Wednesday, October 10, 2012

Five Things I'd Like to See in Half-Life 3

First, a brief history of the Half-Life series:
1998 — Half-Life
1999 — Half-Life: Opposing Force
2000
2001 — Half-Life: Blue Shift; Half-Life: Decay
2002
2003
2004 — Half-Life 2
2005
2006 — Half-Life 2: Episode One
2007 — Half-Life 2: Episode Two
2008
2009
2010
2011
2012
I've left the uneventful years on the timeline to illustrate the gaps between releases and to show how long it's been since production of the series came to a halt. As of today, it has been exactly five years since Half-Life 2: Episode Two — a game which ends abruptly with a painful cliffhanger — was released to the public as part of The Orange Box.

A continuation, presumably titled Half-Life 2: Episode Three, was announced back in 2006, and it was originally supposed to come out sometime in 2007, but we still haven't seen it. There hasn't even been a demo or a trailer. To this day, the official website for The Orange Box still claims that Half-Life 2: Episode Two is the "the second in a trilogy" of episodic expansions for the popular first-person shooter, but Half-Life developer Valve has given us almost no information except for some weird ideas which, if the game is still in production, have probably been dropped already.

Valve is known for long development cycles, lots of delays, and drastic changes during those long development cycles, which lead to more delays. What makes their silence on Episode Three so frustrating is that the Episodes, like other "episodic" games, were supposed to be released in rather quick succession. The whole point, I thought, was to release content in small chunks, as they were finished, so that fans wouldn't have to wait half a decade for the next installment. But I guess that wasn't working out.

If another Half-Life game is ever released, it almost certainly won't be an Episode; Valve co-founder Gabe Newell says they're done with episodic content, which essentially translates to "Half-Life 2: Episode Three is never coming." Of course, that doesn't rule out a proper Half-Life 3, which is exactly what we need. The next addition to the series will have to be a full game (and a damn good one) if Valve hopes to come within reach of the impossibly high expectations generated by such a long wait.

It's likely that Half-Life 3 won't life up to these expectations at all. Valve kind of screwed things up by promising the prompt release of an episodic expansion which never came to be. The endless wait for Half-Life 2: Episode Three seamlessly evolved into an endless wait for Half-Life 3, and now many see Half-Life 3 as vaporware, despite the fact that the five-year gap in this series is nothing compared to the 15-year development of the poorly received Duke Nukem Forever.

But if we ever get a sequel, there are a few things I'd like to see. (Note that spoilers follow.)

1. A more open world (but not too open)


Nearly three weeks ago, some rumors regarding Half-Life 3 made the rounds on all the usual gaming sites. (This is nothing special, really; it's been nonstop rumors for five years, and they should always be taken with a grain of salt, but at least they give us something to talk about.) According to some anonymous but reliable source — sounds legit, guys — Half-Life 3 will be an open-world game, and will be released sometime after 2013. I'm not digging the 2014+ release date, but an open world sounds nice. Until now, the Half-Life games have been very linear. More exploration, multiple paths, and optional objectives would be a welcome addition to the series.

What we don't need is another S.T.A.L.K.E.R. or some kind of role-playing game. Those are nice, but they're not what Half-Life is all about. While I'm sure Valve is aiming to avoid accusations that their next game is too linear — that it essentially boils down to "shoot everything, move to the next room, shoot everything, repeat" — I hope they don't completely abandon the method of storytelling that has worked so well in their games so far. It would be nothing short of jarring to go from Half-Life 2: Episode Two, an action-packed but story-driven shooter with clear objectives, to something more like a free-roam sandbox with not enough direction and too much empty space.

2. A portal gun (or something like it)


It doesn't take a genius to figure out that the Portal and Half-Life stories are intertwined. Portal contained some funny references to Half-Life's Black Mesa, and Half-Life 2: Episode Two brought Portal into Half-Life canon with its mention of Aperture Science in the final act. It's an odd relationship, since Half-Life is a semi-serious first-person shooter whereas Portal is a humorous puzzle game... but there are thematic similarities.

While Portal's humor doesn't quite fit with the general tone of the Half-Life series, both franchises heavily feature teleportation, and this is probably why Valve thought it was appropriate to tie them together. The extent to which Valve plans to pursue this connection, obviously, is unknown — I certainly don't expect Gordon Freeman and Chell to team up against the Combine — but after making such a big deal out of the Aperture Science research vessel Borealis at the end of Episode Two, it's too late to drop the subject entirely. It will be downright silly if the next Half-Life game doesn't feature the Borealis and, by extension, other things related to Aperture Science.

With any luck, that includes some kind of handheld portal device, preferably one that's a little more stable than the Displacer Cannon from Half-Life: Opposing Force. Aperture's portal gun, if featured in Half-Life 3, could (in part) fill the role of Half-Life 2's gravity gun as the slightly-gimmicky puzzle-solving item that's also a weapon if you use it right. I know we've all had plenty of time to play around with the portal gun in Portal and Portal 2, but using it in a combat-oriented game could be kind of fun.

3. The extent of the Combine's power


While Gordon Freeman was in stasis between the end of Half-Life and the beginning of Half-Life 2, we missed an apocalypse. By the time we arrive in City 17, human society has already collapsed under the heel of an enormous alien empire, and the occupying forces, it would seem, have since largely withdrawn, leaving what's left of our species under the control of brainwashed transhuman soldiers.

Throughout Half-Life 2 and the Episodes, we see the aftermath of the Seven Hour War which ended in Earth's surrender, but we never see the Combine display the kind of raw power that could bring an entire planet to its knees in less than a day. What we see instead is a somewhat underwhelming uprising against what must have been a tiny fraction of the army that invaded Earth. This is why we know we're in a world of trouble when Dr. Kleiner speaks, after the uprising begins, of the Combine's "inevitable return and what is certain to be unimaginable retaliation."

But how unstoppable are they? What's their evil-alien-empire power level? Could they take on the Covenant from Halo or the Reapers from Mass Effect? We just don't know.

And this, in part, is what makes the story in Half-Life 2 as good as it is. Just enough is left to the player's imagination. We know the Combine are scary, but the fact that we don't know just how scary they are makes them even scarier. We don't need to see the Seven Hour War to believe it, and I honestly hope Valve doesn't give us a prequel to illustrate it. (That seems like a great excuse for a bad game.) But if Half-Life 3 continues (and perhaps concludes) the story arc left unfinished in Episode Two, it would be nice to see the bad guys step it up a bit.

After one game and two expansions, our alien overlords have only embarrassed themselves in their failed attempts to track down and kill a single theoretical physicist. It seems like the right time to see a glimpse of their true power. Besides, we've already spent enough time shooting metrocops and blowing up striders. We need something bigger.

4. A single-player campaign


This probably seems like a strange thing to hope for, since nearly every game in the series to date is primarily single-player. (The notable exceptions are the PS2-exclusive Half-Life: Decay and the Japan-only arcade Half-Life 2: Survivor.) However, we do have a reason to fear for the future of single-player games. Electronic Arts, for example, has abandoned them, and Gabe Newell himself said last year that Valve no longer had any interest in creating games "with an isolated single-player experience."

Naturally, Half-Life fans waiting for the next sequel were horrified, and even though Gabe later attempted to clarify his statement to let us know that the company hadn't given up on single-player games entirely, I'm still a bit worried. While they might continue making single-player games, they seem to have a lot of ideas about making these games more social.

It seems plausible, for example, that Half-Life 3 might be built for some kind of cooperative mode where one player controls Gordon Freeman and the other controls Alyx Vance. I hope this doesn't happen. I also don't want to see Half-Life 3 loaded with a bunch of pointless social features. I like single-player games, and I prefer to play them without being bothered about friend requests and leaderboards.

I'm sure that Half-Life 3 will have its own analog to Half-Life 2: Deathmatch, but it would be great if they could just keep the single-player and multiplayer components separate, so I can play one and ignore the other.

5. An ending (I know, it's a stretch)


The Half-Life games are fun, but they tend to have terrible endings which hardly qualify as endings at all.

The original ends with Gordon Freeman being kidnapped by the so-called "G-Man" (whose identity and motives are never explained), Opposing Force ends with the same fate for Adrian Shephard (who is never seen again), Half-Life 2 ends with Freeman being whisked away by the G-Man again (leaving the story at an explosion-related cliffhanger), Episode One ends with another explosion (followed by a train crash and a fade to black), and Episode Two ends awkwardly with one supporting character crying over another supporting character's corpse. (It was the worst finale I've ever seen in the history of video games, and perhaps that's because it was never meant to be a finale. Keep in mind that, at some point, they were actually planning to finish Episode Three.)

Blue Shift has a happy ending, but it isn't a particularly interesting one.

So I won't be surprised if Half-Life 3 ends with another suspenseful but unresolved situation — another set-up for another sequel that might take another ten years to make — but it would be great if Valve could just give us some kind of satisfying resolution instead. I'm not saying they should end the story entirely, but they could at least cool it with the unbearable cliffhangers. In other words, if Valve plans on rolling the credits right after an important character dies, or having the G-Man stop by for another inexplicable kidnapping, I'd rather not play the game at all.