Half Life 3… Confirmed? Maybe? Probably? ▉
Kyle Orland writing for Ars Technica:
The more than two decades since Half-Life 2’s release have been filled with plenty of rumors and hints about Half-Life 3, ranging from the official–ish to the thin to the downright misleading. As we head into 2025, though, we’re approaching something close to a critical mass of rumors and leaks suggesting that Half-Life 3 is really in the works this time, and could be officially announced in the coming months.
The latest tease came just before the end of 2024 via a New Year’s Eve social media video from G-Man voice actor Mike Shapiro. In the voice of the mysterious in-game bureaucrat, Shapiro expresses hopes that “the next quarter century [will] deliver as many unexpected surprises as did the
[…]
On its own, a single in-character post from a voice actor would probably be a bit too cryptic to excite Half-Life fans who have seen their sequel hopes dashed so often over the last two decades. But the unexpected tease comes amid a wave of leaks and rumors surrounding “HLX,” an internal Valve project that has been referenced in a number of other Source 2 engine game files recently.
Kyle’s right in that any other voice actor dropping an in character social media post is really not a big deal. Even if one suddenly showed up from, say, Joe DiMaggio, the voice of Marcus Fenix from the Gears Of War series, it would be notable but not “what the actual fuck” notable.
It’s very rare that we get any Half Life news, and Valve is a famously secretive company. They also famously tend to move at their own pace and I had heard that while Half Life 3 was not in development for quite some time, it was more that they were waiting for the time, but more likely the technology, to be right.
Those HLX references got a lot more attention about five months ago when noted Valve watcher Tyler McVicker posted a video analyzing the Valve code and concluding that the HLX project is “a fully-fledged non-VR Half-Life game.” In subsequent videos, McVicker has gone into more detail on datamined code for everything from voxel-based deformation systems to zero-g and underwater navigation systems to “so much flammability stuff,” all seemingly in service of “HLX.”
“It’s obvious that Valve wants to be able to push the envelope in the same way that Half-Life 1 and Half-Life 2 did in their day,” McVicker said in November in a video bluntly entitled “Valve Isn’t Trying to Hide HL3 Anymore.” McVicker now believes that “instead of pushing graphical fidelity like everybody else, it seems like Valve is pushing for physical fidelity” with its in-game systems and objects.
As McVicker states in the second linked video from the article, Valve is a bit notorious for pushing technical boundaries. While the original game mostly pushed boundaries in terms of level design and storytelling, the second blew our fragile minds with physics. Between the Gravity Gun and the ability to wreck a level according to the actual laws of physics, Half Life 2 was something we had never seen before and I would argue really haven’t seen since. But Valve is also really big on things like AI. Remember Left 4 Dead? Remember what made that game special? The AI “Director”. The “Director” would dynamically spawn enemies and items based on each player’s stauts, situation, and skill. This would make each play through dynamic. The version in Left 4 Dead 2 can also affect the levels.
Let’s also not forget something that was small, but very impressive when Valve revealed Counter Strike 2: the volumetric smoke effect.
Valve isn’t just looking to make a game that looks and plays good. They’re looking to give us a game that plays as if we’re in it. They initially made their mark with the immersion of the original Half Life, upped the anti with the physics of Half Life 2, and now they’re looking to take everything up a notch and do it all again with Half Life 3.
> ▍