aIn Valve’s Half-Life 2, the seminal first-person shooter that celebrates its 20th anniversary this month, taciturn scientist Gordon Freeman finds himself trapped in a dystopian cityscape. Armed soldiers patrol the streets while innocent civilians wander around dazed, without purpose or future. Dr. Wallace Breen, Freeman’s former boss at the scientific “research center” Black Mesa, looks down from a giant video screen and defends the virtues of humanity’s benefactors, an alien race known as the Combine.
Freeman stumbles through the first few levels of Half-Life 2, as players become accustomed to the terrifying future unfolding before them. It’s not the most cheerful atmosphere, but there are some friendly faces (guards Barney, Alix, and Eli Vance), and a beaked face named Lamar, Dr. Isaac Kleiner’s pet. There are even moments of humor, such as an eating alien running amok in a lab. I feel safe. It will make you feel happy. It feels nostalgic. There’s also a crowbar! And that omen. “That’s the old passageway to Ravenholm,” Alix Vance tweeted during a tour of Freeman’s Chapter 5 Black Mesa East facility. “We’re not going there anymore.” I feel a shiver run down my spine. you know You’ll end up going there.
“[Ravenholm] It was a completely different environment than anything players had ever been in before,” said level designer and member of the unofficial City 17 Cabal, a group within Valve that worked on Half-Life 2’s most famous levels, Dario Casali. “This is an outlier in the map set that survived from a very early build of the game, and was born out of the need to give the newly introduced Gravity Gun a place to shine.”
The lack of ammunition for Freeman’s traditional weapons is what propels Ravenholm and Half-Life 2 into the realm of horror games. Ravenholm, an old mining town previously hidden from the Combine, is now a desolate place, shrouded in darkness and its inhabitants corrupted by the heavy bombardment of Headcrabs (face-eating aliens). “We used the confined space to slow down the zombies. [headcrab-afflicted people] It can actually get closer to you,” Casali reveals. And players will no longer be able to blow them away with machine guns or pistols. You will have to rely on your heavy gravity gun to pick up whatever is around and throw it at the monsters that are closing in on Freeman. Pots of paint, pieces of wood, and even corpses became ammunition for players.
Like most of Half-Life 2, Ravenholm is a cinematic experience, taking cues from horror films like Saw and 28 Days Later. When the Combine forces attack Black Mesa East, Freeman escapes through a dark tunnel leading to Ravenholm. Immediately, a sudden change in atmosphere hits the player like a chill. A gloomy set of dark buildings, faint and almost non-existent music, two crashed headcrab rockets, and the sound of something swinging from a barren tree. When I looked closely, I discovered the lower half of my body, which had been pecked by a crow.
A headcrab zombie appears out of nowhere and screams in pain. But soon, Freeman has little to worry about. Designed to fit within the map, Ravenholm’s “fast” zombies climb drainpipes and run across rooftops, leaving adventurous scientists with little safe haven. Freeman also has to contend with hunched creatures that throw poisonous headcrabs at him.
Fortunately, Freeman is not without help. Soon, he encounters Father Grigori, responsible for Ravenholm’s saw-like traps, and passionately redeems his “flock” with a shotgun. Casali said: “In my opinion, this man was slowly losing his mind due to the Headcrab and the zombification of his followers. Ravenholm was so isolated that he didn’t even know about the Combine invasion. , I imagined they thought the devil had come to town. Father Grigori and the zombie horde were the perfect excuse to double down on the creepiness.”
Freeman follows Grigori throughout Ravenholm until the final climactic battle in a (appropriate) graveyard. “I thought Ravenholme really needed an action-packed ending, worthy of a horror movie,” says Casali. “What better place to do that than in a cemetery?”
The final encounter between Freeman and Grigori, besieged by an army of zombies and headcrabs, releases some of the tension built up while exploring the spooky streets of Ravenholm, but this level is difficult to play It still leaves a lasting impression on those who did it. Changes in tone and style. This segment has essentially been around since the beginning of Half-Life 2’s long development (a version appeared in Valve’s famous 2003 E3 demo), and evolved into the final game’s ammo-starved spooky fest.
One of the standout games of the past 20 years, Half-Life 2 defined the future of video games with its innovative visuals and excellent physics engine. As part of the City 17 cabal, the activities of Casali and his colleagues were instrumental. “The desire to surpass the original Half-Life was so strong that we were constantly motivated by the quality of work other teams were doing,” he recalls. “It was magic.”
Source: www.theguardian.com