13,000 Play Half-Life 2 For Half-Life 3
The Half-Life 3 "Call for Communication" event this past weekend was a success, but not nearly as big as it could have been.
The Half-Life 2 [http://www.escapistmagazine.com/news/view/115624-Play-Half-Life-2-for-Half-Life-3] at 2 pm EST this past Saturday, February 4, not just to waste some Combine but to make a point with Valve: we love Half-Life and we're tired of being kept in the dark. It's been almost five years since Episode Two, after all. That's a long time for an "episode."
The response was impressive, as the Half-Life 2 player count [http://steamgraph.net/index.php?action=graph&jstime=1&appid=220&from=Start+Time&to=End+Time], after not cracking the 2000 player mark since the summer of 2011, jumped from around 3000 to 13,216 over a single 30-minute period on Saturday and came one spot shy of breaking into the top ten Steam games for the day. On the downside, that number is just over one-third of the roughly 36,000 members the group boasted when in the middle of last week, a number that has since gone up to over 52,000.
"Our primary goal was to unite Half-Life fans in a unique and interesting way, and that was accomplished. Whether or not Valve will respond has yet to be determined; however, seven years after the release of Half-Life 2, over 13,000 fans have returned to play it again, together. That means something," the group founder wrote [http://steamcommunity.com/groups/messagetovalve/announcements/detail/1209451121185662422]. "I am personally impressed with what we've achieved today. We're nowhere near done -- in fact, we are currently in the process of planning new activities; this was only our first attempt, and, in my eyes, was a success for everyone."
The real measure of success will be a response from Valve with some useful information about the future of the Half-Life franchise. That hasn't happened yet, but here's hoping that the player spike - and similar, bigger spikes in the future - will be enough to get someone's attention and get the wheels turning.
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The Half-Life 3 "Call for Communication" event this past weekend was a success, but not nearly as big as it could have been.
The Half-Life 2 [http://www.escapistmagazine.com/news/view/115624-Play-Half-Life-2-for-Half-Life-3] at 2 pm EST this past Saturday, February 4, not just to waste some Combine but to make a point with Valve: we love Half-Life and we're tired of being kept in the dark. It's been almost five years since Episode Two, after all. That's a long time for an "episode."
The response was impressive, as the Half-Life 2 player count [http://steamgraph.net/index.php?action=graph&jstime=1&appid=220&from=Start+Time&to=End+Time], after not cracking the 2000 player mark since the summer of 2011, jumped from around 3000 to 13,216 over a single 30-minute period on Saturday and came one spot shy of breaking into the top ten Steam games for the day. On the downside, that number is just over one-third of the roughly 36,000 members the group boasted when in the middle of last week, a number that has since gone up to over 52,000.
"Our primary goal was to unite Half-Life fans in a unique and interesting way, and that was accomplished. Whether or not Valve will respond has yet to be determined; however, seven years after the release of Half-Life 2, over 13,000 fans have returned to play it again, together. That means something," the group founder wrote [http://steamcommunity.com/groups/messagetovalve/announcements/detail/1209451121185662422]. "I am personally impressed with what we've achieved today. We're nowhere near done -- in fact, we are currently in the process of planning new activities; this was only our first attempt, and, in my eyes, was a success for everyone."
The real measure of success will be a response from Valve with some useful information about the future of the Half-Life franchise. That hasn't happened yet, but here's hoping that the player spike - and similar, bigger spikes in the future - will be enough to get someone's attention and get the wheels turning.
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