"There was an arrogant assumption that players of shooters didn't want and wouldn't care about a story; we just didn't believe this": Go behind the scenes of Half-Life with legendary Valve designer Marc Laidlaw

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This is a nice article.

This seems a little weird:

Disclaimer

This feature was first published in issue 134 of our sister publication, games™. The magazine ran without bylines, so the original author is unknown. The article copy has been lightly edited to bring it up to date, as some information has changed since 2013.

It’s odd that they have the rights but don’t know who wrote it. I guess way way back in the distant year of 2013 record keeping wasn’t as advanced!


Half-Life and Half-Life 2 together created an almost embarrassing number of indelible moments.

I’ve just finished playing one of the newer Wolfenstein games, and while it was enjoyable enough in the moment and very capably-done, it had occurred to me that none of it was memorable the way so much of Half-Life was memorable.

Half-Life 2 somehow cranked that “memorability quotient” up to 11. "Do NOT go through Rav— “


oh, Ma is in this?


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