A batch of new screenshots has been added in our Half-Life 2 gallery, showcasing this highly anticipated FPS developed by Valve Software.
Screenshot: >> Click here <<
News source: Gamers Hell
Gamespot interview with Rooster Teeth
GameSpot: Burnie, how much have you had to change your usual MO, given that you are no longer creating video for the heck of it, but for largest game publisher in the world.
Burnie Burns: Well, going from the largest software company in the world, Microsoft, to working with the largest game company in the world is not that big a change. It’s not like we’re having any new challenges or anything like that.
GS: But the games are worlds apart; Halo and The Sims 2.
BB: Yes, the biggest thing, as far as what changes, is that The Sims 2 is a Teen-rated game, whereas Halo is a Mature-rated game. And so to keep in tune with the game itself, we’ve agree to make [the videos] Teen rated. But that fits with the humor anyway. Whenever we write stuff, we like to have it fit in with the audience that already likes the game.
GS: Are you still doing work based on the Halo universe?
BB: I want to make it clear that we’re still doing Red vs Blue. It’s not like we’re stopping. In fact, we’re about to start season three.
GS: What's it been like working on The Sims and with EA?
BB: Everything so far has been great. Everything we’ve done so far has been lots of fun. When we first started talking about [The Sims 2], they had seen Red vs Blue. EA were fans of Red vs Blue. That helped a lot. It wasn’t just like somebody told them that they should get in contact with us. They contacted us because they liked Red vs Blue. They’ve been very, very cool to us.
GS: How are you approaching the creative challenge? And what are your goals with this new project?
BB: Well, with Machinima, you have to work within this limited world. We can’t really go in and make The Sims characters fight with guns or anything like that. That’s something we can do in Halo, but in Halo you can’t put them on a couch or things like that.
When we were writing Red vs Blue over the last year and a half, we’d come up with things that were funny that we wanted to use, some concepts we wanted to make fun of, things that we wanted to parody, but that we just weren’t able to do.
Now, with the strangerhood, we can make fun of sitcoms, make fun of reality shows, poke fun at stuff that we were just not able to in Red vs Blue.
GS: Sounds good.
BB: The project is a really good fit. We actually have a lot of stuff already written out. Hopefully, as we start to work with The Sims 2 engine, we’re going to be able to use that. But the way Machinima works, you never know. The game’s not built to make movies, that’s what the creative process is…we try to milk all that out of [the limited palatte]. Some things you can do and some things you can’t, but that’s part of the fun challenge.
GS: Besides posting the movies that you make using The Sims 2 engine, are you going to be providing any other sorts of content gamers can read or watch?
BB: If there’s any inspiration, it’s going to be inspiration by example I think.
We don’t have a problem talking with people on our forums about how we do things, but we have a commitment to not to do too much stuff that’s outside of the game engine. We try to keep it so that anybody can replicate what we do in the game engine. That’s the really cool part about Machinima.
GS: In general, what do you hear from your fan base?
BB: We get a lot of email from young filmmakers who are wanting to tell a story but who don’t have the money to go out and buy even a video camera. But they may already have a PC game or an Xbox game so they can sit down and create. With The Sims 2, the cool thing is, they’ve already got all this stuff built in. You just hit a button and you can record your gameplay footage. You don’t need any kind of external video capturing equipment…anything like that.
GS: Do you end up answering lots of reader mail that poses "how-to" questions?
BB: We answer questions as they come up but we don’t really put too many tutorials out there because there’s lots of great Machinima sites like machimina.org…they talk about how Machinima works and they offer free tools and things like that.
GS: How many Strangerhood episodes are planned?
BB: Our goal is always to try to treat any series like a TV series, so we try to do 22 episodes in a season. That’s what we’re planning to do here. As far as continuing seasons and things like that, as long as the game company will put up with us then we’ll be happy to do more.
GS: Any fear of losing your core fan base?
BB: We got emails as soon as we put the strangerhood videos up; people were real positive, they were liking it. We thought perhaps the change from a first-person shooter to a more sitcom’y looking cartoon might [alienate] some people, but so far they’ve been real excited about it.
GS: Burnie, that character you call Tovar, he looks a bit like Sims creator Will Wright. Is that intentional?
BB: [laughs] I don’t know, I don’t think so! I might be a little colored by the fact that I know what Tovar’s character is really like. Trust me, if he looks like Will Wright, I don’t think he acts anything like Will Wright. And if he does act like Will Wright, I definitely want to get a job working for Will very, very soon.
GS: Thanks, Burnie.

RELEASE THE GAME.
Yes..We have a report of..
Yes. .. we can now confirm that it was to the left..yes?
Yes..It's official, the chair was moved to the left
Aku adalah adik Gabe Newell, Half-Life akan kelaur pada 21 - 10 nantikan, aku dah main best tau!
It translates:
What with you "caucassians" who are really idiotic, hahaha, Half Life is mine.
I am Gabe Newells son/child, Half Life is going to come out 21 - 10 WTF WTF WTF.... I've already played the best you know!
Rather sad, dont know what nantikan is, my Malay isnt very polished. I think its Indonesian slang, so I dont know what the hell he said at the end. Either way, it should be removed.
Its not a joke Language D-j-M, its a simple language, but functional
looks very nice, but nothing jaw-dropping. still very grainy/playdough (almost soft?) looking, but i guess thats the con of using d3d.
We'll see about the game itself and how you can interact with the world.
What?
edit: nvm lol i forgot how the month goes second in the UK. hehe.. <- american
And the game engine is getting kinda run of the mill by now. Take a lesson from 3drealms. In the computer world if you want to be innovative you have to be fast and by the time they get done with the release they will find out how much money in development they lost from designing their own engine instead of licensing someone elses.
Ooooh..I dunno, about a whole games worth?
Hopefully they are saving the best stuff for the release.
Physics: I didn't notice any in Doom 3, but HL2's look better than anything else
Gameplay: Doom 3 = monster closets. easiest way to describe the game.
Controls: same as most other FPS's, but seemed to have more buttons for stuff you didn't need. Plus.... no flashlight with weapon. best thing about the Duct Tape mod.
Now when it DOES come down to graphics, Doom 3 looked soso. I mean yeah, they were pretty well animated.... but u barely notice that over the somewhat pointed head. performance was also kinda slow. and who wants to use a flashlight for 80% of a first person shooter anyway?
in regards to jciaccio's post... Half-Life 2 is in no way a "run of the mill" kinda game. The more time they spend working on it, the more content will probably be in the game. There is nothing ordinary about the game. it's the first game i know (cept maybe FarCry, but i never played it), that has it's kind of physics. Graphics in it look much more smooth and thought out than Doom 3's. and those new screenshots aren't old, hence the word "new". there are actually pictures of more creatures you might team up wit or somethin, like the big robot standin near Alyx. Did you even understand what you were typing?
The physics were great in Doom3, what are you talking about? You shoot a rocket at an enemy and watch it fly, hit a wall, bounce off slightly and come to rest in a pile on the ground.
"but seemed to have more buttons for stuff you didn't need"
What are you talking about? It had standard fps controls, and even eliminated the "use" keystroke by having the mouseover function on action items. Really, I'm quite confused as to what you're making reference to.
"and who wants to use a flashlight for 80% of a first person shooter anyway?"
People who like to be scared once in awhile. It wasn't just a first person shooter, it was an action horror, and being in the dark helps that aspect.
Performance was "älso kinda slow" if you didn't have a system good enough to run it.
Please respond.
In any case, his description of Doom 3 = monster closets was right on. How many times did walls simply drop to have a monster behind it? Many... and because Doom 3 had a plot, the very fact that monsters just chill out trapped behind a wall quietly was hilarious. If they were going to create a haunted house, they shouldn't have tried so hard on making the story and game believable. It was almost like there was a forumula to their design. Haunted maze/puzzle - cinematic/story - maze/puzzle - Cinematic/story - repeat. Still, it was fun and I was scared but I feel bad for paying so much for the game and never completing it out of sheer boredome. Maybe my opinion is just extreme.
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And they wouldn't fall over.
Edit: hehe, I'm already talking about it in the past tense. Naughty naughty. :p
Funny that you mention and ID game since Halflife used a modified ID (Quake 2) engine.
btw I said "engine" to be more precise the rendering engine. There are A few games out now that are based around DX9 technology and use most of the same effects.
Shouldn't have to be reminded all the time
http://www.gamershell.com/imagefolio/pic.php/gallery/FPS/Half-Life_2/hl2-newscreens009.jpg
This one looks 10 years younger: http://www.gamershell.com/imagefolio/pic.php/gallery/FPS/Half-Life_2/hl2-newscreens019.jpg
And in regards to Surr3al's post... u are exactly right to feel bad about paying for the game and never finishing it. I didn't even BUY the game, and regret wasting the 1GB bandwidth to only play it for 10 minutes before thinking "wow... this sucks". AethylFilth: you might have been right about it being a horror/action game... and that people like to be "scared" by monsters popping out of a monster closet (and u can't really call it a plain old closet. since when did a normal closet not have a single shelf?), but who in their right mind would wanna start out... go on a walk that probably takes about 5-10 minutes to get to your next mission... then take that same exact walk back to go to your next mission? Right about there is where i said that Doom 3 can crash and burn for all i care.
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