
I was curious about how Raising the Bar was keeping the rebels from the retail version while also introducing the Conscripts, and it was something that Driver-Gomm had considered in-depth himself. If you go into the centre, closer to the Citadel, you’ll reach the New York-like original concept. In the canals, the city will go from a neighbourhood type area to a regular city with Eastern European type buildings. “Each layer, each circle, is a sector - the most outer one is the canals and after that will be the wasteland. “The gas mask concept will be used closer to the city because I imagine the city as a giant circle,” Vladimir says. So there’s a lot of filling in the blanks.”īut while certain ideas might conflict, the two teams are trying to make them work in unison. We have the names of maps, like Spire from 1999, but we have never seen this map. And we don’t have all the answers either. But each of these years had a really different storyline and different starts with different set pieces. "2003 is basically retail’s story with one or two other tidbits but once you go to 2002 and before, you start getting into what most people would call actual Beta content.

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.
