To begin with, as you may recall from the closing paragraphs of my previous missive, the death of Elly Vaunt shook us all. 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 Epistle 2). In the time since, I have been able to think occasionally about how best to describe the intervening years, my years of silence. This was the case until eighteen months ago, when I experienced a critical change in my circumstances, and was redeposited on these shores. I can hear your complaint already, “Gertie Fremont, 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. I’m too old for that.I hope this letter finds you well. I don’t think there’s going to be another 13 years, and if it is, I probably won’t be working on it. “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. “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. 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.”Īnd he’s not quite ready to walk away yet. I really think, we can all say, we really liked making this game,” he told Polygon. “I will say there’s a lot of affection for the universe. That being said, Walker was willing to give fans some hope for the future. Walker described the fact that Valve doesn’t have anyone outside of the company to answer to as a “cheat card.” Valve is wholly independent it can do whatever it wants, whenever it wants. “We haven’t made any decisions about what to do next, concretely, because there’s no reason to. “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 explained, citing the feedback Valve expects from players when Half-Life: Alyx launches. So will there be more? This is where Walker began being careful with his words, but the basic answer is that, as of right now, Valve doesn’t know. It’s too soon to even hint at the ending of Half-Life: Alyx, but the world of Half-Life has always been expansive enough to go in multiple directions. And that ultimately became Half-Life: Alyx. “I know how to start writing code for this today, I know how to start working.” Valve knew it had a Half-Life game it could finish. “As soon as we built that prototype and put it in front of people, and talked to them afterwards. Playtesters were spending as much as 45 minutes with it, because of their desire to explore everything in the world. Half-Life: Alyx is the best that VR, and Valve, have to offerīut then the team made a VR prototype that they thought would take about 15 minutes to play through, using assets and AI from Half-Life 2 and hand models from Counter-Strike: Global Offensive.
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