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

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

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 Comments on “The Final Hours of Half-Life: Alyx — Behind Closed Doors at Valve”

  1. That's good news and bad news for HL fans .. Good news is. Half Life is back and Bad news is , not many players have VR.

  2. I know it's a daunting Prospect to live up to Half-Life 2…. but I'm so desperate. All I really need at this point is my crowbar and an open field with combine soldiers.

  3. If borderlands fans waited 7 years for bl3. Gearbox proved that 3 is a possibility. VALVE, i don't care of half life isn't 10/10 in all categories. As long as it's fun and it continues from Half-life 2 Ep2 I'll be happy. Make it intertwine with portal, make one hell of a game please. Make the decade of waiting worth it.

  4. You can open a simple door by pressing "E". Come on Valve! Launch this game with mouse and keyboard mechanics, you can do it.

  5. Gosh omg omg omg!!!!! Half life 😆😁😀😃😅😄😄😄☺ half life 1 is the best game I've played in my life! 😋 and half live 2 just made me want more. Mmm what can I sell to buy a VR set now.

  6. For those disappointed in this being VR only and not Half-Life 3:

    Valve wants their games to be special. They want VR in the mainstream so that almost everyone can become part of a virtual video game world. This isn’t Half-Life 3 because Valve wants to return slowly; they can’t just put HL3 strictly on VR, that’s would be disappointing. No, Valve wants a game that will sell VR, and using the Half-Life franchise is a great way to do so, especially because we haven’t had a game in a literal decade. Half-Life: Alyx is the perfect VR game; it’s not just some test demo for Source 2, its got a full fledged story, and it gives Valve fans hope for a shining future.

    Half-Life Alyx is just a way for Valve to return to its glory days.

  7. What interests and concerns me the most is how Valve had handles VRs biggest hangups. Movement through large spaces, motion sickness, moving through objects and geometry. These are all huge immersion breakers and I don't know how they can be solved.

    I mean, imagine the door interaction they're talking about. What happens in the game when a player decides to…walk through the door? The only option I can see is for the game to visually warn you, but nomatter what it's going to break immersion, and the player is going to be expected to play along.

    You can see why it's taken them so long. There's a lot of issues to work out with this new platform they created.

  8. You can tell that long distance relationships work i mean look at Geoff he looks much more happy and relaxed, Kojima finished Death Stranding, he was there during launch, they will see each other in December at the Game Awards i mean i am happy for him..The way he leans on the table during the interview says it all the guy is happy with his private life and he can focus on work..

  9. Amazing work guys! Cannot wait to experience this game…. have a feeling I will need a newer pc to get there though!

  10. This game should have come out for PC and Consoles first then for VR. You want to do business at the end of the day. I guess we will wait an see what happens.

  11. Jesus… what's happened to these guys, or are they just so shit-scared of leaking something they shouldn't? Robin in the red shirt looks like he's seen the end of all things and is only partially present during the interview.

  12. This interview was weird yo…it's like they were pulled right before lunch break to do this interview and all they can think about is their missed lunches

  13. Valve staff dialogue: I got an idea, let's annoy our fans some more, we let then wait 15 years for HL3, we need to find something new to make us hate us, they realized by now it will never happen.
    – Uh uh, let's make a Half-Life game, but not HL3, we call it Alyx, we don't want to lose the hate towards us for not making HL3, but it will keep their blood pressure high, they would think we make HL3 after this, we let them wait for another 15 years, LMAO, we really hate our players community.
    – Aaaaah, let's make it VR only, that would completely obliterate the community, so poor people can't play it, handicaped persons can never enjoy it, hhh we are evil f***s!
    Me: Triggered, i will never buy a steam game again, when i will hear "steam exclusive", i will put my pirate hat on, got it billionaire steam owner, fellas developers ? CYA on the high waters!

    Game industries is getting out of wack! half-game, other part in crate for extra $$$, game store exclusives, pay2win, game TIME SAVERS(?!), online-connection only(for single player games??!?!?!??!!?), VR WEXCLUSIVE, XBOX/PS/PC exclusives?!?!?!, ETC. Ok, I'm done, this is my protest, for all developers, GO F**K YOURSELVES until you decide to to fix your brain problems, THIS was the last DROP for me!
    You won't see a cent from me if the game is included in the mentions list above.


  14. Valve staff dialogue: I got an idea, let's annoy our fans some more, we let then wait 15 years for HL3, we need to find something new to make us hate us, they realized by now it will never happen.
    – Uh uh, let's make a Half-Life game, but not HL3, we call it Alyx, we don't want to lose the hate towards us for not making HL3, but it will keep their blood pressure high, they would think we make HL3 after this, we let them wait for another 15 years, LMAO, we really hate our players community.
    – Aaaaah, let's make it VR only, that would completely obliterate the community, so poor people can't play it, handicaped persons can never enjoy it, hhh we are evil f***s!
    Me: Triggered, i will never buy a steam game again, when i will hear "steam exclusive", i will put my pirate hat on, got it billionaire steam owner, fellas developers ? CYA on the high waters!

    Game industries is getting out of wack! half-game, other part in crate for extra $$$, game store exclusives, pay2win, game TIME SAVERS(?!), online-connection only(for single player games??!?!?!??!!?), VR WEXCLUSIVE, XBOX/PS/PC exclusives?!?!?!, ETC. Ok, I'm done, this is my protest, for all developers, GO F**K YOURSELVES until you decide to to fix your brain problems, THIS was the last DROP for me!
    You won't see a cent from me if the game is included in the mentions list above.


  15. Teacher: Okay guys! Today, we’re gonna learn how to five okay!

    Other Students: 1, 2, 3, 4, 5!

    Valve: 1, 2, Alyx!

    Teacher: oh, you stupid child

    P.S It’s just a joke, don’t attack me

  16. Half-Life is a series of innovation,

    Half-Life 1 brought NPC voice acting

    Half-Life 2 brought physics

    Hopefully, Half-Life Alyx will innovate in setting the bar for what a VR game truly is.

  17. Half Life 3 question is about 14 minutes in. I hope one day the full story comes out, it definitely read like there was a lot of shared trauma when that question came up.

  18. Geoffr keighley i used to love but f off x10… to defend a over a decade story that is not finished on a game that requires a very very expensive vr sysyem less then 5% of gamers are currently using.. is a dic* move

  19. Literally just bought the Oculus Quest a few weeks ago. What a timing!

    The Half-Life series is one of my favorite ever, since like early 2000s, I could never miss out on the new game. Especially after waiting for SO LONG after 2007 .. -.-''

  20. They now got the engine and new models for Alyx, Gman, Barney, Professor, Dad and Combine + more like headcrabs. So to be honest it's not difficult to guess that HL3 is on its way, they already made the assets

  21. Why the hell make a VR prequel? Why not give the fan base half life 3? Or maybe do a remaster of the orange box. I don't care about VR.

  22. Lets be honest: Valve is dead, the last cult hit from them came out in 1998, 20 years ago… Half Life 2 was already a flop in 2004 and now with this VR crap… no just no.

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