The website ValveTime has posted a gallery of concept art that their source claims are leaked pieces of concept art for Valve's much-anticipated (and super long-in-development) Half Life 2: Episode 3. (I should add that the art is from an anonymous visitor from an unnamed source. So, grains of salt in hand.)
The art is described as being from "circa 2008," meaning that if they're real, they are truly just concept drawings. However, a number of things about them—the fact that the helicopter from the end of Episode 2 turns up crashed, the arctic setting, which holds with past rumors of the game's setting, and the fact that a Combine advisor is shown, all indicate that these could well be legit.
And hey, even if they're fake, some of these are still quite lovely. To see the images at full resolution (along with a bunch more of 'em), head over to ValveTime's gallery.
It ain't news about Half Life 2: Episode 3 (much less Half Life 3), but it's something.
http://www.valvetime.net/threads/exclusive-half-life-2-episode-3-concept-art.206815/ [ValveTime via NeoGAF]
His finger-point introduction says "yes," but his fidgety shake of the crowbar says "yes, I will kill you now."
Henry The Worst [Tumblr]
The creators of Team Fortress 2 have hired their very own economist to help out with their various crazy hat-based projects.
Writing on his new blog over at Valve's website, newly-minted consultant Yanis Varoufakis discusses how he met with Valve chief Gabe Newell and put a deal together.
"Within hours, an agreement was reached: I would become, in some capacity (that was to be hammered out later), Valve's economist-in-residence," he writes.
"My intention at Valve, beyond performing a great deal of data mining, experimentation, and calibration of services provided to customers on the basis of such empirical findings, is to to go one step beyond; to forge narratives and empirical knowledge that (a) transcend the border separating the ‘real' from the digital economies, and (b) bring together lessons from the political economy of our gamers' economies and from studying Valve's very special (and fascinating) internal management structure."
And hats. Never forget hats.
IT ALL BEGAN WITH A STRANGE EMAIL [Valve]
In development for around eight years now, the fan-made remake of the original Half-Life, known as Black Mesa, is almost a punchline for the torment followers of the series as a whole are feeling at its lack of updates.
The developers of the project are still plugging away, though, and have this morning released a bunch of new screenshots for Black Mesa, reminding us all that it's still not out, and that it's still looking great.
Last we heard Black Mesa was going to be playable "soon-ish".
You may have seen this years ago, but since there's a good chance you haven't, here. See it now.
Last week's story on that awesome StarCraft statue outside Blizzard's French offices reminded us that the primary artist involved, Steve Wang, is no stranger to amazing video game craftsmanship.
Back in 2005, he made this stunning Half-Life headcrab, originally as a piece for his kid's Halloween costume, then later being adapted as a display piece.
I'm not sure what makes it so damn creepy. I think it's the veins. Urgh.
Steve Wang FX [MySpace]
It was almost four years ago that we first saw that incredible trailer for Black Mesa: Source, which looked like a full update of Valve's classic PC game Half-Life. It truly was incredible—hell, I rewatched that trailer just now and I still feel incredulous about it. It basically looks like the first game redone with the graphics, animations and visual effects of Half-Life 2.
I like Valve's official Half-Life: Source, but it sure doesn't look anything like what the folks behind Black Mesa: Source were showing.
That trailer, however, aired back in 2008. Since then, it's never quite been entirely clear the state of the project—and it certainly hasn't come out.
Over at Rock, Paper Shotgun, reporter/superhero alter-ego Nathan Grayson's got a great two-part interview with Carlos Montero, the project lead of Black Mesa: Source.
Talking with Montero at length, a picture begins to emerge: a picture of a talented team that perhaps bit off more than they could chew, overpromised early, and then realized that what they were attempting was much, much more difficult than they'd even guessed.
As Montero points out, Black Mesa: Source can't actually be a straight-up port, since that is illegal—instead, it's become a full-fledged remake, featuring over 2,000 custom models, 2,000 choreographed scenes and over 6,500 lines of dialogue, by Montero's reckoning.
"We have always wanted Black Mesa to be Valve-quality," Montero tells RPS. "Turns out that is very tough to do from every angle of development. Imagine that!"
I shudder to think of the challenges presented by doing this—it's like trying to recreate a symphony not just by transcribing and re-writing the parts, but by re-making every instrumental performance one by one. No, you know what? It's much, much harder than that. It's like doing a shot-for-shot remake of The Godfather, but first you have to build the cameras Coppola used from spare parts. Then, you have to build the actors in a lab.
Montero says that they made a mistake by overpromising early, by hyping people up with that incredible trailer. "If I could go back in time and prevent us from releasing the media and hyping up the public the way that we did," he says, "I would. In the end, all of that hurt us more than helped us."
He's quick to assure people, however, that they are still working on the project, and they haven't turned their back on anyone. They've just learned not to promise release dates or overhype their product. Here's Montero:
This hasn't been about polish for polish's sake; it's been about learning all there is to know about how to make great games, and using it to make a great game. There aren't any shortcuts there. We just had to learn by doing, by making mistakes, by screwing things up and starting them over again. Sometimes along the way we have learned things that fundamentally changed our way of thinking, and sometimes we have gone back and fundamentally changed parts of the game to reflect that.
So no, I don't think it is tempting to over-polish at all. We are all eager to get the game out. We are dying to get this game out and show everyone what we've been working on, but we aren't so eager that we would sacrifice our values and what we believe will make this game great. We aren't going to put out something that isn't good enough for us.
Hmm, that actually sounds a bit like another game developer I can think of… maybe Montero's team has more in common with Valve than even they know.
And when, pray, will this incredibly ambitious project finally come to some sort of playable fruition? Montero will only go so far as to say "soon-ish."
Hey, it's more than we've got to go on with Half-Life 3.
What ever happened to Black Mesa: Source, Part 1 and Part 2 [Rock, Paper Shotgun]
Black Mesa: Source [Official Page]
The rumors of Black Mesa‘s death have been greatly exaggerated. It has, however, been over three years since Gordon Freeman went for an all-too-brief jog in his shiny new hazard suit. No, gaming’s favorite man of zero words and 1000 crowbar swings per minute hasn’t suddenly affixed a chainsaw to his gun or moved his adventures to an unnamed wartorn Middle Eastern setting, but a lot’s changed.
Once upon a time, this was Valve’s firstborn with a fresh coat of paint. Now, though, the Black Mesa team’s pouring its own blood, sweat, and tears into one of gaming’s most sacred holy grails – for better or worse. Only time will tell. But how much time? One more year? Two? Half-Life 2: Episode 3 (aka, a billion)? And what state is the remake in now? I spoke with project lead Carlos Montero about all of that and more.
The universe has a weird fondness for improbable coincidences. Name your franchise Half-Life, and it takes half a lifetime to come out. Create a robust mod based around a game in that franchise, and its development mirrors that of its crowbar-wielding, hazard-suit chic father series nearly one-to-one. The lofty promises, the incredibly lengthy periods of radio silence, the incessant cries of “vaporware” and “it’ll probably be a huge letdown” – all of it.
Maybe, though, that part’s not such a coincidence. To hear project lead Carlos Montero tell it, Black Mesa‘s an obsessively redesigned, rebuilt-from-the-ground-up love letter to Valve’s opus. The goal, then, is to improve> on something already considered by many to be perfect. And that, as it’s turned out, has been a lot harder than Montero and his constantly fluctuating team first assumed. So, first up, we’re delving into what exactly has taken so long – especially in light of 2008′s rather stunning trailer that promised a release date of, er, three years ago.