![]() ![]() ![]() However, the six-year development cycle for Half-Life 2 (released at the end of 2004) was a cause for concern, and Valve hit upon the idea of breaking the planned Half-Life 3 into three lesser chunks of 4-5 hours apiece and releasing them at six-month intervals, minimising the wait for them and allowing them to modestly improve the Source game engine between each release rather than having to revamp it from scratch, which is what a full sequel would demand. Through two expansions and a much-delayed full sequel, Valve kept the Half-Life series right at the top of its field, picking up accolades galore. ![]() They achieved this by creating arguably one of the most immersive game models of all time (eschewing narrative breaks from the action in favour of game engine cut scenes and never letting the protagonist speak, breaking the spell that 'you' are the hero) and combining it with high-level production values and playtesting the game until it hurt. When the dust had settled, their title had been acclaimed one of the single greatest games of all time and had won a frankly obscene number of awards. In 1998 the Valve Corporation released a first-person shooter named Half-Life into a somewhat crowded marketplace. ![]()
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