![]() What was Valve’s pitch for Half-Life 2 in 1999? What was their pitch in 2000? 2001? 2002? 2003? And depending on the year you look at, it gets even further or closer to what we had at retail. “There are a couple of schools of thought - basically it boils down to you having eras in the storyline. “The Beta is a really complicated topic,” Driver-Gomm says. They’re a new generation of developers, the modern Black Mesa in a way, tackling this huge undertaking to create a game that never saw the light. ![]() There was Dark Interval, the first major project of its kind, Missing Information, and the fittingly titled HL2 Beta, but more projects have surfaced with their own unique takes like Raising the Bar: Redux and Project City 17. We’ve seen this a few times over the years. The leak, combined with interviews, E3 footage, books, and concept art, is being pieced together to re-build the ‘Beta’. RELATED: Interview: Half-Life: Echoes Creator Says The Mod Was About Reminding Himself "Why Half-Life Meant So Much" And that sparked something: an itch to play a game that doesn’t exist. ![]() There was a steampunk edge that made the Combine more rustic and unrefined, rather than the unwavering interdimensional conquerors we know today. ![]() The whole experience had a grungier aesthetic, far more industrial than the retail version we’d seen emerge in 2004. ![]()
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