Half life validating game resources

“I don’t know this man at all,” he joked in March 2013, when the British host Jonathan Ross begged him for further news of a sequel. The original Half-Life, released for the PC in 1998, remains a definitive work in “first-person” gaming, a sci-fi thriller that set new standards for storytelling techniques and immersive world-building in a genre that had always boiled down to guns and blood.Previous first-person shooters like Doom and Quake embodied simplicity: Walk into room, kill monsters with weapons, rinse, and repeat.The company continues to innovate in other ways—the episodic model it piloted with Half-Life 2’s sequels is now the norm for every blockbuster game, as are the social multiplayer elements of games like Portal 2 and Left 4 Dead.So why won’t Valve just say once and for all that the game will never happen?Through its history, Valve has set the bar ever-higher with each new game.That was likely the thinking behind the Half-Life Episodes: They were shorter installments that could continue the story of Gordon and Alyx after the events of Half-Life 2, without having to reinvent the wheel.Ten years ago today, the video-game company Valve announced that Half-Life 2: Episode Three, the newest and much-anticipated chapter in its acclaimed sci-fi shooter series, would be out by the end of 2007.

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Half-Life 2 is the kind of game that’s impossible to overhype: Even played now, when its technological advancements seem routine, it remains better than almost any contemporary first-person game.The game was in every way a revolution, and remains a wonderfully scary, inventive work almost 20 years after its release.Valve tinkered with Half-Life over the years, offering add-on games that shifted the viewer’s perspective (in Blue Shift, you played as a security guard watching the crisis unfold; in Opposing Force, you jumped into the skin of one of the original game’s villains).Half-Life began with the player’s avatar, the scientist Gordon Freeman, ambling through a massive underground lab on a normal workday before a terrible accident flooded it with aliens.Valve embraced the limitation of the first-person perspective (players can only see through Gordon’s eyes) by having a huge story unfold around him in tiny bits and pieces: Players could put together what was happening if they paid attention to overheard bits of dialogue, or watched other characters interact from afar.

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