![]() ![]() ![]() We understand the characters, we understand the story, we have most of the mechanics. “That’s why we started doing the episodes where we thought, ‘Well, we have the stable technology now. “After working on Half-Life 2 for six years we decided we didn’t want to go dark for so long,” Casali says with an understanding of the irony of his statement. ![]() However, Casali at least offered quite a lot to say on the subject beginning with the problems posed by Valve’s intended episodic format for the series. As we’ve heard in the past regarding one of gaming’s most famous non-existent sequels, the basic answer is “it’s complicated.” In an interview with IGN, veteran Valve level designer Dario Casali spoke about why the company never released Half-Life 3 or Half-Life 2: Episode 3.
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