Half-Life 2 set for mid-November
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The sequel to one of the most lauded computer games ever, Half-Life 2, is to go on sale in mid-November.
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Vivendi has announced that Half-Life 2, the sequel to one of the most popular PC titles ever, will be released on November 16. The original game was released back in 1998 and earned more than 50 game-of-the-year awards.
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Vivendi Universal Games said on Tuesday it plans to ship &quot;Half-Life 2&quot; to retailers in November, bringing to market the eagerly anticipated PC game that has been plagued by missed launch dates and a hacker attack on its
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More than two dozen patches will be in the quarterly update scheduled for release Tuesday.
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The database maker confirmed on Thursday that it plans to start releasing patches on a specific day each month. The move mimics Microsoft&#39;s decision last October to release patches for its software on the second Tuesday of each month.
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Half-Life 2 will be available worldwide on November 16, according to Vivendi, the game&#39;s publisher. Serious PC gamers will want to reserve a copy from their favorite game supplier or download an encrypted copy from the game maker.
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Handheld game player "most likely" will make it to North America by late March.
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Vivendi Universal Games said on  Tuesday it plans to ship "Half-Life 2" to retailers in  November, bringing to market the eagerly anticipated PC game  that has been plagued by missed launch dates and a hacker  attack on its development company.
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The second game to use the Source engine will be released on the same day as the first one--November 16. Since last fall, the release date of Half-Life 2 was put on hold because its Source engine had been compromised by hackers.
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The global launch of the long-awaited Half-Life 2 game has been marred by online registration problems.
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Catch up with the latest news from the world of video gaming.
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R2, an interim release, will begin beta testing later this month.
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"Halo 2" for the Xbox shoots first, but for PC gamers, "Half-Life 2" is locked and loaded.
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There&#39;s a scene close to the beginning of Half-Life 2 of an urban vista in which a flock of birds flies toward a pale ecru sky against the backdrop of a very tall, black, ominous building.
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Nintendo DS will hit the US market in late November with a price tag of $150, and will have 14 game titles by the end of the year.
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Tycho:  As suggested by Gabriel's recent communique, pokemania is not only going strong but has burst, like some foul canker, and the infection has spread.  It's true that I have built a so-called "Leaf Deck," but this is because I was fairly certain they would beat me up if I didn't.  Now he's hauling in his case of Next Quest figurines each day, as I myself once hauled a tacklebox of Necrons, only I need to stress that it was more awesome when I was doing it, because Necrons are unkillable harvesters of flesh and not some kind of weird fox or living scarf.  It's absolutely fucked that I have spent almost fourteen years trying to reveal the subtle glories of table gaming, only to be cast down time and time again.  However wise my counsel, it apparently lacked that crucial munchkin component.    After I completed Half-Life 2: Episode Two - perfectly acceptable entertainment, but nowhere near the revolutions found elsewhere on the same platter - I started to wonder how they would deliver the third episode to the same platform in the next year or so.  I doubt they'll have another four games to accompany it, but who knows:  they're a bizarre company where extraordinary things happen.  Left 4 Dead, Counter-Strike, Day of Defeat, and Episode 3 might look pretty nice on there together.  On the PC, of course, one simply clicks a couple times to get whatever they want, and then leverages Valve's fairly incredible community implementation to get things done.  You could accomplish all of this using only the tip of your nose.      On the Playstation 3, even with Valve's distaste for native development, there's already several precedents for direct delivery of individual titles.  On the 360, where Arcade is Microsoft's only concept for delivering titles in their entirety, the hundred and fifty meg limit falls hard around some titles, hemming them in.  But there's a weird (read: psychotic) eyelet where where larger-form product can escape: as content drops for retail titles.  I was surprised that there was no option for this in The Orange Box itself.  Now that Valve is in a position to write a game once and then compile it to different platforms, a retail release - called "Steam," and including two or three catalog titles - could be delivered as an anchor for their considerable franchise power almost in  perpetuity.  After years of fairly positive digital delivery experiences through Steam, I have to say that I found purchasing a Valve product in a retail context almost unpleasant - and not just because it entails hauling around my considerable bulk.  Retail has been a raw deal for a long time now in developer terms, and I avoid it whenever possible.  I should solicit another piece by an insider here for the post, and I know just the guy.  When he breaks down the way royalties work in the industry, you'll be surprised it isn't just Electronic Arts that's left, selling Electronic Arts games in EA branded stores.
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[Hollywood News] Los Angeles, Oct 1 : The 21st sequel to the super hit James Bond series, which was due for release in November next year, has been put on hold due to the lack of a director and a hero.