Half-Life 2: Episode 3 could have featured an ice gun and blob monsters, as seen in new documentary footage

Half-Life 2 just turned 20-years-old, and to celebrate Valve updated the game with some new features. They also produced a documetary in which several of its development team look back on their work on the game and its episodic expansions – including the never-released Episode 3.

The documentary includes in-progress footage of the episode in action for the first time, and it shows an ice gun and a new liquid enemy type.

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Half-Life 2 is 20 years old and has been updated with Steam Workshop support and developer commentary

Half-Life 2 just turned 20 years old, and to celebrate Valve have released an update for their classic first-person shooter. In brief: they’ve recorded developer commentary; they’ve added Steam Workshop support; Episodes One and Two are now part of the package; and there are some bug fixes and new graphics options.

Grab it before the end of the weekend (November 18th at 6pm GMT) and it’s also free to keep on Steam.

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Daily Deals: 65″ Samsung S90C 4K OLED TV, ROG Ally, Metroid Dread, and More

The weekend is officially here, and we’ve rounded up the best deals you can find! Discover the best deals for Sunday, November 10, below:

65″ Samsung S90C 4K OLED Smart TV for $999.99

The Samsung S90C is a 2023 model (superseded by the S90D for 2024) and was considered one of the best OLED TVs on the market last year, superior to even the LG C3. The S90C uses Samsung’s proprietary quantum dot (QD) OLED panel. QD OLED panels are brighter than traditional OLED panels without losing the color accuracy, range, and wide-viewing angles that OLEDs are known for. Compared to a traditional LED LCD TV, an OLED TV offers superior image quality, near-infinite blacks, near-infinite contrast ratio, and near-instantaneous response times.

Mario & Luigi: Brothership for $49.99

Mario & Luigi: Brothership is the first Mario & Luigi title on Nintendo Switch, acting as the first new entry in the series in over nine years. Developed by Acquire, this is the first 3D entry in the series, with plenty of new mechanics to discover. Join Mario and Luigi on this adventure to reconnect the world of Concordia and set sail to many islands on Shipshape Island!

Save on ROG Ally at Best Buy

This weekend at Best Buy, you can save on the ROG Ally Z1 Extreme model, where it’s priced at $499.99. This handheld device is perfect for exploring your Steam library on the go, with PC Game Pass support also easily accessible. If you’re a My Best Buy Plus member, you can save an additional $50 off this deal, scoring the ROG Ally for $449.99.

Monster Hunter Stories Collection for $36.99

The recently released Monster Hunter Stories Collection includes both Monster Hunter Stories and Monster Hunter Stories 2: Wings of Ruin. This marks the first time that players can experience the first game with the Japan-exclusive Title Updates, in addition to full voice acting. Jump into the world of Monster Hunter in a new light with this collection!

Metroid Dread for $39.99

Metroid Dread was the grand return of 2D Metroid on Nintendo Switch, with developer MercurySteam teaming up with Nintendo EPD to craft the long-awaited next chapter in Samus Aran’s story. Challenging puzzles, fun boss fights, and wide exploration combine to create one of the best games on Nintendo Switch. Don’t miss your chance to pick it up at a discount this weekend.

Save on This M2 MacBook Air

As part of Best Buy’s early Black Friday sales, you can save $250 off this M2 MacBook Air. With 16GB of RAM and 256GB of SSD storage, this is a very solid option for those looking to either upgrade their current Mac or enter the ecosystem for the first time. This model includes features like TouchID for login, a display capable of up to 500 nits of brightness, and Apple Intelligence support.

Persona 5 Royal (PC) for $19.99

Persona 5 Royal is by far one of the most beloved games of the last ten years. With a vibrant cast of characters and impressive narrative, there are well over 100 hours of gameplay here to discover. The turn-based combat system the Persona series is known for feels better than ever, with new mechanics to customize your gameplay the way you like it.

Feature: “I Was A Bit Nervous At First” – Dragon Quest III HD-2D Remake Producer Talks Reimagining An RPG Classic

“If the original fans aren’t satisfied, the remake will ultimately be considered a failure”.

Booting up Dragon Quest III HD-2D Remake and hearing the Overture — known as Loto / Erdrick’s Theme in Dragon Quest III — played by the Tokyo Metropolitan Symphony Orchestra for the first time, it’s hard not to be washed over by a wave of warmth.

Whether you’ve played DQ III before or not, there’s a real sense of magic, history, and nostalgia that comes with the game. The beautiful HD-2D visuals and the game’s cosy narrative structure lend themselves to a bygone era of classic RPGs, and this remake faithfully recreates that experience over 35 years after the original’s release.

Read the full article on nintendolife.com

Xbox Handheld: What I Want to See From Microsoft’s Portable Console

Earlier this week, Xbox boss Phil Spencer once again mentioned that an Xbox handheld is potentially in the works, but that it is still a few years out. While that timeline sucks, it does mean Microsoft has time to really make it into something awesome that can compete with top-end handheld gaming PCs like the Steam Deck or Asus ROG Ally X.

What we do know is that Phil Spencer has gone on record saying he “think(s) being able to play games locally is really important”, which suggests that any Xbox handheld that comes out won’t follow the same playbook as the PlayStation Portal, which could only play games streamed from your PS5. Unfortunately, that’s about all we really know about what the handheld console would actually be, but that doesn’t mean I can’t sit here and dream about what I’d like to see out of a potential Xbox handheld, even if I do have to wait a couple years to get my hands on it.

Run Windows, But Make it Controller-Friendly

Let’s face it, Xbox consoles become more like Windows 11 every single day – hell, there’s even ads on the home screen now – so why not go all the way and make the presumptive Xbox handheld run Windows 11. This would open up the platform to hundreds of games that the Xbox Series X simply can’t run, plus, it would allow (or force) Microsoft to create a version of Windows 11 that’s navigable with a controller.

Microsoft has certainly created weird one-off UIs for Windows before. After all, this is the same company that created Windows RT, plus versions of Windows 7 and 8 that ran on Windows phones – remember those? It could be argued that all of those disparate versions of Windows were complete disasters, but as long as it’s optional, it could be a great way for Microsoft to get more Windows users, while also letting people that don’t like navigating a traditional desktop ignore the more arcane elements of Windows 11.

Make the Gamepad-Friendly Windows UI Downloadable on Any System

If Microsoft makes its Xbox handheld a Windows device with a gamepad-friendly UI – and that’s a big if – it would be super cool if it would also make it available for anyone to implement on their gaming PCs. I personally have a gaming PC set up in my living room, and I have to have a keyboard and mouse nearby to use it, especially when I’m trying to play a game that’s not on Steam. A controller-friendly Windows UI would do wonders there. It would also make using handheld gaming PCs much easier, now that more of them come running Windows 11.

Manufacturers like Asus and Lenovo have created ways to navigate the operating system with the controllers, but they’re not awesome. Essentially, both of them have ways to emulate mouse input when you’re interacting with the desktop. This works most of the time, but there have definitely been times where it’s stopped working for one reason or another and I’ve had to fumble around with a touchscreen, and Windows 11 is notoriously awful for touch displays. I’m no engineer, so I don’t know how hard it’d be to implement, but I’d love to have a toggle somewhere in Windows 11 settings to enable a ‘controller mode.’

Don’t Lock It Down to the Windows Store or Xbox Store

The main reason an Xbox handheld running on Windows 11 instead of a standalone operating system would be appealing is because it’d let you run whatever you wanted, rather than just what’s on the Xbox Store. Letting people play any game they own on Steam, Epic, or one of the countless PC gaming platforms would be incredible. I don’t know about you, but these days, I just want to play my game on whatever device I’m using at any given moment, and the more open the Xbox handheld’s OS is, the more it’ll let me do that.

Microsoft has already indulged my need to play games on a billion little devices with its Play Anywhere program that essentially lets you buy a game on PC and then play it on Xbox Series X, with your saves carrying over. The problem is that it only supports certain first-party games.

Even if Microsoft has it locked to the Xbox store by default, at least give us access to the BIOS so we can install an unlocked version of Windows ourselves. It took Microsoft a few years to learn that lesson with Windows 10S and RT, let’s hope that it applies those lessons to the Xbox handheld, too.

Quick Resume

The one thing that keeps me playing games on the Xbox Series X instead of my gaming PC is Quick Resume. There’s something to be said about having multiple games that are essentially suspended, that you can swap between at will. This is awesome when you’re stuck on a boss and you want to take a break with a different game, then come back with a clear head without losing any progress. I want that on Windows, especially for a handheld system.

Most of the time, when you put a gaming PC in sleep mode while it’s running a game, that game will still be running when you wake it up. This is essentially what happens when you tap the power button on your ROG Ally. However, it’s not perfect, and there are times where things will break in your game when you wake your system from sleep. So, the capability is technically there for something like Quick Resume, it would just need to be implemented.

Wait for More Powerful Hardware

While the AMD Z1 Extreme is awesome for handheld gaming PCs, we’re still waiting for AMD to create a next-generation version of it. What makes the Z1 special is that it’s specially engineered for the needs of a handheld gaming system. It has awesome graphics performance, but doesn’t draw too much power, allowing you to play games on battery for a few hours. The trade-off, though, is that it’s not great at moving above 1080p on medium settings in most games.

The AMD Z1 Extreme is using a Zen 4 CPU core, along with an RDNA 3 GPU core. We already have Zen 5 processors on the market, like the Ryzen 7 9800X3D, but we’re still waiting for RDNA 4 to show up. With how late in the year we are, my bet is that AMD will show off its next-generation graphics tech at CES 2025. If that happens, we should see the Z2, or its equivalent, some time in mid-to-late 2025.

Microsoft being Microsoft, though, it’s entirely possible that it could work with a chipmaker like AMD to create custom silicon to bring the Xbox handheld to the next level, which would make it stand out in a market that’s becoming increasingly saturated with new handhelds all the time.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra

Review: Romance Of The Three Kingdoms 8 Remake (Switch) – Grand Strategy With A Flair For The Dramatic

Time to rewrite history.

Running a budding kingdom is hard, but it is made even more difficult by being surrounded on all sides by a host of potential enemies, all vying for land, resources, and power. Few video games have managed to recreate that pressure as well as Koei Tecmo’s Romance of the Three Kingdoms series, with Romance of the Three Kingdoms 8 Remake becoming the most balanced version of one of the best games in that franchise. Somehow, they’ve made the tedium of bureaucracy feel fun and addictive.

Like the rest of the series and the novel that inspired it, Romance of the Three Kingdoms 8 Remake — which originally launched in Japan on PC in 2001 before arriving in the West a couple of years later on PS2 — follows a heavily romanticised version of Chinese history. The period from around 220 to 280 AD was a time of huge upheaval for the region, with multiple figures competing for control. That conflict gave birth to figures such as Lu Bu, Dong Zhuo, and Cao Cao, all of whom have become immortalised in novels, films, and, most relevant for us, video games.

Read the full article on nintendolife.com

How Rockstar Chases Bigger, Better, More Immersive Worlds

It has been 23 years since Rockstar Games pioneered the 3D open world with Grand Theft Auto 3 and ever since that industry-shifting release the studio has remained at the very forefront of the genre. Despite there being more contenders to the throne than ever these days, Rockstar’s worlds have consistently proven themselves to be generational leaders largely thanks to the pursuit of immersive realism. The network of overlapping systems and handcrafted elements that make up places like Los Santos and Saint Denis are designed to offer such a sense of authenticity that these simulated cities truly feel alive.

The craft behind such digital realities is something that Ben Hinchliffe knows well. A former Rockstar designer now working in the immersive field of virtual reality, he helped put together the worlds of L.A. Noire, Grand Theft Auto 5, and Red Dead Redemption 2 – games that each pushed the bar higher and higher.

For 2011’s L.A. Noire, much of that immersion came via its groundbreaking facial capture technology that was able to recreate an actor’s every sneering lip and twitching eye. It’s the feature that liquidated developer Team Bondi will be best remembered for. But Rockstar, who acted as both publisher and co-developer on the project, offered contributions that were informed by its proven strengths in open world design.

That’s something that will no doubt raise a few eyebrows, as L.A. Noire is widely considered a poor open world game due to its lack of side activities and map-populating content. “Because the focus was on Phelps and the police, you were kind of boxed in a little bit,” says Hinchliffe. “How far would Phelps go and what could he do? He couldn’t do anything too outrageous. He’s law enforcement. It did shape a lot of the content as to where we could take it. Let’s say you were a criminal or an outlaw, you probably could have gotten away with a lot more in terms of content and what you could have done.”

Despite this, L.A. Noire’s approach to a sprawling city was closer to Grand Theft Auto’s guiding philosophy than you may expect. It was all about authenticity, something that has only become increasingly important to the studio over the last decade. “[The aim was] trying to get that vibe of the 1940s era and the setting and making sure that all felt very authentic in terms of how it was portrayed throughout the game,” explains Hinchliffe. L.A. Noire’s achievements in this area are largely uncontested thanks to a recreation of the city of angels that is so period-accurate even people who lived in LA during the 1940s praised its depiction.

Even the hand scripted stuff looks like it’s organic because of Rockstar’s tools

A reflection of that authentic, painstaking-recreated LA would later be found in Grand Theft Auto 5’s Los Santos, which features large sections of city streets that are map-accurate to the metropolis that inspired it. But realism isn’t achieved by architectural accuracy alone – people are as important as pavements. Hinchliffe worked on several of L.A. Noire’s random crimes, a human element that helped bring the digital city to life. There were mobsters lurking in the backalleys that didn’t care about the main story, and you’d never know when they’d strike next. They lent some authentic everyday frustration to the job of a detective – would you focus on the case, or do your public duty and clean up another one of the city’s messes?

Those random crimes would indirectly evolve into Grand Theft Auto 5’s world events, in which pedestrians would call out for help after being mugged or carjacked. They appeared as part of Rockstar’s mandate to “go bigger and better in every aspect.”

“It was making the cars feel like they handled better, having better damage on the vehicles, having the tyres deflate and stuff, having everything react more realistically,” recalls Hinchliffe. “It was a grand vision of just pushing everything forward.”

The key to enhancing GTA 5’s immersive qualities were the dozens and dozens of automated systems that made its simulation of city life feel truly organic. A tyre bursting was a natural reaction to a player’s driving habits rather than a scripted sequence. But Rockstar learned that sometimes it took a lie to create something that feels like the truth.

Hinchliffe worked on The Meltdown, a mission in which you must help paparazzi photographer Beverly Felton score a picture of a drunken celebrity caught in a police chase. To create an authentic race through the streets of Los Santos, Hinchliffe controlled everything.

“A lot of the traffic in that chase is fully hand-scripted,” he says. “It’s not ambient traffic. We’ve made the cars follow a set route and cross over at the set time, and have a garbage truck just pull around the corner at the right time. We’ve hand scripted all of it to give the player the best experience and the best cinematic feel for that chase.”

“Rockstar’s systems are very clever,” he adds. “The tools are very powerful for design. You can switch between hand scripted and generic behaviors very easily, and even the hand scripted stuff looks like it’s organic because of the tools.”

That approach really comes into its own in Red Dead Redemption 2. While the 2018 western is Rockstar’s most simulation-heavy open world to date, much of its authenticity only exists because the world is so authored. The frontier may feel alive and reactive, but behind the scenes are thousands of hand-crafted responses to the many actions players can perform.

“A big aspect of Red Dead 2 was that the higher ups wanted to push forward that feeling of the NPCs feeling more real and make that world around you feel like a living, breathing world,” Hinchliffe recalls.

“You’ve got these smaller towns and less of a population density, so you need the NPCs to feel a bit more real,” he explains. “It was a big drive to [allow players] to talk to people and be more involved in the world, to make you feel bad if you just shoot a random person. [Because of that conversation system] maybe you’d feel a bit worse about that than just mowing down 20 people in GTA 5.”

Pretty much every NPC in Red Dead Redemption 2 has some kind of interior life. Even if that life is just riding a cargo wagon along the same route over and over, it’s a job with a destination that players can turn into a highway robbery opportunity. This level of detail is vital for Red Dead Redemption because of the limited population density Hinchliffe mentioned. At the modern metropolitan scale of Grand Theft Auto, though, with its streets home to thousands of pedestrians, such a sense of authentic life is much more difficult to achieve. It feels like a pipe dream to expect the upcoming Grand Theft Auto 6 to replicate RDR 2’s immersive achievements… but that’s not to say it’s impossible.

I don’t see any reason why you couldn’t have that Red Dead Redemption 2 level of NPC interaction in a much larger scale game.

Hinchliffe worked on Grand Theft Auto 6 until he left Rockstar in 2022, which means he both knows the scope of its ambition and is bound by a Non-Disclosure Agreement to keep that scope a secret. But as a veteran designer of open world games, he has his own informed opinions about what is possible.

“From a theoretical standpoint, and what you might be able to do if you had the budget and the team size, I don’t see any reason why you couldn’t have that [Red Dead Redemption 2] level of NPC interaction in a much larger scale game,” he says.

Such interactions are not where his current priorities lie, though. Hinchliffe now works at British indie developer Just Add Water, acting as lead designer on virtual reality construction simulator Dig VR. In many ways it’s a galaxy away from his experiences at Rockstar, but there is an element that unites his past and present: immersion.

“VR just adds another level of immersion by default because you’re in the space,” Hinchliffe says. “But it’s harder to then make the player feel like they’re immersed and that place is real because they’re in it.”

“Obviously VR is super tactile,” he continues. “You are using your hands in most stuff, and the challenge is making sure that the things you are doing with your hands or anything you interact with feels real. If it doesn’t, you can instantly break the immersion.”

Those challenges really highlight two very different approaches to immersion. Where in GTA it’s all about the detailed city-wide simulation, in VR it’s about physically turning the key in the ignition. It’s smaller, more intimate. That requires a complete reset of your expectations and ambitions when compared to traditional gaming. That goes for much more than just immersion, too.

“A huge achievement for us [in Dig VR] was getting the dynamic terrain working so you can fully dig the ground and then dump it out,” he explains. “That’s a first for any Meta Quest game. Now, people in the traditional flat screen world are going ‘Whoop-de-do, you’ve done dynamic terrain. There’s like a million games with dynamic terrain. What’s the big deal?’ But for us in VR, that’s a huge deal because there was no reference point, no one to learn from. We just had to figure that out and make it work.”

The current state of virtual reality feels like a repeat of traditional gaming’s infancy. Because the medium is so different, everything demands starting from scratch. And so Dig VR’s achievements are literally groundbreaking. Furthermore, it may inspire other VR developers to incorporate dynamic terrain in their projects. “It’s those baby steps of helping each other and helping the medium go forwards,” says Hinchliffe. “As each game comes out with a new feature that hasn’t been done in VR, the whole space starts iterating and moving forwards.”

23 years ago, Rockstar transformed its Scalextric-esque 2D roads into a fully three-dimensional city. It pushed the industry forwards, paving the way not just for its own games but laying the groundwork for the likes of Assassin’s Creed, Forza Horizon, and Cyberpunk 2077. The open world genre is now a patchwork of different developer contributions, each one having iterated and moved the concept forward. And next year, with the release of Grand Theft Auto 6, we’ll finally see what Rockstar’s next contribution to immersive worlds will be.

Matt Purslow is IGN’s Senior Features Editor.
Views expressed in this interview are the personal opinions of Ben Hinchliffe and do not represent the thoughts or opinions of Rockstar Games.

Video: Tales Of Grace f Remastered Showcases New Gameplay, QoL Features And Includes “Over 80 DLC”

Returning early next year.

Bandai Namco lifted the lid on the action RPG Tales of Graces f Remastered earlier this year and it’s scheduled to launch on Switch in January 2025. Tales of Graces originally debuted on the Wii in Japan and was eventually ported and localised (with some additional content) for PlayStation 3 as Tales of Graces f.

As highlighted in this new video, the remaster coming to Switch and multiple other platforms next year will feature a ton of quality-of-life features including destination icons, toggle encounter options, the ability to instantly retry battles, subtitles for post-battle dialogue and everything else you could want in a modern RPG release.

Read the full article on nintendolife.com

Never-Before-Seen Half-Life 2: Episode 3 Gameplay Footage and Ice Gun Revealed in New Documentary

Half-Life: Episode 3 remains one of the great what-ifs in gaming history. Originally set to follow on from Episode 1 and 2, its cancellation instead left the series dangling on a cliffhanger it never directly resolved.

Now, on the occasion of Half-Life 2’s 20th anniversary, Valve has opened up about its development in a brand-new documentary that shows never-before-seen work-in-progress footage, a brand-new Ice Gun, and a raft of new concept art. You can see the gameplay segment from the documentary in the video below.

Among the details shown in the video, Episode 3 would have been set in the Arctic, and it would have focused on Alyx as a companion character. Aside from the Ice Gun, the footage shows a blob-like enemy that could split into multiple parts. According to the documentary, the team had complete a “collection of playable levels in no particular order” and expected to be able to release the game within a year or two.

In addition to the new gameplay footage, writer Marc Laidlaw, founder Gabe Newell, and others also talk frankly about why it was never released, ultimately chalking it up to a lack of compelling new ideas and other reasons. At one point Laidlaw jokes, “Are we allowed to cry in this documentary?”

We could have shipped it. It wouldn’t have been that hard

The reason for Episode 3’s cancellation has been the subject of much discussion over the years, not the least because Episode 2 ended on a grim cliffhanger. In an interview with IGN shortly before Alyx’s release, Valve level designer Dario Casali described it partly as an issue of scope screep. Laidlaw would later reveal the plot in a story called “Epistle 3,” featuring “Gertie Freemont” and “Alex Vaunt” — plays on Gordon Freeman and Alyx Vance.

It’s possible to detect a lot of regret over the decision not to go through Episode 3. At one point Laidlaw jokes, “Are we allowed to cry in this documentary?” Others talk about how Episode 3 probably could have been released in hindsight. Newell says, “We could have shipped it. It wouldn’t have been that hard. My personal failure was being stumped. I couldn’t figure out why Episode 3 was pushing anything forward.”

Valve finally released Half-Life Alyx in 2020, sending the story spinning off in a new direction, but many fans remain wistful about Half-Life: Episode 3 (not to mention the long lost Half-Life 3). Now, 20 years after its release, Valve is celebrating Half-Life 2 amid unconfirmed rumors that a new game is in the works. In the meantime, it’s worth watching the entire documentary, which delves deep into Half-Life 2’s fraught development.

Image source: Half-Life 2 Documentary / Valve

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.