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Edge have teamed up with Dan Pinchbeck from TheChineseRoom, the developers behind Dear Esther and a senior lecturer at Portsmouth University.
Dan compliments Valve on what he feels is their key strength, pacing. However he is less convinced by the progression of scale of the Half-life story arc in the episodes, going from local to universal.
His views on the future direction of Half-life are possibly more intriguing as he considers whether Valve themselves know where it is going, this being a side-effect of doing things 'exceptionally well'.
Dan compliments Valve on what he feels is their key strength, pacing. However he is less convinced by the progression of scale of the Half-life story arc in the episodes, going from local to universal.
“What Valve are exceptional at is pacing more than anything else, that’s what really makes them as a developer. And it does lag a little at Highway 17, because Ravenholm is still one of the best-designed sequences in a firstperson game – it’s just extraordinary – there’s always going to be a bit of a comedown after that.
And the thing with Half-Life 2 is that it feels quite local: you have a relationship with Alyx Vance, with Kleiner. You’re not having to think in Master Chief/Bungie kinds of universal terms, and that’s much more powerful emotionally than this abstract global meltdown.
His views on the future direction of Half-life are possibly more intriguing as he considers whether Valve themselves know where it is going, this being a side-effect of doing things 'exceptionally well'.
You can read the full article by Dan Pinchbeck here.“It’s either that or they’ve written themselves into a corner, which I always can’t quite shake the suspicion of, where do you go at this point? You go to a ship. Erm… right. So I’ve had a city and the world’s about to end, and now you want me to go to a ship?