Without warning, swooping in from some unknown vantage point, the lerk reveal chomps at our faces with all manner of teethyness and unpleasantry. Check this mother out.
Update: the Friday update has been posted. More info after the jump.
Without warning, swooping in from some unknown vantage point, the lerk reveal chomps at our faces with all manner of teethyness and unpleasantry. Check this mother out.
Update: the Friday update has been posted. More info after the jump.

Is it already that time again? It’s like a mole of Christmas presents!
Obviously the big news of the past few weeks has been the pre-alpha footage, which we’ve covered in extreme depth with the journalistic vigour only the most shallow of websites could muster. Why do you come here?
There were also a few juicy tidbits in the two recent Spark engine Q&As posted on the NS2 dev blog. We’ve filtered the pulp and partially digested the remaining nutrients for you after the jump.
As always, the full megalist can be seen here.
After our technological experts worked feverishly to identify the newest assets revealed in the pre-alpha teaser, UWE have cast off all phallic suspicion with the Kharaa resource tower reveal; the harvester.
The Harvester serves the same role as the alien resource tower in Natural Selection; the alien team builds these structures on top of nozzles in the level to gather resources. When designing the look of the Haverster [sic], we wanted to retain the bulbous-ness of the original while incorporating the new visual style of the alien species. The bony growths, glowing sac and finger like tentacles are recurring themes in the alien designs. While we want the Harvester to feel like a living part of the alien ecosystem, it was important to make sure that the structure didn’t look too much like a playable character.
In addition, Max has been recently answering a few questions in regards to the Spark and Cinematic editors for NS2. So, if you are looking to read up on some of the more technical aspects for mapping, or just interested in reading more on NS2 then I recommend you check them both out. And in even more exciting news, Max has indicated that the regular Friday updates will now begin to feature more than simple Spark editor content. Those with a keen eye should notice what we are in store for next.
NS2 has been voted the Indie Game Of The Year by readers of ModDB.com.
The win is coupled with about a minute and a half of gameplay footage. Click this link. The footage starts around the half-way mark of the video.
On show is some marine vs skulk combat, marine and skulk 1st person footage, a brief cameo by the gorge and an array of marine structures including the builder-bot.
Stay tuned for some CSI analysis of the footage by our attractive forensic experts.
Watch the stand alone video featuring NS2 music, after the jump.

A brief video of Flayra shooting some skulks wooden dudes has appeared on Flayra’s youtube channel. In the grim future of the NS universe woodism is pervasive. Flayra explains:
This video shows a simple mod we created for Natural Selection 2 to fine tune some features of the engine, like animation blending and physics. It also gave us a great opportunity to test out our content pipeline and modding infrastructure. This simple rifle range game was created from scratch (it’s only about 500 lines of Lua code) and took very little time using the Spark toolset. This mod doesn’t use any of the Natural Selection 2 game code, so the actual NS2 rifle behaves a bit differently. We thought you’d enjoy a peek!