History VideoGame / HalfLife2

20th May '18 3:51:43 PM Grunt
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* ExplodingBarrels: Flammable red barrels are ubiquitous throughout the game. The Gravity Gun opens up the possiblity of using them as makeshift impact-fused grenades. In addition there's red gas cans and propane tanks lying around that set enemies on fire when exploded in close proximity.

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* ExplodingBarrels: Flammable red barrels are ubiquitous throughout the game.game and its episodes. The Gravity Gun opens up the possiblity of using them as makeshift impact-fused grenades. In addition addition, there's red gas cans jerricans and propane tanks lying around that set enemies on fire when if exploded in close proximity.proximity. ''Episode Two'' also introduces explosive butane cans that function almost identically to regular explosive barrels, but are easier to carry around due to their smaller size.
18th May '18 1:40:58 AM TheAmazingBlachman
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The first two Episodes chronicle Alyx and Gordon's escape from City 17 immediately after the events of the main game, and the rebels' continuous struggle against the remaining Combine forces, who are seemingly controlled by the mysterious "Advisors". The games also further develop the relationship between the two protagonists. ''Episode One'' was released in 2006, and ''Episode Two'' was released in 2007 alongside ''VideoGame/{{Portal}}'' and ''VideoGame/TeamFortress2'' in [[CompilationRerelease The Orange Box]]. However, as of 2017, ''Episode Three'' (possibly now ''Half-Life 3''), intended to complete the StoryArc and resolve the cliffhanger that ends ''Episode Two'', has yet to be released, and whether it is being worked on or not is the subject of a great deal of debate to the point it's becoming the next ''VideoGame/DukeNukemForever''.

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The first two Episodes chronicle Alyx and Gordon's escape from City 17 immediately after the events of the main game, and the rebels' continuous struggle against the remaining Combine forces, who are seemingly controlled by the mysterious "Advisors". The games also further develop the relationship between the two protagonists. ''Episode One'' was released in 2006, and ''Episode Two'' was released in 2007 alongside ''VideoGame/{{Portal}}'' and ''VideoGame/TeamFortress2'' in [[CompilationRerelease The Orange Box]]. However, as of 2017, 2018, ''Episode Three'' (possibly now ''Half-Life 3''), intended to complete the StoryArc and resolve the cliffhanger that ends ''Episode Two'', has yet to be released, and whether it is being worked on or not is the subject of a great deal of debate to the point it's becoming the next ''VideoGame/DukeNukemForever''.
17th May '18 3:23:48 PM Grunt
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* AbandonedMine: In ''Episode Two'', one of these holds an antlion nest and a rebel outpost.

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* AbandonedMine: Appears as a short level in Ravenholm. In ''Episode Two'', one of these a much larger mine holds an antlion nest and a rebel outpost.
15th May '18 2:09:08 PM Grunt
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* ExplodingBarrels: Flammable red barrels are ubiquitous throughout the game. The Gravity Gun opens up the possiblity of using them as makeshift impact-fused grenades. In addition there's red gas cans and propane tanks lying around that set enemies on fire when exploded in close proximity.
15th May '18 1:58:21 PM Grunt
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* CuttingTheKnot: In Chapter 4: ''Water Hazard'' a gate blocks your path so you have to exit your boat & go through a building full of Combine soldiers with turrets & manhacks & use a wagon as mobile cover all so you can reach a gas barrel & shoot it to drop a hanging pile of metal to it will swing & break the gate. Or you could just use your pistol to shoot the barrel from really far away & skip the building entirely. The only reason to get out is to get the Revolver.

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* CuttingTheKnot: In Chapter 4: ''Water Hazard'' a gate blocks your path so you have you're supposed to exit your boat & and go through a building full of Combine soldiers with turrets & manhacks & use a wagon as mobile cover all so you can Metrocops to reach a gas an explosive barrel & and shoot it to drop it, so a hanging pile of metal to it beams will swing & and break the gate. Or you could just use your pistol to shoot the barrel from really far away & and skip the building entirely. The only reason to get out is to get the Revolver.some grenades.



* FacelessGoons: Civil Protection officers and various Combine Overwatch Soldiers are this thanks to their gas masks, doubling as GasMaskMooks.

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* FacelessGoons: Civil Protection officers and various Combine Overwatch Soldiers are this thanks to their gas masks, thus doubling as GasMaskMooks.
14th May '18 3:09:53 PM Grunt
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* FacelessGoons: Civil Protection officers and various Combine Overwatch Soldiers are this thanks to their gas masks, doubling as GasMaskMooks.
14th May '18 3:02:18 PM Grunt
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* GasMaskMooks: The Combine outfit Civil Protection officers in white gas masks. They are normal humans in uniforms, and don't technically require gas masks for anything encountered in the game, but it is presumably to dehumanize them. Although the Civil Protection may deploy forms of gas attacks, it is never seen during the game. The Combine "Transhuman" Overwatch soldiers also wear (variably coloured) gas masks, that are presumably not removed once their uniform and armour is applied. These masks would be useful for offworld assignments alluded to during the game.



* PostApocalypticGasmask: The Combine outfit Civil Protection officers in white gas masks. They are normal humans in uniforms, and don't technically require gas masks for anything encountered in the game, but it is presumably to dehumanize them. Although the Civil Protection may deploy forms of gas attacks, it is never seen during the game. The Combine "Transhuman" Overwatch soldiers also wear (variably coloured) gas masks, that are presumably not removed once their uniform and armour is applied. These masks would be useful for offworld assignments alluded to during the game.
13th May '18 4:24:15 AM ClatoLawa
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* MercyKill: In Marc Laidlaw's "Epistle 3" post, [[spoiler:it's stated that Gordon "might" have done this to Dr. Breen, against Alyx's belief that a quick death was better than he deserved. The implication is presumably than this would have been left up to the player, depending on whether or not they agreed with her]].
8th Apr '18 5:48:16 PM Kadorhal
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-->'''Alyx Vance:''' Come on, Gordon, we have to get out of here! Maybe there's still--
-->[[spoiler:(''The reactor explodes, but as it does, time stops'')]]
-->[[spoiler:'''[=G-Man=]:''' Time, Dr. Freeman?]]
** And during Episode 2, when [[spoiler:the [=G-Man=] intervenes in the Vortigaunts' operation on Alyx]]:
--> '''[[spoiler:[=G-Man=]''':]] [[spoiler:When you see your father, relay these words: ''Prepare for unforeseen consequences''.]]
** [[spoiler:Which is the name of the level immediately after Gordon and Eli caused the Resonance Cascade and started first the Xen and then the Combine invasion of Earth. It wasn't an accident which the [=G-Man=] simply turned to his advantage; he had planned and arranged everything from ''the very beginning''.]]

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-->'''Alyx Vance:''' Come on, Gordon, we have to get out of here! Maybe there's still--
-->[[spoiler:(''The
still--\\
[[spoiler:''(The
reactor explodes, but as it does, time stops'')]]
-->[[spoiler:'''[=G-Man=]:'''
quickly slows to a stop.)'']]\\
[[spoiler:'''G-Man:'''
Time, Dr. Freeman?]]
** And during Episode 2, when [[spoiler:the [=G-Man=] G-Man intervenes in the Vortigaunts' operation on Alyx]]:
--> '''[[spoiler:[=G-Man=]''':]] [[spoiler:When -->'''[[spoiler:G-Man''': When you see your father, relay these words: ''Prepare for unforeseen consequences''.]]
** [[spoiler:Which is the name of the level immediately after Gordon and Eli caused the Resonance Cascade and started first the Xen and then the Combine invasion of Earth. It wasn't an accident which the [=G-Man=] G-Man simply turned to his advantage; he had planned and arranged everything from ''the very beginning''.beginning''. And, doubly so, as soon as Alyx actually delivers this message to Eli, he asks to speak with you alone and confirms that he knows about the G-Man, too - the only other non-Vortigaunt in the entire series to even hint at being aware of his existence.]]



** In more than one way. Gordon's ability to throw a wrench into the works was why he was pulled out of stasis by the G-Man in the first place. [[TropeCodifier Also, the Havok engine variant Source was developed for the game.]]

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** In more than one way. Gordon's ability The TropeCodifier, thanks to throw a wrench into the works was why he was pulled out implementation of stasis by the G-Man in the first place. [[TropeCodifier Also, the Havok physics engine variant Source was developed for the game.]]into [[GameEngine Source]].



** The seesaw "puzzle" in ''Route Kanal''. There was no reason to have it other than to show off the engine. All Gordon does it put a bunch of cinder blocks on one side to lift it up but the fact that the team could do it is impressive at the time.

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** The seesaw "puzzle" in ''Route Kanal''. There was no reason to have it other than to show off the engine. All Gordon does it put a bunch of cinder blocks on one side to lift it up but up; much like the similar see-saw bridge for no reason in the first level of ''VideoGame/SuperMario64'' eight years prior, the fact that the team could do it is was impressive at the time.
8th Apr '18 1:53:24 PM Kadorhal
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* {{Antepiece}}: Valve tries to make their level designs fun and intricate but as accessible as possible. So for one of the more complex "puzzles" in the game, there is an "antepiece" - a preceding engagement that will help you out with what is to come. In the puzzle, there are a bunch of barnacles on the ceiling with their tongues hanging down. There's an explosive barrel near you. If you pass the barrel to a tongue, the barrel will be pulled up to the ceiling, and you can shoot it, and it will explode near the barnacles, and they will all die in a satisfying way. That's the puzzle, and Valve wanted to clarify before it "you can carry barrels" and "barnacles will pick up barrels". So just prior to entering this room, there's a part where you must elbow your way through a bunch of (nonexplosive) barrels. When you do this, one of them will fall down a slope and slide into a small, non-threatening group of barnacles where, in full view of the player, it will be picked up by a tongue. This is described in more detail, with pictures, half way through this article: [[http://www.destructoid.com/untold-riches-the-brilliance-of-half-life-s-barnacles-233589.phtml]]
* AntlionMonster: The monster actually subverts the trope. It's [[InNameOnly called an antlion]] but actually has little in common with actual antlions; it's called that because it's a lot like an ant, but is the size and ferocity of a lion.
** However, they do fit the trope in that they usually emerge from underground in sandy areas.
* ArbitraryMissionRestriction: In ''Half-Life 2'' and ''Episode One'', striders are destroyed using the rocket launcher. In ''Episode Two'' they are destroyed using the just-introduced Magnussonn device, apparently for no other reason than so that Valve could claim to have one new weapon in the game. Granted, you still ''can'' use rocket launcher, but it's too time-consuming for a time-critical mission.

to:

* {{Antepiece}}: Valve tries to make their level designs fun and intricate but as accessible as possible. So for one of the more complex "puzzles" in the game, there is an "antepiece" - a preceding engagement that will help you out with what is to come. In the puzzle, there are a bunch of barnacles on the ceiling with their tongues hanging down. There's an explosive barrel near you. If you pass the barrel to a tongue, the barrel will be pulled up to the ceiling, and you can shoot it, and it will explode near the barnacles, and they will all die in a satisfying way. That's the puzzle, and Valve wanted to clarify before it "you can carry barrels" and "barnacles will pick up barrels". So just prior to entering this room, there's a part where you must elbow your way through a bunch of (nonexplosive) barrels. When you do this, one of them will fall down a slope and slide into a small, non-threatening group of barnacles where, in full view of the player, it will be picked up by a tongue. This is described in more detail, with pictures, half way through this article: [[http://www.destructoid.com/untold-riches-the-brilliance-of-half-life-s-barnacles-233589.phtml]]
phtml this article]].
* AntlionMonster: The monster actually subverts the trope. It's [[InNameOnly called ''[[InNameOnly called]]'' an antlion]] antlion, but actually has little in common with actual real antlions; it's called that because it's a lot like an ant, but is the size and ferocity of a lion.
**
lion. However, they do fit the trope in that they usually emerge from underground in sandy areas.
areas like real antlions.
* ArbitraryMissionRestriction: In ''Half-Life 2'' and ''Episode One'', striders are destroyed using the rocket launcher. In ''Episode Two'' they are destroyed using the just-introduced Magnussonn Magnusson device, apparently for no other reason than so that Valve could claim to have one new weapon in the game. Granted, you still ''can'' use rocket launcher, but it's too time-consuming for a time-critical mission.



** Gunships demonstrate an instance of this that actually surprised the developers. They decide what to shoot with their auto-cannons by way of determining what the current biggest threat they can see is. Normally this means [[GangUpOnTheHuman they will prioritize the player over everything else]], but what the devs hadn't counted on was that the gunship's AI was able to determine that a rocket-propelled grenade fired at them ''by'' the player was an even bigger threat. Thus the need to fire at them from behind or [[{{Roboteching}} circle the rocket around]] so they can't shoot it down.
* ArtificialStupidity: Resistance fighters in ''Half-Life 2'' are actually pretty good A.I.-wise (they strafe/use cover, verbally recognize different enemy types (i.e. "Combine!" "Zombies!"), and are smart enough to back away from melee enemies while firing), but they do have an annoying tendency to charge straight into sniper rifle fire, [[NoSenseOfPersonalSpace cluster around each other and the player]] instead of giving anybody some breathing (or running-away-from-explosives) space, and cannot be told to "wait" in a safe position for more than several seconds.
** There is also the infamous "[[http://www.youtube.com/watch?v=e0WqAmuSXEQ barrel trick]]" from early in the Water Hazard chapter, where a certain Metrocop turret-gunner can't see you if you can't see him (say, if you carry a barrel or even a paint can so that it obstructs your view of him).

to:

** Gunships demonstrate an instance of this that actually surprised the developers. They decide what to shoot with their auto-cannons by way of determining what the current biggest threat they can see is. Normally this means is supposed to mean [[GangUpOnTheHuman they will prioritize the player over everything else]], but what the devs hadn't counted on was that the gunship's AI was able to determine that a rocket-propelled grenade fired at them ''by'' the player - a rocket that is still a physics object that can be shot down, most importantly - was an even bigger threat.threat than the player themselves. Thus the need to fire at them from behind or [[{{Roboteching}} circle the rocket around]] so they can't shoot it down.
* ArtificialStupidity: Resistance fighters in ''Half-Life 2'' are actually pretty good A.I.-wise (they strafe/use cover, verbally recognize different enemy types (i.e. "Combine!" "Zombies!"), and are smart enough to back away from melee enemies while firing), but they do have an annoying tendency to charge straight into sniper rifle fire, [[NoSenseOfPersonalSpace cluster around each other and the player]] instead of giving anybody some breathing space to breathe (or running-away-from-explosives) space, run away from a tossed grenade), and cannot be told to "wait" in a safe position for more than several seconds.
seconds before rushing in to crowd around the player again.
** There is also the infamous "[[http://www.youtube.com/watch?v=e0WqAmuSXEQ barrel trick]]" from early in the Water Hazard chapter, where a certain Metrocop turret-gunner can't see you if you can't see him (say, - say, if you carry a barrel or even a paint can so that it obstructs your view of him).him.



* BadassInDistress. Near the end of the game [[spoiler: Gordon Freeman]] gets himself trapped in the bad guy's lair along with [[spoiler: Alyx Vance]] because he [[TooDumbToLive stupidly locked himself in a metal coffin.]] Not that he [[StupidityIsTheOnlyOption had any choice]].

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* BadassInDistress. BadassInDistress: Near the end of the game [[spoiler: Gordon Freeman]] gets himself trapped in the bad guy's lair along with [[spoiler: Alyx Vance]] because he [[TooDumbToLive stupidly locked himself in a metal coffin.]] Not that he [[StupidityIsTheOnlyOption had any choice]].



** [[https://github.com/Jackathan/MarcLaidlaw-Epistle3/blob/master/Epistle3_Corrected.md The plot of ''Episode 3'' released by Marc Laidlaw]] [[spoiler: has Gordon and Alyx destroy the Combine homeworld with the Borealis in a planned suicide attack, but they are taken to safety by the Vortigaunts and the G-Man, respectively. Although Gordon is free, Alyx is implied to be G-Man's newest pawn, and Gordon has been flung far enough into the future that the terrain itself has changed. The future humanity is also left open ended, with Gordon unsure of whether or not the resistance has succeeded in driving out the Combine.]]

to:

** [[https://github.com/Jackathan/MarcLaidlaw-Epistle3/blob/master/Epistle3_Corrected.md The plot of ''Episode 3'' Episode Three released by Marc Laidlaw]] [[spoiler: has Gordon and Alyx destroy the Combine homeworld with the Borealis in a planned suicide attack, but they are taken to safety by the Vortigaunts and the G-Man, respectively. Although Gordon is free, Alyx is implied to be G-Man's newest pawn, and Gordon has been flung far enough into the future that the terrain itself has changed. The future of humanity is also left open ended, with Gordon unsure of whether or not the resistance has succeeded in driving out the Combine.]]



* BlindingCameraFlash: The scanner enemies do this if you're looking at them when they photograph you (this is the only hazard they pose, apart from occasionally giving your position away to a strider). Revisited in a much deadlier fashion in the Episodes as the Advisors' mental attack is displayed onscreen as a visual distortion.

to:

* BlindingCameraFlash: The scanner enemies do this if you're looking at them when they photograph you (this is the only hazard they pose, apart from occasionally giving your position away to a strider).strider or suicide-rushing you when they've taken sufficient damage). Revisited in a much deadlier fashion in the Episodes as the Advisors' mental attack is displayed onscreen as a visual distortion.
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