Beyond the game itself (which rocks), <em>Half-Life 2</em> had a big impact on PC gaming.
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Steam’s big push title
the mute protagonist Gordon Freeman
It would be hard to go back in time and tell our pre-broadband selves about pre-loading. You download entire games, over the Internet, and then they’re ready to play one second after the release time
It’s really something, that game.
I agree with everything else in your post, but I think I prefer a mute protagonist in certain kinds of games. Being mute wouldn't work in character-driven games, but for adventure-focused games I think it's good. Elden Ring and Tears of The Kingdom are two recent examples that come to mind.That seemed like a good idea at the time, but it's been proven to be bad design since.
He will announce HL3 and then say it will never be released and he will be buried with the only copy of the code. Then Gabe will laugh manically and stroke a white cat.After this long series of articles making us all nostalgic for Half-Life, it only makes sense that Gabe Newell will post an op-ed announcing Half-Life 3.
I strongly disagree with your take on the mute protagonist. I feel the same way when songs get too specific with names or locations - you lose the universality. Newell had the right idea.<snipped>
That seemed like a good idea at the time, but it's been proven to be bad design since. Newell wanted the player to project his own voice into Gordon, reasoning that having any voice would detract from immersion. But in their design, that also meant you couldn't say anything, which was a super, super bad idea. That persisted into Portal, and while they were able to make it into a joke and mostly okay, it's still a bad idea.
It's been clearly demonstrated in the two decades since that gamers are just fine with a voiced protagonist. In fact, it's superior for immersion. Can you imagine playing Mass Effect without hearing Jennifer Hale or Mark Meer as "you"? (put me in the Hale camp, btw, I thought she was much better.)
I'm not being critical to be critical, the silent protagonist decision made sense in the absence of concrete evidence, but we have hard proof, after a lot more years, that it's not true and, in most cases, detracts from story games.
<snipped>
Hm, I dunno about this bit. id were developing engines as licensable, stand-alone products from Quake onwards, which was pretty forward-looking given the game came out in 1996. (Just ask Valve, who after all built HL1 on a modified Quake engineIt’s hard to imagine another game developer building an engine with such a forward-thinking mission as Source. Rather than just build the thing that runs their next game, Valve crafted Source to be modular, such that its core could be continually improved (and shipped out over Steam), and newer technologies could be optionally ported into games both new and old, while not breaking any older titles working perfectly fine.
In the other thread, someone else posted their date of first install as being the day Steam came out. Mine was over a year later, October 10, 2004. And I'd bet almost anything that was for HL2, even though I have no actual memory of it. So, at least with me, that push worked.
That seemed like a good idea at the time, but it's been proven to be bad design since. Newell wanted the player to project his own voice into Gordon, reasoning that having any voice would detract from immersion. But in their design, that also meant you couldn't say anything, which was a super, super bad idea. That persisted into Portal, and while they were able to make it into a joke and mostly okay, it's still a bad idea.
It's been clearly demonstrated in the two decades since that gamers are just fine with a voiced protagonist. In fact, it's superior for immersion. Can you imagine playing Mass Effect without hearing Jennifer Hale or Mark Meer as "you"? (put me in the Hale camp, btw, I thought she was much better.)
I'm not being critical to be critical, the silent protagonist decision made sense in the absence of concrete evidence, but we have hard proof, after a lot more years, that it's not true and, in most cases, detracts from story games.
I would be fine with HL3 having a voiced Freeman, but it would feel strange at first.
That seemed like a good idea at the time, but it's been proven to be bad design since. Newell wanted the player to project his own voice into Gordon, reasoning that having any voice would detract from immersion. But in their design, that also meant you couldn't say anything, which was a super, super bad idea. That persisted into Portal, and while they were able to make it into a joke and mostly okay, it's still a bad idea.
It's been clearly demonstrated in the two decades since that gamers are just fine with a voiced protagonist. In fact, it's superior for immersion. Can you imagine playing Mass Effect without hearing Jennifer Hale or Mark Meer as "you"? (put me in the Hale camp, btw, I thought she was much better.)
In the other thread, someone else posted their date of first install as being the day Steam came out. Mine was over a year later, October 10, 2004. And I'd bet almost anything that was for HL2, even though I have no actual memory of it. So, at least with me, that push worked.
That seemed like a good idea at the time, but it's been proven to be bad design since. Newell wanted the player to project his own voice into Gordon, reasoning that having any voice would detract from immersion. But in their design, that also meant you couldn't say anything, which was a super, super bad idea. That persisted into Portal, and while they were able to make it into a joke and mostly okay, it's still a bad idea.
It's been clearly demonstrated in the two decades since that gamers are just fine with a voiced protagonist. In fact, it's superior for immersion. Can you imagine playing Mass Effect without hearing Jennifer Hale or Mark Meer as "you"? (put me in the Hale camp, btw, I thought she was much better.)
I'm not being critical to be critical, the silent protagonist decision made sense in the absence of concrete evidence, but we have hard proof, after a lot more years, that it's not true and, in most cases, detracts from story games.
I have never seen that work that way, at least on Steam. The decryption process takes forever. My experience has been that waiting until a game releases, and then downloading fresh, if you're on good broadband, is way quicker.
IIRC, it took more than an hour to unlock HL2, maybe close to two. The decryption process was just terrifically slow. And that just kept happening. Maybe it's gotten better in recent years, but with BG3, I just waited and downloaded the whole thing, and had that gigantic game running faster than I managed with Half Life 2, 18-ish years prior.
It really was, and still is. I replayed it about five years ago, and the memories are strong enough that I thought it was maybe 18 months.
Still hated Ravenholm, though. I've never been that great with the gravity gun.
I first came across Marc Laidlaw back in the 80s. Laidlaw had a short story in Bruce Sterling's cyberpunk anthology Mozart in Mirrorshades. This was when Cyberpunk was new. Marc's contribution was 400 boys. Looking back I do wonder if something of that short story made it into HL2. Laidlaw has made the story available so you can read it for yourself
https://www.marclaidlaw.com/online-fiction/400-boys/
That part really overstates how much licensing the Source Engine actually had which is to say very little. It's never supported consoles which nixes multiplatform titles, and supposedly there's no longer even anyone at Valve that has a position dedicated to external licensing.Hm, I dunno about this bit. id were developing engines as licensable, stand-alone products from Quake onwards, which was pretty forward-looking given the game came out in 1996. (Just ask Valve, who after all built HL1 on a modified Quake engine)
And licensing and developing the Unreal engine was Epic's main line of business from the early 2000s onwards.
Granted the idtech engines don't have backwards compatibility. (I don't know if Unreal does?) But still, thinking about engines as products in their own right definitely predates HL2.
Indeed, he probably keeps the only build on his personal computer, basking in its glory.He will announce HL3 and then say it will never be released and he will be buried with the only copy of the code. Then Gabe will laugh manically and stroke a white cat.
For me, the key difference is whether it's a sandbox game or a role playing game.There's a difference between an unvoiced protagonist (no voice actor) and a silent one.
Unvoiced is acceptable. Silent is not. People are almost never silent when interacting with others. Valve took the mechanic to the extreme of literal silence, which as it turns out in the long run, doesn't work well.
And even unvoiced is not at all necessary. Nobody really cares. Jennifer Hale was an awesome me. But lots and lots of games don't voice the protagonist, while still allowing you to say things.
Just to emphasize: Half Life 2 is free on Steam until November 18th!With HL2 being free on Steam...
Re: silent protagonists. Not every game needs to have a silent player character; nor does every player character need a voice. Valve made a choice for the Half-Life games, and I think it worked out well for those games. Irrational madea similar choice forBioshock 1 and 2, then switched toa fully-realized and -voiced character for Infinite. I wouldn't change a thing regarding player voices in any of those games.In the other thread, someone else posted their date of first install as being the day Steam came out. Mine was over a year later, October 10, 2004. And I'd bet almost anything that was for HL2, even though I have no actual memory of it. So, at least with me, that push worked.
That seemed like a good idea at the time, but it's been proven to be bad design since. Newell wanted the player to project his own voice into Gordon, reasoning that having any voice would detract from immersion. But in their design, that also meant you couldn't say anything, which was a super, super bad idea. That persisted into Portal, and while they were able to make it into a joke and mostly okay, it's still a bad idea.
It's been clearly demonstrated in the two decades since that gamers are just fine with a voiced protagonist. In fact, it's superior for immersion. Can you imagine playing Mass Effect without hearing Jennifer Hale or Mark Meer as "you"? (put me in the Hale camp, btw, I thought she was much better.)
I'm not being critical to be critical, the silent protagonist decision made sense in the absence of concrete evidence, but we have hard proof, after a lot more years, that it's not true and, in most cases, detracts from story games.
I have never seen that work that way, at least on Steam. The decryption process takes forever. My experience has been that waiting until a game releases, and then downloading fresh, if you're on good broadband, is way quicker.
IIRC, it took more than an hour to unlock HL2, maybe close to two. The decryption process was just terrifically slow. And that just kept happening. Maybe it's gotten better in recent years, but with BG3, I just waited and downloaded the whole thing, and had that gigantic game running faster than I managed with Half Life 2, 18-ish years prior.
It really was, and still is. I replayed it about five years ago, and the memories are strong enough that I thought it was maybe 18 months.
Still hated Ravenholm, though. I've never been that great with the gravity gun.
Chris's site is still online, just hasn't been updated since 2014. http://www.screencuisine.net/hlcomic/If you haven't read it, The "Concerned" Fan Webcomic for HL2 is a great side stroy. Sadly the original site is offline, but archive.org has a copy. It has a lot of little fun explanations for a bunch of Silly Half Life 2 Things. https://archive.org/details/hlcomic
I'll have more to say later, but I'm surprised this article didn't have a passing mention as to how Valve is celebrating.
I hadn't realized this until replaying during the pandemic, but the game switches from cramped hallways to wide open spaces without much in-between.. . . but I think I just don't have the patience to run through long corridors anymore.