The “are they or aren't they” debate surrounding Valve's development of Half Life 3 has been stoked once more with the discovery of a Half Life 3 t-shirt reportedly worn in public by a Valve employee. We don't use italics lightly folks, this is a big deal.
The shirt was spotted at a recent industry gala by Uber Entertainment rep Chandana “Ekanaut” Ekanayake, who shared his findings last night, tweeting, “All I'm saying is I saw this at a local game developer event worn by a Valve employee.”
While the critically acclaimed and globally respected videogame development studio Valve may be having a quiet time at this years Electronic Entertainment Expo (E3), the event couldnt have gone by without any news from the studio at all. Grabbing the headline then, is the news that NECA has signed an agreement with Valve to produce collectable merchandise based on characters from their many videogame franchises.
The Cinematic Mod (CM) is a Half-Life 2 modification, that adds more details and a darker look to the original Half-Life 2 series.
CVG: Valve once planned to release an unnamed submarine game, and hasn't yet given up on the idea.
The Team behind the source engine project Half-Life 2: Opposing Force 2 released a playable demo version of the mod. More details,screenshots, a video and the download are inside the article.
Half-Life's seminal gameplay and pacing evolved from 3D Realms' Duke Nukem 3D. That's according to Duke Nukem Forever saviour Gearbox, which is polishing the vapourware-turned-outlandish-F PS ready for release in May.
CVG: Valve has defended its unpredictable roster of releases - claiming that its line-up is, in fact, not quite as random as it often seems. The studio has become notorious in recent years for surprising fans with irregular releases following Half-Life 2's arrival in 2004
Valve has whipped the lid off its new obsession - and for those fearful of mad scientist-types, it's frightening stuff. Having spent $50,000 on gaze-tracking technology to better understand where the studio's games testers are looking during play - and, subsequently, where needs the most development time - Valve is now turning its attention to biometrics.
You've just set up an independent developer and knocked out a sci-fi FPS classic. Things are going well, so you plough efforts into a sequel. It's heralded an industry-defining masterpiece. Meanwhile, your PC download service has become the de facto choice for all your competitors. And your artsy side project has turned into a blockbuster franchise starring that bloke out of The Office. Time to float on the stock market? Is it bob.
Valve is one of those developers that never seems to put a foot wrong. Whether it's Portal, Half-Life, Counter-Strike or Steam, everything it does seems to come up smelling of roses. But it hasn't always been that way. The much-loved studio has made some big errors in its time. How do we know? Because its key execs have admitted it.