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Crowbar's lush, expanded take on Xen took several years to finish.
Player guidance was a big thing we focused on so that people don't get bogged down. Were there any special considerations you made to ensure you're both honoring the original experience and presenting your own vision, while not throwing people into the less-forgiving 1998 end of the pool if they're not ready for it?Īctually, that's a big part of our 1.0: we went through and reevaluated the combat spaces to to draw the player in, make sure they have cover to move to, and so that they can circle around the combat space. We definitely want to keep that alive for other people.Ī lot of people now recommend Black Mesa as the entry into the Half-Life series. Hopefully Half-Life: Alyx can help with that, hopefully we can help with that.
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It's something we want to focus on as part of the post-release plan, to make it so that people can add to our project if they want to, and then maybe utilize our assets we've already built-out if they want to do a Xen adventure, or something like that.īecause technology is so advanced these days, it's harder and harder to build these projects, and I don't want to see the mod scene go away because of how technical it is. But we have a Steam Workshop on Black Mesa and people have been contributing to that. The expansion teams, I haven't talked with them too much, and I really should because I'd love to see what they're up to. I'm in a couple of the Episode 3 Discords, chatting with those guys. Are you in close contact with mod teams? Is there a lot of information sharing going on? We're looking forward to evaluating that.īlack Mesa started as a mod for Half-Life 2, which had a vibrant modding scene, and I know there have been tons of fan projects that want to do the old Half-Life expansions in the style of Black Mesa. Maybe we could make some Xen levels in multiplayer where we can hop around in low gravity or use the long jump. There have been a lot of people talking to us about other projects, like Sven Co-op, and then, just building out more maps. We don't want to promise anything and disappoint people, but we would love to do more. If the game goes completely gangbusters, we'd love to keep supporting it and keep building new features. For a 2020 audience, what does post-release support look like in more ways than just fixing bugs and tweaking single player? You've got Crossfire and other classic maps. I think one thing that's underappreciated about Black Mesa is that it has a remake of multiplayer, too. Let's talk about that post-release support. A lot of people have been waiting for that they say "Your game looks good, I bought it, but I'm just waiting for the 1.0." Or even the people who just put it on their wish list, and once the 1.0 hits they'll buy it, which we completely understand. I know our fans seem to be really happy that 1.0 is coming out. We're testing builds, we're here at PAX promoting the thing.
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We're going to continue to support the game, patch bugs, polish up some certain things, but it hasn't quite set in that we're done-done.

I don't think it's really set in yet that we're hitting 1.0.
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USgamer: For the team, how does it feel to finally be reaching this milestone, especially for members who've been on the project since 2005?Īdam Engels: Or 2004-ish? Two mods merged together to form the team, and that was the start of the project officially. Black Mesa frequently sets its maps apart from Half-Life's blocky corridors.
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Post-release updates aside, Black Mesa's 1.0 will kick off Crowbar Collective's farewell to Half-Life, even as Valve itself plans to revive the series with Half-Life: Alyx in a few weeks.īlack Mesa project lead Adam Engels took some time at PAX to chat with USgamer about Black Mesa, his team's ambitious revamp of Half-Life's confusing Xen chapters, and what's coming next from Crowbar Collective. On top of marking the end of a long journey, tomorrow's release could prove to be a new beginning for the team. Crowbar Collective not only earned Valve's blessing to sell Black Mesa, but made bold changes that make it more than a prettier version of Half-Life. Many people have been involved with the project or have followed its development for well over a decade. With Black Mesa set to finally have its 1.0 launch on March 5, members of the Crowbar Collective team came to PAX East 2020 to meet with fans and revel in the release excitement.
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As for Crowbar Collective's Black Mesa, the arc from its beginnings as a fan mod to a finished commercial PC release is a lot easier to grasp, but no less impressive. Few would have guessed that Valve would be so close to releasing its first Half-Life title in over a decade. Six months ago, if I was told there would be two Half-Life games coming out in March 2020, I probably wouldn't have believed it.
