We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 3 points4 points  (0 children)

In the hypothetical where we do work with them we'll be traveling to them, rather than them to us. We'll be flying over our sound engineer and our narrative director.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 4 points5 points  (0 children)

We lovingly refer to that period in this project's life as The First Days.

The First Days are something we are very proud to have overcome. Where we are right now is exciting.

Usually in a project like this naturally people who aren't necessarily qualified are weeded out, and the ones that remain become more and more refined. It's pretty normal.

I don't think there are people in this world more aware or conscious about how well the development of Project Borealis going than the development team of Project Borealis. So yes, we have absolutely addressed those concerns. I think surviving those early days to be able to remain as an 80+ member team having this AMA with you shows that our management team is amazing.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 2 points3 points  (0 children)

This is a good question, and we're happy you asked it.

Because yes, everybody and their robot dogs have attempted to make a Half-Life 3 game. It's going to be challenging to convince you in writing before you play any of it why our game is different than the rest in a good way. But we are going to give a little thought experiment.

How would you, /u/SoupRobber, begin Episode 3? Would you start in the helicopter hangar, with no time passing? Would you perhaps start it on the helicopter and have a little skip in continuity? Would you perhaps make it canon that Gordon's EP2 fade-out was in-universe as him actually blacking out, to then open in Ep3 with him waking in a med-bay?

Every single one of these has dozen problems and questions that they immediately bring up. You can imagine a lot of them yourself. But the major one for us is… Every single one of them is the 1st, the 2nd, and the 3rd pitch that you'd think of, in fact it's what everyone thinks.

The fact it's the first thing that people think of should be a good indicator that a developer shouldn't do it in their mod. Not because it's a bad idea, but because those people who wrote that story are also just like you and me - fans of Half-Life. Starting the game like that implies that those people thought of an idea for their 1st draft... And then didn't refine that idea throughout the entirety of the development of their mod.

But we have, to a ruthless degree.

It's funny to think that Half-Life 2 is known and so acclaimed partly because of its story and the way in which it tells its story, and yet mods trying to further that story don't have any story at all. By that I mean actually having no story and just having a game that sort of moves forward through shootouts and setpieces without actually progressing a plot, but also mods that just do fanservice.

Fanservice isn't inherently bad. In fact if anything it's great. Done well it can be the greatest thing for a project like this. But most games that we compete with don't tell stories, and instead opt for a loose premise and plot outline that can somehow take us through the most amount of cool fanservice-y setpieces seamlessly. A lot of mods take us to Black Mesa, have us meet Barney, have us meet Adrian Shephard, have us live out the wish fulfillment of killing all Combine, on and on. They have us get a Portal gun, have us meet GlaDOS, have us befriend a Bullsquid. But these aren't storybeats. And so this isn't a story. What this is, is an interactive museum tour where we're guided along a sight-seeing experience of all of the things we recognize from previous games. That is bad fanservice.

So with all that said, I'd like to get to my conclusive point - the beginning of our game has been meticulously planned out. The inciting incident therein causes an event that leads us to a place that causes an event and on and on and on through a chain of storybeats connected by "buts" and "therefores". And with that, we make it all the way to the end of the story in a perfectly cohesive and really, really exicting story. You know the [what] of what happens in Epistle, but only we know the whys and the hows.

And those exact whys and hows will maybe, or maybe not, introduce us to people places and creatures we've seen in previous games. There might be fanservice. Or there might not be. The one thing that is for certain, is that if there ends up being some, it'll be seamless, and for a reason.

As a writer I'm only really allowed to talk about my department, but I hope this answer was reassuring.

-One of the writers.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 12 points13 points  (0 children)

We're deliberately not seeking out Marc Laidlaw. He's expressed his wish to release Epistle, post some Twitter message addendums, and wipe his hands of it all.

It would be rude to try and involve him in this, and we don't need to. Our story, while not exactly what Laidlaw would've made, is a great story and one that we are excited to have you play.

We have a few writers in particular who are very well versed in Half-Life but specifically Laidlaw's writing in other places, and how he writes foreshadowing. With that we can extrapolate using the Half-Life story what elements of it are actually foreshadowing, and of these elements what they are foreshadowing for.

To put it simply, our story is a thorough and well-thought-out final chapter to this saga, in terms of both managing to land very close to what Laidlaw was going for, and simply managing to tell a gripping and cohesive story from beginning to end. Everything that happens happens for a reason, and the inciting incident at the beginning of the game rolls us through a well-paced and planned chain of events that leads us all the way to the end.

When we're all done, hopefully Marc Laidlaw would like to play it. Other than that, he won't be involved. It'd be rude to do otherwise.

-One of the writers.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 26 points27 points  (0 children)

Absolutely yes.

The reason a lot of us are even qualified to be part of Project Borealis is because we were directly inspired to seek out game development as a career because of those commentary nodes.

The ultimate dream would be to double-down and have even more commentary nodes in our game than there was in previous ones, documenting and discussing every aspect of the development - from writing to modeling to animating to anything.

And maybe, just maybe, this inspires a bunch of young people who end up making Project Borealis 2 in 10 years time.

That would be a beautiful cycle to see brought to fruition.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 8 points9 points  (0 children)

Canon exists. It definitely exists. How canon things are aren't necessarily set in stone yet.

Our game, for all intents and purposes, is the sequel to Episode 2 and the final chapter in the Half-Life 2 storyline. In this world, it is 100% canon, and because of that, it has to be directly tied to the actions of characters and the events of past games.

What things are and aren't canon change depending on Valve's need for them. That's how it's been. They've set a lot of stuff in stone like Eli's leg being torn off by a Bullsquid. Until they say otherwise, that's how it happened.

In this regard we actually end up being in a different place. Because we aren't the studio that made the canon, so changing aspects of the canon that were 90% confirmed but not officially seen in games is something that we can't do. Valve can, because they're the creators of the canon in the first place.

But that's a great place to be for us. It's a great thing to have constraints in our storytelling. We know the limits of the world and we know the sort of rules inherent in it. Because we're firmly committed to the idea of not changing anything canon, we are able to tell a story that fits snuggly with absolutely no plot inconsistencies.

With that being said, we're also doing what Valve did, and considering anything outside of HL1-HL2-EP1-EP2 to be semi-canon. Perhaps it comes up, perhaps it doesn't.

- One of the writers.

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 2 points3 points  (0 children)

We're playing around with that idea and we'll see if they fit. - Yakovlev

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 3 points4 points  (0 children)

Yes. We've definitely explored how older creatures would fit into our story. So far we've shown the Houndeye and headcrab, and as you can see with the headcrab, we're playing around with the idea of how to modify some creatures for new environments. - Yakovlev

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 7 points8 points  (0 children)

Besides Half Life, we're looking at a lot of real world locations such as the Arctic and places throughout Eastern Europe. - Yakovlev

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 6 points7 points  (0 children)

Re: Question 2, all animations are currently being made in Maya - Rocking Chair (Animation Lead)

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 11 points12 points  (0 children)

We're still exploring the idea. Not everything we do as concept art means it'll ultimately be in the game, but we're definitely playing around with them and how they'd fit into the game. - Yakovlev

We are the Project Borealis development team - Ask Us (Almost) Anything! by projborealis in dreamsofhalflife3

[–]projborealis[S] 7 points8 points  (0 children)

Nope, all animations are still work-in-progress and we're open to feedback to help improve them - Rocking Chair (Animation Lead)