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The Orange Box

X360, PS3 / Action / Release: Oct 10, 2007 / ESRB: M

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Valve's Newell Calls Xbox 360 Patching Process a "Train Wreck"

In an interview with PC Gamer, Valve's Gabe Newell has called Microsoft's process for patching on the Xbox 360, discussing the disparity between the post-launch of support of Team Fortress 2 on the PC versus the Xbox 360 in The Orange Box.

"We thought that there would be something that would emerge, because we figured it was a sort of untenable," explains Gabe. "'Oh yeah, we understand that these are the rules now, but it's such a train wreck that something will have to change.'" Read more »

"Don't even know how many times we have to have this conversation (in different ways). As it ..."
- rtricoche    See all 145 comments


Valve Reports Mac Game Performance Gains with Latest Mac OSX Update

Since the launch of Steam for the Mac and the release of Valve's back-catalog of Source-engine titles, Valve has been "working with Apple and their GPU vendors to close the performance gap with Windows." It has paid off!

The latest Mac OSX update, released yesterday for Snow Leopard implemented changes that led Valve to see, "depending on the game, video settings and the hardware.. measured frame rate improvements from 15% to 120%." Read more »

"i yesterday figured that loading takes forever when skype is running in the background. ..."
- fw_rams    See all 17 comments


Shack PSA: Valve's Orange Box 66% Off This Weekend

Valve today announced that The Orange Box--the acclaimed collection of Team Fortress 2, Portal, Half-Life 2 and its first two episodes--will be 66% off this weekend on Steam.

The reduction in price brings the five-game pack to a mere $10, making this the perfect opportunity to catch up for anyone that somehow skipped over the year 2007.

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"I would like to ask if anyone has anything they can give away if they dont play like Half Life ..."
- posito    See all 87 comments


Valve Reveals Lifetime Retail Sales of Half-Life, Counter-Strike Series

Beloved developer Valve has released lifetime retail sales figures for some of its more popular games, including the Half-Life and Counter-Strike series, revealing that the studio has sold over 32.8 million games since the 1998 release of the first Half-Life.

Sales from Valve's digital distribution client are not factored in, with the figures only accounting for worldwide retail sales. With Half-Life 2, Valve began simultaneously releasing all of its PC games at retail and via Steam. The numbers were originally printed in the November issue of Game Informer, then republished by Gamasutra. Read more »

"They STILL don't count online and digital sales? *holds X - moves mouse to ARGH!*"
- ElArabDeMagnifico    See all 143 comments


Three-Dimensional Controller Support Coming to Orange Box, Left 4 Dead, More

A number of Valve's PC shooters will soon support Novint's Falcon controller (pictured left) as part of a new agreement, the companies have announced.

Serving as an alternative to the traditional mouse-based FPS control scheme, the Novint Falcon allows for three-dimensional freedom of movement and tactile response. Support for the peripheral will be added in an update distributed through Valve's digital download platform Steam. Read more »

"I don't know why they haven't put in TrackIR into source games. That one would kick ass in Left ..."
- Sailor of Fortune    See all 109 comments


Team Fortress 2 360 DLC Details Due 'Pretty Soon,' Fate of PlayStation 3 Content Uncertain

Speaking to Shacknews at last week's EA Spring Showcase, Valve Software marketing director Doug Lombardi addressed the state of downloadable content for Team Fortress 2 on consoles.

"We're looking at bringing the Goldrush and the new achievements and stuff out to the 360," Lombardi said. Valve internally developed the PC and 360 versions of TF2, with the PS3 edition outsourced to EA UK. Read more »

"I hope PS3 users get DLC we need it bad, clan support would be nice, along with all the other ..."
- ArticBlast22    See all 19 comments


The Orange Box PS3 Patch Released

An update is now available for the PlayStation 3 edition of Valve's mega-compilation The Orange Box, publisher Electronic Arts has announced.

Tweaks include improved stability, better online support, and the resolution of an issue that prevented players from signing online if they had over 30 friends. North American players will be prompted to download the patch when they sign into the online PlayStation Network within the game--a European update expected shortly. Read more »

"Fricking ridiculous that console cames are constantly getting patched these days. So much for ..."
- samduhman    See all 14 comments


Valve Confirms Individual Orange Box Titles, Prices

Valve today confirmed reports that the PC version of its critically acclaimed compilation the Orange Box (PC, PS3, X360) will be split for individual retail sale on April 9.

Portal and Team Fortress 2, which had previously not been available individually at retail outlets, will be sold for $19.99 and $29.99, respectively. Valve is also planning the Half-Life 2 Episode Pack, which will include both Episode One and Two in addition to Half-Life 2 Deathmatch for online play, priced at $29.99. Read more »

"I thought they all were available separately from the git-go. Look at me paying attention!"
- Dave-A    See all 13 comments


Valve to Split The Orange Box on April 9

The Orange Box--Valve's acclaimed compilation containing Portal, Team Fortress 2, and Half-Life 2: Episode 2--will be split into separate PC titles on April 9, according to Joystiq.

The move is not one of desperation. While The Orange Box has done well on consoles, with well over a million copies sold between the Xbox 360 and PS3 versions, Valve's Doug Lombardi characterized the PC release as "significantly stronger," citing a two-digit percentage increase over the console editions. Read more »

"Good example of how making games harder to pirate equals a closer gap between console and PC ..."
- rodmanw    See all 12 comments


Valve: New TF2 Maps Hopefully Free on Consoles; Xbox 360 Patch Arrives

All the new Team Fortress 2 maps that have or are planned to hit the PC edition of the game will indeed make their way to Xbox 360 and PlayStation 3, Valve marketing VP Doug Lombardi has confirmed.

"The maps will come to the console versions," Lombardi informed Eurogamer. "There's a bit of work that makes sense for us to bundle them up and release them as packs." Read more »

"I'm wondering just how well the console version of the Orange box did in retail. The game hasn't ..."
- cell9song    See all 14 comments


Orange Box PC to be Split into Separate SKUs

During yesterday's third quarter conference call, EA CFO Warren Jenson mentioned that the PC version of Valve's value-packed Orange Box would be unbundled and released at retail as separate titles.

The Orange Box, which includes Team Fortress 2, Portal, and Half Life: Episode Two, is currently only available on retail shelves in bundled form for the PC and console alike. The games were available on Valve's digital distribution platform Steam from day one. The plan comes as part of EA's strategy for the current fiscal quarter. Read more »

"What should I do to get more FPS on TF2? Besides the low quality option..."
- davidc02    See all 28 comments


Valve's Customer Service is Best in Class

The esteemed employees of Half-Life developer Valve are well known for soliciting email directly from gamers; more to the point, they are known for responding. Shackers often send inquiries to Valve developers, and they get real results--even when the questions are somewhat unorthodox in nature.

Here are a few actual questions and responses Shackers have sent to and received from Valve. Read more »

"which puzzle is this? it is the one with the locked cage on the left and the switch up top on ..."
- oatmela    See all 33 comments


The Orange Box Review

Why are you even reading this? Buy this product. Do it now. The Orange Box is available at retail and via Steam for PC, and at retail for Xbox 360. A retail PlayStation 3 release is expected on December 11, 2007. For in-depth appraisals of each of The Orange Box's newly-developed components, please peruse our individual reviews of Half-Life 2: Episode Two, Team Fortress 2, and Portal. Chat with other Shackers about The Orange Box and its included games via the comment link below.

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Half-Life 2: Episode Two Review

Half-Life 2: Episode Two is part of The Orange Box. Don't forget to check out our reviews of the also-included Portal and Team Fortress 2. Half-Life 2: Episode Two opens with a "previously in Half-Life 2 episodes" sort of recap montage that is the game's only real concession to the kind of static, cutscene-driven storytelling that still dominates video games. Certainly, some are of the opinion that the Half-Life series, particularly beginning with Half-Life 2, employs its uncommon brand of contextual narrative and in-game cutscenes as just a more interactive version of the traditional style, but such characterizations sell the developer's efforts short. With unfortunately few examples of others catching on since Valve started adhering to its own rigid design principles with its first game, the studio still knows how to subtly and seamlessly direct a player's eye through entirely in-game means better than just about anyone else working in the medium. Episode Two reflects the latest in Valve's continuing goal to build on its already top-notch sense of pacing, atmosphere, gameplay variety, and content density--from Valve, it's just what you would expect, at least if you're a Valve fan or have been keeping up with the pre-release coverage, but relative to the pace at which most developers exhibit this kind of growth, it's practically a marvel. How so? While Episode One took the formula largely established by Half-Life 2 and refined it--regardless of whether you found that evolution an improvement; I did--Episode Two refines it yet again but also introduces a much more dramatic spate of new elements to the mix than did its predecessor. The game sees a broader range of environments, that in a first for the series leave concrete and steel behind and branch out to the wilderness. In a great touch that speaks to Valve's instinct for thematic cohesion and iconography, a constant visual reminder of the center of the Half-Life 2 mythos is visible in the distance from nearly every outdoor location. New gameplay vignettes are introduced, bolstering the series' already impressive repertoire. It has to be tough at this point figuring out new physics puzzles, but they are here--and one, conjuring images of a designer wracking his brain for new material, is satisfyingly ridiculous in its abuse of reality. Despite its gravitas, Half-Life has always embraced the less realistic, more video gamey side of things when it comes to puzzle solving, and this game is no exception. Most crucially, however, is Valve's first stab at taking combat into broader arenas. This is what gives the game such an impressive breadth--there is plenty of Half-Life corridor fighting, and an early underground sequence showcases the Source engine's lighting improvements in a gorgeous fashion, but there are also shootouts in small villages and building clusters. Hunters, Episode Two's new three-legged mini-Striders, add an element of combat nonlinearity new to the series. If you hole up in a house, they might come up through the cellar; if you run outside, one might climb up to the roof to gain a better line of sight. These encounters feel more replayable than past Half-Life fights. While they don't attempt to match up in scale to franchises like Halo, whose stock and trade is large-scale combat, and they can be played as straighter firefights if you desire, they do represent one of the biggest steps Valve has taken in terms of broadening what is already one of the most impressive and well-executed ranges of gameplay to be found in the entire straight FPS genre. Episodic sidekick Alyx gets a boost too, with further improvements to her combat AI and range of animation--she'll lay down blind suppressing fire from behind cover if the situation gets too hot, and if she happens to be standing on the driver side of the wonderfully stripped-down muscle car that accompanies you through much of the game, she'll enter by sliding into the passenger seat from the hood. Deserving of special mention is Episode Two's ending battle, an extremely ambitious capping off of Valve's first foray into open-ended combat, and one of the most frantic and memorable ending battles in any shooter of recent memory. Also noteworthy is an almost arcade-like automated turret sequence that both introduces yet another kind of gameplay encounter. The two NPCs who drive the sequence strongly highlight the extremely visible contributions of Chet Faliszek and Erik Wolpaw, the Old Man Murray creators currently serving as writers at Valve. ("No offense, Freeman, but things were pretty quiet until you showed up," gripes one of the scene's main characters.) Faliszek is said to have been more involved in Episode Two, and he brings a needed breadth to the game world's inhabitants. While Marc Laidlaw remains the mastermind of the overriding fiction, Faliszek's contributions turn the supporting cast of "extras" from a Greek chorus of Freeman-worshipping clones to a broad range of personalities encapsulating not just despair and adoration but comic relief, frustration, and a sense of a larger world. The game even pokes fun at the series' relentless "right man in the right place" mentality (or is it "the right man in the wrong place"?); at one point, a Vortigaunt wryly considers aloud how "the Freeman" plans to circumvent the latest "parade of obstacles." Meanwhile, the more operatic elements remain intact, with plot elements such as the G-Man seeing both questions addressed by cryptic answers, and new questions raised. Just as the gameplay in parts reflects the more open approach to environments, so too does the music. Kelley Bailey's sparse and conservatively-rationed electronic musical accompaniment to the world of Half-Life has always been more impressive and well-used to me than most game music of similar genre, despite that genre being traditionally overused in video games--though it is being displaced by the generic B-grade Hollywood symphonic score. The music is as well-placed and heart-pumpingly-timed as ever, but it also takes on a more organic quality than it has ever had in a Half-Life game. Along with the move out into more natural environments comes a greater reliance on less-synthesized instruments--or at least the effect of them. With Bailey's somewhat distanced sense of composition and general "Half-Life" sound still in place, the change contributes excellently to an overall sense of evolution in the series as a whole. Longtime series fans are also likely to pick up on some subtle gameplay-to-music linkups that pay subtle homage to past moments. (As an aside, though nobody would confuse this game's music with the kind of thing generally associated with muscle cars, there is a nice bit of synergy in the hopefully-not-coincidental inclusion of both a snarling, turbo-charged metal steed and the series' most rock-driven soundtrack yet.) With neither length nor the release frequency of the Half-Life 2 "episodes" being particularly episodic, it has fallen to the narrative and plot elemets in Episode Two to live up to the designator. Episode One took criticism for lacking tangible plot relative to Half-Life 2; whereas Episode One was largely driven by a general sense of urgency, Episode Two is much more practically driven by concrete plot motivations in the style of Half-Life 2. For better or worse, elements of the game's fiction allow for occasional brief toe-dipping into more static cutscenes. And the game's ending, which surely fits the "episodic" bill better than anything else in either episode yet, is less of the "I wish they didn't end this here" variety as in Episode One and more of the "TELL ME WHAT HAPPENS NEXT, YOU BASTARDS" kind. You know, in a good way. In some ways, the subtlety and effectiveness with which Valve grows its design sense presents problems for its own marketability. Many reviews of Episode One glossed over the improvements to pacing and density that the game demonstrated, while placing perhaps undue weight on length, a fairly arbitrary game property that is probably more tied to quality in this industry than it should be. Episode Two has a better sense of its own marketing, with more "bullet point" improvements than Episode One--new environments! new enemies! more hours of gameplay! and so on, surely to the relief of distributor Electronic Arts, but it never feels as if such inclusions are gratuitous. On that note, by packing Episode Two with the rest of The Orange Box, Valve has sidestepped many of the inevitable complaints about the latest iteration of its current development model. Certainly, in regards to Episode Two itself, some may still wish for greater length, but at this point the company has turned out a game that is of comparable length to many standalone games--and, for the price of one of those standalone games you get an extremely robust multiplayer offering as well as one another single-player offering that is one of the most inventive around, not to mention two proven single-player games that you can use to convert the unconvinced. Is there anything negative to say about Episode Two? If you're on board with the kind of thing Valve does, not really. Those turned off by the heavily on-rails nature of the series will find little change here, despite the more open nature of individual battles themselves, and those frustrated by the game's cryptic story and endlessly deus ex machina-driven plot points may still be left wanting. But in a genre where even the best games tend to just pick one thing and do it well, Valve continues to pick more and more things and do them well--and some of them the company still does better than anyone around. Once again, the bar has been raised, and it is impossible not to recommend this game.

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Gods & Heroes: Rome Rising MMO Slain to Make Way for Focus on Star Trek Online

San Francisco-based MMO developer Perpetual Entertainment has announced on the official Gods & Heroes: Rome Rising site that the ancient Rome-themed massively multiplayer game has been put on "indefinite hold"--likely a euphemism for cancellation--in order to dedicate the company's resources more fully to its simultaneously developed game Star Trek Online. Planned to have been published by Sony Online Entertainment, Gods & Heroes had already entered a closed beta testing phase, and was said to be set for completion in early 2008. "Recently, we took a step back to evaluate the competitive landscape, the game's current state, and the overall goals for our organization," reads the announcement. "And while we are truly proud of and pleased with what we have created in Gods & Heroes, we also realize that achieving the level of quality and polish that we are committed to will take a significant investment." According to word from Shacknews' sources close to Perpetual, the game had long played second fiddle internally to the currently self-published Star Trek Online, expected to launch late next year. Some considered Gods & Heroes something of a testing ground for the relatively young company to establish a footing in the competitive MMO field. "The Perpetual team is faced with a unique challenge of simultaneously developing both Gods & Heroes and Star Trek Online in addition to growing our Online Game Platform business," the statement continues. "After assessing all of Perpetual's opportunities, we have made the decision to put the development of Gods & Heroes on indefinite hold." Perpetual was founded in 2002 by a number of industry veterans, many of whom had been involved with Ultima Online early in its development. The company's structure is explicitly MMO-oriented.

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"It started with Star Wars Galaxies and then PlanetSide, now this. Sony needs to get their act ..."
- Legion116    See all 21 comments



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