TROUBLESHOOTING:If you encounter issues such as scripted sequences not working, chances are your saved games from the base Half-Life game are conflicting with the HL: DC mod. This can occur even if you don't load these saved games. To address this problem, go to your Half-Life save game directory ( C:\Program Files (x86)\Steam\steamapps\ [SteamName]\half-life\valve\SAVE ) and either delete all files you find there or temporarily move them to a different folder. You may need to disable Steam Cloud synchronization for Half-Life to prevent Steam from automatically redownloading the saved games.
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Half-Life was inspired by FPS games Doom (1993) and Quake (1996),[9][page needed] Stephen King's 1980 novella The Mist, and a 1963 episode of The Outer Limits titled "The Borderland".[10] According to the designer Harry Teasley, Doom was a major influence, and the team wanted Half-Life to "scare you like Doom did". The project had the working title Quiver, after the Arrowhead military base from The Mist.[11] The name Half-Life was chosen because it was evocative of the theme, not clichéd, and had a corresponding visual symbol: the Greek letter λ (lower-case lambda), which represents the decay constant in the half-life equation.[9][page needed] According to designer Brett Johnson, the level design was inspired by environments in the manga series Akira.[12]
Half-Life was censored in Germany to comply with the Federal Department for Media Harmful to Young Persons (BPjM by its German abbreviation), which regulates depictions of violence against humans. Valve replaced the human characters in the game with robots, replacing blood with oil and body parts with gears, among other changes. In 2017, BPjM removed Half-Life from its list; to acknowledge this, Valve released Half-Life Uncensored, a free downloadable content pack, that reverts the censorship.[29]
Now, however, we know that a year of the service with be $19.99USD, or carry higher rates for shorter-term deals. The key, though, is that subscribers will have ongoing access to 'a compilation of classic titles' that they can download and hang onto for as long as they're paying into the service. Three NES games were confirmed initially, (Super Mario Bros. 3, Balloon Fight and Dr. Mario) but the collection will surely grow.
If the offering and paid features look familiar, that's because it's basically the same as PlayStation Plus and Xbox Live Gold, only cheaper and without 'modern' free downloads. Nintendo's updated proposal came, we suspect, as a response to initial fan feedback to the original pitch and after looking at its rivals. Not only do Sony and Microsoft offer pricier options that include a mix of free current-gen games every month, but Microsoft recently launched its Game Pass at $7.99USD a month. Unlike PS Now, which arguably has the downside of streaming the games, the Game Pass lets Xbox owners choose freely from a group of roughly 100 games that they can download onto their hardware. There's debate over whether it's 'worth it' because of the game selection (which will rotate regularly), but it's certainly a disruptive product, blending the Netflix approach with downloads rather than streaming.
Nintendo, ultimately, had to go cheaper than its rivals, as the Switch simply does not have the library (and won't have for quite some time) to offer full modern downloads. In limiting its free games to retro initially, Nintendo also ensures it doesn't need to pay out notable royalties or fees to third-parties; in the early days it can churn through its own retro content at limited cost.
I'm not big on anything as a service, but in this case, it's the better strategy. Nintendo insisted on calling the Virtual Console a service since it began, and it never really was a service since it was really just another aisle in their download stores. I've been wishing for exactly this for some time so I am now convinced that I must be some kind of wizard.
I only really care about getting N64, GC, and Wii games through VC (and Wii U, but it's unreasonable to expect Nintendo to be capable of emulating Wii U games RN). I'm fine with whatever lets me download those games at a reasonable cost.
This week brought merciful respite, and the end, when it came, was swift. Months of horrible news for HD-DVD snowballed into an unstoppable force after its studio support crumbled just before January's Consumer Entertainment Show. A month and a half later, Toshiba has finally pulled the plug - cutting the format's life support and consigning it to history's gallery of noble technological failures.
Microsoft's objective in all of this was simply to prolong the agony of the high-definition format war. Divide and conquer has been a strategy that has served Microsoft well over the years, and its ambitions with regard to high definition content are very clear. Although it sells technology used by both the Blu-Ray and HD-DVD formats, Microsoft's hope is that consumers will ultimately spurn both formats in favour of downloading HD content - preferably through Microsoft's own services, like Xbox Live. If achieving that means fermenting a format war that damages consumer confidence in both sides, so be it.
So just how much damage has HD-DVD's zombie act done to the prospects for high definition disc formats? Has it bought enough time for HD downloads to become a realistic prospect for consumers, or even for the concept to start to take root in their imaginations?
I'm not convinced that it has. Blu-Ray's victory comes early enough not to be a pyrrhic one - and there are strong signs to suggest that although downloads are beginning to earn their place in the HD content market, there will be at least another healthy generation of disc-based distribution before the world is ready to go entirely digital.
The problem which HD downloads face is simply that the market is not yet ready for them. Broadband connections even in relatively developed countries like the United Kingdom simply aren't up to the speeds required for multi-gigabyte downloads of movie content. Although speeds of 25 and even 50 megabits are advertised by some providers, the reality for UK consumers is that their broadband probably runs at somewhere between 2 and 5 megabits - and much, much lower in certain areas. With some notable exceptions, much of the rest of the world is in the same boat; the reality of broadband lags behind its promise.
Consumers, too, aren't quite ready for download content. I don't doubt that they will be, and sooner than many pundits believe - the attachment to physical products is not remotely as strong as some high street retailers and content publishers would like to think, as the incredibly fast transition from CD to music downloads is proving. However, we're simply not quite there yet, and it certainly doesn't help that few consumers are sporting home networks and properly configured media servers, replete with large hard drives, in their living rooms. Equally, it doesn't help that while consumers may be prepared to shed their attachment to physical products, they're still not going to give much ground on the question of ownership - and rental models where movies "time out" after a certain period, or can only be watched a certain number of times, are likely to prove to have very narrow appeal.
This isn't to say that HD downloads won't form a part of the video content market going forward - indeed, I suspect that the landscape of the next ten years will be much more varied than the DVD-dominated market of the last decade. Downloads, existing DVDs and Blu-Ray will all have roles to play in this market - but the important news for Sony, and arguably for the games industry as a whole, is that Blu-Ray certainly does have a role in this landscape, and a very important one at that.
It's not fair, perhaps, to say that Microsoft's gambit has failed. If Blu-Ray had become established a year earlier, it would have been a serious blow to the Xbox 360, and to Microsoft's ambitions both in downloads and in videogames. On the other hand, Sony can heave a sigh of relief that the damage done has been fairly limited - and can undoubtedly expect a major boost both for PS3 sales and for its share price off the back of Toshiba's capitulation.
Yes, I think that's a really accurate representation of what FreeStyle's actually about. We look for influences in what people enjoy doing in the real world and that comes back to the way in which I believe people consume entertainment. Unfortunately, I haven't had three or four hours of free time in the past couple of years to sit down in front of a videogame. But I have consumed games everyday for half an hour. And I think that I'm fairly stereotypical in that respect. We're currently working on some new IP that should take us further into what we believe games should be about.
I think the model of direct downloads really helps developers and when publishers embrace it it's going to get even better. It's great to be able to get closer to the consumer and really understand the micro payments they are making in your world - what episodic content they find the most attractive, where they're spending the most time. Anything that can bring us closer to knowing what the consumer is playing and interested in is a good thing. And as a development studio, if we can get products out there quicker and get gamers playing them quicker and start iterating based on consumer feedback so our future episodes and downloadable content are even more in tune to those needs, then I'm all for it. 2ff7e9595c
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