At the Index launch party, Gabe Newell – in an act of beforehand inconceivable cruelty – threw in an allusion to Half-Life 3. We’d almost come to phrases with the truth that we’re unlikely to ever see a second, full-fat sequel, after which he needed to go and stoke the flames once more. Cruel.
We didn’t suppose Valve actually wished to make Half-Life Three anymore. Who might blame it? The studio has developed a system whereby workers can select no matter mission they fancy engaged on. Why wouldn’t they roll their desks as quick as doable away from the game bearing the best weight of expectation any PC game has ever carried?
But what if Valve outsourced Half-Life Three to a different, equally succesful staff? There’s a subgenre of thinky FPS games that’s being underserved, and a complete world of game builders on the market. If Valve was to unload the Half-Life license, certainly any individual would do a half-decent job of it? We’ve picked some appropriate candidates out.
From the Source-savvy world-building of the Dishonored studio, to the bright-eyed modding expertise behind Kingdom Come: Deliverance, there are robust arguments to be made for every of those potential Half-Lifers. Perhaps that worthy sequel remains to be on the market, and we’ve merely been trying within the fallacious path.
Arkane
Jeremy Peel: Do you recognize, it almost occurred as soon as already? Sort of. Long earlier than Dishonored, the Lyon masters of stage design had been slated to make a Half-Life: Episode 4. Given the working title of Return to Ravenholm, it died together with Valve’s episodic mission as a result of life is ache and the void awaits us all.
Arkane was now not utilizing the Source engine by the point Dishonored got here out, nevertheless it typically felt as if it was. Arkane approaches its worlds with the identical visible financial system that Valve does, portray in broad strokes that belie some extremely intricate world-building. It was additionally working with ex-Valve artist Viktor Antonov, and Dunwall consequently had plenty in common with City 17 – laborious strains, uncomplicated textures, a way of 1 historical past constructed on high of one other.
The comparability runs deeper. Though it could be laborious to see the place Dishonored’s – and its spectacular sequel‘s – open-endedness matches up with the straight-line linearity of Half-Life, there’s a key level of commonality: simulation. Both games have a rule: every little thing behaves as you’d anticipate.
Just as you recognize {that a} barnacle tugs the participant into the air in the direction of its nasty maw, and that flammable barrels blow up shortly after being shot, you’ll be able to surmise that these two guidelines will work collectively to explosive impact. That’s Half-Life, and Arkane might deliver it again.
CD Projekt Red
Phil Iwaniuk: A studio that bullishly describes games of not possible high quality and element, after which produces them. Who higher than the Witcher and Cyberpunk 2077 dev to take the burden of the Half-Life title on its shoulders and drag it previous the brink of our collective expectations?
CD Projekt Red solely actually has a monitor document of delivering its world-building and storytelling on a grand scale, and Half-Life was by no means about that. But it appears unlikely that the Warsaw studio would capitulate as soon as the partitions started closing in and its protagonist grew a goatee. If you are taking away nothing else from its Witcher series, it’s not less than obvious that it is aware of how one can imbue your actions with function.
Just as every little thing Geralt does within the perpetual sundown of Velen feels prefer it impacts the world round him, so too would CDP take Gordon and deploy him in a setting the place he as soon as once more feels important. Half-Life Three would really feel very totally different to its predecessors underneath this banner, however one suspects it’d sate the ravenous fanbase higher than any.
Deep Silver and Dambuster Studios
Tim Edwards: What Half-Life games want is a giant outdated new-type-of-experience shock to the system. Half-Life gained by constructing a narrative and context and characters. Half-Life 2 constructed bodily methods and a world to discover. What I’d need to do with Half-Life Three is fairly easy: mix the detailed world, the sense of place, the unbelievable characters and unfold them over an unlimited open world. I need the omni-game. To make that, you need a staff who’ve not less than had a go. Experience counts.
Here’s the issue: there aren’t many individuals making open-world first-person shooters, and those who do appear to blow up. GSC Gameworld (Stalker: Shadow of Chernobyl), isn’t round any extra. Red 5 isn’t round any extra. And I doubt Ubisoft goes to hire out its Montreal staff any time quickly.
But there’s a left-field alternative: Dambuster Studios. Look, nobody’s going to fake that Homefront or Homefront: The Revolution had been notably good. But I feel circumstances (the explosion of the earlier builders) give those who labored on Homefront: The Revolution a little bit of a cross.
And there are some bits of that game which are genuinely pleasant: cocking round with drones, the sense of dwelling underneath an oppressive regime, a extremely funky weapon customisation system. The primary grievance you’ll be able to stage on the most rebooted Homefront is that it actually wasn’t polished sufficient: honest level, however that comes all the way down to price range and time. It’s time to present Dambusters an opportunity.
Warhorse Studios
Phil: They’re actually fairly bold at Warhorse. Kingdom Come: Deliverance is testomony to that, however maybe simply as pertinently it’s the studio’s first game. It’s a developer comprised of some trade veterans, but additionally some first-timers who reduce their tooth on the modding scene and for whom triple-A growth has but to lose its sheen. Put merely: it doesn’t know what’s not possible but.
So: who would you quite give the Half-Life license to, a well-drilled studio with a confirmed document of transport acquainted successes, or a staff untarnished by the trade’s acquired knowledge?
Valve itself was simply such an outfit when it enthusiastically shook fingers with the id execs who agreed to license the Quake engine. FPS games had been the zenith of the shape in 1997, and this first-time developer was going to, what, make one higher than Doom? And Quake? With an outdated game engine? Breaking all the foundations alongside the best way? Yeah, good luck, Gabe.
id Software
Jordan Forward: Commander Keen and Dangerous Dave step apart, it’s time for Gallant Gordon Freeman.
For one of the crucial celebrated first-person shooter sequence of all time, the precise capturing within the Half-Life games simply isn’t that enjoyable. Variation in its catalogue of weapons has helped keep that difficulty by offering us with unconventional arms just like the Gravity Gun and Hive-Hand to piss about with, however what the franchise wants is a pulse rifle or shotgun that’s simply as satisfying to fireplace.
Quality weapon suggestions is what id Software does greatest – the weapons of Quake, Doom 2016, and Rage 2 really feel satisfying to shoot, extra so than they in all probability ought to. They rattle and clang like they’re actual instruments you’re holding in your fingers, there’s recoil to wrestle with and individuality imbued into each single weapon, and completely no latency between pulling the set off and an explosion of gore showing earlier than you.
It’s additionally value mentioning that id isn’t dangerous at constructing worlds both, a trait it has in frequent with Valve. Despite its sometimes lacklustre plot, Rage’s world was at all times an fascinating place to be – stuffed with charismatic cretins and crumbling structure, it’s a harsh and unforgiving wasteland with character to spare. Who’s to say id couldn’t do City 17 or Black Mesa justice?
Creative Assembly
Jeremy: Better specify which Creative Assembly we’re on about right here – not the staff recreating grand battles from 279 BC, however the one recreating basic science fiction from 1979 AD (and at any time when the studio’s new sci-fi FPS is ready).
In a post-’90s world not precisely overflowing with powerhouse FPS studios, CA was adequate to place collectively a model new one. The consequence was a unprecedented first-person survival horror interval piece – and what would a follow-up to Half-Life 2 be, if not that?
It’s simple to overlook, after Alyx Vance, that Gordon spent a lot of the Half-Life sequence totally alone. During the Black Mesa incident, Barneys got here and went – the one fixed the clang of the Free Man’s ft towards a wide range of metallic surfaces. And if there’s anyone who is aware of solitary survival horror, it’s the Alien: Isolation staff.
One of Half-Life’s calling playing cards, again within the day, was clever AI – the interplay between you and vortigaunts and scientists much less well-equipped for fight. Isolation, in the meantime, represented the style’s first concerted and significant effort to maneuver enemy AI on this decade. What’s extra, that nerve-wracking save system confirmed a willingness to exit on a limb with unconventional design selections that reinforce a game’s themes. Which is necessary: a real Half-Life game gained’t observe any design traits – it’ll lead.
Gearbox Software
Phil: Go forward and make your jokes about dubstep, battle-mushrooms and the phrase ‘badass’ – Gearbox has priors right here. Long earlier than Randy Pitchord’s main declare to fame was as a Twitter magician, SHIFT code dispenser, and Aliens: Colonial Marines apologist, the person headed up an enlargement pack referred to as Half-Life: Opposing Force. It’s probably the greatest enlargement packs in historical past.
The ripples made by Half-Life’s unique launch in 1998 had been nonetheless felt in ‘99 when Gearbox’s debut launch dropped, and other people would have kicked up a stink if it didn’t meet its father or mother game’s commonplace. There’s definitely no mistaking one game for the opposite, however Gearbox offered a useful contribution to the IP that simply occurs to incorporate a prolonged tribute to Full Metal Jacket in lieu of a tutorial.
What would Gearbox’s imaginative and prescient for Half-Life be in 2016? The subsequent years haven’t fairly cemented its repute for making good on a giant franchise title, however perhaps Borderlands 3 will change that. Either means, it’d be a hell of a factor to see what Randy and his staff had in thoughts for Gordon Freeman.








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