Although fans are currently enjoying the ability to experience the decade long wait for the latest Half-Life game, Valve in celebration of the game’s release discusses the history of the series and shares some answers for the current state of the series’ lineup. In particular, the team reveals why there never happened to be a third entry for the DLC story arc of Half-Life 2.

Speaking with IGN, Valve Level Designer Dario Casali explains the foundation that gave the team incentive to originally develop story expansions for the 2004 title. Following the game’s release, the developer wanted to keep a close relationship with the property and decided the best way to do so is through add-on content. Just one year after the release of the game, Episode One launch.

However, development for Episode Two was a different story: rather than the intended yearly release, it wasn’t until 2007 that the next expansion arrived to Half-Life 2. Casali explains that “scope creep” is to blame. Instead of the additional experience that is aimed for these added stories, Valve extended development to the extent that these projects evolved into fuul-fledge installments when looking from afar.

“We found ourselves creeping ever forward towards, ‘Well, let’s just keeping putting more and more, and more, and more stuff in this game because we want to make it as good as we can,’ and then we realized these episodes are turning more into sequels,” Casali explains, scope extending the definition of an expansion. Which ultimately entailed for Episode Three never to become a reality in the end from Valve.

Casali did tell that there were resurfacing attempts for the third DLC, but the team in the end shared that they “were never really that happy with what we came up with.”

Elsewhere in a separate interview with Valve founder Gabe Newell, the company president shares that the intent for the Half-Life series as a whole is to reinvent the foundation of gaming with intuitive gameplay and new approaches to the current atmosphere. In that, Casali agrees to that degree by adding that the team strived to envision “what is going to make that next big impact” following Episode Two.

While other projects which released following the two episodes did make a new standard for the market, the team was simultaneously working on the next engine, Source 2. Casali explained that Valve did not share any attempts to truly go into effect until the engine was properly finished to avoid the same issue that smothered Episode Three. This approach to wait ultimately went against the development schedule for Half-Life as a whole since Valve only aimed for a six year development period.

But following with the release of Half-Life: Alyx today, the game marks well over double the initially planned timeframe to make a new game. Near the end, Casali expresses his hope that alike its predecessors, Alyx will leave an impression that moves the industry once again and settles a new foundation for Valve to create more work in the future.

In an interview with Game Informer earlier this month, Valve’s Robin Walker told the video game outlet that the team foresees more entries to follow the release of Half-Life: Alyx. You can read the full report by heading here.

Source: IGN

Nick Moreno Content Writer

Nick has over a decade of video game journalism under his belt. Outside of writing about trending & indie releases, he has also provided coverage at multiple events across the United States including Penny Arcade Expo & E3.

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