Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
Of course Episode Three won't be a PC exclusive. When it's going to be released, it will be for the PC, Xbox 360 and Mac at the least. I can't see it happening otherwise - didn't L4D get releases for PC and Xbox simultaneously? Well, Valve has Apple users to take care of now!
No.If you guys haven't noticed go on the IMBD of the voice actress for Alyx, it says her next role will be 2011 for episode 3. It says rumored next to it, but it interesting none the less.
No? That's very vague. No like it's not going to happen, or no like you didn't notice. I think with this new picture of freeman and then the voice actress thing we have a decent chance of seeing Half-Life 2 Ep. 3. One can hope.
p.s. your bioshock/half-life/portal hybrid sig is quite impressive.
p.s. your bioshock/half-life/portal hybrid sig is quite impressive.
Another fake image made on the back of the success of the other fake Freeman 14th picture.
Maybe the "surprise" will be that Portal 2 will be the first ever game they release on time.
No, he'll actually be skydiving over the Sahara desert while narrating the Episode 3 footage that's playing on a screen strapped to his chest while it's broadcast live to E3.I read an article stating that Gabe won't even be attending the conference. That leads me to believe it's nothing major.
http://gamingbolt.com/2010/06/08/valve’s-e3-surprise-is-source-engine-2/
I'm getting sick of this Source Engine 2 shit.
Well, you can... It's just that once you've added/replaced enough you can declare the engine unrecognisable and claim it as the unique selling point of a new title (or platform for potential licensees).Source was born in 2004 and you just can't add modules forever.
Source Engine 2? I honestly think it'll happen one day. But it won't be 'a totally new engine', just a more significantly overhauled one.Erik Johnson said:When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.