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Game Image Diary: Half-Life 2 Commentary.

A crowbar in mid-swing appears to be hitting a tall alien building.

You'd think after all these years the G-Man would get himself a self-adjusting tie.

With Half-Life 2: 20th Anniversary, they added a commentary mode. As I wanted to listen to it, I have played through the game once more. Here are some screenshots from that.

A skyward shot showing the underside of a cement block that is resting on the camera's face so that it looks similar to binoculars.
Cool binoculars you get early in the game. They are made out of concrete and you can only wear them if you look straight up.
A Combine with a raised stun baton that appears to be assaulting a citizen.
That combine jerk is going to stun the citizen. If you anger the guard and get him to chase you, sometimes a citizen will block his path.
Three zombies jostling each other next to a rollermine.
Turns out you can save Dog’s ball and let it play with the nice zombies in Ravenholm.
The player holds a turret that is firing at the miniboss.
You can also save a turret to help you take down the Antlion Queen.
A turret sits on its head.
A different turret shows off its breakdancing skills.
An insectoid pheromone pod disperses over a metallic detention cage on a rail.
They never wash those cages, so some bug bait makes the trip bearable.
A Combine scanner that looks somewhat similar to the eyeball-like designs of GlaDOS' cores from the Portal games.
So that’s where Aperture got the design from!

As usual I had a blast playing through Half-Life 2. It holds up. It’s always provided a different take than other games in terms of no-inventory, or some of the choices that make it easier to prevail. Every instance of any kind of art is a philosophical commentary on what that medium should or could be (by its choices, lack thereof, its skill of presentation, lack thereof, etc.), and Valve definitely had something to say.

Compare that with the LucasArts adventure games that decided “don’t let the player be killed” was a hard rule for that type of game, and it’s heavily influenced that genre. In the documentary that came out alongside the 20th anniversary update, Gabe Newell said part of the reason they didn’t make a third episode for Half-Life 2 was he couldn’t figure out what the big innovation was. He reasons that games should push the art form forward.

But one of the underrepresented types of innovation in games, and an area of game innovation that Valve has excelled at, isn’t in technical prowess or story (though they have done great in those areas), but in saying what boundaries of interaction can be. There are all sorts of statements out there in the form of games that have crafting, have iron sights, have non-linear gameplay, whatever. That sort of innovation, both in maximizing and in minimizing, in figuring out new types of behavior to let the player exhibit, are far more important than realistic skin pores.


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SubCity Radio

“[A] non-profit, volunteer-run freeform radio station […] based at the University of Glasgow.”

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