The Final Hours of Half-Life: Alyx — Behind Closed Doors at Valve Interview


Hey guys, it’s Geoff Keighley, and I am here at Valve
in Seattle, Washington. This is such a special day for me and I’m sure for many of you, because Valve is ready to reveal its next project. In 1997 when I was going
to college, I came up here to Seattle and met with
Gabe Newell and the team when they were making their first game, of course “Half-Life”,
and I wrote a story about the making of it called “The
Final Hours of Half-Life”. I did it again for
“Half-Life 2”, and today I’m happy to announce that in 2020, I will be writing another Final Hours about the next project, so what is it? Well, it’s a new “Half-Life” project. It’s called “Half-Life:
Alyx”, a full blown virtual reality prequel to “Half-Life 2”, and right here on floor
14 just off the lobby for the past few years, a team of more than 50 folks at Valve have been working in absolute secrecy,
building this project. They’re workin’ on it right here, now. I’ve been up here, quietly,
over the past couple of years chronicling the development of that game. I’m sure you have lots
of questions about this, I can’t believe it’s actually happening. And today we’re gonna give
you a little bit of a taste of what’s been going on at
Valve over the past decade, why now is the right time
to talk about this project, and bring it out in 2020. Here we go. I know there’s, we’ll get
into this in Final Hours, but there have been a lot of other games that you guys have worked
on in the past nine years that people have just never heard about or never shipped, right?
Yeah, that’s true, I mean, along the way, building Source 2 we tried various games
in different franchises. And each of them kind of
moved the engine forward in some way, and explored some idea, and they were all back-burnered
for good reasons, I think, but they were more like
milestones along the way to get to where we are now
with “Half-Life: Alyx”. And I think it’d be really
fun to delve into those. Yeah, yeah.
You know? We will!
Yeah, in the future. Well that’s exciting,
somebody will think that, oh Valve’s off counting its money, or not, not making games and
you guys have been here workin’ on a bunch of projects. But then again it brings
obviously to this one, and why this, why now? Some people would probably cynically say, oh Valve has to go back
to making games now that Epic’s chippin’ away at Steam, and “Artifact” wasn’t necessarily the hit everyone wanted it to be,
and that’s not what happened, but can you maybe kind of talk about it, like how you got to the
point of “Half-Life: Alyx” and we’ll get into the fact
that it’s VR and what not, but how did this sort of begin as an idea? Yeah, I mean, I think you have to go back to around 2016 or so
when the Vive shipped, and I think there was, our
feeling after we shipped the Vive and “The Lab” was aligned
I think fairly cleanly with what we were seeing
a bunch of customers say at the time which was,
“Where’s the big VR title?” A lot of people could see the
promise of VR as a platform– Well “The Lab” was awesome. Oh that was amazing, yes.
I loved that, that was an amazing
little experiment, right? Yeah, very happy with “The Lab”. I think “The Lab” was a
combination of our efforts in understanding the mechanics of VR, and a lot of the industry as a whole was doing all kinds of really interesting experimentation in the mechanics of VR. And then so, when customers are saying where’s the big VR game, one of the things we had to do around that
time is to sort of ask, “Well, what do they mean then?” because we thought “The
Lab” was a big game, we thought a lot of those
other great indie devs and so on were making
great VR games, as well. And so it seemed like to
us that a bunch of people were asking, “Where’s the
big, sort of all encompassing content sprawl that you get in a big, AAA title of some kind. High production values.
Yeah. And there are many reasons
why it was and still is hard to justify building
something of that scope in VR. We felt like that was
a role we could fill, ’cause we can certainly invest in sort of longer term strategies
around putting more effort and money and time into
something then we may expect a return then, for an
audience like with VR. So back in 2016 we shipped “The Lab”, and we started doing experiments on what other things we can do with this. I just remember when Gabe was saying, “We’re workin’ on two or three VR things,” or something, where there was ideas, and so it wasn’t like let’s
do a “Half-Life” VR game, it was let’s do a big VR game?
No. No, it was definitely
let’s do a big VR game. Okay.
Yeah. And then we explored different franchises. We kinda ruled out multiplayer just because of the small audience for VR, and I mean, other issues as well with VR, avatars and things like that. And we kind of settled on
“Portal” or “Half-Life” as interesting, and
“Portal” is so much about flinging yourself through
space and through portals that we thought, well we’re gonna make a bunch of people sick with this game. That’s why “The Lab”
or the Aperture Hands, that was in the “Portal”
universe and that kinda worked, but you’re right, like a full
on “Portal” game would be disorienting.
Yeah, a full on “Portal” game seemed challenging, and then
we looked at “Half-Life” and kind of the DNA of
that product, and a bunch of the elements seemed
really enhanced by VR. You know what I mean,
“Half-Life” is about this cadence of story, combat, puzzle,
exploration, interaction, you know, environmental art,
vistas, things like that, and they all seemed to be enhanced or reinvented in interesting ways by VR, and so as we explored that,
I mean, you guys were. I wasn’t on the team at the time but when you guys were
doin’ the prototype? Yeah, Dario and a small group of us, we basically, literally started
with “Half-Life” assets, the “Half-Life 2” assets,
so we built this short, like 15 minute, I think it was. Yeah it was pretty basic.
Our intention was to build 15 minutes of a “Half-Life”
experience using “Half-Life” textures, “Half-Life” assets. I think we stole “Counter-Strike’s” gloves that they hadn’t even shipped yet. And “Counter-Strike” at the time– Combat stuff?
No we needed hands for the– Right, yeah.
But yes, all the combat stuff in
the game was just running straight “Half-Life 2” AI, just in VR. All the assets were 12 years old. Yeah, it was–
Pretty funny. (Robin laughing)
No, well I was saying. I remember–
It’s very nostalgic. Over the years, I’ve
always been wondering, it’s like, “Oh when are they
gonna touch those assets?” or secretly I’d ask about
getting the G-Man for something, and it’s like, see if they had a new model but no, it’s the same model from– Is there, yeah.
Yeah. Dario, you were on,
shipping the original game when I was here in like 1997.
Long time ago. Even though you guys said,
“Hey, it would be cool “to do something “Half-Life” with this,” you know sort of what
comes with that, right? Touching that IP again,
and I think a lot of us watching this today, we
never thought this day was actually gonna come.
(Dario laughing) Was there trepidation when
you guys finally said, “Yeah, we could do
“Half-Life”, but like…” (Robin and David laughing)
There was a reason– There’s a lot at stake with that. There was a reason it was a small team for a time.
Is it good? Maybe that was easier,
because we started this as an exploration of VR
mechanics, rather than, “Hey, “we’re gonna start on “Half-Life”
whatever it’s gonna be.” So it was–
Say it! kind of focused around that.
We can say it. (laughing)
“Half-Life” Whatever! And that made it a lot easier
’cause we were just sort of, what can we do, how can we translate the “Half-Life” mechanics to the VR, and the hands and the headset, and it was immediately really obvious there was a lot of potential here with the stuff, and just one after another we put these “Half-Life” mechanics into VR. Some of them worked really well, some of them were pretty comical up front, but there were enough
that were really promising that we just sort of
organically grew, as we saw. As Dave was sayin’, the sort of cadence, the DNA of “Half-Life”, as we started to put people through
this 15 minute prototype, they would spend 45 minutes in it, doing a bunch of stuff
that we’d never really see. They exhibited a bunch
of behaviors we’d never really seen players exhibit in the sort of more flat screen 2D desktop environment, where they spend a lot
more time paying attention to the environment and
looking around and exploring, and all that kind of
behavior really dovetailed very nicely with the sort
of core DNA of “Half-Life”. So we were really excited because if players are exhibiting
that kind of interest in exploring their
environment before we’ve even really got any reason to
explore it in this prototype– And, the fact that it was
so incredibly low fidelity, that it was almost comical,
but it didn’t seem to matter, ’cause the sense of immersion, the sense of being there was powerful enough that… No, and now having played through it, I mean it’s that sense of immersion. It’s just, I mean what you guys have done visually with it, and the look, I mean it is absolutely “Half-Life”. I think that’s something that will probably surprise people, I think. There was rumors, oh
you guys might be doin’ some kinda “Half-Life” VR thing and people were probably expecting it, small room with old
assets, I mean this is like a full blown, AAA production which is absolutely incredible to see kind of what you and the
team have put together. But the big question that I
think everyone is going to have, VR is an emerging market,
a very small percentage of probably “Half-Life”
fans and customers have VR, so I’m sure some people are like, “Great, you’re doing “Half-Life”, “we’re super excited
that that’s happening, “but why does this have to be VR only?” Which you know is a fair
concern for people, right? It’s like, are they forcing me to buy VR to have the next “Half-Life” experience? Is that just ’cause you think
the opportunity for innovation was sort of in the VR space with this? You’re not doing a flat screen
version of this game, right? Yeah, I mean we would
love to be delivering a version of this that you could play with a mouse and a keyboard,
but like as we said, it began as an exploration of VR, and the more we used the
controllers and the headset we realized the amount of
interactions this gives, the amount of possibilities
these things give us, the more we explored it and
the more we realized that there’s so much opportunity that we can’t really translate back to the keyboard. When you can track your hands
separately from your head. They’re all 3D space, all simultaneously tracking and moving, you just can’t really get that with a mouse and keyboard. And when you put that into game mechanics, the kinds of interactions
that we can do now we couldn’t possibly do
with a mouse and keyboard. Like interacting with doors is one of the most obvious things,
I mean you’ve played so you’ve seen.
No, but it’s so fun, and I think the thing with what I’ll say about the combat stuff is when, you know, you’re pulling a clip
and put it in the gun, and ducking for cover, I
mean there’s funny videos of me playing this thing
where you’re literally on the floor and ducking, I mean it’s like the combat is truly immersive and visceral and it reminds me of classic “Half-Life”, but it’s so much different, and I mean you could potentially map some of that to a mouse or a controller but it’s just, I think it’s just better, yeah. The amount of complexity
that’s going on there, it’s just so hard, we would have to map an entire section of
the keyboard dedicated just to interacting
with doors if we wanted to have that kind of functionality, where as it’s so intuitive for you ’cause you know how a door
works and you can sort of crack it open a little bit with one hand and put your gun through with the other. No, I can put the gun through, and shoot and then I pull it back. You can peek through,
you can knock it open, you can drop a grenade
in and close the door, and you couldn’t do any of that– Oh there, and there’s
one sequence in the game where it’s literally like you open it, throw something and close it, and that’s what makes
it so unique and fun, and that’s what I think
“Half-Life” has always represented, is innovation in play
style and what it is, and I think there’s innovation
there in how you play, which I think as you said
might not translate to the traditional thing.
Yeah, and the more we explored those mechanics,
the more we realized that in order for us to deliver a
keyboard and mouse experience, we’d have to ship a game that’s missing a lot of those interactions, and they were playtesting so well that we didn’t feel like that was a good idea. Well yeah, you’d end up
watering down the VR experience, to try to do both at the same time, and the process was really what can we do with these controllers and the HMD, and so as we explored
that idea it just drove us into this place where the game became essentially VR rather than
just kind of superficially VR, you know, and it would be like Dario said really hard to support those
mechanics on a keyboard. In a lot of cases, almost impossible. I just can’t see how
you would pull it off. And you are supporting other, it’s not just Index right, it’s supporting Vive and Oculus so it’ll be on multiple PC head sets, right?
Yeah we want everyone, everyone that we can get to be able to play this, we want
to be able to play it. And our requirements,
maybe, track controllers is sort of one of the
main things, just ’cause as Dario says we do much with them, whereas we’re constantly asking the player to be doing things
simultaneously with both hands. Oh, it’s a work out when
you’re going through it. The amazing thing is
that it’s all intuitive. You’re not learning
bindings of a keyboard, you know you press this
and then something happens, it’s all exactly as you–
No, I was saying, when you were pulling the
clip and reloading the gun and it’s a whole other,
it’s a new way of playing but is really deep and immersive, and then you layer on, I
think the fact that you’ve got great story here and great characters, and those things that
people love about Valve kind of in this environment, as well. It’s a prequel, if people
don’t know starring Alyx. I’m sure the question
of course will come up, you wouldn’t even say it, but Half-Life 3, I’m sure some people are like,
“Why is this not Half-Life 3? “Why is this a prequel?” So, can you sort of
explain, like time line how that all kinda came together? ‘Cause you said, let’s do “Half-Life”, but it’s like, let’s
carry it forward, guys. Yeah, I think Robin is the perfect person to answer this question.
(Geoff laughing) Time to leave.
(Robin clearing throat) Yeah, I mean in all honesty, back in 2016 when we started this I mean “Half-Life” was just terrifying. Half-Life 3, terrifyingly
daunting prospect, right? And I think to some extent, VR was a way we could fool ourselves into believing we had a way to do this, ’cause by starting with VR and
then trying to think about “Half-Life” and
how it worked with it and playtesting those,
you’re immediately in a space where we have something
we understand well, “Half-Life’s” core
gameplay, and a new platform with new prospects and new possibilities and we can do that translation, and then we can watch people play it, and so within a week or two
we’re starting to learn. We are able to watch
someone go through it. And so it was really easy
to not try and think about the big picture of, oh
we’re making Half-Life 3, and just focus on, let’s
figure out what people enjoy in this and then
let’s make forward progress. And in some ways VR was a little bit, like the way the gravity gun
helped us in “Half-Life 2” where it just, that became the tent pole that you could wrap so much around. That innovation around it.
Exactly, and so VR became this thing that we
could wrap everything around. Kinda like a rail to slide
along for design, you know? Yeah–
No actually, I think that’s fair–
Where as Half-Life 3, if it’s like, “Hey tomorrow
you’re workin’ on Half-Life 3!” and you’re like, oh God!
No, and they said the expectations–
Terrifying! They said there’s a safety
to sort of doing a VR thing, where as you said, doing
a full blown Half-Life 3, you said, has crazy expectations. Yeah, sort of how it’s
completely wide open in terms of what you’re gonna amount to. And we were handed, well, we found this VR as the platform, as the
backbone of this project. We didn’t have to find
it, it was right there. Yeah, and then by the time
we started to realize, we’d started making a bunch of progress and seeing things that
were working long before we’d get to the point of deciding how big is this thing we’re building, and so we were able to,
by the time you start, I think really dramatically
increasing our aspirations for the product and realizing, no this is, this should be big, we’ve got a lot already, then. We’ve already got a bunch
of success behind us. It’s the scale of what you’re
doing, I think you said, the characters and the
world and the combat, and when you see City 17
realized in true high definition, and that’s the thing it
is to me, the characters and the world, it’s deeply immersive and it’s in your mind’s eye what you want. On a real scale. Oh yeah!
The scale is– The first moment in the game, not to spoil too much of the game, but
when you first walk outside and you’re like, “Wow,
there’s the Citadel,” and the way that the
sound and the visuals, it touches you and it’s the kind of thing that I think a lot of us thought we would never get to see from you guys. (David laughing)
And even I’m sure some– So much never in this interview! Well, but, the thing is I would also say what I like about this project is that a lot of folks that have come to Valve in the past decade are working
on this as well, right, and they probably came to Valve saying, “Hey maybe one day I’ll get
to work on a “Half-Life”!” and I think if the Campo Santo
guys are involved in this, Jay, Erik, writing “Portal 2”,
they’re now working on this. A lot of the folks that came here never got to work on a “Half-Life” game, so it must be kind of, is there kind of a motivation to the team
now which is exciting that everyone’s like,
we’re finally doing this? Oh everyone is–
For sure. There was a heck of a
lot of excitement. It was really easy to
recruit for this project. (Geoff laughing)
Yes. Yeah.
Surprisingly enough! Once we had something that a bunch of the company could play, then yeah. Yeah I think, I mean it is really exciting having this combination
of a bunch of people who have a deep
understanding and experience building content that uses the kind of DNA Dave was talking about, the
sort of core of “Half-Life”, but then having a bunch of
this new, fresh perspectives, in some cases from people who
have built games elsewhere that were inspired by
some of that original DNA, and then returning, learning
their own ways of doing things, and then having that join sort
of the experience we have, I think we were really
able to get to some places, especially around narrative,
I think in this product, that are the best stuff we’ve ever done, and we’re really excited about that. Yeah, I would agree with that. I think you’re not just
doing a “Half-Life” VR game, you’re kind of pushing
not only the VR medium but I think just the industry forward with some of the stuff
you’re doing in this game and how you’re blending combat
and gameplay and dialogue, and that’s why I said it’s classic Valve, and those moments I remember
from the first “Half-Life” where my CD would spin up with the audio, and we’d go into great combat scenarios, and the DNA of that I feel is in this, it just happens to be in VR.
That’s very flattering. Cool, that’s good to hear.
No, believe me, I’m excited to tell more of that story next year of how you guys got here, and again all the things that have
happened behind the scenes. But I think one thing,
everyone will probably see this and say, “Okay, Valve’s back,” right, in a sense of making these
games, not that far away we hope. Right, March, you’re callin’ it? In March, yep.
The trailer. But I think people probably
wonder, okay, moving forward does this mean that Valve
now is just making VR games? Are we going to get that Half-Life 3, or that new big, epic kind
of Valve game down the road? Or is it, oh now we’re makin’
VR games, that’s what we do? I mean, we’re very excited about this, but you know, until we
ship, you never know. Maybe we’re all really
wrong, and it’s terrible. We have to wait and see
what the reception is like. That, to some extent, wait and see. But you know it is, it’s
been such a long wait I think people are like,
okay, and I, personally, this is just me saying this, but I think it feels to me like a bridge to more because the tech that you guys have there, the way it looks, the way
it plays, the way it feels, it gets me excited about
where you guys can go. We’re very excited about
building more “Half-Life”, that’s for sure, we have
had an absolute blast building this game, in
some ways for a bunch of us who have been off on a
lot of multiplayer stuff, other things for years, is incredibly fun to be back building
single-player products again. It’s so much fun just to work on them, be watching one playtester after a time, one playtester after
another just go through this experience and just
hone it so carefully around them, especially in VR where playtesters emote so much more in there. You can see their whole body– Respond to the situation. You know, panicking,
dropping clips on the ground as they fumble their
weapons ’cause a zombie’s in front of them, all
these things, they’re just, it’s been really fun watching playtests. Anyway, so yeah, it’s been
really fun to build this. I think wherever we go
next, or whatever platform, whatever we focus on,
I think we’re excited– Come on Robin, say it!
We wanna know why– No but as you said, the
engine is now at a point where it’s like, you can
do this stuff now, right? Yeah, the engine is ready now. I think it’s like Robin
says, we want to put this out and see how the world reacts to it before we make any concrete
plans about what we do next. No, it does feel, but I love
that you’ve got the team and the energy here it feels
like to ship stuff and do more. Definitely have that.
Yeah, for sure. Whether that’s another
“Half-Life” or a brand new IP, I think what I just get excited about is this group makin’ new
stuff, yeah, I’m for it. So, can’t wait to see what’s next. All right, well we get–
So can we! March 2020, “Half-Life: Alyx” comin’ out, and again, yeah, we’ll do
“The Final Hours” next year. You know, it’s been so fun to do those with “Half-Life”, “Half-Life 2”, “Portal”, and that will take everyone through really the past decade at Valve and all that you guys have been through, all the experiments that
you don’t know about, and obviously the making of this game, so thanks for doing this
for everyone watching, ’cause I think this is the
day that we didn’t think was ever gonna come, so–
Yeah. (laughing) Well, it was really fun
getting there, that’s for sure. Awesome, all right, thanks guys. Thanks, Geoff!
Thank you! So there you have it, Internet! “Half-Life: Alyx” is real,
thanks to the guys at Valve for allowing me to really
chronicle their story, and I’ve always
appreciated Gabe just kinda letting me come in here and
hang out, talk to the guys. And “The Final Hours of Half-Life: Alyx” that I will bring out in
March alongside the game will take you through everything that has happened at Valve for the past decade. I think you will be very surprised about some of the things that have happened and excited that it has
all lead to this point. Speaking of “Half-Life:
Alyx”, The Game Awards, December 12th, yes we will
have more to share with you on the game there so I
hope you get to tune in. I’m excited to show
more of the game there. Thanks for watching, and get ready. “Half-Life’s” back in 2020.

100 thoughts on “The Final Hours of Half-Life: Alyx — Behind Closed Doors at Valve Interview

  1. 12 лет прошло, механику они для вр пилили. Да конечно прикольно, но лично я себе не могу позволить VR. Где Episode 3,4, Half Life 3?😥

  2. (What follows is completely wrong. Corrected by the commentator below)
    "How did this idea come to be?"

    They watched node boneworks videos. Seriously go buy that game before HL when it releases.

  3. 13:50 I remember Marc Laidlaw saying Valve would never shy away from a project out of fear. I guess they really have changed. I would be very sad if they never continue the story after episode 2, but i'm super happy they made a new HL game. I think it will be great.

  4. “People think you haven’t been making games, but there’s been a whole bunch of games that have been cancelled and never shipped over the past 10 years”. SO YOU HAVENT BEEN MAKING GAMES. YOUVE BEEN PLAYING WITH YOUR DI*KS IN AN OFFICE FOR A DECADE. LoL. I wish I could tell my boss “hey boss it’s not that we haven’t built a house in 10 years, it’s just that we’ve started a bunch of houses and tore them all down before we could sell them for one reason or another”. YOURE FIRED.

  5. i dont get this artificial hype about this VR tech demo spinoff that no one can really play because the way half life is supposed to be played(mouse and keyboard) is not supported…

  6. Did anyone notice towards the end when he mentioned zombies and the other 2 looked annoyed? Did he accidentally announce left 4 dead 3 ??

  7. Anyone that still or ever thought VR was a gimmick, and not the future of gaming, and plenty of other markets, is either just plain thick, or they haven't been able to try a solid experience in VR. Been gaming since gaming became a common thing, and i already wont even touch anything outside of VR now. Will never go back.

  8. You can see the interview answers are so forced and controlled. Gabe is behind a mirror glass, watching and listening. Yasss, push a failing technology no one is buying, yasssss

  9. I gotta say, I found that Geoff (the interviewer) was interrupting and injecting his own comments too much. Would much rather listen to the developers speak more.

  10. My sister, who I grew up taking turns on my brothers computer playing half life 2 with, has a vr set up, so I will be able to play this game when I go visit her, I’ll probably end up posting my gameplay because I feel so bad for those who can’t play it😭

  11. …bout time. But damn, VR required :(. 500bux that doesn't include the game. I hope other series come out (aka different perspective from same story – like the original), Seems inevitable.

  12. Alright Gordon, your suit should keep you comfortable for all this… The specimen will be delivered to you in a few moments. If you would be so good as to climb up & start the rotors, we can bring the anti-mass spectrometer to 80% and hold it there until the carrier arrives…

  13. I don't know how to say it correctly. I like the talk obviously, but I don't really like this artificial excitement and overstated approval of everything they say. I don't know, maybe I'm just in a bad mood.

  14. 9:52 Sooo, how about a motion-controller plus monitor version of the game?… The headset must be the most expensive part of the complete VR-sets, which is something people don't want to (or can't) invest in and perhaps don't even want to (I'm a bit of both). – You could do like a "PlayStation Move" thing and just have the motion-controllers. – It might be tricky because you can't move your view then, unless perhaps you could use something on the controllers… But there must be a way…

  15. Games will be GTA in terms of detail, but in VR form. It's going to happen in our lifetime….well I'm 29. Hope we all get to experience it!

  16. these youngass guys does not look like old enough to were original half life creators
    sorry i dont trust their product

  17. I’m 21, so I didn’t necessarily grow up on half life, but I do remember when half life 2 came out. I was 6, and my cousin beat it like 17 times. He showed me Garry’s mod, and I played it for so long using half life 2 assets. I didn’t actually play half life for a while, but I became obsessed immediately. I’ve waited a damn long time for another half-life. I feel for these guys though.. half-life 3 would be the most daunting gaming project in the history of gaming. I would not want to be the one to take responsibility for living up to that pressure. I personally think this game will be a stepping stone. They are going to test the waters to see if they can still do the series justice. You got this valve.

  18. This is a pretty bold move to know for a fact it isnt going to sell as well as a normal game and they still chose to release it as a VR only game. There are going to be tens of millions of people like me worldwide that are gonna skip this because its VR only, I guess they dont need those extra millions of dollars worth in sales since they are already raking it in from shares on the Steam platform. Good for them.

  19. I've been waiting for a proper AAA, story driven VR game for what feels like ages. I can't believe that not only are we finally getting one, it's a god dang Half Life title. Made by developers famous for polishing their titles to perfection. So it's FINALLY a title that has proper production values, play testing, art direction, voice acting and all the things that AAA entails. Not a steam title with "early access" slapped on it. It's like hearing that Naughty Dog or Nintendo are making their next game a VR title. I'm so incredibly hyped to see what throwing real money, names and talent at a project can achieve. Please pull this off, Valve.

  20. 20:46
    the "March 2020, Half life alyx coming out" gave me goosebumps <3

    So happy to see a new title for my favorite franchise of all time

  21. I'm pretty sure HL3 is already in development. One of the guys said that in 2016 everyone would have been scared of HL3… Obviously not anymore. The last segment felt like they were trying to dance around the subject, not confirming it but leaving the possibility there that it could be coming. That's nothing like the Valve we've had the past decade. Valve is finally back!

  22. When they do actually make half life 3 they should troll us first by introducing something stupid like "Half Life: The Card Game" and then midway through just be like "Jk half life 3"

  23. This got me incredibly excited for the final hours of HL:A, I hope this game does well enough to spur on more projects, especially mouse and keyboard as this game either greenlights or cancels half life 3

  24. So I come here and the first question I got is: Do you even know what a clip is, and that it isn't the same thing as a removable magazine?
    You load a gun with a clip, by either stripping it or with the clip into the magazine of the gun (example: M1 Garand). A clip is not responsible for feeding ammo to the chamber.
    Removable magazines are what you typically put into an automatic pistol or rifle, which contains a spring and is responsible for feeding the ammo to the chamber.
    Not the same thing.

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