It’s taken 13 years, however we lastly have a brand new Half-Life recreation. It will not be the long-awaited Half-Life 3, however as you’ve most likely seen from our Half-Life: Alyx review, Valve’s first foray into digital actuality exhibits they’re a developer which might be nonetheless very a lot on the prime of their recreation. However Half-Life: Alyx isn’t simply the work of a gifted crew of builders. It’s a recreation that’s in the end been formed by the individuals who have performed it – the lots of, if not hundreds of playtesters who helped Valve flip their most well-known FPS recreation right into a VR sensation.
To search out out extra about how Half-Life: Alyx got here into being, I sat down with Valve’s Robin Walker and Jim Hughes every week earlier than the sport’s massive launch day. We speak about every part from revisiting the Half-Life collection and the challenges of bringing it to digital actuality, to what this implies for Half-Life Three in addition to simply whose thought was it to have headcrabs leaping immediately at your face. Among the solutions you’ll have seen seem on the location over the previous week, similar to how playtesters became obsessed with collecting every last thing in sight to everyone assuming they were playing as Gordon Freeman till Alyx was lastly given a voice, however there’s lots extra to find right here as we lay out our chat with Robin and Jim in full. Take pleasure in.