Posts Tagged ‘tf2’

Let’s whine about hats: TF2 is going too far

Wednesday, August 11th, 2010

[Insert ordinary praise for the game and a slow introduction here]

Have you listened to the developer commentary of TF2? As you’d expect from Valve, they’re clever and give you a pretty thorough look behind the curtains of the game. Unfortunately, some of it is out of date by now, and only serves as a reminder of earlier times. Times without paraphernalia better suited for games like Men of War.

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The Scout speaks: Valve Time countdown starts now

Wednesday, January 28th, 2009

Listenin' to me?
/Initiating irritating voice/

Listen, man! There’s like, a whole bunch o’ new stuff promised for me, dude! I’m gettin’ a new promotion, okay? Do you have any idea how significant this is? Are you even listening? More stuff to hurt people with!

Stuff. Nails?
Just perhaps dude. Here’s the cool thing: Robin Walker, one of my employers at Valve (although they can’t control me for shit, I mean like, they don’t own me [Yes they do - Ed.]), said this yesterday:

We’re just about done with the Scout pack, and our design and coding has already moved on to the next pack. The weapons and achievements are all nailed down and we just have to finish up the final artwork on them.

That’s indeed very much what I’m talking about, brudda! Woo!

Suck eeeet!

The Fundamentals of Our Game are Strong: A TF2 Update

Friday, December 12th, 2008

It's like a normal dispenser that's been eating all it's greens. Pay heed kids!

Team Fortress 2 has received a pretty large update. It isn’t renovating a class, there’s no ‘Meet the….’ video, unfortunately, but it does come with a lot of rather large changes to the game, the most striking of which apply to the Engineer. I’m sure a lot of people who like to guess what each class’ updates will include will be a little surprised; it is adding a lot of what has been said, with an update still in the works. Follow below for a detailed impression from a quick session with the changes.

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Co-op Left 4 Dead?

Monday, November 17th, 2008

Die Griefers!

It seems the co-op mode of Left 4 Dead wasn’t initially planned as part of the game according to Chet Faliszek, interviewed on the Major Nelson podcast. When development started it seems all that was intended was the versus mode, but complications arose when the extensive playtesting began, mainly due to the pacing the director wanted.

More beneath the cut.

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