Interview: Half-life 2's David Speyrer
Episode Two's project lead on the Half-Life series' progress
Perhaps the most satisfying moment was reuniting Alyx and her father Eli. They were always separated by screens which fizzle out. You had a fear they’d never meet. And then it finally occurs in that oasis in the middle of the action.
DS: We really wanted to create a calm in the story in that point in the game. So much of the episode pushes you forward. There’s the urgency of getting to White Forest before the Combine, and getting the data package there and all that. And then the final battle demands so much of the player. It’s so intense and epic feeling. We really wanted to create a contrast to all that when you arrive at the base. Without the contrast in pacing, the impact of the high moments, the action moments, is less.
Sign up to the 12DOVE Newsletter
Weekly digests, tales from the communities you love, and more

Assassin's Creed Shadows was originally envisioned without Yasuke, but Ubisoft wanted the full feudal fantasy: "We were sort of making a stealth tank, and it didn't quite work"

Assassin's Creed Shadows lead says dual protagonists are "a cool thing" the new action RPG "does better than what we've done in the past"