Virtual History | Half-Life
[The video version of this article can be viewed here: https://bit.ly/2oyxw6t]
[Note - This article is pretty much just a paste of the video script. I've changed some parts here and there so they actually make sense to read, though of course, some parts will translate better with visual accompaniment.]
Wolfenstein, Doom, Halo - some of the legendary hallmarks of the FPS genre. Wolfenstein introduced much of the basic framework, Doom brought in much of the audience, and popularised FPS multiplayer, and Halo remains one of the most paramount FPS console successes there is. They, among others, set in stone the everlasting popularity of the genre.
Speaking
of others, let’s talk about the Half-Life games. Half-Life combined
first-person shooter gameplay with fun platforming, puzzles, and an engrossing
narrative in a way no other game had to that point. One of the other things that
sets the series apart, is that unlike Wolfenstein, Doom, and most definitely
Halo, we haven’t actually seen a Half-Life game release in forever, which is
surely something that has not been forgotten.
But how did the franchise
become the acclaimed rumour-mill churner that it is today? How did it get to
the point where no gamer can think of the number 3 without shedding a tear? In
this article I’m going to delve into the history of Half-Life, detailing the
series game by game, plus talk about some of the theories on why there’s been
an absence of one over the last decade.
Half-Life
In 1996, former Microsoft
employees Mike Harrington and Gabe Newell founded Valve Software. Their plan
was to make a horror-themed 3D action game, and they utilised id Software’s
Quake Engine to start development on Quiver, later re-named Half-Life. The final
name was chosen as they felt it suited the game’s themes well, and they liked
the corresponding Greek lambda symbol, which became the franchises’ logo.
Both founders had
done well at Microsoft, which allowed them to majorly fund the project
themselves. Initially they struggled to find a publisher to work with, as many
considered their plans overly ambitious for a team new to the industry, but
ultimately they teamed up with Sierra On-Line. Among the people Newell and
Harrington hired to work at Valve was science-fiction writer Marc Laidlaw who
joined to work on the story, characters, and setting, though as it turned out
his work would influence the main gameplay majorly too.
Announced at E3 1997
and initially due to release later that year, the team decided to delay Half-Life
significantly. Why? They found that the work they had done so far contained
some good elements, but together they didn’t make a cohesive experience. That,
plus other issues, is what made them decide to pretty much start over,
something their status as a largely independent team meant they could do
without their publisher going apeshit.
So, they took all the
good elements they had, put them into a single level, and worked on that one
level until it represented what they knew their game should be, sort of like a
publicly unseen vertical slice.
While the team at Valve
had initially searched for a so-called “godlike” game designer to work on the
structure of the game, something they were led to believe they needed, they
couldn’t find anyone who they felt fit that description. So rather, they combined
the strengths of members of the team they already had into a group they named
“The Cabal”. The Cabal would then create the design document containing the
overall structure of the game, from NPC introductions to plot devices to major
enemy fights, plus how they expected the player to interact with their game,
and how they could ensure the player knew how.
It was painstaking
work, the final document had more than 200 pages, and separate Cabal groups
were formed throughout, all working on different elements of Half-Life. Yet it
was the process, through all the planning and teamwork, that created almost
everything you see in the game, and was one Valve continued to use in future
projects.
Overall Valve’s
development philosophy was threefold: First, each level must have significant
events that occur, activated through player proximity, rather than being
time-based. Secondly, player actions must leave an impact, no matter how minor,
such as gunshots leaving damage to the environment (something, of course, we
take for granted today). Last, danger must be forewarned, and consequently
avoidable, rather than leaving players dead without warning. This MO would, in
their eyes, finally give the game that critical thing it once lacked.
Ultimately, they
were right, as when the game released in November 1998, all the work had been
worth it. Half-Life received wide acclaim, and over 50 PC Game of the Year
awards, now being regarded by many as one of the greatest games of all time.
Two demos were
released for Half-Life - Half-Life: Day One, which features a whole fifth of
the game, and was released before the full version; and Half-Life: Uplink,
released after, which featured revised levels cut during development.
Enough exposition. Let’s
get on to what Half-Life actually is.
Half-Life tells the
story of one Dr. Gordon Freeman, a Research Associate Scientist at the Black
Mesa corporation. Only wanting to come in for his 9 to 5 and leave, he is
unfortunately caught up in the epicentre of a science experiment gone wrong, in
that alien beings from the planet Xen invade the centre and start killing all
of the employees. Thankfully, Freeman’s theoretical physics degree gave him the
necessary skills to handle all sorts of dangerous firearms and over the course
of the game, he goes absolutely ham on the alien force and every other threat
in his way.
Half-Life’s presentation
was unique at the time, as it delivered an FPS with a substantial plot and
interesting, cryptic, characters while at no point relinquishing control in
favour of showing the player cutscenes or the like. Half-Life’s plot and
gameplay developments are shown in the normal first-person view right in front
of the player’s eyes, a staple which would continue throughout the whole
franchise. Half-Life was designed this way to increase immersion on the part of
the player. Freeman was also made silent and unable to be seen at any point for
the same reason.
Half-Life was also
unique in how it integrated a first-person shooter campaign with puzzles and
platforming, often required to advance, and sometimes to deal with the game’s
most menacing threats. A large variety of weapons are given to the player,
ranging from the standard, to the not-so standard, and the enemies you use
these weapons to kill range similarly.
Half-Life is almost
21 years old, but holds up really well. Valve’s first title remains one of the
best FPS adventures you can play, and you should really give it a go if you
haven’t.
Half-Life Expansions and Mods
Half-Life’s
expansions were primarily developed by Gearbox Software, who also handled the
original game’s porting to PS2, and would later be known for Brothers In Arms
and Borderlands. These expansions were Half-Life: Opposing Force, released in
November 1999, Half-Life: Blue Shift, released in June 2001, and Half-Life:
Decay, a co-op expansion released only as an extra on the PS2 port alongside it
in November 2001.
The first two were
standalone and available on PC only, yet all three expansions showed the Black
Mesa incident from different perspectives and run pretty much concurrently to
the main Half-Life storyline. Opposing Force takes place from the view of a
soldier tasked with “cleaning up” the incident, Blue Shift from security guard
Barney Calhoun, who would later appear in Half-Life 2, and Decay from two Black
Mesa scientists.
All three featured
additional weapons, enemies, and were received favourably by critics, though the
true gem is of course Half-Life itself. If you like the main game, you’ll
probably like these too.
Half-Life’s legacy
was further cemented still through the modding scene, accelerated through
Valve’s own support of it. Many great and varied mods for the original
Half-Life are available for free download, ranging from additional fan-made
levels designed to take place in the main canon, to pretty much entire games of
their own right. And of course, some of these mods later would become games of
their own right, as the Counter-Strike and Team Fortress franchises both
started as Half-Life mods, with their developers being hired by Valve
full-time. Genres found in these mods range from tactical multiplayer shooters,
like Counter Strike, to full on horror titles, such as Afraid of Monsters and
Cry of Fear, two of my personal favourites. The latter released a whole 14
years after the original game’s release, absolutely free.
Valve would also release Half-Life Deathmatch, a multiplayer mod for the
original with gameplay similar to, and inspired by, the original Quake. It
wasn’t overly popular, but further variations of it would come in the form of
Deathmatch: Source, and Half-Life 2: Deathmatch, the latter of which remains
populated to this day.
While the most significant
waiting period of the franchise is definitely the one we’re stuck in now, this
is by no means the first long period of waiting in the franchise’s history. The
sequel to the original Half-Life was announced almost two years after the last
expansion, and over four years after the release of the original game.
Half-Life 2 was announced in May 2003, and would release the next year…
Half-Life 2
Half-Life 2’s
development started less than a year after the original’s release. For this
title, Valve nearly tripled their size, and they decided to create their own
engine, which became Source. Some of the main goals for Source were to have an
engine capable of a realistic physics system, as well as believable facial
expressions. Valve would also re-make the original Half-Life in the Source engine
and release it in June 2004.
In its five-year
development cycle, many different ideas were developed for Half-Life 2 and
eventually scrapped. For example, the game was originally going to be darker
and feature a grittier art style. It was going to have a bigger focus on the
enemy alien force stripping the Earth of its natural minerals. And if another
idea had come to fruition, Half-Life 2 would have focused on Gordon Freeman’s
journey across multiple planets fighting aliens from Xen. But alas, such is the
nature of game development.
Gabe Newell turned
his focus largely away from Half-Life 2’s development a couple years into it
and turned his attention to developing Steam (and I’m betting he doesn’t regret
it one bit). This left the main design team to work on the game with less
supervision. Mike Harrington meanwhile, would leave Valve amicably a few months
into Half-Life 2’s development.
The Cabal process
would again become crucial but was largely expanded for this title to
compensate for the game’s larger scale. Some cabal groups were responsible for
roughly one-third of the game each, and others were made for particular areas
such as sound, and art. Somewhat far into development, the team would even
create a cabal creatively-named the ‘Cabal Cabal’ to playtest and provide
feedback to members of the previous cabals.
This cabalception
would benefit hugely Valve’s iteration process for development. That is,
members of the team playtesting Half-Life 2 all the way through, cutting and
improving sections as they went. It’s also a process credited as being
fundamental to Half-Life 2’s success, with it allowing the game to be largely
improved fairly quickly (with the second pass through taking quote: four
months, which I guess is thought of as quick in the world of game development).
A pivotal step would
come in the Summer of 2001, when after a couple years of development that had
left Valve mostly with just concept art and ideas, the team completed their
first level in the Source engine, named ‘Get Your Free TVs!’. The level was
fairly simple but demonstrated some of the major concepts that would make their
way into the full game, even if the level itself wouldn’t. The success of this
level persuaded the team to work on a trailer, with the plan being to show it
off, and finally announce the game, at E3 2002.
Newell who, to
remain unbiased, had stayed largely away from the Half-Life 2’s development,
wasn’t fully impressed by the quality of the trailer. It was too long-winded,
with one largely dialogue-comprised sequence lasting 20 minutes, and Valve’s
new technology wasn’t being demonstrated quite as well as it could be. Team morale
stagnated somewhat, but the team got back to work, and months were spent on
improving the trailer, and the game itself. The rebuilt trailer more than
satisfied Newell, and Half-Life 2 was finally announced at E3 2003, to huge
acclaim and excitement. From this point on, Half-Life 2’s development picked
up.
Valve also announced
Half-Life 2 was to release on September 30th, 2003, though some in
the team felt unconfident that date could be made, and ultimately their
suspicions proved correct. Half-Life 2 was delayed, just a week before it was
supposed to ship. This was to the extreme anger of some fans, some of whom felt
they had been misled for months by Valve. In truth, Newell had known for months
the game wouldn’t ship by September but was unsure on how to handle announcing
the delay, leading to the delay’s…delay.
Then, not long after
the news broke out, the Source engine code and many of the game’s maps were
leaked onto the internet. Furthermore, these maps were largely unfinished,
again raising concerns about how far the game really was from releasing. Morale
dropped yet again.
The leak would lead
to the FBI getting involved, and in what is probably one of the most savage
video game industry plans of all time, the perpetrator was led to believe
through correspondence with Gabe Newell, that Valve wanted to hire them. Valve were
to even pay for the flight, with the hacker scheduled to be arrested by the FBI
on landing. However, the German suspect was later arrested in his home country
after the German government got wind of the plan.
While some may have
considered this period an all-time-low in Half-Life 2’s development, the team
again got back to work. Eventually, after multiple setbacks, controversies, and
a major delay, Half-Life 2 was finally released in November 2004.
Half-Life 2, like
its prequel, was met with wide acclaim, and is on many greatest of all-time
lists, for good reason. In my eyes, should you for some reason care, the sequel
managed to surpass the original, and is another must-play. A demo containing
portions of some levels was also released in December 2004 and is still
available on Steam, if you’d like to try before you buy.
Half-Life 2, again written
by Marc Laidlaw, puts the player back in the shoes of Gordon Freeman, now under
not-so-willing employment from The G-Man. 20 years after the Black Mesa
Incident, Earth is now under total control by the alien force known as the
Combine, after a rather inconvenient Seven Hour War. Many humans work as an
oppressive force under the Combine, tasked with keeping the rest of the
populace under control. Freeman is placed by the G-Man in this time and works
to combat the Combine in the Eastern European City 17, with help from the local
resistance, and prominent figures within.
Mechanically,
Half-Life 2 works largely the same as the original, but thanks to the Source
engine, with a greater emphasis on physics, significantly utilised in the
game’s puzzles. These largely involve the new Gravity Gun, which allows the
player to pick up, drop, and throw most objects at will, which is useful..pretty
much everywhere honestly. There’s also much more vehicle gameplay, with a few
airboat sections that the player has to navigate through.
Some weapons,
characters, and enemies return from the original alongside new ones, and the
game retained the original’s sense of horror.
Half-Life 2: Episodes One and Two
Like Half-Life 1,
Half-Life 2 was followed by multiple standalone expansions, basically serving
as sequels. Newell has even gone on record to say that these episodes are
together essentially Half-Life 3 (though I don’t think anyone has ever seemed
satisfied with that). The main difference with these compared to Half-Life 1’s
expansions though, was that Valve themselves actually made them. Valve also
further supported the modding scene with Half-Life 2, releasing the SDK for
anyone to use, and many more great mods have come from it.
The first official
post-launch downloadable content however was not a mod nor an Episode, but a
standalone level: Lost Coast. Available for free on Steam, it was made
primarily to show off Valve’s new High Dynamic Range rendering system. Lost
Coast is more of a cut-content release than any sort of substantial expansion,
since it was originally going to appear in the main game itself but was
dropped. Regardless, it did introduce some features that would become standard
in subsequent Valve releases. Aside from the HDR system, it was their first
product to feature their now common-place developer commentary, found in most,
if not all of their released games since.
The real meaty
post-launch content came with the release of Half-Life 2: Episode One, released
in June 2006, and originally titled Half-Life 2: Aftermath. Announced in a PC
Gamer article in May 2005, a year after Half-Life 2’s release, project lead
Robin Walker stressed the idea that Episode One would focus on character
development. Particularly it would focus on Alyx, Freeman’s companion
throughout Half-Life 2.
The bulk of Episode
1 is spent navigating an even further dilapidated City 17 on the brink of total
devastation following Freeman’s perhaps not completely thought-out actions at
the end of Half-Life 2. A bit of thinking out loud now and then wouldn’t hurt
you, Gordon. Alyx and Freeman spend considerable time engaging Combine Forces
and helping members of the resistance on their way out of the city. When it
came to narrative writing, Laidlaw no longer worked alone, now leading a team
consisting of himself, Chet Faliszek, and Erik Wolpaw.
Episode One, like many
of Valve’s games after its creation, ran on an upgraded version of the Source
engine, and carried on the HDR precedent set by the release of Lost Coast.
To truly deliver on
the themes of character development and companionship, Valve made Alyx, well,
more of a companion, providing feedback to the player’s actions and being overall
much more active. Additionally, nearly the whole episode is spent with her,
whereas in Half-Life 2 most of your time was spent alone (not including all of
the soldiers and hellish beasts trying to kill you).
Overall, Episode
received positive reviews, though its relatively short length and some other
things received criticism. According to Steam, I managed to complete it in 3
hours; though maybe I’m just pro.
Developed
concurrently by another team within Valve was the sequel to Episode One: aptly
named Half-Life 2: Episode Two. It was released in October 2007, alongside The
Orange Box. The Orange Box was a collection, released on PC, Xbox 360, and a
couple months later on PS3, contained Half-Life 2 and its episodes, the
original Portal, and Team Fortress 2. A central theme of Episode Two was the
inclusion of less linear, more-open environments for the player to navigate
through compared to the environments of the main game and Episode One.
Accompanying this was a returned emphasis on vehicles, and this time the player
is given a muscle car to wreak havoc in during certain sections.
This time around the
plot, again written by Laidlaw’s team, focuses on the resistance’s efforts to
prevent the Combine opening a “superportal” that would allow even more of them
to invade the Earth. Again, Freeman is the playable mute throughout.
Locales in Episode Two
are more unique than in Episode One, since the action is no longer confined to
City 17. A couple new enemy types were also introduced, though despite Valve receiving
some criticism for doing the same previously, no new weapons are brought in, as
the team decided to focus on further developing the Gravity Gun.
This didn’t seem to disappoint
anyone, as Episode Two was widely acclaimed, with critics praising the
environments and narrative, among other things. It probably also didn’t hurt
that the Episode was longer than the last.
Something that did,
and still hurts though, was the fact that the same praised narrative ended with
a cliff-hanger, that is unresolved to this day…
Episode Three and the Half-Life Legacy
Half-Life 2: Episode
Three.
Or is it Half-Life
3? I can never tell. We’ve been spoon-fed small bits of information from
insiders, Source leaks, and concept art over the years, which together have
managed to keep the idea of it actually happening never quite dead, but never
particularly alive either.
Half-Life 2’s
Episodes have been officially conceived as a trilogy since before Episode One
was released, and Episode Three was even given a planned release date of
Christmas 2007 at one point, which needless to say didn’t quite happen.
Not to mention
Episode Four, which would have largely concerned Ravenholm, taken place before
the end of Episode Two, and was developed somewhat by Dishonored creators
Arkane Studios before being ultimately cancelled in 2007, reportedly due to
Valve deciding against pursuing it any further.
Yet another Episode
that would have taken place at least partially in Ravenholm was also in
development around 2007 from Junction Point Studios, led by Warren Spector, of Deus
Ex and System Shock fame, but this also never came to fruition. It was
cancelled when Disney acquired Junction Point, and in turn we got Epic Mickey.
But back to trois.
Over the years, released plot info and concept art has pointed to Episode Three
focusing on Freeman and Alyx finding the ship Borealis in the Arctic. The
Borealis was previously teased in Episode Two, as well as Portal 2 (the Portal
series taking place in the Half-Life universe). Comments from Gabe Newell and
other people within and close to Valve have left expectations fluctuating - over,
and over, and over.
Half-Life lore
mastermind Laidlaw, and his writing team Faliszek and Wolpaw at one point had
all left Valve, meaning all of the series’ past writers were gone from the
company. Jay Pinkerton was the only main
writer for Valve’s own single-player titles still at the company, until Wolpaw
returned, but seeming only on a limited contractual basis. While it’s possible that Episode
Three is already long-since written, admittedly with these developments release
prospects aren’t looking that good.
Many theories have
been shared by industry insiders, games journalists, and probably upwards of
half of Steam’s user base concerning just where that illusive 3 is. At this
point, if it ever does come to be released it will most definitely be on the Source
2 engine, introduced in 2015 but so far most prominently used for Dota 2.
Technology also happens to be one of these aforementioned theories, with some
saying that Valve has simply been waiting for better technology to be developed
so as to provide the best experience that they can. Well, there’s no time like
the present, Gaben.
Other theories
include Steam’s massive popularity being the reason, and that due to the
massive profits it brings in, yet another single-player only experience such as
Half-Life or Portal would give meagre rewards in comparison.
Some think the next
Half-Life title will come out exclusively for VR platforms. Valve are reportedly
working on multiple VR titles at the moment, though Chet Faliszek said in 2015 Half-Life
3 would not be in VR.
Whatever format 3
might come in, and even if it never does at all, there’s no question that
Half-Life revolutionised the FPS genre, and will always be a legendary
franchise. Half-Life’s legacy was cemented long ago, the series’ sheer quality
making this so regardless of any eternal waiting periods. Other efforts
separate from the main franchise itself, such as the Portal series set in the
same universe, as well as the many, many user mods out there, have also
certainly helped.
Another one I
haven’t mentioned yet is Black Mesa, a full remake of the original Half-Life
which is set to be finished later this year with the addition of the Xen
chapters. And, suitably for this franchise, this mod took almost 15 years to
finish. Regardless, it’s a fantastic recreation, so give it a go if you haven’t.
While we have yet to see a Half-Life 3, or Episode Three, the Half-Life
universe and lore has expanded elsewhere, most recently in an official comic
series.
But do I, oh weary
listener, think we’ll see another Half-Life game from Valve? Well, I have hope
we’ll see Gordon Freeman’s story conclude yet. Personally, I just don’t see
Valve leaving that thread hanging forever. Though whether the end of that
thread will meet fan expectations, I cant’ say. And perhaps there’s another
theory there as to why Valve never released it. At this point, could they even be
met?
Though I’ll admit that my hope has wavered somewhat since Marc Laidlaw
seemingly revealed what was to be, once upon a time, Episode Three’s plot. In a
blog post, Laidlaw went into quite a lot of detail, but switches the genders of
the characters and the names of key places and groups, though, if you’re a fan,
it’s still pretty obvious what he’s referring to.
So, now I’m less
sure.
From Dota 2’s recent single-player additions, Valve’s VR efforts, and that
card game, we can see they’re not just focused on Steam and multiplayer titles.
Even more recently they’ve said they wanted to start “making games again”. So who’s
to say a single-player Half-Life game couldn’t once again rise out of the
metaphorical steam? Not too long ago, Valve acquired the staff of Campo Santo,
developers of Firewatch and the upcoming In the Valley of Gods, showing that
their dedication to single-player experiences is still here, even if they’re
not making them themselves.
With some of those previously mentioned recent plot developments though,
you’d be forgiven for thinking it’s not currently looking too good.
As has been pointed out, Laidlaw’s final paragraph of his Epistle 3 piece,
in contrast to the rest, appears to be from the viewpoint of both Gordon
Freeman and himself, or at the very least seems to be a metaphor for Valve’s
neglect of the franchise in recent years. To me, it paints a picture of a
company moved on, and some have taken it as closure.
What are your thoughts on Half-Life and its future? Will we ever see
another? Let me know in the comments. Should the production time of this piece
be any sign, I’ll see you in 2023.
Thanks for reading.
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