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The result of this work is Half-Life: Alyx, which solved the studio's dilemma as far as making Half-Life games push game design forward.
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Once work on Source 2.0 was done, Valve went back to Half-Life. Having had a terrible experience developing an engine (Source 1.0) and a game at the same time (Half-Life), Valve decided to focus on creating the engine. And no matter what it is that we're doing, we get validated by that playtesting process, and we stick to that religiously."ĭuring this phase, Valve was also working on Source 2.0, as it wasn't happy with the original's limitations. "Our judge and jury is always the playtesting," Casali explained. All these cancelled projects, well, weren't fun to play. This lead Valve to rethink its approach to game development, and the so the studio started looking for "what is going to make that next big impact." This search actually resulted in Half-Life prototypes that the public never saw. "And then we realised these episodes are turning more into sequels." "We found ourselves creeping ever forward towards, ‘Well, let's just keeping putting more and more, and more, and more stuff in this game because we want to make it as good as we can,'" he told IGN. This lead to a two-year development cycle for Episode 2, as opposed to Episode 1's roughly one year of development. While Valve was happy with the episodic model at the start, the developer's ambition quickly grew. Valve, according to level designer Dario Casali, sees Half-Life games as means to push technology forward, or solve complicated problems. Half-Life: Alyx is not only the first new entry in the dormant series in well over a decade, it also represents Valve's return to making the games that put it on the map all those years ago.īut the question of why the developer never followed up Half-Life 2: Episode 2 and finished that story was never adequately answered, until today. Valve has explained why we never got Half-Life 2: Episode 3.
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