Half-Life 2 Delayed Following Code Leak 750
jhol writes "CNN is reporting that Half-Life 2 is delayed "by at least four months, that is to April 2004.", due to the code leak. VU Games has already suffered a 29% fall in revenue and an operating loss of $61.36 million this year. A Christmas release of Half-Life 2 would probably have been most welcomed." Update: 10/07 20:38 GMT by S : CNN Money are now reporting there's a newly public leak, allegedly involving a partially playable, Beta pre-release of the game.
Still haven't learned their lessons (Score:3, Insightful)
It would be a pain in the ass only being able to code on one machine, but even something as simple as a KVM switch would make it tolerable.
No internet, and none of this stuff is a problem. Not to mention you can keep working while various worms/viruses make their rounds.
The 'net is just too insecure these days, especially if you're running some version of Windows.
Re:Still haven't learned their lessons (Score:3, Informative)
The folks at the NSA use VMWare for this purpose (they do have a special version with additional security features)
I bet that they will try to enforce that kind of separation (virtual or physical) anyway. By missing the Holiday season, they will loose a bundle on sales.
Re:Still haven't learned their lessons (Score:3, Interesting)
The folks at the NSA use VMWare for this purpose (they do have a special version with additional security features).
How do you know this?
It's known that the NSA uses VMWare, but they're very tight lipped about how. Also if a VMWare image is sitting on a disk, that's on an OS that's on the network. Doesn't that make the image just as vunerable? I guess one could encrypt it, but still I think the original idea of a KVM is far more secure. If it's not on the net, or a completely private net with no outsid
Re:Still haven't learned their lessons (Score:3, Insightful)
Re:Still haven't learned their lessons (Score:3, Insightful)
Re:Still haven't learned their lessons (Score:3, Insightful)
Kirby
Re:Still haven't learned their lessons (Score:4, Interesting)
Having a seperate machine on a seperate physical network would be more secure, but would cost much more than the VMWare approach.
Re:Still haven't learned their lessons (Score:3, Informative)
Re:Still haven't learned their lessons (Score:2)
Why they were running Outlook on these machines is beyond me though. You want to check mail? Have a cheapo seperate box setup. For a company the size of Valve I can't believe they couldn't afford a couple of extra $500 Dell PC's to do this with.
Re:Still haven't learned their lessons (Score:2, Insightful)
Re:Still haven't learned their lessons (Score:3, Insightful)
Re:Still haven't learned their lessons (Score:2)
However, I am not a security expert.
Re:Still haven't learned their lessons (Score:3, Informative)
Oddly enough, as obvious as this seems, people are actually quite resistant to it. I've worked at two software development houses, and while that's not a terribly accurate representation of the entire industry, they both had the exact same attitude: "No, we don't need the dev machines on a private network, we're fine like it is.".
At one of them, I suggested it as a solution in response to a similar situation; source got into the wron
Re:Still haven't learned their lessons (Score:4, Insightful)
If it were me, I would have mandated a separate firewalled subnet for the developers systems and done away with Exchange/Outlook company-wide in favor of a more stable mail server. It wouldn't be completely out of the question to maintain a second mail server just for the developers inside their subnet. An enterprise-grade network-enabled virus scanning package would have been installed at the primary switch on both networks. Accessibility from the outside, including from the other subnet used by the general office staff, would be restricted to what would be absolutly required. These connections, once enabled, would be monitored and restricted to certain times of day. I'd even go so far as to implement a one-time password system with rotating keys.
With just these simple policies in place, connectivity to the outside from within is maintained, virii and trojans are dealt with (mitigated to reasonable extent, anyway), and the biggest external threats are those with the "absolutly required" access to the developer subnet from outside. It wouldn't have been totally secured against outside traffic, obviously, but the traffic that would come through should be easier to manage and detect. If it were an inside job, as some have speculated on due to lack of faith in the accounting of events Gabe provided, this would have been easier to detect, as well. Covering one's tracks is much more difficult to do if everything is separated and monitored more closely than the general traffic. Sneakernet is the only method that I have not addressed, and I can't see any reason to do anything about it. The developers would be the only staff that have regular physical access to the project's systems, so "outsiders" accessibility would be almost out of the question, assuming that the building has adequate access controls (i.e. card keys active for only certain times of day). And securing it any further would be tipping the balance of security/accessibility too far.
Also note that I'm not saying that what happened at Valve could have been prevented. A determined individual could still bypass the security measures outlined above with enough time and resources, but it would be much harder to do so. As an IS/IT manager, the focus is more on balancing security with accessibility. If the code were completely secured to outside access, development time and costs increase to the point where, possibly, it would make no business sense to even develop the game.
Re:Still haven't learned their lessons (Score:2)
Do you propose making software developers do their work without access to the internet? From my experience the loss in productivity would be substantial. Or maybe make them run into a "clean room" whenever
Re:Still haven't learned their lessons (Score:2)
Re:Still haven't learned their lessons (Score:2, Insightful)
I have to wonder how long until people start to realize that for truly critical work, they are still using Windows?
Seriously, the Internet is what makes many folks productive especially if they need to collaborate with others. our servers have proven invaluable for collaboration with folks from around the world so that they can write manu
Re:Still haven't learned their lessons (Score:3, Interesting)
Uninformed (Score:2)
Well, before you start blasting Valve, why don't you actually read up on the hack? It was a buffer overflow in the Outlook preview pane that allowed the hacker to install custom versions of RemoteAnywhere. Password sniffers and other keyloggers were installed on various machines to grab passwords and so forth.
The machine with the code wa
Re:Uninformed (Score:3, Insightful)
Alledgedly.
And when was that exploit patched in Outlook Express?
I think it's perfectly justifiable to have a giggle at Valve because that's the kind of schoolboy error that companies are not supposed to fall victim to, especially software companies.
Re:Still haven't learned their lessons (Score:4, Insightful)
It would be a pain in the ass only being able to code on one machine, but even something as simple as a KVM switch would make it tolerable.
Pain in the ass?? Try impossible. How do you think game programming works, anyway? One guy sitting there plugging away on his work machine from 9-5? Bzzzzt. Sorry, try again. I say this as someone who works in the industry for a fairly large publisher who will remain nameless.
HL2 is a large, big-budget game with a lot of code, a lot of staff, and a tight production schedule. Some people seem to live in this fantasy-land where PC games are still coded by individual hackers locked away in their basement. Well, welcome to the real world, where dozens of people need to work on the same code in near real-time, and where work continues even while coders are out of the office or in fact out of the country.
I don't know that all of this code needed to be on one machine that was net accessible. There's probably something that could have been done to segment it among separate machines on separate VPN's, which then could have been combined to compile and run whenever a build was needed. So yes, Valve could have probably taken better precautions. But the answer is not to put all of the code on a single, closed machine - that simply doesn't work in real life. The code - at least some of it at a time - needs to be net accessible for a company in the business of making games to function these days.
It was revealed today that a third of the code was stolen, so maybe Valve actually was taking some sorts of precautions - maybe it was separated into three segments on three different machines. But that probably was not enough.
You can look at Valve's security as a whole, and maybe you will find holes that should have been plugged, but simply saying "the code should not have been net accessible!" is just not realistic.
Re:Still haven't learned their lessons (Score:4, Insightful)
However, I think Valve shares some of the responsibility on other aspects. The unpatched Outlook (perhaps even the use of Outlook) is definitely a problem area for such a high profile organization. If they neglected to patch Outlook, what other basic security issues were neglected by Valve? Perhaps it was something as simple as Gabe using his home computer which he left unpatched, but that's something that network admins should be aware of IMO.
I also think Valve's staff is vulnerable to social engineering. Take a quick peek at myg0t.com [myg0t.com] (skip the intro and turn off the music) and read about the various chats that were had with Valve personnel. Really simple stuff that worked.
My point: Valve should be aware that they are high profile and they should have at least taken measures to make themselves secure against basic hacking methods.
Re:Still haven't learned their lessons (Score:3, Insightful)
I setup all my test networks that way, Valve could certainly do the same. Sure it can be a pain, but it's the only way to go when you *really* want something secure.
You can have a network without "the internet"... (Score:3, Insightful)
Of course, this eliminates the ability of a coder to work from home or do things like surf the internet and check e-mail from the sam
Re:Still haven't learned their lessons (Score:3, Insightful)
Now, if you want to allow the programmers to work from home, etc, then you do end up re-opening the system, but there's no driving business reason that it must be that way - especially since the result of a screwup can be this drastic!
I'm a closed beta tester for a game that shall remain anonymous. I was discussing the Valve situation with one of the devs in the test server, and he explained their strict "no source on net-accessible
Re:Still haven't learned their lessons (Score:3, Insightful)
Having a KVM would only be acceptable if the login script set your desktop background to a bright orange/red bitmap and a one-minute screensaver. You never know when some tool will forget what machine he is
Re:not practical (Score:2)
Re:not practical (Score:2)
Re:*This* is "Slashdot", isn't it? (Score:3, Insightful)
I am surprised, however, that none of the security gurus that post here on a regular basis have commented on the fact that had the game been written correctly and securely, even to sourc
Re:Huh?? (Score:3, Insightful)
I think he was saying that they have to halt everything for 4+ months because if somebody has seen the source, they can cheat. But with a game, that is somewhat understandable. Somebody can change their executable to, say, aim automatically, or draw all of the walls 75% transparent, or something. It's not like a ftp daemon, where just because they see the source doesn't mean they can hack a server.
There is NO way to prevent that. How would you do it? Checksum on the executable they are running? Th
Delayed anyways? (Score:5, Interesting)
Re:Delayed anyways? (Score:2)
Re:Delayed anyways? (Score:2)
the code leak shouldn't affect the consumer experience in too many ways(hell, maybe just bad online play) anyways, since it's (for me) a primarily a single player experience. and as it was 'supposed' to be in stores by now i take it as a ~6 month delay more like, which makes you wonder what the f were they thinking 2 months ago thinking they could release it by now? now there is going to be doom3 around before them by the looks of it, heck, if they pull it again then to migrate to doom3 engine the
Re:Delayed anyways? (Score:5, Interesting)
As for ease for creating keygens, take a look at the code - it makes an external reference to a 'cdkeycheck()' function (cdkey.obj) in which there is even comments to the effect that they (valve) don't have the source code. In other words, they have outsourced the key verification algorithm, so it doesn't exist in the source tree. (either is the cdkey.obj file).
TODO HACKHACKHACK (Score:4, Informative)
If you grep through the official Half-Life SDK you'll find at least 50 TODOs and HACKHACKs. (Much more than that probably, but I'm playing safe.)
Re:Delayed anyways? (Score:3, Insightful)
*Most* released software has known bugs in it, but is released when the software is in a good enough state.
Quake 1's QuakeC API code had lots of TODO's and even comments like "Oooh really ugly hack coming up!" in the code. Yet, Quake 1 *was* released and *was* a huge success. And even the unpatched version was very playable and of release-quality.
The same goes for Doom's later released source code, etc, etc...
So, once again, pretty much all released software has bugs.
Re:Delayed anyways? (Score:2)
Valve is known for not managing to meet the deadlines. All of the Counterstrike versions from 1.3 came 2-6 months later than the official schedule. (dig around at csnation for proof)
So Half-Life 2 with a real release date somewhere between 30. November and 30. March was (IMO) far more likely.
Re:Delayed anyways? (Score:3, Insightful)
Re:Delayed anyways? (Score:2)
seriously, i can't see any reason why they would need to rewrite the part
Re:Delayed anyways? (Score:3, Insightful)
No one would still be playing Half-Life if it was selling for single player only (that being said, it's sold about 140x as many copies as there have been people playing it online).
As for id's games, Quake was completely pointless to play after the source was released. It may be significantly better now, after people have spent years working on a
B.S. (Score:2, Insightful)
This is nothing more than them using this as an excuse for delaying the game - something that would have happened anyway. Also, by saying this, if they find the people that hacked their systems, they can sue for large monetary damages.
Re:B.S. (Score:2)
It's a constant arms race, and obscurity at least gives you a head start.
Wrong (Score:3, Interesting)
Now it's all exposed. People were going to give their credit card numbers to this thing. Now it's open for all to see and anyone can exploit/spoof it.
Yes--contrary to the Slashbot idealist mindset--there are cases where security through obscurity is the best method. You have to look at each situation inviduallly and logically (instead of covering every
Re:Wrong (Score:3, Interesting)
If security through obscurity was the best method here, then what would've happened if the source was leaked after the game had hit the stores?
They would've been totally screwed.
That's why security through obscurity is never the best method.
Re:Wrong (Score:5, Interesting)
PLEASE don't say this. I understand what you're trying to say, and that is correct, but your wording is completely horrid.
Obscurity is just that - obscurity. Using obscurity for protection is actually a decent plan in many cases - it's just not the same thing as security. The problem with "security through obscurity" is not that people aren't protected enough, it's that they are _confusing_ security and obscurity - thinking they have security when they only have obscurity. Both offer protection, but with different expectations.
There is NO SUCH THING as security through obscurity, and those who try show a complete misunderstanding of the issues. The can be _protection_ through obscurity, but security in relation to computers has a certain, specified meaning, and when people start throwing it around in connection with obscurity, it just makes the situation a lot more confusing than it needs to be.
Not with regard to FPS's (Score:3, Insightful)
There is no way to do that with FPS's (not yet at least). The amount of info that would be needed to be passed between the client and the server in FPS games would be cripling if you expected the server to be the final arbitrator of all actions.
The only way FPS games can maintain the required speed is by offloading the majority of processing to the individual clients. In order to
Why the delay (Score:2, Insightful)
Re:Why the delay (Score:2)
Well.. (Score:3, Funny)
Confused (Score:2, Insightful)
Was the code that was stolen then deleted by the thief? Why would this cause any sort of delay? This sounds like a fairly lame excuse for shipping late.
It only makes sense that code that would generate millions of dollars in revenue for Valve would be backed up quite reguarly offsite.
Re:Confused (Score:2)
Re:Confused (Score:3, Funny)
That would be awful! The stolen code would be distributed to millions and Valve would have no way of getting that widely distributed code back!!!
Re:Confused (Score:2)
Re:Confused (Score:5, Insightful)
One possible explaination is that the network code will need to be made incompatible to prevent cheaters. APIs may need to me moved around and renamed to prevent see though wall cheaters. Stuff in the code may need to be hidden to make it harder for cheaters to mod the dlls.
Just a guess....
If you want anyone to blame (Score:3, Informative)
Re:If you want anyone to blame (Score:3, Interesting)
Until the FBI knocks on someone's door, nobody truly knows who the hacker was.
Hitman was in #halflife2 EFNet giving links to the source HOURS before anyone else had it. Enough evidence?
Noooooooooo! (Score:5, Funny)
Someone needs to call them on this. (Score:2)
Other news: beta leaked, apparently... (Score:5, Informative)
I would submit it as a story, but someone else probably has, and I've never had a story accepted yet :)
The NFO was on nforce.nl for a short time, but has since been removed. The leak has been confirmed here [homelan.com], and a few claim to have it (but they could be lying).
I've also seen a screenshot of the folders with all the map files in it, and the names look very much like what one would expect the long gameplay demo to be made from.
Not good news for valve :( I am disappointed that the game had to be delayed - and for all of you who have taken the source or download the beta, I hope you remember your duty to purchase the game when it does come out.
The story so far... (Score:2)
Finally, they demo it. After hearing the critics rave, Valve decides to DELAY the game again and REWRITE portions of it. They cite the release of a small portion of the source code, rather than any bugs or incompleteness in the game itself.
While some companies would keep or accelerate a release if they were worried about piracy, valve has deceided to take the opposite approach. Delay yet again.
And the story continues...
Sounds fishy (Score:3, Insightful)
Still, it sounds more like this is a convenient excuse for late delivery to me. I'm sure this guys email really was compromised, and hey, it sounds good to the uninitiated - "our code was 'stolen', we have to go rewrite a lot of it, we'll be delayed by a few months".
Parts that will need rewriting (Score:3, Informative)
4 months to do what, exactly? (Score:2, Interesting)
* A week or so to fiddle with Steam and break compatibility enough to prevent the leaked source being of any use. Although, as it is supposibly a secure content distribution system, I do not see how the source floating ar
Oh yeah. (Score:2)
What's the reason again? (Score:2)
A great example.... (Score:2)
In the face of this, the 15-20k a year extra per IT staffer can be seen as a reasonable insurance rate when this much is at stake. What kind of infrastructure do they have there? Obvious that the development worksta
Cry me a river (Score:2)
What game companies should be doing -- only they do not have the smarts to understand why it would be a good idea -- is pursuing open-source development right from the sort. Let any fan who wants to see the status of the completed project log-in and see the code at any time. Hell, let them send in their own code and save you the work.
What would a company lose?
DRM Rewrite? (Score:2)
This has to be DRM vulernability concerns. They will lose millions from not selling over the holidays, and nothing with the engine itself would justify this.
After all the engine is fairly ea
61MILLION dollars in a YEAR ? (Score:2, Interesting)
HL2 better be damd good for such an insane amount of cash. Considering that they've been working on it for what, 5 years ? They've drained a staggering $300.000.000 or so. At 40$ per copy, they'd need to sell 7.5million copies of the game to get break even. And that's not counting money spent on advertising, distribution, and the cost of setting up a central network server that can handle 7.5
Bullshit story. (Score:2)
I would think that game makers would be targets of hacker/cracker all the time so one would think that they would have pretty good security. I've read comments a
This Just in (Score:2, Funny)
Now isn't this a scary messed up thought
Re:This Just in (Score:3, Funny)
Now that's scary.
This is why there could be a delay (Score:5, Insightful)
Part of what was compromised was probably the code that handles CD key authentication, user online authentication, etc. So clearly warez and such for this game could be hugely rampant.
Part of what was compromized was probably the code that handles Valve's anti cheat system. So clearly the cheats that override that system could be hugely rampant.
Part of what was compromized was probably the code that is the game's engine. So clearly there could be cheat authors easily creating wall hacks, aim bots, and any number of other cheats.
Part of what was compromized was probably the code that handles purchasing the game over Steam. So clearly there could be some risk of credit card and online commerce fraud, personal information leaks, etc.
Look at it this way. The blueprints and plans for the bank got stolen. Thieves are studying them now. The bank is going over the blueprints with a fine toothed comb to fix the obvious (and not so obvious) weaknesses which are more clear when you have the plans.
Re:This is why there could be a delay (Score:3, Insightful)
bullshit. (Score:4, Insightful)
Next you will tell me that XP is so full of holes because someone "stole" it's source code before M$ sold it to China and the former KGB. That's almost as good as them swearing that revealing the source code to Windoze would be a national security disaster. Give me a break, will you?
Warez only needs to hack a binary copy.
Cheats only need to watch their traffic.
None of this makes a difference if the system is well made to begin with. This is why OpenSSH is a secure system despite open publication of it's source code.
This is just more anti-open and anti-free FUD. Shame on VU for using Outlook and M$ for anything they wanted to keep to themselves. Shame on them for blaming software and the philosophy behind it for their own failures and shame on them for not being able to get their shit together. ID games rules, VU drools under Bill Gates thumb.
Delay good and bad (Score:2)
hello, outlook (Score:5, Informative)
Of course, this is no reason to think that Outlook isn't a perfectly good solution for email. Outlook is great. There's no reason to consider any alternatives. No matter how much money you lose to Outlook virii, simply look at the silly dancing monkey!
Re:hello, outlook (Score:5, Insightful)
Yes we would be.
It is one thing to have a bug (i.e. buffer overflow) which can be exploited. That can happen to anyone.
It is a whole different thing to have software that is not designed with security in mind. SSH is designed to be secure. Outlook is not. IIS is not.
You're comparing a bug (which anyone can have) to a security design problem (which Microsoft seems to have plenty of).
Running a web server under the System account? Executing strange code merely by receiving e-mail? Showing spammer's links to external graphics by default? A web server that allows dot-dot-slash URL's to serve (or execute) files outside the WWWRoot directory? The people who wrote this were NOT thinking the slightest about security.
Um, yes we would still be as smug. And rightfully so.
Please, shut up (Score:4, Insightful)
Delay not confirmed (Score:5, Informative)
Tuesday, October 7, 2003
According to a news article posted today on a UK press release, there is a Half-Life 2 delay. We already know that Valve does is not mentioning a delay.
We received an email from Mike Thompson who says he works for Vivendi Universal and writes:
quote: "delay is not confirmed..."
Here we go around and around... again...
From Half-Life Source Dot Com [halflifesource.com]
This is not good (Score:3, Interesting)
To have a trojaned e-mail sent to Gabe's computer is somewhat to be expected. I'm sure script kiddies have also tried similar things on Microsoft computers, etc. It was stupid to actually have any of the computer(s) with the source code connected on the Internet. If they have the budget to run w/o release for 5 years they have the money to buy a few extra computers for Internet use ONLY.
I think its kind of ironic though. Valve is acceptably asking that everyone respect their IP and remove links to and delete stolen source code. Everyone but the script kiddies and hax0rs will comply. But if you try and take credit for a script kiddies' work they'll whine and complain to no end.
Re:Likely a change to stop "pirating". (Score:5, Insightful)
Do you HONESTLY think that they would even make 1/10 of that solicting for donations from the good of one's heart?
How much money do you think cdex + xiph + bittorrent + scorched3d + blender + tons o' other donation-based projects get per year? Answer) A mere fraction of a fraction of a fraction as much as Valve does.
Re:Likely a change to stop "pirating". (Score:5, Insightful)
When will Slashdot users grow up?
Games, movies, and even songs from the Backstreet Boys cost huge amounts of money to produce. You will be charged for copies, one way or another.
If people can't figure out how to slow down this ridiculous level of IP theft pretty damn soon, I guarantee you that we will have DRM shoved down our throats. In this case already, the delay of several months is probably to put in place with is effectively DRM, in order to cut down on multiplayer cheats.
Re:Likely a change to stop "pirating". (Score:5, Insightful)
When people realize that when one slashdot user speaks, he doesn't speak for all slashdot users.
Re:Likely a change to stop "pirating". (Score:2)
Please define 'big'
A) Big as in cover the cost of the webpage, the weekly caffeine and *maybe* a little computer hardware.
-or-
B) Big as in the #1 computer game release of the year. More revenue than most Hollywood productions. Hundreds of millions big.
How about this donation model? (Score:4, Insightful)
It's called paying for the damn game.
Re:This is stupid (Score:5, Funny)
Re:This is stupid (Score:3, Funny)
Because they'd need actual source to leak? :-)
Re:Likely a change to stop "pirating". (Score:3)
Re:Likely a change to stop "pirating". (Score:3)
Re:Likely a change to stop "pirating". (Score:3)
As for an engine, the source for Quake2 is released. Could he use that?
Re:Thanks (Score:2)
(yeah yeah, it's a southpark reference)
Seriously though, this sucks. I was looking forward to this game, it has allready had a delay and now it'll be even longer.
Damn hackers don't even wait for the game to be released before they start ruining it for the honest folks.
Not true according to this (Score:2)
Re:Can you really cover up all the holes exposed? (Score:3, Insightful)
Err yes! 6 HOURS should be enough to come up with a new key generation algorithm! As for cheat coders, they can disassemble the executable anytime, they
don't need the source code and in fact it probably wouldn't be much help anyway. As other people have said , this is just BS to cover up more delays.
Re:Lame excuse (Score:2)
Probably rewriting the CD key authentication, the server authentication system, and a number of hooks so it's not so easy for cheaters to break into things.
Re:Can't blame anyone but themselves... (Score:5, Interesting)
However, it's mind-bending that their Outlook weren't patched(it's a very old exploit) and that he uses the preview pane in Outlook, on his work related computer. I know that they are backed by Microsoft, and thus probably gets all the MS toys, but they still forgot to patch them.
A shame. Still, a custom written trojan made against Valve to target their system and get the code/data of the game isn't something you see everyday. Either this kind of thing doesn't happen often, or it happens often but it's never detected(or acknowledged). Think industrial espionnage. Either way, it's not an easy to spot/cure, not antivirus/firewall can detect it effectivly if it's custom written against you. They probably probed Valve to check what exploits would or wouldn't work, so it's not as easy as to say: they should have patched, because the hacker would probably have tried another way and with a little determination, would have still compromised their systems enough to get some data.
Re:code-leak (Score:2)
Filesharing or no filesharing, hackers will always try these kind of things regardless. It is upto the concerning business to have a proper security mechanism in place.
How foolish can you be when your code worth potentially millions of $s is kept on a machine accessible from public internet.
Ever heard of things like Firewalls, intrusion detection, etc ?
Re:SSL (Score:3, Informative)
Re:Saw this coming (Score:2)
extern int SimpleCDCheck( const char *cdkey );
All this code was commented out anyway, so were intending on modifying it anyway.
Although they perhaps might need to recode some of the networking code which sends the md5 of this to servers - this would be easy to sniff and allow people to steal 'keys' (or at least the md5 of them - which is used to auth
Re:My HL2 Conspiracy Theory (Score:3, Informative)
One big problem:
VU doesn't own Valve. VU owns Sierra, and Sierra is the publisher for Half-Life (and currently for HL2), but Valve owns Half-Life 2 and is self-funded. Gabe Newell f