Games that should be movies

Uwe Boll and Anderson have both got the right idea. Since there are so many remakes of television series and movies coming out they are the only two directors which have taken a game franchise and attempted to convert it to movie form. Not including those currently in production like Max Payne and BioShock.
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Steam Cloud: save your savegames online forever!

Steam Cloud

Valve continues to impress with every one of its announcements! We heard of Steamworks a few months ago, which has made professional video game publishing within everyone’s free hands. Now Valve announces Steam Cloud, a revolutionary service that will allow you to store savegames and configuration files online; that is, forever.

Hit the jump to read more and become darn excited!

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Doug Lombardi confirms more Portal

The Cake is a Lie!

Hungry for more cake? Valve says it’s ready for more servings! Talking to Eurogamer, Valve’s Doug Lombardi confirmed rather vaguely that there will be more Portal, although of course, he said nothing more about that.

If you remember, we also talked to Doug Lombardi previously, and managed to extract the fact that there will be more Half-Life after Episode Three. Doug also says that he loves Eurogamer, which has sent the StuffWeLike spiralling into a depression.

Still, I bet you want more on the news itself. Hit the jump and find out!

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Valve unveils game publication suite “Steamworks”

Valve Steamworks

Valve, the gaming industry legend known for its Half-Life line of games and their revolutionizing “Steam” video game distribution platform has made a surprise announcement and release – Steamworks. Pretty cool name, but sounds too professional for a game, right?

Right. Steamworks is a video game publishing suite, that helps game developers save lots of time and money by giving them lots of instantaneous features, including piracy protection, auto-updating, voice chat and lots more. And all this for free. No money – no currency – no slavery.

Hit the jump to learn more of Valve’s newfound altruism.

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Half Life 3

[Update #2]

We would like to mention here that “Half-Life 3” is speculation, as we only have confirmation that Half-Life 2: Episode 3 will not be the last Half-Life game. It has been confirmed previously that Episode 3 will end the current Half-Life story arc, but not the franchise, nor the episodic medium.

There is perfect chance that there will be a series of episodic Half-Life games after Episode 3 (but unconnected to the current story arc). Then again, we cannot deny the possibility of a full-fledged title like Half-Life 3. Hell, for all we know, it might even be a prequel!


We have had a number of comments wanting a confirmation of our sources. While this should not be required, the writing credits of the staff can be confirmed. The writer of this piece Ted Stokes is the main game reviewer for Ireland’s main PC magazine PC Live! In the magazine’s current issue he has an interview with Assassin’s Creed Producer Jade Raymond.

The Founder and Editor of, David Rodriguez, is known for his contributions to the independent video game community with his indie game publisher Packom Interactive. He has distributed several titles such as Ethereal Darkness Interactive‘s Morning’s Wrath and Wadjet Eye GamesThe Blackwell Legacy. was created back in 2002 as a website that dissects and entertains the internet generation.


[Original Post]

In an exclusive interview we at have had official confirmation that there will be a Half Life 3.We are not talking about Half Life 2: Episode 3 but a Half Life title after that one.

Our confirmation comes after taking with Doug Lombardi the guy responsible for all those PR pieces you have seen and read recently about Half Life 2: Episode 2. While discussing the game mechanics that run the Orange Box Portal game the topics of future games came up. These interview pieces are below and we do have permission from Valve to release it to you guys. Even though its not much in terms of details even getting a confirmation that there will be another game is a first!

Doug Lombardi

TS-SWL: With the ending of Episode 2 going directly to help the feeling of “must play Episode 3 now” could you give the current estimated date for Episode 3’s release?

DL: We haven’t announced a date for Ep Three just yet.

TS-SWL: Are there any current plans after Episode 3 to have a Half Life 3?

DL: We haven’t announced anything specific, but Half-Life won’t end at Episode Three – hang on to your crowbars!

TS-SWL: For Portal, can you explain in layman’s terms how the engine allows the mechanics to make it so you can go from one point to another? Does it duplicate the room after a portal location is selected or is it something else?

DL: A portal is two planar rectangles in 3D space. When both portals are placed we build a mathematical formula that converts position and angle values from one portal to the other. Rendering the portal is done in a separate pass where we use that formula to covert the player’s view position and angles to the view they see through the portal.

We also generate special collision data to represent the portal hole by grabbing collision data near each portal, combining them, and carving a rectangular whole through the center. When the player is near the portal they use this collision data instead of the standard data, allowing them to pass through the wall. We then use the conversion formula to teleport the player to the proper position after they’ve gone more than halfway through the portal.

It’s of course a lot more complex than that, but that’s the basic idea.

[Extra Reading]

Portal’s Appeal, and Why we need more games like Portal

Two Portals open

There is something plain weird with Portal. I finished playing this game not very long ago, and it has me absorbed. Not just when playing it, but even when I’m not. I reach for my Portal Gun every so often, or hurriedly look for my Weighted Companion Cube or, well, back away and run out of the room when I see a cake, yelling “The cake is a lie! The cake is a lie!”

While navigating through portals is somewhat disorienting at the beginning of the game, you get used to it fairly fast. The same applies to the “flinging” concept – it can be frustrating in the beginning, but you get addicted to it later. Another addiction I found was to shoot one portal in the ceiling, one on the floor and jump into the infinite vortex thus created.

Portal appears so weird because it is the first game in a long time that doesn’t want to be “realistic”, it realizes that in a video game, you don’t have real life’s restrictions. You can do whatever the hell you like. And it is games like Portal that we need in the industry – games that are different, creative and stimulating.

Hit the jump to continue reading!
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