The most-played competitive shooter in the world, in fact, with a daily playerbase that occasionally passes Dota 2’s. Continued attention to CS:GO rescued the game from a modest launch (for a year, it had fewer players than the original Counter-Strike) and turned it into another money-maker. While we’ve all longed for a Half-Life 3 (or a Left 4 Dead 3), Valve has turned Dota 2 into the second-biggest MOBA on the planet, pulling in millions of dollars per month. Valve’s development decisions since Portal 2 in 2011 may have been strategic, or driven by passion, or both, but it’s hard to argue with the results-from a financial perspective, anyway.
I think Valve must have the most airtight NDA in the business.” I honestly know nothing about if it even exists, even with my fairly well-connected ass. Valve, and GabeN, are all brilliant, and seem to always operate with a ‘what’s best for us strategically that we’ll love to work on’. “It’s almost become this myth on the internet, the ‘Half-Life 3’ confirmed. “If I were doing a Half-Life 3, I’d be terrified,” wrote Cliff Bleszinski.
Half life 1 long jump series#
He previously worked on the Unreal, Gears of War, and Jazz Jackrabbit series at Epic Games. Half-Life 3 could be to the Vive what Half-Life 2 was to Steam Cliff Blesinzski, CEO at Bosskey ProductionsĬliff Bleszinski is the CEO at Bosskey, developing upcoming FPS Lawbreakers. Mostly, Valve shouldn’t be afraid to take risks despite fan anticipation. Gunplay and AI should raise the bar for today’s shooters. The takeaway: Half-Life 3 needs to make a technological splash on par with HL1/2. Half-Life 3 should raise the bar in this area once again with AI that surprises the player, and does things that gamers just don't expect AI in a game to be able to do.” “Finally, great and unpredictable AI has been a cornerstone of the Half-Life gameplay since the beginning. So they should work to improve that aspect of their gunplay. Valve shooters traditionally have weapons that play well up close, and well at a distance, but at mid-range combat have been fairly lacking. It's time a Valve game had ironsights on all their weapons, even if the game plays well without them for the more casual players. Their weapon functionality and gun gameplay was groundbreaking in Half-Life 1, but was already pretty long in the tooth by the time Half-Life 2 came out and feels very dated today. “On the gameplay side, and I hate to put it this way, but Valve needs to get their weapon functionality out of the 1990s. To meet the expectations set by the previous games, Half-Life 3 needs to once again set the bar with new graphics and game engine features.
“They were both visually stunning games at the time-Half-Life 1 introduced skeletal animations and featured colored lighting, Half-Life 2 was one of the first games to feature heavy use of pixel shaders (that amazing water!) and physics gameplay.
“It may not seem like it today, but if you look back at Half-Life 1 and 2 they were both groundbreaking games in terms of technology,” he wrote. Valve needs to get their weapon functionality out of the 1990s. Gibson didn’t delve too deeply into specifics about those gameplay systems-and hey, it ain’t easy to magically conjure up the perfect gameplay innovations for a Half-Life sequel-but he did offer up more detailed thoughts about what made the first two games innovative. Finally I would set a priority for having enjoyable moment-to-moment gameplay, because if the main gameplay loop isn't fun then nothing else you do in the game will matter.” A great story is what separated the first two Half-Life games from their competitors, and the same should be true for Half-Life 3. "Beyond that I would focus next on giving the players a great story.