Nine years ago a game was released that many consider to be the best FPS of all time. Hell, some consider it to be the best GAME of all time. You, of course, know what I'm talking about here. It's none other than Half-Life, a game that gave birth to Counter-Strike, Day of Defeat, a major sequel, an attempt at episodic gaming, and the largest electronic game distribution services out there. That's not even including the countless user mods, maps, art, macinima, and others.
Just earlier today, Kotaku staff members re-discovered an old interview they conducted with Valve's Mark Laidlaw, one of the main brains behind Half-Life's story. This interview was conducted in late 1997, nearly a year before Half-Life was ever released, and just months after Laidlaw was hired at Valve.
Just earlier today, Kotaku staff members re-discovered an old interview they conducted with Valve's Mark Laidlaw, one of the main brains behind Half-Life's story. This interview was conducted in late 1997, nearly a year before Half-Life was ever released, and just months after Laidlaw was hired at Valve.
What's the part of Half-Life that you're most proud of thinking up/designing?The full interview can be found right here. Go on, get your nostalgia on.
ML: Right now, I'm happiest with our plans to turn the player into a real character in the game, without making a snarling asshole out of him. The player is going to be important-and not only as a target. He's going to feel he's doing things for a variety of good reasons, including sheer survival. As for things I had absolutely nothing to do with creating, I love the monsters. Half-Life contains more incredible creatures, with incredible creature behavior, than just about any science fiction movie or book I can think of. We could put together the best zoo in the universe.
Comment