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They called it… PROJECT LOOKING GLASS We weren’t looking at the future… …we were creating it. It didn’t start in 2007. It started after Roswell. The “official” version was a wargame. The REAL one BENT TIME A barrel of water. Spinning rings. Argon gas. And something watching you back....

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In a recent interview with Press Box PR, Raphaël Colantonio, the founder of Arcane Studios, shared his experience of working with Valve on the cancelled Half-Life 2 expansion called "Return to Ravenholm": “It took us a decade to move on from the pain of the Ravenholm project because we were incredibly excited about doing that game and we put in a lot of creative energy into it and eventually when the decision was made to cut it, we did not understand it as it happened. We were young and we were just refusing to see the reality of the situation and the reality was much simpler than the way it looked to us. It all came down to the economics behind Half Life 2 and how the DLCs were selling. They had a business ratio between how much they could spend and how they could make it to be worth it to them because it takes the attention of the entire structure on their side. They had tried to create something internally and then they had tried with an external team already in America but it did not work out because they were too expensive so they worked with us because they liked our work and we worked with them during that time. They thought, you know, why not try these guys? We seemed pretty effective and eventually, like the two other attempts that they had looked at, we went somewhere with it, and it was cool. What we had was really, really cool. But it still needed more time, and too much time to finish. Beyond it being cool there was a business call at some point where it was decided that it didn’t really make sense. It was very painful for us but it made sense, we grew up and got a little bit more mature about it.”

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