATA[Kotaku: orange box]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: orange box]]> http://kotaku.com/tag/orangebox http://kotaku.com/tag/orangebox <![CDATA[Gearbox Boss: Valve is Behaving Like Fanboys]]> While not directly addressing Chet Faliszek's slap at PlayStation 3, the Gearbox CEO Randy Pitchford - no stranger to stirring s—t with Valve - has taken a poke at the Left 4 Dead developer's posture toward Sony.

Pitchford, speaking to Official PlayStation Magazine, called Valve's posture toward Sony - specifically as expressed by Doug Lombardi - similar to that of fanboys'.

"Doug Lombardi had to take a swipe at the PS3 again, and I thought it was foolish," Pitchford told OPM, according to AnalogHype.

I read it the same way I read fanboys," he added. "Like there's a guy who bought the Sony platform and he's a Sony guy, so he decides he's going to spend a certain percentage of his time bashing Microsoft. And there's a guy on Microsoft doing the same thing. Those guys are childish and narrow minded; It's the same kind of thing.

Pitchford wasn't done there. He also spoke of an "underlying sleaziness" in how Valve has treated the PS3 version of The Orange Box, relative to its support for the Xbox 360 version of Team Fortress 2.

I'm actually kind of mad at Doug because with the Orange Box, he said the 360 and PC versions are the good ones and the PS3 version is like the stepchild because some other developer made it. Well you Valve don't really think that, because look what you've done on the PC side. You've supported that, you've added all this content to Team Fortress 2, and you've left us hanging. It's hard to accept that genuinely, because I know the business, I know you guys make half the money on the PS3 version because you've got other fingers in the pie, and other developers getting a cut. It benefits you if nobody buys that, and only buys the PC version, because you make the most money. There's this underlying sleaziness.

Not that this settles anything but, there you go, equal time for PS3, albeit from a surrogate, in a great three-way Valve/Gearbox/Sony pissing contest.

For the record, we have inquiries into Gearbox regarding the accuracy of these quotes, and any clarification the studio might want to make.

President of Gearbox Questions Valve's Lack of PS3 Support [AnalogHype via Destructoid]

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<![CDATA[Valve: PS3 Orange Box Players "Got the Stepchild Version"]]> In an interview with CVG, Valve's Doug Lombardi says the experiences of putting Half-Life on PS2 and Orange Box on PS3 have put them off Sony development for the near future.

He doesn't complain about the differences in developing for one console, or PC, over another, but does say the PS3 versions of Valve products have been inferior to the original releases, and so the company's not interested in doing anything on that console again unless and until they can put something out that gives Sony players the same experience as PC and 360 users.

We look at it as if we were customers of this product, how would we want to be treated and what sort of product would we want out of it?

We've run a couple of experiments over the years of PlayStation in general; we did Half-Life on PS2 with an outside company and then we did Orange Box PS3 with an outside company. We weren't able to deliver the same type of product on PS3 and PS2 for that matter that we were on the 360 and PC.

[...]

Until we have the ability to get a PS3 team together, until we find the people who want to come to Valve or who are at Valve who want to work on that, I don't really see us moving to that platform.

We've kind of learned a lesson in that again, if we were customers of that product on PlayStation, we'd feel like we sort of got the stepchild version of the product while the guys on the PC and the 360 got the sweet version of it.

Translated, what it really means is there is no one inside Valve with any interest in PS3 development, and the company on the whole isn't interested in outsourcing any more ports after the experience with The Orange Box on PS3, which suffered some bad load times and framerate issues.

Still No PS3 Interest From Valve [CVG via TheSavePoints, thanks Meredith B.]

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<![CDATA[EA Partners: DeMartini on the 'Renaissance']]> Gamasutra has a nice five page interview up with David DeMartini of EA Partners, the Electronic Arts division that has released games like Rock Band, Crysis, The Orange Box, and, uh, Hellgate: London in the past year. It's a pretty wide ranging chat, from discussions of the challenges the come with working with Japanese studios, to acquiring new titles, to the relative disaster of Hellgate:

We're certainly sad with the results for Flagship and what's happened with Hellgate, because at the time we signed it, we were trying to get involved in a very complicated relationship between Namco and Flagship. We were coming late to the party, and trying to do whatever we could to sprinkle the game magic on the project and get it headed in the right direction.

I think that's an example where all three parties had the best interest of the game in mind, and sometimes the game doesn't work out. Hellgate is still an incredible concept. The guys who worked on it spent thousands of hours trying to make that concept work, and sometimes we just don't see something. Sometimes, we just didn't take enough time. Sometimes, things don't work out the way you expect.

It's kind of like a film with all big stars — on the script, it should be successful, but the movie doesn't turn out as good as everybody hoped. That's why EAP takes a portfolio approach with its games. You have to place a lot of bets, and hope for a lot of hits.

Certainly worth a read through — I always enjoy reading interviews that cover a lot of ground, and this certainly satisfies in that respect.

David DeMartini on the Renaissance of EA Partners [Gamasutra]

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<![CDATA[Team Fortress 2 and Its Less Juvenile Environment]]> Anthropology isn't my thing, but I like the idea of a "game anthropologist"; the column at GameSetWatch with that exact title is young yet, but had an interesting look at Team Fortress 2 this week. What exactly makes the environment seem so much more mature than other FPS? The older user base? The official taunts and animations that render inelegant cursing obsolete? Because team playing really is built into the game? Mike Walbridge isn't exactly sure, but has some ideas:

Exactly why most teammates are polite, patient, and helpful in a game that is violent and wildly popular is not easily answered, but I have some good ideas. The players seem older, and this may be because of its predecessor, Team Fortress Classic, which predates TF 2 by 10 years. Someone who is 24 may remember TFC, but someone who is 15 will not. I’m not saying it’s devoid of teenagers—but there are a lot more people in their 20s and there are a lot more women on voice chat online as well, signs of a more mature audience and community.

Or maybe it's the medic class. Or the critical hits? Or the team atmosphere ....

Steve at PlayNoEvil had an interesting take on the article, pulling out the critical issue as "the topic of griefing and how Valve's Team Fortress 2 seems to have less 'annoying griefing' because the game provides structured 'official griefing'."

Since a lot of griefing and abuse on Xbox Live and elsewhere comes from the rather inarticulate swearing of teenagers, perhaps the simple fact of giving players powerful, fun, but non-obscene, racially insensitive, or other insults makes the need to swear ... less.

Perhaps there's something to the idea. Hopefully there will be more interesting 'anthropological' explorations of games from this relatively new column in the future.

The Game Anthropologist: Team Fortress 2: Radical Departures [GameSetWatch via PlayNoEvil]

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<![CDATA[Team Fortress 2 Update Released]]> teamfortress2.jpg An update for Team Fortress 2 was released on Thursday; the updates will be applied automatically. Additions such as adding a 'custom' tab to the server browser and fixing some class balancing issues are included, but there is a lengthy list of other updates, additions, and fixes over at the Steam website.

Team Fortress 2 Update Released [Steam]

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<![CDATA[Science Is Fun! Half-Life, Portal, and Science]]> halflife2screen.jpg All hail the Enlightenment — Thomas Freeman has an interesting look at science and attitudes towards science in Half-Life and Portal. What do such attitudes spell for future releases?

For the last few years, the buzzword for game engine design has been physics, but most games didn't use it for anything more than the most basic eye-candy. HL2 showed that the model itself could actually be fun and interesting as part of the gameplay. I like to imagine doing the same thing for other fields - chemistry, for example, which has never been one of my strong subjects but would almost certainly make for amazing puzzles a la MacGyver. To some degree, this progression is already taking place; what's Spore but an expansive biology toy?

A fun and thought provoking read, even for those of us who run screaming from labs of any kind. Give me musty library stacks any day.

Anomalous Materials [The Escapist]

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<![CDATA[Orange Box, COD4, BioShock Dominate AIAS Awards]]> aiasaward.jpgThe 11th Annual Interactive Achievement Awards were held last night at the Red Rock Resort in Las Vegas, with twenty-six awards handed out honoring the best gaming of 2007. Sixteen of those awards were split evening between BioShock, The Orange Box, and Call of Duty 4: Modern Warfare, with COD 4 walking away with the coveted Overall Game of the Year award. Rock Band took home three awards including Outstanding Achievement in Soundtrack and Family Game of the Year. Nintendo saw two awards - Adventure Game of the Year for Super Mario Galaxy and Handheld Game of the Year for The Phantom Hourglass. Puzzle Quest took home Downloadable Game of the Year, justifying all of those long hours I spent playing the damn game on the DS, PSP, and finally via Xbox Live Arcade. Along with the game awards, the night saw former Sony Computer Entertainment president Ken Kutaragi given the Lifetime Achievement Award and Blizzard president and CEO Mike Morhaime entered into the Academy of Interactive Arts & Sciences Hall of Fame. Congratulations to all of the winners - we were so very surprised. No really! Hit the jump for the full list of winners.

ACADEMY AWARDS TOP HONORS TO CALL OF DUTY 4, BIOSHOCK, THE ORANGE BOX AT 11TH ANNUAL INTERACTIVE ACHIEVEMENT AWARDS

The Academy of Interactive Arts & Sciences Inducts Mike Morhaime Into Hall of Fame and Bestows Lifetime Achievement Award Upon Ken Kutaragi

LAS VEGAS - February 8, 2008 - And the winners are ... Call of Duty 4: Modern Warfare (Activision), BioShock (2K Games) and The Orange Box (Electronic Arts and Valve Software); each picked up four statues at the 11th Annual Interactive Achievement Awards® last night. The award ceremony was hosted by comedian and avid video game player Jay Mohr at the Red Rock Resort in Las Vegas.

The Academy of Interactive Arts & Sciences also honored two industry icons for their tremendous contributions. Mike Morhaime, president, CEO and co-founder of Blizzard Entertainment®, was inducted as the 11th member of the prestigious AIAS Hall of Fame and Ken Kutaragi, former president and CEO, Sony Computer Entertainment Inc., received the highly coveted Lifetime Achievement Award.

"The Interactive Achievement Awards is the forum for the industry's best game makers to evaluate the merits of more than 160 titles submitted for consideration and honor the best in technical innovation and gameplay experience," said Joseph Olin, president of the AIAS. "This year's winners truly represent the best cross section of interactive entertainment, demonstrating the power of next-generation platforms that have come of age."

These peer-based awards recognize the outstanding products, talented individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry.

The winners in each category are as follows:

Overall Game of the Year:
Call of Duty 4: Modern Warfare

* Publisher: Activision
* Developer: Infinity Ward
* Producer: Mark Rubin
* Game Director: Jason West
* Creative Director: Vince Zampella


Console Game of the Year:
Call of Duty 4: Modern Warfare

* Publisher: Activision
* Developer: Infinity Ward
* Producer: Mark Rubin
* Game Director: Jason West
* Creative Director: Vince Zampella


Computer Game of the Year:
The Orange Box

* Publisher: Electronic Arts, Valve Software
* Developer: Valve Software
* Producer: Gabe Newell


Outstanding Innovation in Gaming:
Rock Band

* Publisher: MTV Games
* Developer: Harmonix
* Producer: Robert Jerauld
* Game Director: Bob Settles
* Creative Director: Jonas Norberg


Handheld Game of the Year:
The Legend of Zelda: Phantom Hourglass

* Publisher: Nintendo of America
* Developer: Nintendo
* Producer: Shigeru Miyamoto
* Director: Eiji Aonuma Massively


Multiplayer Game of the Year:
World of Warcraft: The Burning Crusade

* Publisher: Vivendi Games
* Developer: Blizzard Entertainment
* Producer: Frank Pearce
* Game Director: Rob Pardo
* Creative Director: Chris Metzen


Cellular Game of the Year:
skate.
Publisher: Electronic Arts

* Developer: EA Mobile
* Producer: David Manriquez
* Game Director: David Manriquez
* Creative Director: Derek Zakaib


Role-Playing Game of the Year:
Mass Effect

* Publisher: Microsoft Game Studios
* Developer: BioWare
* Producer: Casey Hudson
* Lead Designer: Preston Watamaniuk
* Art Director: Derek Watts


Racing Game of the Year:
Motorstorm

* Publisher: Sony Computer Entertainment America
* Developer: Evolution Studios
* Producer: Simon Benson
* Creative Director: Paul Hollywood


Outstanding Achievement in Game Design:
The Orange Box: Portal

* Publisher: Electronic Arts, Valve Software
* Developer: Valve Software
* Lead Game Designer: Robin Walker
* Game Director: Kim Swift
* Creative Director: David Speyrer


Adventure Game of the Year:
Super Mario Galaxy

* Publisher: Nintendo of America
* Developer: Nintendo
* Producer: Takao Shimizu
* Game Director: Yoshiaki Koizumi
* Creative Director: Shigeru Miyamoto


Sports Game of the Year:
skate.

* Publisher: Electronic Arts
* Developer: EA Black Box
* Executive Producer: Scott Blackwood


Strategy/Simulation Game of the Year:
Command and Conquer 3: Tiberium Wars

* Publisher: Electronic Arts
* Developer: EA Los Angeles
* Producer: Mike Verdu
* Creative Director: Matt Britton


Action Game of the Year:
Call of Duty 4: Modern Warfare

* Publisher: Activision
* Developer: Infinity Ward
* Producer: Mark Rubin
* Game Director: Jason West
* Creative Director: Vince Zampella


Family Game of the Year:
Rock Band

* Publisher: MTV Games
* Developer: Harmonix
* Producer: Tracy Rosenthal-Newson
* Game Director: Greg LoPiccolo
* Creative Director: Josh Randall


Outstanding Achievement in Animation:
Assassin's Creed

* Publisher: Ubisoft
* Developer: Ubisoft Montreal
* Animation Director: Alex Drouin
* Lead Animators: Elspeth Tory, Sylvain Bernard


Outstanding Achievement in Art Direction:
BioShock

* Publisher: 2K Games
* Developer: 2K Boston, 2K Australia
* Visual Art Director: Scott Sinclair
* Technical Art Directors: Hogarth De La Plante, Andrew James, Jay Kyburz, Nate Wells


Outstanding Achievement in Visual Engineering:
Crysis

* Publisher: Electronic Arts
* Developer: Crytek
* Director of R&D: Douglas Binks


Outstanding Character Performance:
The Orange Box: Portal

* Publisher: Electronic Arts, Valve Software
* Developer: Valve Software
* Writer: Erik Wolpaw
* Voice Actor: Ellen McLaw
* Character Name: GLADos


Outstanding Achievement in Story Development:
BioShock

* Publisher: 2K Games
* Developer: 2K Boston, 2K Australia
* Writer: Ken Levine
* Character Designer: Rob Waters


Outstanding Achievement in Game Play Engineering:
The Orange Box: Portal

* Publisher: Electronic Arts, Valve Software
* Developer: Valve Software
* Lead Game Designer: Robin Walker
* UI Designer: Alden Kroll
* AI Designer: Tom Leonard


Outstanding Achievement in Online Game Play:
Call of Duty 4: Modern Warfare

* Publisher: Activision
* Developer: Infinity Ward
* Lead Online Designer: Todd Alerman
* Lead Online Programmer: Richard Baker


Downloadable Game of the Year:
Puzzle Quest: Challenge of the Warlords

* Publisher: D3 Publisher or America
* Developer: Infinite Interactive, 1st Playable Productions
* Producers: Arthur Kawamoto, Steve Baldoni
* Game Directors: Steve Fawkner, Janeen Fawkner


Outstanding Achievement in Original Music Composition:
BioShock

* Publisher: 2K Games
* Developer: 2K Boston, 2K Australia
* Composer: Garry Schyman


Outstanding Achievement in Soundtrack:
Rock Band

* Publisher: MTV Games
* Developer: Harmonix
* Music Supervisors: Paul DeGooyer, Eric Brosius


Outstanding Achievement in Sound Design:
BioShock

* Publisher: 2K Games
* Developer: 2K Boston, 2K Australia
* Sound Designers: Emily Ridgway, Patrick Balthrop, Justin Mullins
* Audio Lead: Eric Brosius


Since 1996, the Interactive Achievement Awards have recognized outstanding games, individuals and development teams that have contributed to the advancement of the multi-billion dollar worldwide entertainment software industry. More than 160 titles were played and evaluated by members of the Academy's Peer Panels. The panels are comprised of the game industry's most experienced and talented men and women. Each panel is responsible for evaluating one award category. Interactive Achievement Award recipients are determined by a vote of qualified Academy members. Award voting is confidential, conducted online and supervised and certified by VoteNet Solutions, Inc. The integrity of the system, coupled with a broad-based voting population of AIAS members, makes the Interactive Achievement Awards the most credible, respected and recognized awards for interactive entertainment software.

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<![CDATA[Double Feature To Make You Laugh, Then Make You Hate Us]]> This Saving Private Ryan clip has immortalized the D-Day invasion. Well...it had. And then some guys got a hold of Team Fortress 2 sound files and gave a...slightly different meaning to it all. So you weren't offended at all? OK, great. In that case hit the jump for another fan-made film-gone-game.

Our conspiracy theory about this second clip: Nintendo, facing crazy Wii demand during the Christmas holiday, decided that the only way to quell Christmas shoppers was...well, you'll see.

Thanks Michael!

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<![CDATA[Valve Updates Source SDK: Prepares for Mods]]> In this week's Steam update, Valve has revealed they have updated the Source SDK for games included in The Orange Box. This means modders will now be able to easily create new maps and content for their favorite games including Half-Life 2, Portal and Team Fortress 2. You can access the SDK through the "Tools" tab in your friendly neighborhood Steam client. If they like your mod enough, you may even find it featured on the Steam site. Good luck and happy modding!

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<![CDATA[Bioshock Vs. Portal, A Matter of Choice]]> Since complaining that video game review are broken, I've gotten a lot of questions along the lines of, "Well, what do you like then?" One weekly criticism I can't get enough of is Leigh Alexander's Aberrant Gamer. Like any good critic, Alexander explores all of those feelings we had while experiencing a game that we otherwise might not verbalize (or fully appreciate), combing through the content for themes, subtext and symbolism.

This week she takes on Portal. For anyone who hasn't finished it or Bioshock yet, there are spoilers ahead. But the comparison she makes between player choice in each game...just read it:

The moment wherein Chell is riding a platform straight into a fire is, oddly, resemblant of the moment in BioShock when the player confronts Andrew Ryan - a protagonist you know nothing about is confronted with a crucial turning point in their self-concept, a person who has been a tool up to this moment has the chance to influence their destiny. But wherein BioShock drew strength from the player's total lack of choice, Portal is illuminated by the sudden ability to make a choice - to use the Portal gun and flee the test course. And just about all of us probably experienced at least a brief moment, on that platform, where we would have ridden straight into that fire because we as gamers have not been trained to feel we have choices, and the sudden advent of realization that you can escape is one of the most exciting, empowering things I've ever felt in a game. in one swift coup you feel sure of yourself, and relinquish all doubt that you are in danger from GLaDOS, and you go from being a computer's favorite toy to being human.
If you enjoyed that little tidbit, hit the link for a lot more thought behind what makes Portal so incredible and the Companion Cube such a tragic loss.

COLUMN: 'The Aberrant Gamer': HUGE SUCCESS_ [gamesetwatch]

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<![CDATA[Spike 2007 VGA Nominees Announced]]>

The Spike TV Videogame Awards are coming up on December 9. Over at Spike.com they've posted the list of this year's nominees, decided on by a panel that includes Kotaku's own Brian Crecente and this week's guest editor Geoff Keighley. For Game of the Year, the nominees are Orange Box, Mass Effect, BioShock and Halo 3. Check out all the other nominees over on the official site.

VGA Nominees Announced [Spike.com]

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<![CDATA[The Cake Goes To Portal's Commentary]]> The best part of Orange Box's Portal is, without a doubt, playing it. But the optional developer commentary comes in a close second. For those of you who've played the game but not taken the time to walk through the levels and click on the cleanly-interfaced word bubbles, we urge you to. Consider it the equivalent of a DVD commentary, but with the directors explaining how they subtly manipulated your perception instead of some actor's coke habit. You'll feel like the luckiest lab rat in town. But Portal got us wondering, why don't more games include commentaries?

If the industry wants to upsell us with special limited editions, why not look beyond the Master Chief helmets and DVD documentaries? The same goes for DLC. Why limit the imagination to strategical tactics and bonus missions when content can be offered to enhance a gamer's appreciation of what they already have...requiring less of an investment on everyone's part?

So studios, if you are listening, we want more commentaries. Let us know what geniuses you are, the impetus behind every little spec of bloom lighting. Because while the 10-minute documentaries are nice, why not exploit the interactive model that you already do so well?


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<![CDATA[Xbox 360 Orange Box Update]]> A late night missive from Valve informs us that there is a major update for the recently released Orange Box for the 360. The update is mainly for Team Fortress 2 and includes the following changes.

• Reduced network bandwidth usage in multiplayer.
• Improved overall game performance.
• Arranged search results to favor preferred host conditions.
• Improved searching for ranked games.
• Addressed a possible false report of too little storage space on larger hard drives.

And there you are. Updated to the teeth for your playing pleasure. Now, go forth and give your Team Fortress 2 a (apparently) much needed overhaul. The Engineer awaits!

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<![CDATA[Half-Life 2 Episode 2 Manchester United Nil]]> This week, The Escapist's fast-talking resident-cranky pants Yahtzee Croshaw reviews three games: Half-Life 2: Episode Two, Team Fortress 2 and Portal. He actually adores one of them. Before you watch, guesses in the comment section!]]> http://kotaku.com/index.php?op=postcommentfeed&postId=312210&view=rss&microfeed=true <![CDATA[Frankenreview, Team Fortress 2 (PC)]]> The Orange Box must be one of the best values in AAA gaming of all time. But despite the ingenuity of Portal and the anticipation of Half-Life Episode 2, there's one game that's been glove handled with such immense amounts of creativity and love that it can actually overshadow an immensely powerful showing from Valve: Team Fortress 2.

We've met the engineers, scoped the beautiful graphics and heard about the 9 character balance to no end. Now we're left with one thing: actually playing the game. So hit the jump for our Frankenreview on Team Fortress 2: all the value you see in The Orange Box, squeezed into review form with way more disappointing content.

tf2graph%283%29.jpgPCGamer
[A] Pixar comparison isn't fair. TF2's gurning murderers look better...It sounds like a small thing, to be able to tell what class someone is as surely and as clearly as you can...But stuff like this has an intensifying effect on your moment-to-moment experience: you feel, see and comprehend the game world in Technicolor. It makes all the relationships instantly clear and the importance of your actions explicit. In short, it makes everything you do 300% cooler.
437678_20071005_screen005.jpg1UP
Valve's rebalancing and outright revamping of key classes works; each actor in TF2's cast of nine owns his role with less overlap than ever. The football-like match flow is intact, too — Heavies and Soldiers wrestle at congested lines of scrimmage; now and then Scouts and Spies slither through for Hail Marys (expressive in-game taunts substitute high steps)
437678_20071005_screen006.jpg
IGN

If nobody wins the game at the end of a round, TF2 transitions to an overtime round where teams are no longer allowed to respawn, health pickups disappear, and resupply cabinets no longer give out health. You need to instead rely on medics and dispensers to heal any damage. Strangely, if nobody wins in overtime or wipes out the other team, the round ends in a draw. Sort of defeats the purpose of overtime, doesn't it?
437678_20071005_screen004.jpg
Eurogamer

The game also does a lovely job of framing your relationship with other players and nurturing them. If someone is dominating you, the game says so, and revenge is sweeter. The scoring system, of course, helps reflect this - if someone is dominating you, they get more points for continuing to do so. Valve also includes a range of Achievements...that - rather like celebrated Geometry Wars 360 achievement "Pacifism" - push you in the direction of new ideas as much as they celebrate or laugh along with your accomplishments.
437678_20071005_screen008.jpg
Shacknews

So are there imperfections? Of course...There could be a few more maps. Of the included six, only a few truly capitalize on the subtle mechanics of the game, the rest often devolving into futile, tug-of-war stalemates or crushing defeats. The classic 2Fort map now feels somewhat stale, antiquated. Default respawn times seem a little high. The classes will never be perfectly balanced—such is the nature of class-based combat...[but] to sit and complain about such minor quibbles is tantamount to taking a magnifying glass to a great painting.
437678_20071005_screen002.jpgI'm picking this game up...as soon as we kick Gizmodo's whiny ass in Halo 3. Then I'm picking this game up.

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<![CDATA[Meet The Demoman]]>

Number four in the increasingly entertaining series of character introduction videos for Team Fortress 2 is up at GameStop of all places, and while it may not be quite as entertaining as the Engineer, Soldier, or Heavy clips, I've a feeling Meet the Demoman will have gamers around the world shouting "I'm a black, Scottish cyclops!" for years to come. That, or "Prancing aboot with your head full of eyeballs." Right now it looks like GameStop is the only place to catch the vid, as I'm not seeing it anywhere in my oddly present Steam application. Thanks to Anthony for first pointing it out, as I generally only use the retailer's site to gather inaccurate release dates.

Meet the Demoman [GameStop]

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<![CDATA[Orange Box is Achievement Heaven (or Hell)]]> Valve's upcoming Orange Box is making quite an achievement in the realm of achievements by offering 99 different...achievements...totaling the standard 1000 points. It's the most achievements offered by an Xbox 360 game in the entire history of mankind. Even dating back to times when amino acid swamps were converging to build proteins—before we even had "life" as we know it—nobody put 99 achievements in a game.

So what's better? A few bitchy achievements that give you a boatload of points? Or a million little achievements that are each worth nothing on their own? I prefer a multitude of achievements leading me like breadcrumbs through the game. Because that little Xbox beep signaling another achievement unlocking makes me salivate with the best of Pavlov's dogs. And it also gives me a craving for hydrogenated cheese.

The Orange Box - 99 Achievements! [DaKing240]

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<![CDATA[Orange Box PS3 Delay Not Because of PS3, Really!]]> We told you yesterday that Valve's Orange Box would see a delay on the PS3 platform. But Valve wants to make sure everyone knows that's it's not the hardware, oh no. It's a commuting thing. While PC and Xbox 360 work is done by the core team in the states, the PS3 version is handled by an EA UK group. And that's like, thousands of miles away. Maybe tens of thousands. Maybe millions. No one knows for sure. So it takes longer. Especially when all communication is transfered by letters being transported by boats. Old ones. With sails. And masts. And poop decks.

That's why Orange Box PS3 is going to come out a few weeks late. Now you know.

Valve explains PS3 Orange Box delay [eurogamer] [image]

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<![CDATA[Valve Bans BioShock]]> In a bizarre turn of events, Half-Life developer Valve has hopped on the violent game banning bandwagon, targeting 2K Games sometimes troubled masterpiece BioShock. In an interview with ComputerAndVideogames.com, the so outspoken we've mentioned him twice today Gabe Newell sheds some light on the situation.

"We had to ban Bioshock from our offices," Valve boss Gabe Newell told us. "Nobody gets to play it until Orange Box is done - that's our reward to ourselves as a company; everyone gets a copy of Bioshock."
Man, Gabe is all about the love these days! Celebrating your game release by buying a ton of copies of someone else's game? That's beautiful man. I just want to hug the whole gaming industry right now.

Valve bans Bioshock from the office [CVG]

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<![CDATA[Half Life Orange Box Dated]]> Did some one say delayed? We meant grossly tardy. McWhertor (NOT PACHTER) made the call that Valve would bring out the Orange Box even if there were rumors that it would be delayed. October 9th is the date to watch for Valve's release of Half Life 2's Orange Box. EA will be distributing the game at $59.99 ($49.99 for the PC). The Black Box is a thing of past, folks. It's all about orange.

Valve Confirms Episode Two, Team Fortress 2 Launch Date

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