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05-09-12, 06:30 AM
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The universe has a weird fondness for improbable coincidences. Name your franchise Half-Life, and it takes half a lifetime to come out. Create a robust mod based around a game in that franchise, and its development mirrors that of its crowbar-wielding, hazard-suit chic father series nearly one-to-one. The lofty promises, the incredibly lengthy periods of radio silence, the incessant cries of ‚??vaporware‚?? and ‚??it‚??ll probably be a huge letdown‚?? ‚?? all of it.

Maybe, though, that part‚??s not such a coincidence. To hear project lead Carlos Montero tell it, Black Mesa (http://wiki.blackmesasource.com/)‚??s an obsessively redesigned, rebuilt-from-the-ground-up love letter to Valve‚??s opus. The goal, then, is to improve on something already considered by many to be perfect. And that, as it‚??s turned out, has been a lot harder than Montero and his constantly fluctuating team first assumed. So, first up, we‚??re delving into what exactly has taken so long ‚?? especially in light of 2008‚?≤s rather stunning trailer (http://www.rockpapershotgun.com/2008/12/01/black-mesa-trailer/) that promised a release date of, er, three years ago.

(more‚?¶) (http://www.rockpapershotgun.com/2012/05/09/interview-what-happened-to-black-mesa-source-part-1/#more-107325)

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