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Valve Explains Why Half-Life 2: Episode 3 Was Never Made

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By Tom Marks

Updated: Mar 28, 2020 5:56 am

Posted: Mar 23, 2020 5:00 pm

It’s not often that an unanswered cliffhanger in a story becomes echoed so perfectly by one in real life – but the legendary, lingering end of Half-Life 2: Episode 2 and the real world silence that followed is anything but ordinary. 13 years after release, its heart-wrenching finale is still unresolved, and the once feverish “Half-Life 3 Confirmed!” memes have mostly lost steam. But now, after more than a decade, we’re getting a new Half-Life game – as well as some answers.

Ahead of the release of Half-Life: Alyx, I spoke with level designer Dario Casali – a Valve veteran who has been with the studio since 1996 – about Half-Life 2, its development, and its influence on Valve’s new VR prequel. During that chat, we also discussed why Valve decided to make Episodes instead of a full sequel, and why the now infamous Episode 3 (and a sequel in general) never arrived.

His answer is, frankly, the clearest I’ve heard on the issue yet, but there’s still no single, simple reason it never manifested. It was partly due to Valve’s worry about “scope creep” in what were supposed to be smaller expansions, partly the studio’s desire to begin development on the Source 2 engine, and partly the lack of a creative spark (and unsatisfactory internal experiments) worthy of carrying the Half-Life name.

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You can watch our full review of Half-Life: Alyx above.

I initially asked Casali what lessons he felt Valve had learned from the development and release of Half-Life 2, and he says one of the main ones was that trying to build a game from the ground up while also developing the new game engine it was running on was a bad idea. “When we put Half-Life 2 out, of course it was a really long time,” Casali says, “that’s six years, and we were developing the Source Engine alongside the game design.

Casali tells me they had to throw out a lot of the work they had already done on Half-Life 2 as they experimented with what Source could do, played around with the physics system, and tried to push the limits of their new tech. “I think our main take away from that is ‘get some stable technology and then build a game on top of it,’” Casali explains, but the eventual completion of Source meant they were finally able to do just that — even if it did take longer than they had originally hoped.

“After working on Half-Life 2 for six years, we decided we didn’t want to go dark for so long.»


“After working on Half-Life 2 for six years we decided we didn’t want to go dark for so long. That’s why we started doing the episodes where we thought, ‘well, we have the stable technology now. We understand the characters, we understand the story, we have most of the mechanics. Let’s just bite off little chunks and then release more often. We think players are going to prefer that from waiting six years and going through however many delays we went through.’»

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.

But, 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. That plan didn’t work out entirely as Valve had hoped. While Episode One was successfully developed in about a year, Casali says “scope creep” became a problem. “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.

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Watch our full interview with Valve’s Gabe Newell and Robin Walker above.

Episode Two actually took two years to make – Valve started work on it at the same time as Episode One. 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. After Episode One shipped, some members of its team even joined the Episode Two team to help out. “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.

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.

«We were never really that happy with what we came up with.”


Both Casali and Valve co-founder Gabe Newell explained to IGN that Valve uses Half-Life games explicitly to push technology forward and turn heads. 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.

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. 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. He explains that, “we were never really that happy with what we came up with.

Casali says Valve doesn’t move forward with projects that don’t seem promising or aren’t working out. “Our judge and jury is always the playtesting,” he explains. “It never comes from us. It always comes from somebody outside. And they always tell us how we’re doing. And no matter what it is that we’re doing, we get validated by that playtesting process, and we stick to that religiously.” Simply put, if we never got to play the Half-Life games Valve was messing around with, odds are we wouldn’t have wanted to anyway.

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The other reason for the long delay in Half-Life’s return was the creation of Source 2, the follow-up to the Source engine used in Half-Life 2, Team Fortress 2, CS:GO, and lots of other games (including the Titanfall series). By the end of Episode Two, Valve was already looking towards its next engine, and had already learned the hard lesson not to develop both a Half-Life game and its engine from the ground up at the same time. “We [didn’t] want to make that same Half-Life 2 mistake again,” Casali explains, “of working on Source 2 and the next Half-Life game at the same time, because that created a lot of pain the first time we tried to do that.»

To break the timeline down for you, Half-Life 2 was in development for six years, starting just after the first Half-Life’s release in 1998 and ending in 2004. Episode One followed roughly a year and a half later in 2006, followed by Episode Two at the end of 2007. At that point, Valve knew it wanted to make Source 2 and didn’t want to start work on a Half-Life game using it before it was ready – and knew it still wanted that follow-up to make an impact.

Seven years later, Source 2 was made available in Dota 2’s Workshop Tools in 2014 before the entire game was ported to the engine in 2015. Meanwhile, Valve tells me Half-Life: Alyx has been in development for roughly four years, allowing the studio to start working on it around 2016 with a Source 2 engine that Casali says was nearly complete by that point.

“We [didn’t] want to make that same Half-Life 2 mistake again.»


Looking at that timeline, and considering the extensive amount of time both engine and game development can take – coupled with Valve’s desire not to develop both at once – it actually almost becomes hard to imagine a new major Half-Life game arriving more than a couple years earlier than Alyx has anyway. Casali also says they “saw VR as a potential answer for what the next Half-Life product could be,” a sentiment echoed by Newell as Valve looked to make the impact it strives for with each new entry in the franchise.

So while we’ve still yet to see that elusive number 3 in a Half-Life title, this sounds like it could be the start of a new era for Valve. Casali says he hopes Alyx means they’ve “turned a corner” in terms of long waits, while Newell described its release as “a really powerful moment for us, because this is as good as we get.” (To that point, we just gave it a 10 in our review. ) Casali also points out that the demanding nature of a high-fidelity VR game like Alyx means they’ve only scratched the surface of what Source 2 is capable of.

But even more exciting than that, Valve tells us the Alyx team wants to make even more Half-Life games after this – and now they’ve got both the gameplay groundwork and engine ready to do it.

Tom Marks is IGN’s Deputy Reviews Editor and resident pie maker. You can follow him on Twitter, and check out all of our exclusive IGN First Alyx coverage.

In This Article

Half-Life 2: Episode Two

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ESRB: Mature

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Half-Life 2: Episode 3 Details Leaked

A lucky 2K employee was allowed to buy some old concept art from Valve. Some of the artwork had been for a Half-Life 2: Episode 3. Let’s take a look at what the concept art reveals.

Here’s some of the concept art. | © David McGreavy via Twitter

Right, there’s one bit of confusion we need to deal with straight away. The name David McGreavy will come up a lot in this story, and whenever we use it, we’re referring to a 2K employee who’s a massive Valve fanboy. We aren’t talking about the infamous criminal, who’s coincidentally also called David McGreavy. The David we’re referring to is a perfectly law-abiding citizen and a massive Valve nerd (So there’s no doubt he’s already pre-ordered these new Valve games).

Our David McGreavy has one of the largest collections of Valve memorabilia in the world (over 1500 pieces to be exact). Among the collection is some early concept art for Half Life 2: Episode 3. Thankfully, David is beginning to upload this art to Twitter, and it’s revealing a lot about where Half-Life 2: Episode 3 was going. Let’s check it out.

  • What Games Are Available On The Steam Deck?

Among David McGreavy’s massive collection of Valve memorabilia is some concept art for Half-Life 2: Episode 3, which was cancelled over 15 years ago. Half-Life had a massive cultural impact, and when they cancelled development on the franchise, it led to a cult-following. So, there are tens of thousands of people out there who would pay good money for a piece of this history, and there are millions of fans who just want to know where the Half-Life franchise could have gone. This concept art is the best answer that many of those fans will ever get.

Here is some concept art, courtesy of David:

Spending my Sunday scanning and archiving my collection of #Valve concept art.

Not a bad way to spend a day.

and then I’ve gotta restart cataloging all the OTHER stuff lol pic.twitter.com/jjkFwD08Om

— David McGreavy CRX (@DominusNoctis) April 25, 2022

It looks nice, a lot nicer even than some very recent games, but what does it tell us about where Half-Life was going?

  • In one picture we can see Alyx besides a Combine dropship in the snowy wilderness, so we know that Alyx would have gone to a kind of arctic environment.
  • In another we see Dr Breen as a Grub, so we know Breen was coming back after not appearing in Half-Life 2: Episode 2.

It’s not much, we know, but the return of Dr Breen would have been fantastic. He was an incredible villain, and even if we have to wait another decade for Half-Life 3, I hope he will return for that at least.

What do you think? Have you given up hope for a Half-Life 3? Or do you think they’ll surprise us with some news and challenge the current Game of the Year favorite?

Speaking of games that seem to take forever…

Half-Life 2: Episode Two — frwiki.wiki

Half-Life 2: Episode Two is a first-person shooting video game developed by Valve Corporation and released in 2007 for PC, Xbox 360 and PS3. It succeeded Half-Life 2: Episode One and Half-Life 2 .

Summary

  • 1 duck

    • 1.1 Universe
    • 1.2 Characters
    • 1. 3 History

      • 1.3.1 Chapters
  • 2 Game system
  • 3 Development
  • 4 House
  • 5 Suite
  • 6 Notes and references
  • 7 See also

    • 7.1 Related articles
    • 7.2 External links

Ducks

Universe

Symbols

History

Half-Life 2: Episode Two starts where Half-Life 2: Episode One ends. The shockwave from the powerful explosion at the Citadel derailed the train that Gordon Freeman and Alyx Vance were on to escape City 17. After getting out of the body of the train, Alyx and Gordon must continue their journey on foot to reach the White Forest, the secret base where all the resistance fighters have gathered.

They manage to contact Eli Vance and Isaac Kleiner, who inform them that Cartel ground forces have succeeded in launching a call for help and creating a superportal that will allow reinforcements to join them from their homeworld. critical size has been reached. However, information stolen from Alyx Citadel could interfere with these plans because they contain the coordinates of this home world.

So Gordon and Alix must cross the City 17 campaign to get to the White Forest and relay the coordinates to the resistance. Their path will pass through abandoned mines and caves, an ant-infested valley, an industrial site, a long road through the countryside, a railway line, and several abandoned villages.

Chapter
  • Chapter 1: Destination White Forest : After the explosion of the reactor in the Citadel, Gordon Freeman and Alyx Vance found themselves in the countryside near the body of the train they had escaped from. Very quickly, they realize that the explosion of the reactor has led to the opening of a superportal and the beginning of a new Hurricane of Portals. While trying to get to the rebel base in the White Forest on their own, they are surprised when Alyx is severely injured by a hunter-harvester. The Vortigaunt arrives in time to keep Alyx alive and call on his comrades for help. Gordon accompanies him to the mines to bring Alyx back to his comrades, but they quickly disperse. Gordon is forced to walk alone through an underground ant colony to reach the agreed rendezvous point with the Vortigaunts.
  • Chapter 2: Vortal State : At the rendezvous point, Gordon finds the Vortigaunts healing Alyx, along with two bizarre rebels, Griggs and Sheckley. Freeman’s passage through the colony infuriated the ants attacking the group. Freeman and two Resistance fighters must repel the invasion by the time the other Vortigaunts arrive. Once there, the Vortigaunts push back the attackers and get to work, but they need the maggot extract to cure Alyx. Savior Alyx volunteers to accompany Gordon to the heart of the Ant’s Nest to retrieve the heavily guarded passage. After several battles, they finally return to the meeting place with the precious extract as Alyx is on the verge of death. The Vortigaunts turn purple and then begin a strange healing ceremony. Taking advantage of their concentration, the G-Man telepathically communicates with Gordon to share some revelations with him and ask Alyx to deliver a message to his father, Eli Vance: «Prepare for unintended consequences.»
  • Chapter 3: Freeman: A Bridge Between Risks : After Alyx’s treatment, the Vortigaunt offers to escort him and Gordon to a group of resistance fighters who have a car. The trio leave the mines to find in the distance a mass exodus of Cartel troops heading north towards the White Forest. Some consultants, still in the incubation stage, are also evacuating: all in the crowd. The resistance group has been destroyed, but the car is there. Gordon and Alyx board and ride towards the White Forest while the Vortigaunt leaves to join his comrades in tracking down the Councilors.
  • Chapter 4: Journey to the Dead Man’s Place : Along the way, Gordon and Alyx unsuccessfully attempt to contact the White Forest to warn the resistance of an impending Cartel attack. There, they are attacked by several Hunters, but they manage to destroy them. A little further on, they find an Incubation Advisor. Alyx and Gordon damage the system that keeps him alive, but the monster wakes up and uses his mental powers to render them powerless. As he prepares to destroy them, the mechanism explodes and the wounded and frightened monster flies through the roof. Still pursued by the Cartel, Alyx and Gordon find their car and escape, being hunted by a helicopter. The helicopter damages the car, but Gordon manages to destroy it.
  • Chapter 5: The Art of Stealth : Gordon and Alyx trust their car to a group of rebels. While the rebels are repairing the car, Gordon is sent to destroy the Cartel outpost blocking the road. The rebels took advantage of the repairs to upgrade the car, adding radar to it, which allowed them to track resistance caches on the road. Back on the road, Gordon and Alyx traverse zombie-infested ghost villages and avoid a Cartel ambush before finally reaching the White Forest.
  • Chapter 6: Common Enemy : The White Forest turns out to be a former launch site for nuclear missiles. At the location, Gordon and Alyx find Chien, Eli Vance, and Isaac Kleiner, while Gordon meets another Black Mesa survivor, the very grumpy Dr. Arne Magnusson. The alarm begins to sound, the Cartel has managed to break open the doors of the bunker. Magnusson orders Gordon to fight back against the Cartel by blocking the access doors to the bunker. After this fight, Isaac Kleiner manages to decipher a message previously sent by Judith Mossman and discovers images of the Borealis, a ship that disappeared from its hold during experiments run by Black Mesa’s rival agency, Aperture Science. Dr. Mossman seems to have disappeared while looking for this ship, apparently in the polar zone, but she knows many secrets of the resistance. Eli Vance is stunned by these and other revelations when Alyx, briefly stunned, relays the G-Man’s message to him. He reveals to Gordon that the G-Man gave him the same warning before the Black Mesa disaster and promises other explanations when Magnusson interrupts them. The Combine is preparing for a new assault, massive and imminent, and one Strider will be enough to destroy the missile. To repel the attack, Magnusson invented a sticky bomb that allows the Striders to explode quickly. Gordon takes his seat in the vehicle, whose radar can now locate enemies, and prepares to defend the valley along with other resistance fighters. After a long siege, Gordon finally pushes back successive waves of Striders.
  • Chapter 7: T minus one : Alyx congratulates Gordon and informs him that she has chartered an old helicopter in which the two of them will go in search of Judith Mossman once the super portal is neutralized. Alyx and Gordon join Isaac Kleiner and Eli Vance in the control room to launch the rocket. Once in orbit, the rocket works fine and disables the superportal. Eli Vance briefly takes Gordon aside, expressing almost paternal pride to him, and orders him, if he can find the Borealis, to destroy his cargo. Unlike Kleiner, Dr. Vance is truly convinced that Aperture Science research was just as dangerous as Black Mesa research, and that such power should never be used again, even against the Cartel. Eli, Gordon, and Alyx head to the helicopter hangar, and as Gordon and Alyx prepare to say goodbye to Eli, two councilors burst in through the roof and incapacitate them all. Eli is killed, but Alix and Gordon in the last minute are rescued by Chien, who sends the Councilors to flight. Alix collapses before the lifeless body of her father.

game system

Half-Life 2: Episode Two introduces Source Engine 3, an upgraded version of the classic Source Engine that adds better graphics and more options (such as motion blur). The episode also featured a hit system taken from the Xbox 360.

Development

House

After

, Valve planned to release episodes every six months. And that episodes of Half-Life 2 would make up a trilogy. Although a different game was originally planned: a fourth episode titled Return to Ravenholm was to be reviewed and developed by Arkane Studios. However, it was a spin-off of of the second episode of Half-Life 2, and not a sequel.

In canonical order, Half-Life 2 was followed by a trilogy of games, the last episode of which was supposed to be released on Christmas Day 2007. The third episode is yet to be released in 2020 and counts as useless . Valve quickly stopped providing official information, even though Gabe Newell is very often asked about the future of the franchise, and the fan community is watching for any leak, which Newell often describes as trolling Valve employees. Hopes drop in 2018, ironically the year of the series’ 11-year hiatus, as well as the publication of the successful Black Mesa version of , because three of Valve’s historical writers, Chet Falishek, Mark Laidlaw, and Eric Wolpaw, have left the group. Company. AT Mark Laidlaw revealed the script, implying it was the one he was working on from Episode 3. The sequel is still not officially determined, whether it’s Episode 3 Half-Life 2 or just Half- Life 3 , we even wonder if it’s still appropriate to do a sequel after such a long hiatus, well, episode 2 ends at cliffhanger .

Notes and links

  1. ↑ « Return to Ravenholm , Abandoned half-life «, in Gamer’s Journal, .
  2. (in) « Half-Life 2: Episode 4 still cancelled, but here are some new screenshots of » on PCGamer, .
  3. (c) « Half-Life Episode 3 confirmed » at Eurogamer, .
  4. (in) « It’s been over a decade since Valve first promised Half-Life 2: Episode 3 » at Ars Technica, .
  5. (in) « After 10 years of waiting for Half-Life 2: Episode 3, seems even more distant than ever » on Eurogamer, .
  6. ↑ « One of the last authors of Half-Life and Portal leaves Valve «, at Journal du Geek, .
  7. ↑ « Half-Life 3 : Screenwriter Reveals What Could Have Been to New Episode Story», on Numerama,
  8. ↑ « Half-Life 2 Celebrates Its 10th Anniversary, Series 3 Still Unreviewed «, on Next INpact, .
  9. ↑ « After 10 years, I finally admitted that Half-Life is dead «, on Engadget,
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    What to expect from Half-Life 2: Episode 3 ?

    Let’s talk about the development options for everyone’s much-loved game series Half-Life , since the respected company Valve is stingy with information about the continuation of its series. All games in the series are made strictly in the FPS genre, which means a first-person shooter (shooter) in Russian. Currently, gamers do not want to shoot at enemies while walking through corridor levels, so all developers are trying in every way to diversify an established genre, up to a mix of several genres.

    This article will focus on Half-Life 2: Episode 3 as it is the next game in the series. Last year, the developers did not please us with information about the game, showing gamers only three pieces of art. The art is quite interesting, one of them shows the Borealis ship ( Borealis ) — a research ship with a laboratory that belonged to the portal researchers ( Aperture Science ), as well as alliance advisors flying next to it. Later in the year, we were encouraged that we might see something from HLE3 at the end of the year, and were also informed that the development of the third episode was proceeding as planned. About Half-Life 3 was out of the question. It’s already 2009, and we still don’t know the details of Half-Life 2: Episode 3 , Valve keeps deathly silence, but let’s move on to possible options for the development of the third episode.

    Who will win, I think everyone already knows.

    Let’s start with the most likely, the third episode will be released on the workhorse Valve 3D engine Source . Naturally the engine will be modified. The question is, how much will change there after the modification. With each new game, the engine produced improved graphics, starting from Half-Life 2 and ending with the second episode, but there is a limit to everything. The cooperative zombie shooter Left 4 Dead , released that year, can also be attributed to the same piggy bank. In the first episode, HDR was added, in the second, soft shadows and other improvements. However, despite all these improvements, in general, the graphics remain on the same level, while other games produce amazing graphics. Take, for example, Gears of War 2 which is made on an improved engine Unreal Engine 3 by Epic Games or CryEngine 2 by Crytek which is used in Crysis Warhead or id Tech 5 which is used in Rage .

    The physics in the game was made using the Havok Physics engine, for the first time showing Half-Life 2 at the exhibition E3 2003 , we must admit that everyone was shocked by such opportunities. The boards could be smashed to pieces, the capabilities of the gravity gun — everything was on top. When the game came out in 2004, everyone zealously began to play, but as it turned out, not all wood breaks. It would seem that here you are splitting boards into chips, and in a nearby building a wooden door does not lend itself well. It is not clear why it is impossible to work out all the materials in the game, bringing everything closer to reality. In the second episode, there were enlightenments in the form of beautifully collapsing buildings or the collapse of a railway bridge, where iron beams bent smoothly. But here’s why don’t we destroy buildings by shooting at him with a rocket launcher or knock out an iron door with a rocket launcher as well. Probably in the third episode, you should not expect big changes in terms of physics.

    Alyx Vance and the hunter.

    In Half-Life 2 and HLEO AI enemies were on the same level, but the second episode pleased with innovations. Combines began to hide behind cover from enemy bullets and operate in groups. But we have already seen all this in FEAR . We hope to change AI in the third episode. But we must pay tribute to the enemies are very diverse, which compensates for the not very smart AI . Alyx Vance ( Alyx Vance ) takes more and more of our time with each part. If in Half-Life 2 it’s not so often that we kill the forces of the Alliance together with her, then in the first episode she is our companion throughout the game, however, in the second we often act alone, but she still plays a very important role. Of course, she knows how to shoot, and gives us clues when solving puzzles and other amenities, but AI is not as good as we would like. Why developers from Valve did not make a cooperative mode, again, it’s not clear. Well implemented cooperative mode in RE5 . Most likely, after the success of L4D , the guys from Valve will make a cooperative mode, and then you can play with a friend.

    The most mysterious character.

    The levels in Half-Life 2 , HLEO and HLET are linear, but there are quite a few open spaces in the second episode. The corridor problem concerns all shooters, but with a possible release in 2009year Damnation and Borderlands the situation should change radically. As for the Half-Life series, the linearity of the levels was replaced by a large number of different types of puzzles, and they became even more interesting in the second episode, as well as ambushes, crazy trips to bugs, boss battles, a great soundtrack and an interesting story. The plot does not cause any complaints and pleases with its unexpected twists, it’s a pity there are few dialogues. Moreover, in Half-Life the bosses were much more diverse than in Half-Life 2 and two episodes. But the music in the game is on top, as they say in the topic, the compositions have always been a match for the atmosphere in the game.

    Strider helpers.

    The second option is that Half-Life 2: Episode Three will be made on a completely new engine. And this means a complete reworking of all aspects that were listed above.