The story of Half-Life 2: Episode Two, launched in 2007, lastly picks up once more in Half-Life: Alyx, launched in 2020. That’s a 13-year wait between entries within the sequence, and Polygon had a easy query for Valve’s legendary recreation designer Robin Walker, who has labored on video games like Team Fortress Classic, Half-Life 2, and Dota 2: Will we now have to attend one other 13 years for extra?
It’s a query with lots of solutions, and he described, partly, why growing one other Half-Life recreation took so lengthy to start with.
“In the past, if you’re one of the sets of people who are brave enough to work on something you had to admit to yourself could be Half-Life 3 … Half-Life 3 really always needed to answer the question of what is the opportunity, what is the big technological leap that you think we can use in some way to build some really interesting experience for the player? That’s a paralyzing thing to work on. It’s hard to sit down and say, ‘I’m going to write code on that today.’”
But then the crew made a VR prototype that they thought would take about 15 minutes to play by way of, utilizing belongings and AI from Half-Life 2 and hand fashions from Counter-Strike: Global Offensive. Playtesters have been spending as a lot as 45 minutes with it, due to their want to discover all the things on the earth.
“As soon as we built that prototype and put it in front of people, and talked to them afterwards … it was obvious,” Walker stated. “I know how to start writing code for this today, I know how to start working.” Valve knew it had a Half-Life recreation it may end. And that in the end turned Half-Life: Alyx.
So what’s subsequent for Half-Life?
It’s too quickly to even trace on the ending of Half-Life: Alyx, however the world of Half-Life has all the time been expansive sufficient to go in a number of instructions. So will there be extra? This is the place Walker started being cautious along with his phrases, however the fundamental reply is that, as of proper now, Valve doesn’t know.
“One of the things culturally in the company, we try to aspire not to make decisions that we don’t have to make if we’re going to get more information on them that could affect them in the future,” Walker defined, citing the suggestions Valve expects from gamers when Half-Life: Alyx launches. “We haven’t made any decisions about what to do next, concretely, because there’s no reason to. We can wait a week.”
Walker described the truth that Valve doesn’t have anybody outdoors of the corporate to reply to as a “cheat card.” Valve is wholly unbiased; it might probably do no matter it needs, every time it needs.
That being stated, Walker was prepared to present followers some hope for the longer term.
“I will say there’s a lot of affection for the universe. I really think, we can all say, we really liked making this game,” he advised Polygon. “It was fun as hell to make. It was a real breath of fresh air to build a game like this again after working for years on service — sort of marathons instead of things you know are going to end.”
And he’s not fairly able to stroll away but.
“We ended the game in the way you always end the game as a game developer, which is that the end is when you feel like now you really know how to make this game,” Walker continued. “I’d like to believe that we’re as good as we’ve ever been at building Half-Life at this point, and I hope we continue to make some more. I don’t think there’s going to be another 13 years [until the next one], and if it is, I probably won’t be working on it. I’m too old for that.”