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For anyone who haven't read it yet](ronaldweinland.info?id= 0B3dWXdD4KGkIeWxRbFgzc1NucXM&usp=sharing) Overwatch. Half-Life 2 - Raising the Bar (eBook) - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Half-Life 2: Raising the Bar Authors Valve CorporationDavid Hodgson Subjects Video game design Half-Life 2: Raising the Bar - A Behind the Scenes Look.
The legacy of Half-Life 2 Half-Life 2 November 16th, was a red letter day on both sides of the screen. The original Half-Life had redefined the FPS as an immersive experience instead of merely a series of missions, and no-one expected its follow-up to do anything less. Few were disappointed. In City 17, Valve created one of the most coherent and ambitious worlds ever seen in gaming—and if it looks a little primitive now, it s because so many since have followed in its footsteps. BioShock Infinite s opening for instance works almost entirely to Half-Life 2 s now dog-eared playbook, offering greater fidelity and a more exciting city, but recognizably the same style.
Install Steam. In my local currency, of course. I'm a broke student but I have an ok-ish paying job as a content writer that I've recently started. Currently, I have 3K I found a copy on a site and honestly I'm confused You see, I have very fond memories of HL The HL series was what once got me into gaming, and the amazing soul who introduced me to the game and therefore in a way got me into gaming is no more.
It's been years So I don't know. Practically speaking, I was planning to save for a bomb phone At the time though, they were pretty cool. It s no secret that Half-Life 2 was at least in part a demo of Source, with these bits standing out even at the time as largely the equivalent of early 3D card lens flare effects.
Cool, but gimmicky. When it showed them off, or put us in a vehicle, it was at least partly saying Look what we can do!
The big benefit though was creating a world that felt right, in stark contrast to the largely static worlds of the previous generation; of games like Return To Castle Wolfenstein and Medal of Honor. What mattered though was that from there you both feel the benefit of them in every interaction with the world, big and small, and immediately start bemoaning their absence in any game that doesn t have them.
The rolling and floating of flaming barrels in water.
Debris flying off as it felt like it should. It all added, in much the same way that the original Half-Life s responsive skeletal animation system instantly made conventional frame-based animations intolerably stiff. When Valve called its behind-the-scenes book Raising The Bar, it wasn t kidding.
Half-Life 2 was an amazing game, but its crucial, lasting influence was less about the new things it did as important as they ve been as showing how the familiar deserved to be done. Unforeseen consequences Which of course brings us to its shining achievement—Steam. To sum up Steam s unpopularity in would leave no words left to describe ebola, lawyers, or Piers Morgan. And not without cause.
It was buggy, it was ugly, there was no missing that Valve was outright forcing it down our throats out of nowhere, and the much crappier bandwidth of the day made being told to download games of this size almost offensive in its arrogance. It would be a long, long time before Steam even got close to the service that at least most of us know and love today, instead of its name just getting tacked onto the words ing pile of shit.
With Half-Life 2, Valve had a game that managed to get the necessary traction to create the service we know today, and while nobody would claim it s perfect, nothing else has done so much to legitimize and make digital distribution work. Much as it took Apple to break the music industry s obsession with DRM on MP3 files, it took Steam to show the whole industry that the game had changed.
The idea that you d be able to redownload your games in perpetuity for instance was heresy to companies that at best wanted that to be another service. Being able to download them onto any machine instead of them being locked to a single PC, or maybe three, or five?
Episode Three. Portal game series. Episode Four. Other official games. Compilations to be completed. Related third-party games. The Power of Paint. Game engines.
Other software. Game developer companies.
Production staff writers. Production staff composers.
Production staff artists.