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Content Director
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Kikizohttp://www.kikizo.com/ called it an "Episode Two interview," but personally, I think it's a bit well-rounded in terms of all things Valve. Occasionally there is some discussion about EP2, but the interview is more based around the development process that Valve follows. Not a problem, regardless... I'm just waiting for some more damn media!
So check out the rest at Kikizohttp://games.kikizo.com/features/valve_hl2_interview_apr07_p1.asp.Kikizo: Cool, let's talk about the physics of Half-Life 2 - this was one of the biggest talking points when it first came out. With things like DirectX 10 and dedicated physics hardware, how could you see things being taken even further with physics - could they be even more integral to gameplay?[br]Lombardi: One of the great things about doing episodic is that we're able to embrace the new hardware as it comes online, and support things such as DX10 as it arrives. And also just by doing more frequent releases, we're able to sort of add on to the gameplay that we're using in physics, more quickly. [...] Episode Two, we're moving to cinematic physics, where objects in the world that are large-scale items such as buildings and what have you, are actually active, physical objects. In Half-Life 2, if we wanted to have a strider attack or blow up a building, it was always a building that you couldn't go into...