![]() Its story of a developer lost in his own unfinished creations, told from beneath puzzles, is one that can only be told through the medium of games, and one wonders how much of its impact would be lost if the game was built on a more detail-heavy engine, like Unreal 3 or 4. The formula would be refined with the addition of a mind bending co-op mode in 2011's Portal 2. You simply have to find the hidden corridor to get from A to B and into the next room but that thought never crossed my mind once as I played, so deeply was Iimmersed in the fabric of the game world around me. There's nothing to shoot and no vehicular sequences, quests or mini games. The original Portal is an archetypal corridor game in the sense that there literally is no other objective. As the mute heroine Chell, you're forced to navigate one boxy test chamber after another, while a barrage of demoralizing vitriolic taunts are hurled at you by a malignant and witty AI. The Portal games thrive on their own boxiness. As Davey Wreden would point out in his chilling Source-powered 2015 narrative meta-game The Beginner's Guide: "One of the things does very well is boxy, linear corridors." The portal gun is one of gaming's most inspired devices, but it's driven by limitations surrounding it. One of Valve's biggest innovations with the Source engine arrived in 2007's The Orange Box compilation: the Portal series. "One of the things the Source engine does very well is boxy, linear corridors." - Davey Wreden, The Beginner's Guide Of the three, Half-Life 2 has dated the least. Halo 2 pillaged sci-fi cinema in its cutscenes and designs to hide its narrowness, while Doom 3 used cheap pop-up scares and "no duct tape on Mars" (a reference to how there was no way to attach a flashlight to your weapon) to make the environment a constant threat. The physics puzzles and the ingenious gravity gun demanded a very deep level of interaction with the environment, in contrast to comparable games released that year. "It had refraction, actual working physics, real-time lighting, rope physics."Īt its core, Half-Life 2 was a corridor shooter, but it was one that assailed players with beautiful panoramic vistas to stop for a minute and get lost in. ![]() "It did a lot of stuff I'd never seen a PC engine do before," he tells me. The game also drew a legion of expert modders to Source, says Garry's Mod developer Garry Newman. Its vast literary pretensions juggled so many balls that it will take a truly inspired team of writers not to drop any should a sequel, a third Half-Life proper, finally emerge. Released in late 2004, Half-Life 2 needs little introduction. It would be the latter game that put the engine in the possession of pretty much every gamer on the planet. Developed to succeed their flagship GoldSrc engine-itself a heavily modified version of the Quake engine-Source debuted with Counter-Strike: Source a few weeks before the release of Half-Life 2. However, a lot of GMod is based on assets from Valve's Half-Life and Portal games and with no new Source 2-based games coming out of Valve, it might not make sense to release a second Garry's Mod now, unless new assets are used.For many, this was the first glimpse of Valve Corporation's Source engine. It is a very different game now compared to what it was back then but it is still very fun. KitGuru Says: I spent hundreds of hours in Garry's Mod over the years. Facepunch may decide to keep this as an internal tool to develop other games on. We can lift our system off and put it on the source engine”.Īs Newman explains it is “too early to say whether this will turn into a spiritual successor” to Garry's Mod, or even if S&Box will be released as a modable platform. We're really using UE4 for its core features, rendering, networking, physics. We've basically built our own game engine on top of UE4. There's a lot of ‘is this Garry's Mod 2?', the honest answer is ‘maybe' but nowhere near that yet. Speaking with PCGamer, Newman went into a bit more detail on the project and explained its connection to Garry's Mod: “So this might be a bit complicated. The system right now is running on Unreal Engine 4 but it can be lifted and applied to other engines, like the Source engine, where the project originated. ![]() This led to plenty of fans asking if this was in fact going to be a successor to Garry's Mod and being the open chap he is, Newman was happy to explain the situation.įor those who missed the initial S&Box announcement, it is a project that aims to take a powerful game engine and build a “hot loading C# layer on top of it”. It is called S&Box and the description sounds somewhat similar to what we saw with Garry's Mod. Earlier this week, Garry Newman, the developer behind Garry's Mod and Rust, unveiled a new prototype being worked on at Facepunch Studios. ![]()
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