Half-Life 2's Technical Details, Cost Estimates
Thanks to Computer Graphics Magazine for its feature on the graphical technology being used in Valve's eternally-awaited FPS Half-Life 2. Among the specifics discussed are innovative paths to graphical variety ("Using the same morph targets sculpted for facial animation, the system automatically alters the facial geometry to create, for example, a flatter or broader nose, or a squarer jaw. As a result, all the scientists, soldiers, and other homogeneous characters appear as unique, differentiated models"), and potential game mod options ("To firmly entrench itself in the future of game development, Softimage will package XSI EXP, a lite version of XSI, with every PC copy of Half-Life 2 [and make it available on the Softimage site this week].") Elsewhere, a Maxitmag interview with Valve's Gabe Newell has him musing: "Last time I checked, we were about $40 million into the project. Yikes, that's a scary number."
I remember thinking about how sad it was that it was going to be a failure, even with all that cool looking stuff. Anybody who was really following the production Episode 1 should have beem walking into that movie theater with a sad, resigned look on their face...