Well, it only took thirteen years, but it now appears likely that a proper sequel to Half-Life 2 and its expansions is finally on the way.
MAJOR, MAJOR SPOILERS FOR HALF-LIFE: ALYX FOLLOW
The news came in the closing moments of the latest game in the Half-Life series, Half-Life: Alyx. An "interquel" set between Half-Life and Half-Life 2, the game was expected to be a VR showcase and a stand-alone story that would not impact on the future of the series. However, the game's ending is a huge surprise and ties directly into the cliffhanger ending that we were left on thirteen years ago in Half-Life 2: Episode Two.
The game follows Alyx as she gets wind of an artifact that the Combine has hidden in City 17's Quarantine Zone, an area where the flora and fauna of the alien border world of Xen has manifested on Earth. Early in the game it appears to be a weapon of mass destruction, but as the story progresses Alyx's supporting team, including her father Eli and "guy in the van" Russell, discover that it is in fact a prison constraining an individual in temporal stasis. Combine data files confirm that the individual escaped from the Black Mesa Research Facility and raised hell along the way. Eli concludes that the prisoner is none other than Gordon Freeman (the playable character in Half-Life, Half-Life 2, and the latter's two expansions).
After numerous challenges, Alyx breaks into the prison and opens it, only to find it isn't Gordon at all but instead the mysterious G-Man, a familiar figure from previous games in the series. The G-Man tells Alyx that he is grateful for her intervention and offers her a reward, a "nudge" in time. She asks him to make it so the Combine never invaded Earth, but he refuses, saying that would be far more than a nudge. Instead he offers to change the future for her. He shows her the moment five years in the future that her father, Eli, is murdered by a Combine advisor in the closing seconds of Half-Life 2: Episode 2, and offers her a chance to intervene. She does so, killing the advisor before it can kill her father. The G-Man then cautions Alyx that she is now his new operative, to replace Gordon Freeman whose performance is becoming "unsatisfactory." Like Gordon and Adrian Shephard (from Half-Life: Opposing Force) before her, Alyx is recruited into the G-Man's private group of operatives and seemingly removed from space/time.
There is then a flash of light and, post-credits sequence, the player resumes control of Gordon Freeman at the very end of Episode Two. A confused Gordon sees a now-alive Eli in front of him, the Combine Advisor dead in the background, and Alyx nowhere to be seen as Eli rants about this being the "unforeseen consequences" they were warned about previously. Eli vows to kill the G-Man - who can briefly be seen walking off in the distance - and throws Gordon's crowbar to him, telling him he has work to do.
The ending retcons that of Episode Two, in which Eli is killed and we end with Alyx weeping over her father's body. Writer Marc Laidlaw later revealed how he planned to resolve the cliffhanger in Episode Three, with Alyx and Gordon journeying to the Aperture Science vessel Borealis which was caught in multiple time frames and using it as a bomb to sever the link between the Combine homeworld (revealed to be an enormous Dyson Sphere) and Earth. At the last minute the G-Man would appear and rescue Alyx, but leave Gordon to his fate. Gordon would be saved and returned to Earth by the vortigaunts, with Alyx now missing and Gordon planning to find and rescue her, possibly going up against the G-Man directly.
It appears that Half-Life: Alyx has fulfilled some of the same story criteria whilst changing things around, so that Alyx's recruitment takes place at the end of Episode Two (presumably her memory of the intervening period was suppressed or eliminated) instead and Gordon's search for Alyx and a way of defeating the Combine once and for all will now simultaneously play out in a prospective Half-Life 3.
And does this mean Half-Life 3 is on the way? It appears so. Valve know their customers and wouldn't have an ending like this unless it was setup work for a future game in the series. It's also clear that Alyx was partially a way of updating their tech, engine and assets in preparation for an even more ambitious project, with the pre-release interviews for the game leaning heavily on the idea that more Half-Life content will be coming down the pipe (global pandemic notwithstanding, of course).
When Half-Life 3 might appear is another question, but fans may take heart from Alyx's unusually fast development time (the game was developed in about three years, surprisingly efficient for a modern AAA shooter). The real question is in which format it will appear. Half-Life: Alyx got away with being a VR game because of its status as a side-project. Making Half-Life 3 itself VR-only would be vastly more contentious and controversial, but if the sales for Alyx are good enough maybe Valve will be tempted to go down that route.
In the meantime, fans and theorists are going to have a field day working out what this all means for the slow-gestating franchise.
Showing posts with label half-life 2 episode 3. Show all posts
Showing posts with label half-life 2 episode 3. Show all posts
Monday, 23 March 2020
Sunday, 1 December 2019
SF&F Questions: Will We Ever See HALF-LIFE 3?
The Basics
The Half-Life series of video games is one of the most influential, critically-acclaimed and biggest-selling in history. More than 30 million copies of the two core games in the series have been sold, and many millions more of the various expansions, DLC and the popular Portal series of spin-off games. However, the core storyline begun in the original Half-Life (1998) stalled in Half-Life 2: Episode Two (2007), which ended on a massive cliffhanger. In the twelve years (and counting) to date, that cliffhanger has not been resolved.
So what happened to Half-Life 3?
Shortly after the release of Half-Life 2 in 2004, Valve confirmed it was working on three "episodes," each one of which would be about one-third the length of Half-Life 2. The idea was that the episodes would form a full sequel to Half-Life 2, and delivering them incrementally would mean that fans would not have to endure another six-year wait such as that which fell between the first two games. Episode One and Episode Two duly followed (split by an eighteen-month gap) in 2006 and 2007, with Episode Three estimated for arrival in mid-2009.
Valve's public statements about the episode were brief and not particularly useful, although they confirmed that the game would pick up on story elements left dangling from Episode Two, particularly the revelation that Dr. Mossman had discovered a key to defeating the Combine on board an old freighter lost in the Arctic, the Borealis. In 2011 the game Portal 2 featured some tie-ins to Episode Three, including the player discovering the drydock the Borealis was launched from. There were also some hints that Episode Three might unite the Half-Life and Portal franchises in some fashion.
By 2012 the Internet had officially grown bored of the wait and a huge number of memes about the missing game had been amassed. Valve boss Gabe Newell made a brief (if coded) comment that the game was in development but said little else about it. Over the following four years there was again little sign of life in the franchise, except a few comments and apparently internal T-shirts at Valve which suggested that Half-Life 2: Episode Three was dead and the story would only continue in a full Half-Life 3 itself.
In 2016, Marc Laidlaw, the main writer on all of the Half-Life games, quit Valve unexpectedly. A year later, he revealed the working outline of Episode Three and how the story would have unfolded (it would have ended on another cliffhanger, if of a lesser magnitude). It was also confirmed around this time that Valve had not seriously been working on Half-Life 3 or Episode Three for many years. This battery of news, following the news that other Half-Life alumni had quit Valve over the years, seemed to confirm to the Internet that Half-Life was finally dead.
Until this week, when Valve unexpectedly announced a full-length, brand-new Half-Life game which wasn't a sequel to Episode Two. Instead, Half-Life: Alyx is an "interquel" set between Half-Life and Half-Life 2, and will be a VR exclusive. It's the latest, unexpected twist in a story that constantly defies explanation.
So why on Earth has Valve never just made Half-Life 3?
This is the hundred million dollar question. On the surface, Half-Life 3 would have been a licence to print money. The franchise has sold tens of millions of copies and made hundreds of millions of dollars in profit (maybe more). They had momentum from making Half-Life 2 and the two episodes and a team in place ready to roll on.
The reasons why Valve lost that momentum now seem more obvious in retrospect. Steam was a much bigger, much wilder success than anyone ever expected. Valve take home around $4 billion in profit a year from just running a games store, which rather handily eliminates any question over their financial security. Valve are currently the most profitable-per-employee company in the United States and have rejected offers to be bought out by both Electronic Arts and Microsoft, each offer allegedly northwards of $20 billion.
In addition, Valve seemed to struggle with the idea of a central mechanic to hook Half-Life 3 around. Half-Life was built around the all-encompassing idea of a realistic 3D environment; Half-Life 2 was built around physics and the ability to manipulate everything in the world via the Gravity Gun. What new tech Valve could use to direct Half-Life 3 seems to have been something they struggled with for some time; the "Episodes" format even seems to have been a way for them to try to get around that by not requiring a new mechanic for the smaller games, but that didn't work out either.
There's also the risk of diminishing returns and impossible expectations: Half-Life and Half-Life 2 were both deemed the greatest game of all time on release, but by the time of Episode Two's release, the critical acclaim had ebbed away somewhat and the expansion got only middling reviews, with most of the acclaim going on its contemporary spin-off release instead, Portal. One of the reasons for pulling Episode Three is likely that the Source Engine technology it was relying on was going to be too old hat in 2009 (when it was originally due for release) and Valve didn't want to overhaul the engine to the extent required to make it more of a cutting-edge release (although they eventually did for Portal 2 two years later). This inspired the move from Episode Three to Half-Life 3, but the project never seemed to get off the ground, probably due to this issue over not having a central new mechanic. Valve seem to have developed a perfectionist streak and the determination that Half-Life 3 could not be released unless it was guaranteed to re-make the wheel again, which is a huge (and likely impossible) task to set yourself.
The other issue with not making Half-Life 3 is one of age. This year Half-Life turned 21 years old. Half-Life 2 celebrated its 15th anniversary a fortnight ago. An entire generation of gamers has grown up who are completely unfamiliar with the franchise, which is a problem for Valve.
Does Half-Life: Alyx put Half-Life 3 back in play?
In a word, yes. Half-Life: Alyx appears to be a gimmick, another attempt to push VR technology on a sceptical gaming audience. But it should be remembered that in order to make Alyx, Valve have had to completely revamp their engine technology and their art. As the game is set in City 17, it will feature new, HD and 4K assets and textures of locations we have already seen in previous games, as well as new lighting technology, better water and so on.
These are all elements that can be fed back into not just a Half-Life 3 but also a Half-Life 2 Remastered. Remasters are all the rage and Half-Life 2 has benefited from minor tech upgrades over the years, but it hasn't had the full remaster treatment yet. With the technology developed for Alyx, it should be relatively simple for Valve to completely remaster Half-Life 2 and its two expansions, all ready for re-release on the next generation of PC and console hardware. And of course, if you can do that then you're most of the way to building expectations for a Half-Life 3.
We saw this recently when Gearbox Software acquired the Homeworld licence, released Homeworld Remastered and then a stand-alone prequel game, Deserts of Kharak, and then based on their success have started work on Homeworld 3. And that franchise was (and remains) very obscure compared to Half-Life.
Valve have not so far made a Half-Life 3 due to a combination of having total financial security from their Steam service instead; not having found a central technology or mechanic to hook the game around; declining interest in the franchise as it gets older; and utterly unachievable expectations set by the fanbase which only get worse with every year.
However, Valve creating and releasing Half-Life: Alyx suggests that they have overcome some of these objections and also developed technology and assets that could be used to make Half-Life 3. This doesn't mean it'll happen, but it puts the idea back in play as a serious possibility for the first time in many years. Of course, if Alyx is an unexpected success it does raise the possibility that Half-Life 3 itself may follow...as a VR game. And that would be an interesting situation to watch unfold.
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The Half-Life series of video games is one of the most influential, critically-acclaimed and biggest-selling in history. More than 30 million copies of the two core games in the series have been sold, and many millions more of the various expansions, DLC and the popular Portal series of spin-off games. However, the core storyline begun in the original Half-Life (1998) stalled in Half-Life 2: Episode Two (2007), which ended on a massive cliffhanger. In the twelve years (and counting) to date, that cliffhanger has not been resolved.
Concept art for Half-Life 2: Episode Three from around 2008.
The Story So Far
Ex-Microsoft employees Gabe Newell and Mike Harrington set up Valve Corporation in 1996. They began development of their first video games, an all-out, first-person action title called Quiver and a moody, story-driven science fiction epic entitled Prospero. After a few months in development they realised they didn't have enough manpower to develop both games, so combined them into a new title: Half-Life.
Released in late 1998, Half-Life was almost immediately acclaimed the greatest video game ever made (at least on PC) and sold millions of copies. Expansions followed, Opposing Force in 1999 (which launched the career of Gearbox Software) and Blue Shift in 2000. Valve and their fans in the modding scene developed a number of spin-offs from the engine, including the popular multiplayer games Counter-Strike and Team Fortress, before beginning work on a full sequel.
When Half-Life 2 was released in November 2004, it was not only also immediately acclaimed the greatest PC game ever made, it was also hugely controversial for requiring online activation and validation on Valve's propriety online store, called "Steam." A lot of people were furious with Valve for this move, but the overwhelming critical acclaim given to the game saw them give in and join the services. Half-Life 2 also sold millions of copies, as did its expansions Episode One (2006) and Episode Two (2007) and a related spin-off game, Portal (2007).
Half-Life 2: Episode Two ended on a massive cliffhanger, with a major character dead and the fate of the rest of the characters in severe jeopardy. Valve assured fans they were working on Episode Three. However, several years passed in which little news was released. In the meantime Valve continued making well-regarded games, including Team Fortress 2 (2007), Left 4 Dead (2008), Left 4 Dead 2 (2009), Portal 2 (2011) and Dota 2 (2013).
Also during this time period Steam went through a massive explosion of popularity, becoming the default online PC games portal and making Valve billions of dollars in pure profit. As of this year, there are more than 90 million regular Steam customers and over one billion accounts in existence.
Ex-Microsoft employees Gabe Newell and Mike Harrington set up Valve Corporation in 1996. They began development of their first video games, an all-out, first-person action title called Quiver and a moody, story-driven science fiction epic entitled Prospero. After a few months in development they realised they didn't have enough manpower to develop both games, so combined them into a new title: Half-Life.
Released in late 1998, Half-Life was almost immediately acclaimed the greatest video game ever made (at least on PC) and sold millions of copies. Expansions followed, Opposing Force in 1999 (which launched the career of Gearbox Software) and Blue Shift in 2000. Valve and their fans in the modding scene developed a number of spin-offs from the engine, including the popular multiplayer games Counter-Strike and Team Fortress, before beginning work on a full sequel.
When Half-Life 2 was released in November 2004, it was not only also immediately acclaimed the greatest PC game ever made, it was also hugely controversial for requiring online activation and validation on Valve's propriety online store, called "Steam." A lot of people were furious with Valve for this move, but the overwhelming critical acclaim given to the game saw them give in and join the services. Half-Life 2 also sold millions of copies, as did its expansions Episode One (2006) and Episode Two (2007) and a related spin-off game, Portal (2007).
Half-Life 2: Episode Two ended on a massive cliffhanger, with a major character dead and the fate of the rest of the characters in severe jeopardy. Valve assured fans they were working on Episode Three. However, several years passed in which little news was released. In the meantime Valve continued making well-regarded games, including Team Fortress 2 (2007), Left 4 Dead (2008), Left 4 Dead 2 (2009), Portal 2 (2011) and Dota 2 (2013).
Also during this time period Steam went through a massive explosion of popularity, becoming the default online PC games portal and making Valve billions of dollars in pure profit. As of this year, there are more than 90 million regular Steam customers and over one billion accounts in existence.
The Half-Life franchise's main protagonists, Gordon Freeman (left) and Alyx Vance (right).
Shortly after the release of Half-Life 2 in 2004, Valve confirmed it was working on three "episodes," each one of which would be about one-third the length of Half-Life 2. The idea was that the episodes would form a full sequel to Half-Life 2, and delivering them incrementally would mean that fans would not have to endure another six-year wait such as that which fell between the first two games. Episode One and Episode Two duly followed (split by an eighteen-month gap) in 2006 and 2007, with Episode Three estimated for arrival in mid-2009.
Valve's public statements about the episode were brief and not particularly useful, although they confirmed that the game would pick up on story elements left dangling from Episode Two, particularly the revelation that Dr. Mossman had discovered a key to defeating the Combine on board an old freighter lost in the Arctic, the Borealis. In 2011 the game Portal 2 featured some tie-ins to Episode Three, including the player discovering the drydock the Borealis was launched from. There were also some hints that Episode Three might unite the Half-Life and Portal franchises in some fashion.
By 2012 the Internet had officially grown bored of the wait and a huge number of memes about the missing game had been amassed. Valve boss Gabe Newell made a brief (if coded) comment that the game was in development but said little else about it. Over the following four years there was again little sign of life in the franchise, except a few comments and apparently internal T-shirts at Valve which suggested that Half-Life 2: Episode Three was dead and the story would only continue in a full Half-Life 3 itself.
In 2016, Marc Laidlaw, the main writer on all of the Half-Life games, quit Valve unexpectedly. A year later, he revealed the working outline of Episode Three and how the story would have unfolded (it would have ended on another cliffhanger, if of a lesser magnitude). It was also confirmed around this time that Valve had not seriously been working on Half-Life 3 or Episode Three for many years. This battery of news, following the news that other Half-Life alumni had quit Valve over the years, seemed to confirm to the Internet that Half-Life was finally dead.
Until this week, when Valve unexpectedly announced a full-length, brand-new Half-Life game which wasn't a sequel to Episode Two. Instead, Half-Life: Alyx is an "interquel" set between Half-Life and Half-Life 2, and will be a VR exclusive. It's the latest, unexpected twist in a story that constantly defies explanation.
A pre-release screenshot for Half-Life: Alyx, a new VR game.
This is the hundred million dollar question. On the surface, Half-Life 3 would have been a licence to print money. The franchise has sold tens of millions of copies and made hundreds of millions of dollars in profit (maybe more). They had momentum from making Half-Life 2 and the two episodes and a team in place ready to roll on.
The reasons why Valve lost that momentum now seem more obvious in retrospect. Steam was a much bigger, much wilder success than anyone ever expected. Valve take home around $4 billion in profit a year from just running a games store, which rather handily eliminates any question over their financial security. Valve are currently the most profitable-per-employee company in the United States and have rejected offers to be bought out by both Electronic Arts and Microsoft, each offer allegedly northwards of $20 billion.
In addition, Valve seemed to struggle with the idea of a central mechanic to hook Half-Life 3 around. Half-Life was built around the all-encompassing idea of a realistic 3D environment; Half-Life 2 was built around physics and the ability to manipulate everything in the world via the Gravity Gun. What new tech Valve could use to direct Half-Life 3 seems to have been something they struggled with for some time; the "Episodes" format even seems to have been a way for them to try to get around that by not requiring a new mechanic for the smaller games, but that didn't work out either.
There's also the risk of diminishing returns and impossible expectations: Half-Life and Half-Life 2 were both deemed the greatest game of all time on release, but by the time of Episode Two's release, the critical acclaim had ebbed away somewhat and the expansion got only middling reviews, with most of the acclaim going on its contemporary spin-off release instead, Portal. One of the reasons for pulling Episode Three is likely that the Source Engine technology it was relying on was going to be too old hat in 2009 (when it was originally due for release) and Valve didn't want to overhaul the engine to the extent required to make it more of a cutting-edge release (although they eventually did for Portal 2 two years later). This inspired the move from Episode Three to Half-Life 3, but the project never seemed to get off the ground, probably due to this issue over not having a central new mechanic. Valve seem to have developed a perfectionist streak and the determination that Half-Life 3 could not be released unless it was guaranteed to re-make the wheel again, which is a huge (and likely impossible) task to set yourself.
The other issue with not making Half-Life 3 is one of age. This year Half-Life turned 21 years old. Half-Life 2 celebrated its 15th anniversary a fortnight ago. An entire generation of gamers has grown up who are completely unfamiliar with the franchise, which is a problem for Valve.
Another pre-release screenshot for Half-Life: Alyx, due for release in March 2020.
In a word, yes. Half-Life: Alyx appears to be a gimmick, another attempt to push VR technology on a sceptical gaming audience. But it should be remembered that in order to make Alyx, Valve have had to completely revamp their engine technology and their art. As the game is set in City 17, it will feature new, HD and 4K assets and textures of locations we have already seen in previous games, as well as new lighting technology, better water and so on.
These are all elements that can be fed back into not just a Half-Life 3 but also a Half-Life 2 Remastered. Remasters are all the rage and Half-Life 2 has benefited from minor tech upgrades over the years, but it hasn't had the full remaster treatment yet. With the technology developed for Alyx, it should be relatively simple for Valve to completely remaster Half-Life 2 and its two expansions, all ready for re-release on the next generation of PC and console hardware. And of course, if you can do that then you're most of the way to building expectations for a Half-Life 3.
We saw this recently when Gearbox Software acquired the Homeworld licence, released Homeworld Remastered and then a stand-alone prequel game, Deserts of Kharak, and then based on their success have started work on Homeworld 3. And that franchise was (and remains) very obscure compared to Half-Life.
Conclusion
Valve have not so far made a Half-Life 3 due to a combination of having total financial security from their Steam service instead; not having found a central technology or mechanic to hook the game around; declining interest in the franchise as it gets older; and utterly unachievable expectations set by the fanbase which only get worse with every year.
However, Valve creating and releasing Half-Life: Alyx suggests that they have overcome some of these objections and also developed technology and assets that could be used to make Half-Life 3. This doesn't mean it'll happen, but it puts the idea back in play as a serious possibility for the first time in many years. Of course, if Alyx is an unexpected success it does raise the possibility that Half-Life 3 itself may follow...as a VR game. And that would be an interesting situation to watch unfold.
Friday, 25 August 2017
HALF-LIFE writer reveals where the story would have gone in Episode 3
Marc Laidlaw, the writer of Half-Life, Half-Life 2 and Episode One and Two of the same franchise, has (cheekily) revealed where the story would have gone in the Episode Three that Valve were planning in 2007.
His original blog entry "creatively" reinterprets some of the names and concepts in the Half-Life franchise to (mildly) disguise what he is saying. However, I have penetrated his confusing veil and revealed the true story as follows:
Half-Life 2: Episode 3 was effectively cancelled this decade in favour of a full Half-Life 3, although Valve has shown little appetite in continuing the series. Instead, fans have revisited the series through Black Mesa, a superb remake of Half-Life with modern technology, and I daresay more than a few modders will be reading this outline, looking at their copy of the Source Engine code and saying, "Right..."
His original blog entry "creatively" reinterprets some of the names and concepts in the Half-Life franchise to (mildly) disguise what he is saying. However, I have penetrated his confusing veil and revealed the true story as follows:
Dearest
Player,
I hope this letter finds you
well. I can hear your complaint already, “Gordon Freeman, we have not heard
from you in ages!” Well, if you care to hear excuses, I have plenty, the
greatest of them being I’ve been in other dimensions and whatnot, unable to reach
you by the usual means. This was the case until eighteen months ago, when I
experienced a critical change in my circumstances, and was redeposited on these
shores. In the time since, I have been able to think occasionally about how
best to describe the intervening years, my years of silence. I do first
apologize for the wait, and that done, hasten to finally explain (albeit
briefly, quickly, and in very little detail) events following those described
in my previous letter (referred to herewith as Episode 2).
To begin with, as you may recall
from the closing paragraphs of my previous missive, the death of Eli Vance
shook us all. The Resistance team was traumatized, unable to be sure how much
of our plan might be compromised, and whether it made any sense to go on at all
as we had intended. And yet, once Eli had been buried, we found the strength
and courage to regroup. It was the strong belief of her brave daughter, Alyx Vance,
that we should continue on as her father had wished. We had the Arctic
coordinates, transmitted by Eli’s long-time assistant, Dr. Judith Mossman,
which we believed to mark the location of the lost luxury liner Borealis. Eli had felt strongly that the
Borealis should be destroyed rather
than allow it to fall into the hands of the Combine. Others on our team
disagreed, believing that the Borealis
might hold the secret to the revolution’s success. Either way, the arguments
were moot until we found the vessel. Therefore, immediately after the service
for Dr. Vance, Alyx and I boarded a seaplane and set off for the Arctic; a much
larger support team, mainly militia, was to follow by separate transport.
It is still unclear to me exactly
what brought down our little aircraft. The following hours spent traversing the
frigid waste in a blizzard are also a jumbled blur, ill-remembered and poorly
defined. The next thing I clearly recall is our final approach to the
coordinates Dr. Mossman has provided, and where we expected to find the Borealis. What we found instead was a
complex fortified installation, showing all the hallmarks of sinister Combine
technology. It surrounded a large open field of ice. Of the Borealis itself there was no sign…or not
at first. But as we stealthily infiltrated the Combine installation, we noticed
a recurrent, strangely coherent auroral effect–as of a vast hologram fading in
and out of view. This bizarre phenomenon initially seemed an effect caused by
an immense Combine lensing system, Alyx and I soon realized that what we were
actually seeing was the luxury liner Borealis
itself, phasing in and out of existence at the focus of the Combine devices.
The aliens had erected their compound to study and seize the ship whenever it
materialized. What Dr. Mossman had provided were not coordinates for where the
sub was located, but instead for where it was predicted to arrive. The liner
was oscillating in and out of our reality, its pulses were gradually steadying,
but there was no guarantee it would settle into place for long–or at all. We
determined that we must put ourselves into position to board it at the instant
it became completely physical.
At this point we were briefly
detained–not captured by the Combine, as we feared at first, but by minions of
our former nemesis, the conniving and duplicitous Wallace Breen. Dr. Breen was
not as we had last seen him –which is to say, he was not dead. At some point,
the Combine had saved out an earlier version of his consciousness, and upon his
physical demise, they had imprinted the back-up personality into a biological
blank resembling an enormous slug. The Breen-Slug, despite occupying a position
of relative power in the Combine hierarchy, seemed nervous and frightened of me
in particular. Wallace did not know how his previous incarnation, the original
Dr. Breen, had died. He knew only that I was responsible. Therefore, the slug
treated us with great caution. Still, he soon confessed (never able to keep
quiet for long) that he was himself a prisoner of the Combine. He took no
pleasure from his current grotesque existence, and pleaded with us to end his
life. Alyx believed that a quick death was more than Wallace Breen deserved,
but for my part, I felt a modicum of pity and compassion. Out of Alyx’s sight,
I might have done something to hasten the slug’s demise before we proceeded.
Not far from where we had been
detained by Dr. Breen, we found Judith Mossman being held in a Combine
interrogation cell. Things were tense between Judith and Alyx, as might be
imagined. Alyx blamed Judith for her father’s death…news of which, Judith was
devastated to hear for the first time. Judith tried to convince Alyx that she
had been a double agent serving the Resistance all along, doing only what Eli
had asked of her, even though she knew it meant she risked being seen by her
peers–by all of us–as a traitor. I was convinced; Alyx less so. But from a
pragmatic point of view, we depended on Dr. Mossman; for along with the Borealis coordinates, she possessed
resonance keys which would be necessary to bring the liner fully into our plane
of existence.
We skirmished with Combine
soldiers protecting a Combine research post, then Dr. Mossman attuned the Borealis to precisely the frequencies
needed to bring it into (brief) coherence. In the short time available to us,
we scrambled aboard the ship, with an unknown number of Combine agents close
behind. The ship cohered for only a short time, and then its oscillations
resumed. It was too late for our own military support, which arrived and joined
the Combine forces in battle just as we rebounded between universes, once again
unmoored.
What happened next is even harder
to explain. Alyx Vance, Dr. Mossman and myself sought control of the ship–its
power source, its control room, its navigation center. The liner’s history
proved nonlinear. Years before, during the Combine invasion, various members of
an earlier science team, working in the hull of a dry-docked liner situated at
the Tocsin Island Research Base in Lake Huron, had assembled what they called
the Bootstrap Device. If it worked as intended, it would emit a field large
enough to surround the ship. This field would then itself travel
instantaneously to any chosen destination without having to cover the
intervening space. There was no need for entry or exit portals, or any other
devices; it was entirely self-contained. Unfortunately, the device had never
been tested. As the Combine pushed Earth into the Seven Hour War, the aliens
seized control of our most important research facilities. The staff of the Borealis, with no other wish than to
keep the ship out of Combine hands, acted in desperation. The switched on the
field and flung the Borealis toward
the most distant destination they could target: the Arctic. What they did not
realize was that the Bootstrap Device travelled in time as well as space. Nor
was it limited to one time or one location. The Borealis, and the moment of its activation, were stretched across
space and time, between the nearly forgotten Lake Huron of the Seven Hour War and
the present-day Arctic; it was pulled taut as an elastic band, vibrating,
except where at certain points along its length one could find still points,
like the harmonic spots along a vibrating guitar string. One of these harmonics
was where we boarded, but the string ran forward and back, in both time and
space, and we were soon pulled in every direction ourselves.
Time grew confused. Looking from
the bridge, we could see the drydocks of Tocsin Island at the moment of
teleportation, just as the Combine forces closed in from land, sea and air. At
the same time, we could see the Arctic wastelands, where our friends were
fighting to make their way to the protean Borealis;
and in addition, glimpses of other worlds, somewhere in the future perhaps, or
even in the past. Alyx grew convinced we were seeing one of the Combine’s
central staging areas for invading other worlds–such as our own. We meanwhile
fought a running battle throughout the ship, pursued by Combine forces. We
struggled to understand our situation, and to agree on our course of action.
Could we alter the course of the Borealis?
Should we run it aground in the Antarctic, giving our peers the chance to study
it? Should we destroy it with all hands aboard, our own included? It was
impossible to hold a coherent thought, given the baffling and paradoxical
timeloops, which passed through the ship like bubbles. I felt I was going mad,
that we all were, confronting myriad versions of ourselves, in that ship that
was half ghost-ship, half nightmare funhouse.
What it came down to, at last,
was a choice. Judith Mossman argued, reasonably, that we should save the Borealis and deliver it to the
resistance, that our intelligent peers might study and harness its power. But Alyx
reminded me that she had sworn she would honour his mother’s demand that we
destroy the ship. She hatched a plan to set the Borealis to self-destruct, while riding it into the heart of the Combine’s
invasion nexus. Judith and Alyx argued. Judith overpowered Alyx and secured the
Borealis command area, preparing to
shut off the Bootstrap Device and settle the ship on the ice. Then I heard a
shot, and Judith fell. Alyx had decided for all of us, or her weapon had. With
Dr. Mossman dead, we were committed to the suicide plunge. Grimly, Alyx and I
armed the Borealis, creating a
time-travelling missile, and steered it for the heart of the Combine’s command
center.
At this point, as you will no
doubt be unsurprised to hear, a Certain Sinister Figure appeared, in the form
of that sneering trickster, the G-Man. For once he appeared not to me,
but to Alyx Vance. Alyx had not seen the cryptical schoolmarm since childhood,
but she recognized him instantly. “Come along with me now, we’ve places to do
and things to be,” said G-Man, and Alyx acquiesced. She followed the strange
grey man out of the Borealis, out of
our reality. For me, there was no convenient door held open; only a snicker and
a sideways glance. I was left alone, riding the weaponized luxury liner into
the heart of a Combine world. An immense light blazed. I caught a cosmic view
of a brilliantly glittering Dyson sphere. The vastness of the Combine’s power,
the futility of our struggle, blossomed briefly in my awareness. I saw
everything. Mainly I saw how the Borealis,
our most powerful weapon, would register as less than a fizzling matchhead as
it blew itself apart. And what remained of me would be even less than that.
Just then, as you have surely
already foreseen, the Vortigaunts parted their own checkered curtains of
reality, reached in as they had on prior occasions, plucked me out, and set me
aside. I barely got to see the fireworks begin.
And here we are. I spoke of my
return to this shore. It has been a circuitous path to lands I once knew, and
surprising to see how much the terrain has changed. Enough time has passed that
few remember me, or what I was saying when last I spoke, or what precisely we
hoped to accomplish. At this point, the resistance will have failed or
succeeded, no thanks to me. Old friends have been silenced, or fallen by the
wayside. I no longer know or recognize most members of the research team,
though I believe the spirit of rebellion still persists. I expect you know
better than I the appropriate course of action, and I leave you to it. Except
no further correspondence from me regarding these matters; this is my final Episode.
Half-Life 2: Episode 3 was effectively cancelled this decade in favour of a full Half-Life 3, although Valve has shown little appetite in continuing the series. Instead, fans have revisited the series through Black Mesa, a superb remake of Half-Life with modern technology, and I daresay more than a few modders will be reading this outline, looking at their copy of the Source Engine code and saying, "Right..."
Thursday, 12 January 2017
HALF-LIFE 3 not in development at Valve
A new expose undertaken by Game Informer has concluded that Valve are not developing Half-Life 3, even on the backburner, at present. This contradicts Valve's position, taken since the release of Half-Life 2: Episode Two in 2007, that the next Half-Life game remains a work-in-progress.
To rewind, Valve released the original Half-Life back in 1998 to immense critical acclaim. A first-person shooter noted for strong combat and total immersion in the game's viewpoint character, Gordon Freeman, the game sold over 10 million copies and completely redefined the first-person shooter genre. Two expansions, Opposing Force and Blue Shift, followed in 1999 and 2001. Opposing Force launched the career of Gearbox, themselves now one of the biggest FPS developers in the industry for their Borderlands series.
Half-Life 2 was released in 2004 to even greater acclaim and sales. It was praised for its graphics and its pioneering use of physics technology. More importantly, the game launched the Steam digital distribution platform which is now the leading online retail store for PC games with over 125 million users.
Unhappy with the six-year wait between the two games, Valve decided to split the next Half-Life game into three distinct episodes. Half-Life 2: Episode One was released in 2006 and was followed by Episode Two in late 2007, which infamously ended on a massive cliffhanger involving the death of a major supporting character. Episode Three, it was speculated, would be released in 2009. Valve also improved their game catalogue by releasing Episode Two alongside two other games in the "Orange Box" collection: Team Fortress 2, a colourful and fun multiplayer shooter, and Portal, a sophisticated puzzle game using portals, physics and momentum to solve puzzles in a story with a very dark sense of humour and a break-out villain character, the evil computer GLADOS. Portal also took place in the Half-Life universe and fans had fun spotting the Easter eggs linking up the two storylines.
Portal 2 was released in 2011 and was a massive success. A far larger, funnier and more sophisticated game than its forebear, it gained immense acclaim. It also had much closer ties to the Half-Life franchise, including some elements that seemed to be helping set up Episode Three.
Since 2011 there has been almost blanket radio silence from Valve on the status of the Half-Life franchise, except for rumours that Episode Three was dead and the next game would be a full-blown Half-Life 3. Valve has since released Counter-Strike: Global Offensive (2012), Dota 2 (2013) and Portal VR spin-off The Lab (2016) but no more games, instead focusing on online content for Team Fortress 2 and experimenting with new hardware, particularly virtual reality.
Game Informer's investigation relies on an interview with an insider at Valve. According to them, the game never gained much traction due to Valve's way of working, where developers work on projects that they like and then take prototypes to senior management to approve and take to the next level. For whatever reason, Valve's senior management (and its overall boss, Gabe Newell) have never formally approved a Half-Life 3. Apparently some of the ideas and prototypes were pretty wild, including an real-time strategy game spin-off and a live-action movie with branching storylines based on player choice. It does look like that Episode Three did get off the ground after Episode Two's completion, but it was canned pretty quickly, possibly in favour of Portal 2, and the momentum was never regained.
The idea that the Half-Life franchise may be dead was given greater credence when Viktor Antonov, the main designer of Half-Life 2 and its episodes, left Valve for Arkane, where he became lead designer on Dishonored and Dishonored 2. However, even more damaging was the departure of Marc Laidlaw last year. Laidlaw was the main writer on Half-Life and its sequel, as well as the episodes. His departure is a much bigger blow, since it was his influence that led to the franchise's signature laidback, subtle and environmental storytelling, as well as its nods to pulp SF.
Half-Life 3 is a difficult project to take on at this point. Gabe Newell seems to want a game that will redefine the FPS genre as the first two titles did with new ideas and technology, but no-one seems really to have come up with a viable idea. In addition, the Half-Life franchise may have sold over 25 million copies but its console ports have never been more than modestly successful, whilst a new game would also have to appeal to console gamers. The direction of FPS games on console has been to lowest-common denominator, cut scene-heavy and violence-focused titles. That's not to say that a smarter, more thoughtful FPS could not be successful (arguably the Fallout series has moved away from being RPGs to narrative and conversation-heavy FPS games instead), but the project has to be seen as being risky from a commercial POV.
On the other hand, there is no way that a new Half-Life game from Valve would bomb. It'd be a big success regardless of the mechanics it employed. The huge cliffhanger ending of Episode Two, not to mention the numerous storyline nods from Portal and Portal 2, have also set up expectations and questions that Valve should really answer, if not in a new game than perhaps in a novel or comic.
The one thing that might resurrect the franchise? A movie. Star Wars and Star Trek producer and director J.J. Abrams is a massive fan of the Half-Life and Portal games and recently confirmed that his company, Bad Robot, is developing movies set in both universes, although it sounds like the Portal movie will happen first. Whether Abrams would direct or just produce remains to be seen. But if something lights a fire under the franchise and gets a new Half-Life game going again, this might be it.
To rewind, Valve released the original Half-Life back in 1998 to immense critical acclaim. A first-person shooter noted for strong combat and total immersion in the game's viewpoint character, Gordon Freeman, the game sold over 10 million copies and completely redefined the first-person shooter genre. Two expansions, Opposing Force and Blue Shift, followed in 1999 and 2001. Opposing Force launched the career of Gearbox, themselves now one of the biggest FPS developers in the industry for their Borderlands series.
Half-Life 2 was released in 2004 to even greater acclaim and sales. It was praised for its graphics and its pioneering use of physics technology. More importantly, the game launched the Steam digital distribution platform which is now the leading online retail store for PC games with over 125 million users.
Unhappy with the six-year wait between the two games, Valve decided to split the next Half-Life game into three distinct episodes. Half-Life 2: Episode One was released in 2006 and was followed by Episode Two in late 2007, which infamously ended on a massive cliffhanger involving the death of a major supporting character. Episode Three, it was speculated, would be released in 2009. Valve also improved their game catalogue by releasing Episode Two alongside two other games in the "Orange Box" collection: Team Fortress 2, a colourful and fun multiplayer shooter, and Portal, a sophisticated puzzle game using portals, physics and momentum to solve puzzles in a story with a very dark sense of humour and a break-out villain character, the evil computer GLADOS. Portal also took place in the Half-Life universe and fans had fun spotting the Easter eggs linking up the two storylines.
Portal 2 was released in 2011 and was a massive success. A far larger, funnier and more sophisticated game than its forebear, it gained immense acclaim. It also had much closer ties to the Half-Life franchise, including some elements that seemed to be helping set up Episode Three.
Since 2011 there has been almost blanket radio silence from Valve on the status of the Half-Life franchise, except for rumours that Episode Three was dead and the next game would be a full-blown Half-Life 3. Valve has since released Counter-Strike: Global Offensive (2012), Dota 2 (2013) and Portal VR spin-off The Lab (2016) but no more games, instead focusing on online content for Team Fortress 2 and experimenting with new hardware, particularly virtual reality.
Game Informer's investigation relies on an interview with an insider at Valve. According to them, the game never gained much traction due to Valve's way of working, where developers work on projects that they like and then take prototypes to senior management to approve and take to the next level. For whatever reason, Valve's senior management (and its overall boss, Gabe Newell) have never formally approved a Half-Life 3. Apparently some of the ideas and prototypes were pretty wild, including an real-time strategy game spin-off and a live-action movie with branching storylines based on player choice. It does look like that Episode Three did get off the ground after Episode Two's completion, but it was canned pretty quickly, possibly in favour of Portal 2, and the momentum was never regained.
Valve has occasionally released concept art for Half-Life 3, including this image of the Borealis, a ship which was heavily referenced in both Episode Two and Portal 2.
Half-Life 3 is a difficult project to take on at this point. Gabe Newell seems to want a game that will redefine the FPS genre as the first two titles did with new ideas and technology, but no-one seems really to have come up with a viable idea. In addition, the Half-Life franchise may have sold over 25 million copies but its console ports have never been more than modestly successful, whilst a new game would also have to appeal to console gamers. The direction of FPS games on console has been to lowest-common denominator, cut scene-heavy and violence-focused titles. That's not to say that a smarter, more thoughtful FPS could not be successful (arguably the Fallout series has moved away from being RPGs to narrative and conversation-heavy FPS games instead), but the project has to be seen as being risky from a commercial POV.
On the other hand, there is no way that a new Half-Life game from Valve would bomb. It'd be a big success regardless of the mechanics it employed. The huge cliffhanger ending of Episode Two, not to mention the numerous storyline nods from Portal and Portal 2, have also set up expectations and questions that Valve should really answer, if not in a new game than perhaps in a novel or comic.
The one thing that might resurrect the franchise? A movie. Star Wars and Star Trek producer and director J.J. Abrams is a massive fan of the Half-Life and Portal games and recently confirmed that his company, Bad Robot, is developing movies set in both universes, although it sounds like the Portal movie will happen first. Whether Abrams would direct or just produce remains to be seen. But if something lights a fire under the franchise and gets a new Half-Life game going again, this might be it.
Monday, 23 April 2012
Finally! An official quasi-update on HALF-LIFE 3
Valve have, famously, said very little about the status of the next game in their core Half-Life franchise. In fact, the head of Valve, Gabe Newell, has been reticent to even comment about it, outside of the standard "It'll be done when it's done," comment and mutterings about Valve Time.
On the Seven Day Cooldown podcast, Newell is asked a question about Ricochet, a minor and highly obscure title that Valve released in 2000 and which Valve themselves do not acknowledge on their own website. Coming after a series of Half-Life questions, Newell suddenly starts talking about 'Ricochet 2'. Given that the chances of a real Ricochet 2 are non-existent, it seems probable that he was actually talking about Half-Life 3/Episode 3 (the fact that both Newell and the show's presenters keep laughing is a bit of a giveaway).
So based on his comments, the situation seems to be that:
On the Seven Day Cooldown podcast, Newell is asked a question about Ricochet, a minor and highly obscure title that Valve released in 2000 and which Valve themselves do not acknowledge on their own website. Coming after a series of Half-Life questions, Newell suddenly starts talking about 'Ricochet 2'. Given that the chances of a real Ricochet 2 are non-existent, it seems probable that he was actually talking about Half-Life 3/Episode 3 (the fact that both Newell and the show's presenters keep laughing is a bit of a giveaway).
So based on his comments, the situation seems to be that:
- A team is currently working on Half-Life 3/Ep3 and the freeform work structure at Valve has not been responsible for the delays on it.
- The game has been the subject of several delays resulting to changes in the storyline that came up in development. Some of these unexpected changes have been positive and some have been negative.
- More traditionally, Newell confirms that there will be no firm news until the game has taken on a much more definitive shape and form and is headed for release.
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