Warm up that cup of speculation, as it appears Valve are working on another game that seems to be going by the name of Citadel (likely a code name).
Linking into Half-Life, since the Citadel is the HQ from where the Combine govern Earth. Apparently though, this is entirely separate to the unannounced Half-Life VR game with Citadel being a completely different Source 2 project. As always though, do not take this as any form of confirmation. You can see the video from Valve News Network below which is quite interesting:
Direct Link
I've no doubt that all the "leaks" that end up shipping with Valve games are completely intentional. They probably love seeing everyone try to guess what it's going to be.
Will it be Half-Life 3? Probably not. Considering everything talked about in the video, it sounds like some sort of top-down game, possibly including some stealth elements. However, Valve are supposed to be launching a flagship VR game this year, which is likely Half-Life VR.
Quoting: bekoQuoting: JuliusIt wasn't so much that Valve understood, but rather that they were providing the latest version of the Quake1 engine in a really popular game (Half-Life). Quake1 has to this day an active modding scene as id really understood (back then).I remember this quite different. Quake itself was popular but not like this. Not at all. Sorry. Half-Life _became_ popular due to it's superb modding support.
Releasing the tools needed for this was a perfect move at this time.
I was there. Run my own mod projects (as in plural).
You misunderstood me... I wasn't talking about Quake's (as a game) popularity as a modding platform which of course was much surpassed by Half-Life. But Half-Life as a modding platform only became so popular because the Quake ENGINE was designed from ground up to be extremely modding friendly. This was very little of Valve's doing... they just happened to make a very popular game with a superbly moddable engine. I was there too by the way ;)
Last edited by Julius on 19 July 2019 at 10:04 pm UTC
Quoting: JuliusWe were all there!Quoting: bekoQuoting: JuliusIt wasn't so much that Valve understood, but rather that they were providing the latest version of the Quake1 engine in a really popular game (Half-Life). Quake1 has to this day an active modding scene as id really understood (back then).I remember this quite different. Quake itself was popular but not like this. Not at all. Sorry. Half-Life _became_ popular due to it's superb modding support.
Releasing the tools needed for this was a perfect move at this time.
I was there. Run my own mod projects (as in plural).
You misunderstood me... I wasn't talking about Quake's (as a game) popularity as a modding platform which of course was much surpassed by Half-Life. But Half-Life as a modding platform only became so popular because the Quake ENGINE was designed from ground up to be extremely modding friendly. This was very little of Valve's doing... they just happened to make a very popular game with a superbly moddable engine. I was there too by the way ;)
In the 'correct me if I'm wrong' list;
Bethesda games are unplayable without mods, (correct me if I'm wrong). :P
Yeah, my understanding of Half-Life 1 was that it was a modified Quake engine. This makes me want to finish my play through of Black Mesa.
That may be normal nowadays. It was not back then. And boi that simple quake mod really made a wave.
Quoting: omer666To be fair, Quake had an awesome modding community which gave birth to both Capture the Flag and class-based TDM, but Valve had the idea to actually support this community by distributing a great number of them.
Wasn't the Quake modding community just a continuation of the Doom one? Even the first Doom had support for PWADs, which was basically id software enabling modding support from the start.
Quoting: EhvisQuoting: omer666To be fair, Quake had an awesome modding community which gave birth to both Capture the Flag and class-based TDM, but Valve had the idea to actually support this community by distributing a great number of them.
Wasn't the Quake modding community just a continuation of the Doom one? Even the first Doom had support for PWADs, which was basically id software enabling modding support from the start.
You are right but Quake's C code allowed things to go far beyond what DooM allowed. Have a look at some gems like Quake Rally or Kickflip. It's also Quake which started the whole Machinima scene, showcasing the great flexibility of the engine.
See more from me