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Multiple canceled games by valve revealed including half life 3 but they are going to make more half life games

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Within the story, Keighley reveals that at least 5 Half-Life games (not all of which are mentioned specifcially in the text) were cancelled between Episode 2 and Alyx, along with a number of other projects - the most notable being a project officially referred to within Valve as Half-Life 3.

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Here's every cancelled Valve project mentioned, and the details provided on them:


Half-Life 3: Created in the Source 2 engine and drawing some gameplay inspiration from Left 4 Dead, the project known as Half-Life 3 would have used procedural generation between hand-crafted story moments to create a more replayable game. For instance, the game would generate a building and an objective (such as rescuing a prisoner), then create a route through it and fill the building with enemies, meaning that section would always play out differently. The team went as far as scanning Frank Sheldon, the actor whose likeness was used for the series' G-Man. However the Source 2 engine was unfinished, and the project "didn't get very far" before it was dropped. It was in development for around a year between 2013 and 2014.

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Left 4 Dead 3: An open world game set in Morocco and potentially featuring featuring hundreds of zombies at a time, this was also deemed unworkable because of the unfinished Source 2.

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RPG: This RPG project was simply codenamed 'RPG', drawing inspiration from the likes of The Elder Scrolls, Dark Souls and Monster Hunter, and was envisaged as being released in small chunks, but "never really left the conceptual stage". After RPG was abandoned, experiments went into turning it into a single-player RPG based on DOTA character Axe, which were also shelved.

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SimTrek: A VR game develoepd by members of the Kerbal Space Prgram team that was also shelved during Alyx's development

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As for what Valve has coming next, Keighley explains that much of the team would like to work on a full-scale, non-VR Half-Life game, but that there is trepidation over the scale of such a project. Encouragingly, however, Valve's Phil Co explains that, after Half-Life: Alyx's release and success, "We're not afraid of Half-Life no more". The Alyx team has previously told us that it wants to make more Half-Life games.

source: https://www.ign.com/articles/half-life-3-left-4-dead-3-details-cancelled-valve

 

I hope they pick some of these games back up I would be interested in a left 4 dead 3 and ofc a half life 3. But some of these other games like simtrek and rpg seem really interesting also and its a shame they got canceled. It's been a long time but half life 3 finally confirmed maybe unless he was talking about making more spin offs.

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So they didnt make half life 3 and left 4 dead 3 is because they didnt want to finish source 2?

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While Source doesn't look ancient or looks bad and has an unique feel to it which I like a lot (I miss days when games had unique feel based one engine), it certainly feels a bit dated.

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I would kill for another Left for Dead. Steam has lost it's vigor it used to have years ago. It used to be all praise GabeN, Gmod, TF2, Portal, and Half-Life. 

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Just keeping this here as a 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It is kinda interesting to see how the troubled development of Source 2 also kinda intertwined with the low point in Valve's history, from around 2013-2016. It was never a nice ride for the engine or HL:A, but it seems like they've finally figured out how to get the ball rolling on the engine... well after it was pushed into Dota 2, at least.

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nice to see they were still working on games despite the memes about them no longer working on new stuff.

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I haven't followed it closely, what is that status of the Source 2 engine? Would it be feasible that they drop Source 2 and use a 3rd party engine?

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No more Portal in the works, it seems... 😭

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39 minutes ago, themoose5 said:

I haven't followed it closely, what is that status of the Source 2 engine? Would it be feasible that they drop Source 2 and use a 3rd party engine?

Source 2 is just about finished, if memory serves. Valve released a beta toolset for HL:A a couple of months ago, if that's anything to go off of. 

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27 minutes ago, handymanshandle said:

Source 2 is just about finished, if memory serves. Valve released a beta toolset for HL:A a couple of months ago, if that's anything to go off of. 

What I can say Source 2 is ready but the editor and tools are still missing quite a lot of polish.

 

Need to say that cancelling projects to develop the Source 2 has really paid off, Valve now has in their hands probably the best VR game engine there is. When it comes to VR games Epic has done some really shit work with Unreal and from the big ones it is definedly the worst you can pick, it may look better and has some quirks but generally the performance is shit, quite a lot of features are missing and making those features yourself is near impossible because the limitations. Unity has been the go to game engine for VR games because it just works better than Unreal but now after HL:A things might change a lot.

This does depend a lot on how well the Source 2 is optimized generally and is the HL:A more just raw showcase of the engine or something similar to normal tech demos (extremely optimized down to every detail and every line of code to the level where no one else will be able to get without insane resources and patience; in other words: optimized to the point where it really doesn't represent the engine anymore). I really hope when the tools are ready that the Source 2 is what HL:A promises it to be because then even Unity needs to start getting the VR performance a lot better, not to mention Unreal which, if some of the talks are real, doesn't really care about the VR side at all and Unreal 5 isn't promising anything better on that field.

But there's still a lot of question marks and a lot left to be seen but still the promise is very good.

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Wait, they still haven't finished Source 2?

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3 hours ago, spartaman64 said:

SimTrek: A VR game develoepd by members of the Kerbal Space Prgram team that was also shelved during Alyx's development

Off topic, but the name reminded me: An actually good Star Trek game by an actually skilled development firm would be nice.

The Star Trek tree is even more ripe for picking than the Star Wars tree because Star Trek is, and has always been, a show about learning, adapting, problem solving, and even fighting: A combination that has created many so-called "game of the year". (one couldn't write a more accurate description of the Fallout series if they tried)

The problem, I suspect, has been licensing issues. These may be going by the wayside however, since the split ownership of Star Trek has been consolidated back into one firm(hence the renewed interest in new Star Trek series that ties into canonical lore).

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Fairly sure the TF2 leak had notes about something relating to HL2:EP3.

 

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2 hours ago, TetraSky said:

Wait, they still haven't finished Source 2?

The engine is ready and running but the development tools for the engine aren't yet ready for the public release. The engine actually has been workable for quite some time already (Dota2 has been running on somewhat Source 2 since 2015) but there is a big difference with what tools you develop for the engine when the engine is basicly in-house engine and when the engine is public so anyone can use it (in-house Valve can probably get job done with forked Source 1 DKs but releasing the engine with something that they can use because they know the engine from the first bit to the last, isn't something anyone else could use to make even Tetris on the engine).

Think it like trying to create a game with the RPGmaker engine but never using the RPGmaker software, (IIRC) you can do it, you can go and write all the dialogs and whatelse on the gamefiles, change every sprite to your owns, even make maps by modifying files of another game but it is painful, very slow and unwanted work compared to just start the software and use the development tools it provides.

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8 hours ago, RejZoR said:

While Source doesn't look ancient or looks bad and has an unique feel to it which I like a lot (I miss days when games had unique feel based one engine), it certainly feels a bit dated.

Unfortunately a lot of games that are built on the same engine, end up with "look and feel" the same. 

 

For example, go look at video for Vindictus and then go look at video for Portal or HL2. They all have the same look to them despite all having very different settings. The key thing with Vindictus is that it has a VERY tiny playfield, just like HL2 and Portal. These tiny playfields are connected by doors, there's also this entire beige-green tinge to "ruins" that is probably just a stock shader. 

 

Likewise with games built on Unreal 3. Nearly everything built with Unreal 3 has the same character animation issues, and while I don't think that takes away from the games that much, anytime you play a MMO game that has a character creator based on UE3, they're all nearly identical, basically exposing the game engine's own limitations in the character creator.

 

The thing I dislike about a lot of game engines, is the facial expressions. Conversations always tend to look stiff, and mouths move in disturbingly creepy unrealistic ways. UE4 got better at this, but unless you're Square-Enix, with an entire brand style, the resulting games visuals tend to not be as distinguished as other games built on the same engine.

 

That, IMO, is why zombie games and shooter games are popular to make. You don't have to worry about making non-creepy humans if there are no few or no faces to animate at close range.

 

And then there is Unity, where most 3D games built with Unity looks the same because they're targeted at mobile devices.

 

Which is a point I want to make about making games unique. If I can not tell your game apart from other games made on the game engine, I probably won't have much incentive to play it, thinking I've already played it. 

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Even CSGO is still not on Source 2 though. 

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On 7/10/2020 at 8:26 AM, RejZoR said:

While Source doesn't look ancient or looks bad and has an unique feel to it which I like a lot (I miss days when games had unique feel based one engine), it certainly feels a bit dated.

Engines today still have unique "feel" because they use different techniques for shading. Just look at any game made in Unity that uses any of the stock shaders, same thing goes for Frostbite and others they all feel unique and i can instantly tell which one is used in a game. In fact I remember playing through Titanfall 2 and about halfway through the game I stopped and just kinda looked around the room I was in and realized I was playing a Source game.

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On 7/11/2020 at 2:29 AM, Kisai said:

Unfortunately a lot of games that are built on the same engine, end up with "look and feel" the same. 

 

For example, go look at video for Vindictus and then go look at video for Portal or HL2. They all have the same look to them despite all having very different settings. The key thing with Vindictus is that it has a VERY tiny playfield, just like HL2 and Portal. These tiny playfields are connected by doors, there's also this entire beige-green tinge to "ruins" that is probably just a stock shader. 

 

Likewise with games built on Unreal 3. Nearly everything built with Unreal 3 has the same character animation issues, and while I don't think that takes away from the games that much, anytime you play a MMO game that has a character creator based on UE3, they're all nearly identical, basically exposing the game engine's own limitations in the character creator.

 

The thing I dislike about a lot of game engines, is the facial expressions. Conversations always tend to look stiff, and mouths move in disturbingly creepy unrealistic ways. UE4 got better at this, but unless you're Square-Enix, with an entire brand style, the resulting games visuals tend to not be as distinguished as other games built on the same engine.

 

That, IMO, is why zombie games and shooter games are popular to make. You don't have to worry about making non-creepy humans if there are no few or no faces to animate at close range.

 

And then there is Unity, where most 3D games built with Unity looks the same because they're targeted at mobile devices.

 

Which is a point I want to make about making games unique. If I can not tell your game apart from other games made on the game engine, I probably won't have much incentive to play it, thinking I've already played it. 

I disagree.

Look at Apex Legends or Titanfall 2, those games were made with Source and look nothing like Portal 2 or HL.

 

I think what you mean comes down to the art style and the assets that are easily available and reusable. Since there is so many assets for Source, I wouldn't be surprised if many games use the same ones over and over.

Same goes for Unreal or Unity. Only games that make their own assets and art style will look different.

 

Heck, even look at Dota 2, the art style in this game is also nothing like Portal 2 for example.

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I'm gonna keep saying it.

 

A Half Life game with portals and the gravity gun would be amazing. Give it a VR option and you've got something hilariously nauseating that people could do as a "challenge" for streaming and what not.

Ketchup is better than mustard.

GUI is better than Command Line Interface.

Dubs are better than subs

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