maDDin
24th August 2006, 21:25
Half-Life 2: Episode Two and its three-game entourage - on three platforms - has slipped until Q1 2007. February, we're told. But if you ever really expected to play it this year you were probably kidding yourself anyway. Fortunately it's sounding really rather good - a technological improvement thanks to the license new areas have afford Valve to work on new art assets, and one with lots of new enemies and vehicles among other things. Speaking to Eurogamer at Leipzig's Game Convention, Valve's Doug Lombardi spoke candidly on release date, price, the background to the re-emergence of Team Fortress 2, and how - if things had been different - the Portal gun might even have wound up in Half-Life 2 in the first place.
Eurogamer: Episode Two is out in Q1 next year now, right?
Doug Lombardi: Yes that's right.
Eurogamer: Originally you said you'd hoped to get it ready this year. Is there a particular reason you had to change that?
Doug Lombardi: No, it's just sort of classic Valve being overly aggressive on our dates. But we're aiming for Q1 right now and we're really far along in the playtest stage. You know, our thing is always that we're trying to make really good experiences and so we're going to manage to that rather than the schedule.
Eurogamer: Obviously you're doing this simultaneously on PS3 and Xbox 360 as well as PC, which is quite a big thing for you guys to do.
Doug Lombardi: Yeah. Our traditional model has been we release on the PC and then somewhere in the next five years or something it'll make it to a console, and we're finding out that there's parity between the PC and the next-gen systems, so we're able to deliver the same great experience on all three platforms. We're working together with EA to extend the initial launch - we're working on the 360 version and the PC version, and we're collaborating with them and some of their studios on the PS3 version - to deliver everything at the same time.
Eurogamer: Episode One came out at $19.95. Presumably you'll be maintaining the price structure for Episode Two?
Doug Lombardi: Actually we're working on the price for all three platforms. On all three platforms there'll be on SKU [stock keeping unit] available that's Half-Life 2, Episode One, Portal, Team Fortress 2 and Episode Two. And that will probably end up being around standard full price as a console title and a PC title. And then on the PC there will be a pack that's just Episode Two, Portal and Team Fortress 2, and we're still working out the pricing for that but it'll probably be somewhere in between Episode One [pricing] and full price.
Eurogamer: In terms of gameplay length, what are we looking at for Episode Two?
Doug Lombardi: For Episode Two the initial idea was that it was going to be the same size as Episode One but it's sort of meandering to be slightly longer. I don't think that it's going to end up being as big as Half-Life 2 but I think probably it'll end up being a little bit longer than Episode One was.
Eurogamer: Did feedback on Episode One influence that at all?
Doug Lombardi: No, I think some people... You know, we take in feedback on a lot of stuff in terms of the size and the length and we weren't as... We didn't see as much feedback on that as we did people wanting new things to play with, new environments to explore, and new multiplayer stuff, so Episode Two is completely different-looking - you're out in the forest now, you've left City 17, there's new weapons, new creatures and new vehicles to experiment with and play with - and Team Fortress 2 is included on the multiplayer side. And in terms of providing a response to that feedback, that's really where we focused more on in terms of putting value in the pack rather than saying it needs to be an hour longer or 20 minutes longer or what-have-you. Those things tend to sort of happen more organically based on how the experience feels and whether we're telling the right amount of story to set up Episode Three.
Eurogamer: Just from looking at the trailer reel, it looks technically more impressive. I don't know whether that's just because you just cherry-picked - how much have you done on the technical side?
Doug Lombardi: It's absolutely a fair comment to say that Episode Two is more advanced technologically and graphically. We've had a bit more time to work on that one. We're on a new location, which allows us to start from scratch on the art assets, because Episode One was still in City 17. So it made more sense this time to leverage a lot of the existing stuff, but we have done a lot more work to the lighting system, the particle system, and Episode Two also contains support for multi-core processing system, so our high end has gone up considerably in terms of where we can scale up to, and of course we're showing absolutely the best stuff at all the trade shows [laughs].
Eurogamer: On a 65" plasma screen as well.
Doug Lombardi: Yeah [laughs].
Eurogamer: On the console side of things, has it been a real challenge to adapt to that technology after spending so long primarily on PC?
Doug Lombardi: No, I mean right now the next-gen consoles are pretty close in terms of parity to where the PC is. In terms of horsepower and CPU and on the GPU side. As we move forward obviously those systems are going to be locked down and the technology's going to continue to evolve, but right now there's really a nice sweet spot just being able to deliver a very consistent experience across the different platforms.
Eurogamer: In terms of the benchmark between the versions, is there one that stands out as the best?
Doug Lombardi: I think it's too soon to say which version's going to be the definitive, best version or what-have-you. We develop on the PC and we're PC folks, so obviously we're going to have our preferences as to which one we play, but that's going to be based on input devices just as much as it is graphics, but I think right now in terms of horsepower it's a pretty even race. So I think folks are really going to be able to pick and choose based on their preference for which platform they'd rather play it on - are they mouse/keyboard guys or are they gamepad guys.
Eurogamer: Episode Two is out in Q1 next year now, right?
Doug Lombardi: Yes that's right.
Eurogamer: Originally you said you'd hoped to get it ready this year. Is there a particular reason you had to change that?
Doug Lombardi: No, it's just sort of classic Valve being overly aggressive on our dates. But we're aiming for Q1 right now and we're really far along in the playtest stage. You know, our thing is always that we're trying to make really good experiences and so we're going to manage to that rather than the schedule.
Eurogamer: Obviously you're doing this simultaneously on PS3 and Xbox 360 as well as PC, which is quite a big thing for you guys to do.
Doug Lombardi: Yeah. Our traditional model has been we release on the PC and then somewhere in the next five years or something it'll make it to a console, and we're finding out that there's parity between the PC and the next-gen systems, so we're able to deliver the same great experience on all three platforms. We're working together with EA to extend the initial launch - we're working on the 360 version and the PC version, and we're collaborating with them and some of their studios on the PS3 version - to deliver everything at the same time.
Eurogamer: Episode One came out at $19.95. Presumably you'll be maintaining the price structure for Episode Two?
Doug Lombardi: Actually we're working on the price for all three platforms. On all three platforms there'll be on SKU [stock keeping unit] available that's Half-Life 2, Episode One, Portal, Team Fortress 2 and Episode Two. And that will probably end up being around standard full price as a console title and a PC title. And then on the PC there will be a pack that's just Episode Two, Portal and Team Fortress 2, and we're still working out the pricing for that but it'll probably be somewhere in between Episode One [pricing] and full price.
Eurogamer: In terms of gameplay length, what are we looking at for Episode Two?
Doug Lombardi: For Episode Two the initial idea was that it was going to be the same size as Episode One but it's sort of meandering to be slightly longer. I don't think that it's going to end up being as big as Half-Life 2 but I think probably it'll end up being a little bit longer than Episode One was.
Eurogamer: Did feedback on Episode One influence that at all?
Doug Lombardi: No, I think some people... You know, we take in feedback on a lot of stuff in terms of the size and the length and we weren't as... We didn't see as much feedback on that as we did people wanting new things to play with, new environments to explore, and new multiplayer stuff, so Episode Two is completely different-looking - you're out in the forest now, you've left City 17, there's new weapons, new creatures and new vehicles to experiment with and play with - and Team Fortress 2 is included on the multiplayer side. And in terms of providing a response to that feedback, that's really where we focused more on in terms of putting value in the pack rather than saying it needs to be an hour longer or 20 minutes longer or what-have-you. Those things tend to sort of happen more organically based on how the experience feels and whether we're telling the right amount of story to set up Episode Three.
Eurogamer: Just from looking at the trailer reel, it looks technically more impressive. I don't know whether that's just because you just cherry-picked - how much have you done on the technical side?
Doug Lombardi: It's absolutely a fair comment to say that Episode Two is more advanced technologically and graphically. We've had a bit more time to work on that one. We're on a new location, which allows us to start from scratch on the art assets, because Episode One was still in City 17. So it made more sense this time to leverage a lot of the existing stuff, but we have done a lot more work to the lighting system, the particle system, and Episode Two also contains support for multi-core processing system, so our high end has gone up considerably in terms of where we can scale up to, and of course we're showing absolutely the best stuff at all the trade shows [laughs].
Eurogamer: On a 65" plasma screen as well.
Doug Lombardi: Yeah [laughs].
Eurogamer: On the console side of things, has it been a real challenge to adapt to that technology after spending so long primarily on PC?
Doug Lombardi: No, I mean right now the next-gen consoles are pretty close in terms of parity to where the PC is. In terms of horsepower and CPU and on the GPU side. As we move forward obviously those systems are going to be locked down and the technology's going to continue to evolve, but right now there's really a nice sweet spot just being able to deliver a very consistent experience across the different platforms.
Eurogamer: In terms of the benchmark between the versions, is there one that stands out as the best?
Doug Lombardi: I think it's too soon to say which version's going to be the definitive, best version or what-have-you. We develop on the PC and we're PC folks, so obviously we're going to have our preferences as to which one we play, but that's going to be based on input devices just as much as it is graphics, but I think right now in terms of horsepower it's a pretty even race. So I think folks are really going to be able to pick and choose based on their preference for which platform they'd rather play it on - are they mouse/keyboard guys or are they gamepad guys.