Casali confirmed something Valve has already publicly stated elsewhere, that some of those projects were Half-Life-based and never saw the light of day. In the time since then, Valve has worked on loads of different projects: Steam, Dota 2, CS:GO, multiple VR headsets, and plenty more, many of which the outside world never saw. In a new interview with our own Ryan McCaffrey, Newell said “Half-Life games are supposed to solve interesting problems,” and explained that Valve doesn’t want to just “crank Half-Life titles out because it helps us make the quarterly numbers.” Casali similarly says that they were “looking for what is going to make that next big impact” after Episode Two. So that’s why Episode 3 never arrived (though former Valve writer Marc Laidlaw did post what is seemingly a gender-swapped synopsis of what it could have been it back in 2017) but why did Valve’s re-evaluation result in an indefinite cliffhanger (and innumerable memes) instead of a proper Half-Life sequel? Casali ties it back to two things: the start of Source 2’s development, and Valve’s goal of making Half-Life games more than just another release.īoth Casali and Valve co-founder Gabe Newell explained to IGN that Valve uses Half-Life games explicitly to push technology forward and turn heads. “I think at that point we realized, ‘Okay, maybe this episodes thing, it was a good concept, but we're not executing terribly well as far as getting things out quickly enough,’” Casali explains, so the team started rethinking things after Episode Two. After Episode One shipped, some members of its team even joined the Episode Two team to help out. The plan for smaller, faster releases didn’t line up with the studio’s ambition for the project, and the scope of Episode Two increased past its original concept. Watch our full interview with Valve's Gabe Newell and Robin Walker above.Įpisode Two actually took two years to make – Valve started work on it at the same time as Episode One. “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 explains, “and then we realized these episodes are turning more into sequels.” While Episode One was successfully developed in about a year, Casali says “scope creep” became a problem. That plan didn’t work out entirely as Valve had hoped. Of course, I pointed out the irony of him saying Valve disliked going dark for six years when the gap between Episode Two and Alyx ended up being more than double that, to which Casali jokingly replied “yeah, it's like we adjusted to an extreme” after they moved away from the quicker episodic format.īut, regardless of how it ended, a plan was set to develop and release each episode in a year, designing them as shorter additions to the story to keep players satisfied more frequently. We think players are going to prefer that from waiting six years and going through however many delays we went through.’" Let's just bite off little chunks and then release more often. We understand the characters, we understand the story, we have most of the mechanics. That's why we started doing the episodes where we thought, ‘well, we have the stable technology now. Our app is compatible with hundreds of the best PC games and available now.“After working on Half-Life 2 for six years we decided we didn't want to go dark for so long. It's the perfect way to track Half-Life: Source FPS drops and stutters.ĭownload our free FPS Monitor via Overwolf to count your frame rates as you play, and test how tweaks to your settings can boost FPS and increase Half-Life: Source performance. How many FPS will I get on Half-Life: Source?Īn FPS Monitor is the first step in understanding how the parts in your gaming PC are actually performing in real-world conditions. Half-Life: Source FPS - what frame rate can you expect? We'll help you find the best deal for the right gear to run the game. Filter for Half-Life: Source graphics card comparison and CPU compare. Looking for an upgrade? Try our easy to use Half-Life: Source set up guides to find the best, cheapest cards. Half-Life: Source will run on PC system with and upwards.Īdditionally it has Mac and Linux versions. An Intel Core 2 Duo E8400 CPU is required at a minimum to run Half-Life: Source. The minimum memory requirement for Half-Life: Source is 4 GB of RAM installed in your computer. Provided that you have at least an NVIDIA GeForce 510 graphics card you can play the game.
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