List of early Half-Life 2 vignettes
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This article lists early Half-Life 2 vignettes created by Marc Laidlaw during the development of the game. They were distributed to the development team at the beginning of the project so that they could better understand the feel of the game.[1]
The list[edit]
June 2, 2000 timelapse opening[edit]
One of the possible opening scenes brought forward by Laidlaw focused on the G-Man who was to show Gordon, still suspended outside normal space-time, how the world had changed during his ten year absence.[a] Per Laidlaw's remarks, the main purpose of this introduction was to visually convey the passage of time between the two games, presenting the player with a timelapse of the events that had taken place during Gordon's stasis, while directly continuing the story of Half-Life. To create this scene, both "teleport tricks" from the first game's disaster sequence and new technologies were to be utilized.[3]
The game would begin in an idyllic setting, with Gordon finding himself on a hill surrounded by wide green meadows with a modern city in the distance. He would be able to move around but not leave the area. The G-Man, standing behind him, would begin his monologue and presentation, and the environment would start to transform and deteriorate, becoming a post–Resonance Cascade world. With the arrival of the Combine, indicated by a Combine Dropship, the region would turn into a wasteland. The sky would become choked with smoke, and the Citadel would appear in the middle of the city.[3]
A strip of rail was to extend across the land pointing towards the city. The Wasteland Train would appear and come to a halt in front of Gordon. Boarding it, the player was to initially see the passengers frozen in time and unaware of the events taking place. The train would resume its journey and time would start flowing again. Gordon's sudden arrival was to startle one of the passengers, Samuel.[3]
The Slideshow Briefing[edit]
Alyx[edit]
Now Arriving: City 17[edit]
This vignette describes an opening scene in which Gordon wakes up from his stasis only to discover that he is suspended in total darkness. The G-Man would appear before him and begin his monologue. After it ended, Gordon would find himself laying on a bench onboard a train. A passenger, showing concern for Gordon, was to give him a mask needed to survive in the planet's now-noxious atmosphere. In the dilapidated train, posters showing the Consul were to be seen. Outside stretched a desolate, ruined landscape.[6]
The passenger was to introduce himself to Gordon as Samuel G-11789RF. With the train nearing City 17, their destination would become visible in the distance. The city is described as a tiered metropolis choked with fumes and an immense irregular spire in the middle. After passing through a dark tunnel, the train would arrive at the station.[6]
Weather Control[edit]
Train to City 17[edit]
The Train to City 17 vignette describes the settings, the atmosphere, and the events taking place during the titular Wild Train ride in great detail, explaining what information and feelings it aims to convey to the player. As noted by Laidlaw, this scene was intended to showcase Half-Life 2's world and the technology behind it and bridge the gap between the game and the original title. A changing landscape, train announcements, posters, and overheard conversations were to clue the player to the new world.[8]
To give the impression that Gordon is still under the G-Man's control and imply a nonliteral passage of time and space, the population of the car would change each time it passed through a dark tunnel. The landscape of the Wild, viewed through the side-facing windows, would also gradually shift from a remote wasteland to fortified and urban areas, eventually ending inside City 17. During the ride, the player would be able to move around the car freely, but the only character that was to interact with Gordon was Samuel.[8]
Various scenes were to play out outside of the train. Among the ruins of the old world, numerous alien life forms were to be seen, including a Gargantua-like creature that would be killed after a collision with another train and a tentacle monster that was to smash one of the windows. After passing by a protective electrified wire fence, enormous mounds of debris and scrap, a huge set of gates with sentry turrets, a security area guarded by Cremators, and an old switching yard patrolled by Metropolice and Stalkers, the train would enter City 17. It first travelled through its Old City sections, then into the New City filled with cold and fortress-like buildings and giant monitors broadcasting Dr. Breen, and the Citadel is briefly glimpsed at its center. The train would come to a halt at a security gate.[8]
In the Ant Lion's Den[edit]
This vignette can only be found in the uncorrected proof of Raising the Bar as it was not included in the final version of the book. It describes Gordon's journey from Ravenholm to Eli's camp through Antlion-inhabited Wasteland. Apparently planned to be his first encounter with the insect-like creatures, this segment focuses on their behavior, appearance, and social organization.[9]
After reaching a rocky vantage point, Gordon was to scan the desolate landscape scattered with huge metal wrecks using his binoculars. Following a trail marked by other Resistance members, he would bring his attention to mysterious hissing sounds and the fact that small objects would quickly sink into the sand, reminding him of the traps set up by ant lions. Cautious of the unstable ground and any possible hostile life forms, Gordon was to continue his journey by utilizing solid surfaces such as rock or metal as stepping stones. However, he would eventually alert the Antlions of his presence, causing them to begin emerging out of the sand one by one.[9]
Armed with a Shotgun, a Submachine Gun, and grenades, Gordon was to take on the swarm of the sizable, albeit individually weak, insectoids while trying to reach higher ground. From atop a rocky ridge, he would be able to spot a safe haven in the form of a metal hull of an overturned ship, but entering it would involve crossing another patch of quicksand. Gordon was to dash towards the wreck; he would, however, be stopped in his tracks with the appearance of an Antlion leader. Once the powerful and gargantuan creature caught Gordon's scent, not even a grenade was to be able to stop its charge. A hidden hatch to the ship's hull was to prove to be the only escape from this deadly trap.[9]
Old Friends[edit]
This vignette can only be found in the uncorrected proof of Raising the Bar as it was not included in the final version of the book.[10]
Scrapland[edit]
This vignette can only be found in the uncorrected proof of Raising the Bar as it was not included in the final version of the book.[11]
Gallery[edit]
Notes[edit]
References[edit]
- ↑ Half-Life 2: Raising the Bar (uncorrected proof), page 356
- ↑ Half-Life 2: Episode One: The Story So Far (archived)
- ↑ 3.0 3.1 3.2 Half-Life 2: Raising the Bar, pages 138 - 139
- ↑ Half-Life 2: Raising the Bar, page 142
- ↑ Half-Life 2: Raising the Bar, page 150
- ↑ 6.0 6.1 Half-Life 2: Raising the Bar, pages 164 - 165
- ↑ Half-Life 2: Raising the Bar, pages 184 - 185
- ↑ 8.0 8.1 8.2 Half-Life 2: Raising the Bar, page 192
- ↑ 9.0 9.1 9.2 Half-Life 2: Raising the Bar (uncorrected proof), pages 356 - 358
- ↑ Half-Life 2: Raising the Bar (uncorrected proof), pages 359 - 361
- ↑ Half-Life 2: Raising the Bar (uncorrected proof), pages 362 - 363