“We convinced ourselves we should go work on engine technology before we worked on another Half-Life or another big game,” David Speyrer tells Keighley. Episode Three devs started to move onto Left 4 Dead, and the project slowly evaporated. That started, of course, with Episode Three, which had entered early production in 2008, but Valve couldn’t figure out how to build something innovative within the confines of the Source engine.
Half-Life Alyx was “at least Valve’s sixth attempt to do something new with the Half-Life property” since Episode Two. Working with Valve, Keighley has lifted the veil on infamously MIA projects like Half-Life 3 and Left 4 Dead 3, helping us sort out years worth of rumours and reports about what’s been going on inside the studio. Geoff Keighley’s The Final Hours of Half-Life Alyx has launched, and with it, we’ve gotten more insight into Valve’s inner workings than we’ve had in ages.