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Jun 26, 2009
PC Feature | Half-Life 2

When the hero's mistakes end the world instead of saving it. ...

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May 22, 2009
360 Feature | Half-Life 2
360 - Half-Life 2 - The 10 most common game design mistakes

Making games is hard. Making fun of them isn’t. It’s really, really easy, actually. Of course, we wouldn’t be so critical if we didn’t love them so damn much (and if we weren’t, you know, critics). We think games are just the bee’s knees, and that’s why we get so pissed about all the stupid crap they do ...

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May 6, 2009
PC Feature | Half-Life 2

“Guns don’t kill people, bullets do.” But do they have to? Not at all, and in fact, this is all the destructive power you’re going to get out of shooting bullets. ...

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Mar 11, 2009
PC Feature | Half-Life 2
PC - Half-Life 2 - The world's best game devs in their own words

The secrets of their success in their own words. ...

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Nov 11, 2008
PC Feature | Half-Life 2
The gravity gun is a godsend to Gordon Freeman throughout the Orange Box. As adept at creating impromptu platforms, bridges and makeshift shields out of whatever’s laying around City 17 as it is at blowing bits off headcrabs; it’s perhaps the most intuitive and visceral gun in games. ...
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Aug 28, 2008
PC Feature | Half-Life 2
When we went to the Leipzig GC this year, we found ourselves in strangely familiar surroundings. Strangely, disturbingly familiar surroundings. Gravity guns at the ready...  ...
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Jan 18, 2008
PC Feature | Half-Life 2
18th Jan, 2008 [Warning: Like our Portal article from December, this piece features some pretty heady discourse, and also benefits from a visit from Mr. Narrative Theory. If that stuff makes you run screaming, then feel free to run screaming. Also, if you haven't completed Half-Life 2, leave now. This contains some inhuman spoilers.] Half-Life 2 is widely and rightly regarded as a modern classic. In terms of both gameplay and artistry there have been few, if any, games in the FPS genre which ...
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Jul 26, 2007
PC Feature | Half-Life 2
Having written sci-fi and horror novels such as Dad's Nuke, The Orchid Eater and The 37th Mandala, Marc Laidlaw joined Valve in 1997 during the development of the original Half-Life. He's a charming guy, and given the opportunity to speak on his specialist subject, he does so perceptively and at great ...
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Jul 27, 2006
PC Feature | Half-Life 2
Three weeks ago, our sibling site NextGen posted the article, "The Ten Greatest Years in Gaming." It was full of cool industry info, but the first thing we asked was, "So, the PlayStation was first designed as an add-on for the SNES. We get the irony, but what were we actually playing in 1993 that made it so great?" We checked it out. We made a huge list of the best games of the past 34 years, taped it to the wall, and fought for days about stuff like whether one Zelda is worth more than two ...
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Apr 24, 2006
PC Feature | Half-Life 2
Wednesday 19 April 2006 The world of digital distribution is making 'going down the shops' as old-hat as, well, an old hat. And that's a leather one with a feather in it. The most convincing example of online shoppery is Steam, a powerful system from the creators of the mighty Half-Life games. Steam is to games what iTunes is to music. Valve's creation may work on a smaller scale than Apple's huge store, but it solves more problems. While music and video stores simply upload files and take ...
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