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:EPerhaps they are putting something special and new into Episode 2. Like a bullsquid or houndeyes.
The more delays Valve makes, the more time I have to get a new computer before the game's release. First non-sarcastic "Hooray! Delays!" in this thread. Go Valve, go.
I wouldn't be too hopeful.Hopefully I won't complete it in one evening when it's finally released. :E
Run this past me again... it would be better because... we'd have to wait one and a half years to play something we could have played in Summer 2006? Doing the two as one project wouldn't have made them come out quicker. In fact, the fact that the project was even larger would doubtless make them arse around for an extra year.At this point, i'm thinking they would have been better of delaying ep1, including it with ep2 and calling it half-life 3....
So long as we don't have to wait six years between each new Half-Life installment, yes.Is the episodic nature really justified anymore???
The more delays Valve makes, the more time I have to get a new computer before the game's release. First non-sarcastic "Hooray! Delays!" in this thread. Go Valve, go.
You underestimate the time Unreal Engine 3 and GoW were in development, and you definitely underestimate the time it takes to retrain an entire development team to use someone else's development tools. Not to mention the cost of licensing, and all that programming they'd have to discard (and probably do over in UE3 for what it is lacking).I think its the tools they use that are slowing them down to this extent. everything on source seems to take forever to develop for, even if the results are comperable to other games.
You think that it would be faster to train over 100 people to use an entirly new engine?I think the best way for valve to release episodic content would be to develop it on the Unreal 3 engine. GOW was developed for under 10 million, meaning developing in the U3 engine is quite fast and much easier then source evidently, and GOW sure as hell wasn't a rushed shitty game. It was AWSOME.
I think its the tools they use that are slowing them down to this extent. everything on source seems to take forever to develop for, even if the results are comperable to other games.
either way, episodic was a stupid idea for games. shoulda just made hl3, then broke it into 3 seperate games, charged more for the entire package selling it in pieces and get 3 times the exposure from the same game. that woulda been the way
Valve divulged little in the way of information about Episode Three, saying only that it was the last “in a trilogy…that will conclude by Christmas of 2007.”
I wasn't sarcastic.
That 10m figure didnt have to include engine licensing costs due to the fact another team in their company made the engine, probably at the coats of millions. It probably would cost another million or so to license the engine which is a waste when valve have a perfectly good engine already. They then have to retrain staff and they will have to redo assets to the engine and things like their in game speech system wouldnt work with the engine and IMHO the source engines facial technology is superior to that seen in GOW.I think the best way for valve to release episodic content would be to develop it on the Unreal 3 engine. GOW was developed for under 10 million, meaning developing in the U3 engine is quite fast and much easier then source evidently, and GOW sure as hell wasn't a rushed shitty game. It was AWSOME.
I heard the delay is to get the biozeminades working.
Good! I was a little afraid they would release it too soon.
Yeah, that would have been a bitch.Good! I was a little afraid they would release it too soon.
Gameplay no contest ...... on the other hand lengthy delays can leave a somewhat bitter taste in your mouth. Especially when you wait so long for a few hours of game, no matter how good it is!A great game will be a great game, regardless of when its released. It might be a little annoying to the impatient, but in the end of the day ... what do you rememeber most about a game? The gameplay that it offered ... or the fact that you had to wait a few extra months before you could play it?
Fair play to Mr Lombardi...when was Episode 1 released?
Doug Lombardi: During the development of Half-Life 2, which spanned almost six years and over $30 million, we all agreed that we needed to find a way to get games to our community faster than every 5 or 6 years.