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"Morning, Mister Freeman. Looks like you're runnin' late..."

Black Mesa is a Fan Remake of Half-Life 1 by the Crowbar Collective (formerly known as the Black Mesa Development Team), beginning life as a total conversion mod for Half-Life 2 shortly after the latter's release in 2004.

The game's first public release came in September 2012. With Valve's blessing, a retail version of Black Mesa was made available on Steam in May 2015 as an Early Access title, which added advanced graphics technology and multiplayer. This also marked the cessation of development for the freeware version, though it remains available for download.

Following seven years of development since the mod's first public release, four of which were spent in Steam Early Access, the final four single-player chapters constituting the events set in Xen were gradually made available for early beta-testing over the second half of 2019, with their full integration occurring on December 24th. On February 12th of 2020, the final beta updates were pushed to the public, with the full, final 1.0 release on March 5th.


The time put into developing the game certainly shows: beyond the numerous graphical improvements and greatly increased environmental detail, each level has been updated and expanded, with the entirety of Xen having been redesigned from the ground up; characters behave in a more realistic and, in the case of enemies, challenging manner thanks to improved animations and AI enhancements.

Following the completion of the original game, work is not quite done yet for Black Mesa. In February 2021, a Fan Remake mod for Half-Life: Blue Shift was announced, and is being developed by the HECU Collective team. As of July 2021, the first two chapters of Black Mesa Blue Shift have been completed.


Black Mesa provides examples of:

  • Achievement Mockery: There are achievements for getting killed by your own snarks, getting killed by a headcrab, cooking a grenade until it explodes in your hand, overcharging the Tau Cannon (which inflicts massive damage on the user), getting zapped by the Anti-Mass Spectrometer, getting flung into oblivion by the Gonarch, and even drowning in the Lambda Reactor Coolant System.
  • Adaptational Badass:
    • Houndeyes. They didn't pose much of a threat in Half-Life, but if you're not careful here, they'll mess you up. This goes double for their variants in Xen; the little fireball ones which explode if you so much as sneeze on them, and the knockback ones which are huge and will send you flying. The first thing you see the latter one do, even, is throw down with a bullsquid.
    • Vortigaunts/Alien Slaves. They can take more hits and had their attack speed increased significantly (it was all too easy to completely avoid their attacks in Half-Life). In general, they fight almost exactly like their Half-Life 2 iterations, which makes them far more deadly. They also gain said iteration's shockwave attack, allowing them to push you away if you are close to them. Just like in Half-Life, they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in Lambda Core.
    • Bullsquids, despite their larger size, are now much quieter, and typically the last thing you'll hear before one comes out of cover and starts attacking you is the sound of it inhaling to fire a glob of toxic bile. You won't hear their iconic screaming in this game. They also spit a shower of acidic puke each time, instead of easily avoided projectiles like in the original Half-Life.
    • The Gargantuas weren't immune to explosive weapons in the first game, but the mod now grants them invincibility to all attacks outside of scripted events.
    • The HECU. To wit:
      • The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you, soaking up your return fire with their PCVs. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover and even use suppressing fire on your last known position. Corpsmennote  have joined the party, and are no longer relegated to the Glock. They wield MP5s - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have RPG launchers!
      • HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and immunity to small-arms fireExplanation . Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a dozen rockets before going down note  On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on missile barrage, once again mirroring the Hunter-Chopper and it's mine spam.
      • The tanks in "Surface Tension" are nastier mainly because they can actually move, whereas in the original game they were basically glorified turrets (but still pretty dangerous.)
      • The Black Ops Assassins are much, much more agile and accurate than their Half-Life iterations, and now wield two silenced pistols instead of having only one. They can't throw grenades anymore, but trust us when they say they don't need to.
    • Security Guards will occasionally be armed with SPAS-12s and Colt Pythons as opposed to exclusively using Glock-17s, and can also fire while moving in a similar fashion to the revamped HECU. They're also now smart enough to back away from melee enemies like zombies. Python-packing guards can hold their own against almost anything short of an Alien Grunt, and are among the deadliest NPCs in the whole game.
    • Controllers were never a pushover to start with; they were highly mobile, attacked in numbers and had powerful attacks, thus earning many players' hatred in the original game. The devs of Black Mesa took this a bunch of steps further: not only are they much more numerous and their attacks even stronger, but they can force the otherwise-peaceful Vortigaunts to attack and they have the ability to throw physics objects at the player, including explosives. In later stages, they even get smaller versions of their master's invulnerable Deflector Shields. This, combined with the much more evident cruelty they display towards their Vortigaunt slaves, makes them veritable Hate Sinks.
    • The Nihilanth was akin to a Puzzle Boss in the original game, relying upon teleporting the player away from him and getting progressively weaker as the fight went on, with the puzzle needed to actually render him vulnerable being extremely simple. Here, he's lost most of the Puzzle Boss aspects but has become far more aggressive, teleporting in cars and chunks of Black Mesa to attack the player with, shooting death rays, raining explosive projectiles from above, and even causing gigantic rock formations to emerge from the ground to box the player in. And while he loses some of these as the fight progresses, the remaining attacks happen with increased frequency, making each one come off as a Desperation Attack.
    • While on Xen, crates full of supplies will occasionally teleport near the player's location, with some of those drops serving as legitimate life-savers. The implication is that the science crew back in the Lambda Complex are tracking Freeman and sending help where they can, as opposed to just disappearing from the story.
  • Adaptational Jerkass: Hunter, the security guard stationed at the Supply Depot in Level A of the Lambda Reactor Core is much more abrasive towards Gordon than in Half-Life, as is one of the scientists stationed there as well.
  • Adaptational Early Appearance:
    • Barney Calhoun, Eli Vance and Isaac Kleiner, major characters introduced in Half-Life 2, replace the guard banging on the door (according to Blue Shift) and two of the generic scientists from Half-Life. Eli is the scientist who sends you up to call for help and Kleiner greets you in the Spectrometer control room, then walks with Gordon to the elevator, also taking the role of one of the scientists panicking over the exploding machinery; their placement was based on comments by the series' writer, Marc Laidlaw, and the fact Eli states that he is the one who sent you to the surface.
    • Upon taking the portal to Xen, the Nihilanth makes a quick cameo, having not appeared in Half-Life until the finale level in which he was fought.
  • Adaptation Distillation:
    • Quite a few areas have been removed or combined, mostly the vent maze from We've Got Hostiles, as well as parts of On A Rail that were thought by the developers to drag on too long and add nothing. Surface Tension was originally cut in length, but that was more due to one of the developers quitting in the 11th hour and leaving a chunk of it unfinished; an update patch to the 2015 retail release eventually added in the missing portion of the chapter, although even the finished version is missing a few segments (such as a World War 1 esque trench battle with the Marines, as well as another encoutner with tentacles (which, due to there not being a convenient rocket engine to fry them, means you have to sneak past.) ''Hazard Course'' was removed completely, because it was felt to be a waste of resources. A few shown materials from the 2008 trailer were cut without explanation, such as the M4A1, which replaced the MP5 in the HD models pack for Half-Life 1. A modder also restored the M4 for the Black Mesa Animation Revamped skin pack.
      • For fans who want the full experience, mods are available restoring the cut sections; Vent Mod restores the We've Got Hostiles vent maze, while the Loop Mod and On A Rail: Uncut re-add the removed portions of the chapter. A fan-project has also re-created the Hazard Course, and it can be found on the Steam Workshop.
    • Another subversion occurs with the Early-Bird Cameo of Xen from the moment of the resonance cascade, which was fully restored to the game when the Xen chapters entered public beta.
    • Gordon never teleports from Gonarch's Lair to Interloper, instead taking a more direct exit between them.
    • A minor example, but there was one particularly annoying puzzle in "Residue Processing" involving three conveyor belts with crushers. Not only did you have to pick the right one, but had to flip a switch to stop the crushers and run through in a very short period of time, and if you stopped the crushers in the wrong position you'd be unable to get past due to one or both blocking your way. This entire puzzle has been excised from Black Mesa, and, unlike the other changes, no one seems to miss it.
    • In the 1.5 Definitive Edition, Power Up was reworked, moving the power generator right up next to the tram turntable, all but removing the Gargantua Chase Scene and forcing the player to go that way first (so they could identify what they actually needed to do).
  • Adaptation Expansion:
    • Other areas in the Facility (most notably Sector G Hydroelectric Dam and Sector E Biodome Complex) have been significantly expanded, along with extended NPC reactions and why quite a few of them can't come along with you (for example, the first security guard stays to attempt to contact the surface, a scientist in a dumpster craps himself when he sees a headcrab fly at him, the scientists in Office Complex are either too cowardly, or can't leap across the broken elevator shaft, et cetera, et cetera).
    • There are also female scientists this time, something that was left on the cutting room floor of the original game.
    • The Laser Hallway building in Surface Tension is greatly increased in size and there's even MORE mines in it than before. As part of Update 1.0, Surface Tension received a gameplay overhaul, which included even MORE trip mines in the warehouse.
    • All of the chapters taking place in Xen, from Xen to Nihilanth have been expanded significantly. Half-Life was a well known for its Disappointing Last Level (it was even the original Trope Namer, "Xen Syndrome") and Black Mesa has sought to rectify that; Where Half-Life's Xen chapters could be played within an hour, Black Mesa's take on the chapters now take about four-six hours, assuming you don't explore. New areas include overrun expedition labs and lush swamps. New enemy variants also appear, including two new species of Houndeye and ZEV (HEV Zombies), and a couple of sections are dedicated to puzzles which are completely seamless with the new environment. Plus, in addition to the healing pools from Half-Life, energized blue crystals appear which charge up the HEV suit just by standing near them.
    • Gonarch's Lair deserves a mention as well — the Boss Battle with the Gonarch now lasts the entire chapter, with there being several crystal formations, lakes, and caverns which the titular creature chases Gordon through.
  • Adaptational Heroism: While players familiar with Half-Life 2 onwards already know that the Vortigaunts are nowhere near as malevolent as they seem, Black Mesa takes pains to show that they really were in a bad way before Gordon killed the Nihilanth, emphasizing their sympathetic traits. In the original game, the Vortigaunt slaves in Xen would attack Gordon Freeman on sight... except in the first area of the factory, where they would only retaliate if Gordon attacked them first. In Black Mesa, the Vortigaunt slaves in Xen are clearly shown to be oppressed and will never attack Gordon unless explicitly controlled by an Alien Controller, and they even help him progress by shutting down forcefields and alarms. In general, the "Slave" part of their HL1-era namenote  is played tear-jerkingly straight. The very first time you find any Vorts in Xen, they're being brutalized for no reason by a pair of Alien Grunts, several Vorts crying and begging for mercy. Throughout the remainder of the game, you can find plenty of evidence of their sorrowful state, and The Reveal that Alien Grunts are merely Vortigaunts who have been twisted into hulkish monstrosities only drives the point home. The Vortigaunts are being forced to operate the machinery that is turning their kin into horrible monsters, and given their shared consciousness, odds are they know it.
  • Adaptational Sympathy:
    • While the Gonarch is significantly more aggressive toward Gordon here than it was in the original game, it's actions are given more nuance in Black Mesa, as the Boss Battle with it lasts the entire chapter, during which Gordon not only kills many of its offspring, but also tears apart its nest trying to find a way to the Nihilanth's tower. It even tries to retreat during its final confrontation with Gordon, only for its strength to fail, forcing it to fight Gordon to the death. Additionally, its introduction has Gordon be immobilized by an energy beam from the Nihilanth's tower, subtly implying that the Nihilanth deliberately provoked the creature into attacking Gordon.
    • Since Half Life 2 confirmed that the Vortigaunts are indeed the Nihilanth's slaves, Black Mesa goes out of its way to emphasize this so that we sympathize with the Vorts — they are forced to live in slums, are regularly beaten by Alien Grunts, and it's eventually revealed that they are forcibly converted into Alien Grunts. Additionally, they only attack in Xen if forced to by Alien Controllers, becoming immediatley docile once the Controllers are dead. You even get an achievement for not killing a single Vortigaunt in Xen.
  • Adaptational Villainy:
    • Played with for the HECU. While they have more villainous moments here, such as joking about raping female scientists in the 2012 mod release, they also have sympathetic moments later on, when overwhelmed soldiers plead desperately for help against the aliens. Suffice it to say, they have more personality overall.
    • Played straight with the Alien Grunts and Alien Controllers. In the original game, Grunts never attack Vortigaunts, and the relationship between Controllers and Vortigaunts was only subtly implied. In Black Mesa, a Grunt is shown beating a sick Vortigaunt to a pulp on Xen, while the Controllers explicitly force the Vorts to attack the player.
  • Adaptational Wimp:
    • The first alien grunt in Questionable Ethics originally needed to be unleashed from its pod in order to get past the room. Now, Gordon has the opportunity to euthanize it with fire, electricity, toxins, or just leave it trapped since the door ahead is no longer locked.
    • The HECU Osprey. It was originally capable of deploying four grunts at a time, and would do so constantly, flying around and rapidly filling the area with soldiers. Here, it can only drop two of them at a time, and it takes longer to do so; coupled with the RPG's improved handling, it's far easier to take down the single Osprey that you actually go toe-to-toe with.
    • Alien Grunts in general. In the original Half-Life, they were very accurate, would spam their hornets constantly, and could often do so from around corners where the player couldn't return fire. In Black Mesa, they can be instantly killed by a well placed crossbow bolt, and their hornets are far less accurate with their homing. They also have lost their ability to fire around corners. An agile enough player can quite literally duck and weave their way through an entire volley from a Grunt's hive-hand!
  • Adapted Out:
    • The Leech enemy from Half-Life is absent here.
    • The HECU Artillery gun from the dam segment of Surface Tension is gone, with the primary opposition instead being several squads of Marines and the Apache.
    • The Alien Turret seen at the end of Forget About Freeman has been replaced by a couple of HECU Sentry Guns.
    • There's no manta-ray riding segment in Interloper. Instead, the chapter opens up with what's left of the tentacle corridor leading into the Vortigaunt ghetto.
  • Alas, Poor Villain: Compared to their Half-Life depictions (where they were no more than additional Mooks to shoot at), Black Mesa, especially the Steam release, will make you feel sorry for the HECU Marines once the tide is turned against them. Of particular note is one heartbreaking conversation between a mortally wounded soldier and a Corpsmen heard on the radio near the conclusion of Surface Tension.
  • All Deserts Have Cacti: Inverted. While the 1.0 release did feature plenty of cacti outdoors, they were all but removed in the 1.5 Definitive Edition. Lead level designer Chon Kemp explained that the reason behind the removal was that the type of cacti seen previously was not native to New Mexico.
  • Alternate Reality Game: The "Pizza Code" mystery. Initially believed to be a simple Easter egg ("The Pizza is a Lie!"), a number of cryptic hints and puzzles were found scattered throughout the game. As forum users made progress solving puzzles, more layers were discreetly revealed by the developers, revealing a plot about a paranoid researcher smuggling nuclear materials into his private lab via pizza deliveries for some secret project. For a sense of how in-depth the ARG is, it was first discovered in 2011 and has yet to be finished.
  • Ambiguously Gay: The scientist who complains about those ridiculous ties and other fashion faux pas. At first, you might think he's just very fashion-sensitive, but then he clinches it with this line to Gordon:
    "I say, that suit certainly flatters your fundament."
  • Anti-Frustration Features:
    • The train tracks in Power Up and On A Rail will no longer electrocute you when you stand on them, and the cart will automatically decelerate to a standstill if you dismount/are knocked off it while it's moving.
    • During the sequence where you defeat the Gargantua in Power Up, there's no risk of accidentally walking between the tesla coils and getting electrocuted, since the coils don't exist any more and the Gargantua is electrocuted through wires it gets tangled in.
    • Following this, the player was originally required to drive a train out of a siding onto the turntable, run all the way up to the control room to rotate said turntable towards the exit, and then return. In Black Mesa, the injured guard in the control room manages to muster up enough strength to activate it for you.
    • Residue Processing provides a lot more ammo than in the original's Drought Level of Doom, giving more leeway in ammo usage as well as for disarming traps.
    • The Long Jump module received a massive overhaul in preparation for the Xen chapters, which ensure that any jumping sections within the border world are far less aggravating than they were in Half-Life:
      • Activating the module is now performed by double-tapping the jump button while using directional keys instead of holding crouch and jump; a more simplified activation method that all but eliminates the loss in jump distance that would otherwise occur when jumping from a crouch.
      • With this new input layout comes the ability to use the module omnidirectionally, which not only offers greater control over player mobility while navigating Xen's floating islands but also allows the module to fulfil more combat-centric applications, allowing the player to quickly and more effectively sidestep and backpedal out of harm's way. Mastery of this movement is mandatory if you're going to stand a chance against Xen's bosses.
      • By tapping any directional key while in the middle of a long-jump, the player can activate jets to influence their mid-air trajectory in that direction once per-jump. This grants the player the ability to either correct an off-course jump or prevent themselves from overshooting their intended target.
      • To top it all off, the module comes equipped with a set of landing jets, which completely negate the effects of fall damage - one of the more common avenues of death while navigating Xen in Half-Life.
  • Armies Are Evil: This game increases the villainy of the original game's HECU, which was already a group of evil assholes. The US Marine task force attempting to cover-up the disaster at Black Mesa, the "Hazardous Environment Combat Unit" is unilaterally portrayed as monstrous, callously joking about raping female scientists at the least note  and murdering defenceless old men begging for help at the most. The situation is made even worse by the fact that, at first, they are expected as a relief and rescue force by the people trapped in buildings and bunkers infested with alien monsters. The soldiers make full use of this, drawing in the scientists before executing them.
    • That being said, one marine in the Rocket control room expresses discontent with shooting civilians, either on moral grounds or because he thinks it's a bad idea. He even wonders out loud who ordered them to open fire on civilians. The marines also really hate Freeman because he's killing their comrades, though this also is a form of Moral Myopia because he's doing it out of self-defence.
  • Art Evolution:
    • This game's art style is noticeably more grounded and realistic than the original Half-Life's.
    • The Marines now use more appropriate vehicles (the Bradley was replaced with a LAV, the F-16s were replaced with AV-8B Harrier IIs, Humvees are also present with the trucks) and wear more realistic looking uniforms (the "powered combat vest" was replaced with modern plated body armour and they no longer wear balaclavas). The various mortar pieces throughout Surface Tension were also replaced by TOW missiles, and the weird double turrets in On A Rail were replaced with normal M2 Browning machine guns.
    • Alien Grunts have been slimmed down significantly; they're still muscular and tall, but they don't look borderline cartoonish like in Half-Life. Their armour also covers more of their body, namely more of their lower stomach and legs, making their designs look a bit more sensible, as presumably, they'd still need free space around their third arm.
    • The Vortigaunts now have their HL2: Episode 2 shiny athletic look, as opposed to their original, cretin look. They also don't hunch as much and are taller.
    • Zombies now come in Security Guard, HECU and HEV variant, the latter two dubbed by Crowbar Collective as the ZECU and ZEV respectively. In Half-Life, Security Guard Zombies only appeared in the Gearbox Expansions Opposing Force and Blue Shift, while ZECU were exclusive to Opposing Force. The ZEVs an entirely original enemy added to Xen. In addition, headcrabs can now detach from defeated Zombies if the elimination method didn't involve a headshot, a feature in Half-Life 2 that was supposed to be implemented in the original Half-Life, but was ultimately cut due to being too complex.
    • The Black Mesa facility is much more sensibly designed, somewhat averting Half-Life's blatant cases of No OSHA Compliance. The box smashing room is now clearly a shipping room.
    • There are small but nice touches made to the design of some of the weapons. A prime example is the SPAS-12 Shotgun: in Half-Life, the secondary fire of the SPAS-12 would cause it to fire both barrels at once, at the cost of accuracy and pump time. The problem? The SPAS-12 didn't have two barrels (unless the ammo tube was supposed to be the second barrel, but that would leave no room for the ammo). Black Mesa changes this so that, instead of firing both barrels at once, the secondary fire simply fires two shots in quick succession, which is possible with a real-life SPAS-12note . Gameplay-wise, it amounts to the same thing, but the attention to detail is certainly appreciated.
    • Nearly anything that causes gibs (besides explosions) will vaporize the gibs after a set amount of time (namely, the sterilizers in Questionable Ethics and the Gluon Gun). This is due to the Source engine having a hard limit on objects.
    • Xen is vastly improved; it's gone from a blocky disappointment to almost 100% Scenery Porn, and now contains much more evidence that the scientists have been exploring there.
  • The Artifact: In the original game, at the start of Residue Processing, there is a security guard who shoots at nearby headcrabs, only to immediately get eaten up by a barnacle (Gordon at this point had his weapons removed and only has a crowbar). This is how he reacquires the 9mm pistol. Here, the security guard doesn't even bother shooting at those headcrabs and gets instantly killed the moment he touches the barnacle's tongue (the Source engine's barnacle does this with all its victims). There's a pistol placed in the general area, with more ammo provided to boot, rendering this all completely pointless.
  • Artifact Title: For a long time in the development stage, the mod was titled ''Black Mesa: Source". The "Source" part was removed after a request from Valve, but many still refer to it by this name, and the mod's official site has remained registered in that name.
  • Artificial Atmospheric Actions: Lampshaded by a pair of scientists shortly before the Resonance Cascade:
    Male Scientist: "I've got two PhDs and an Oersted medal, yet I find myself doing work best suited for an intern!"
    Female Scientist: "Please. You do very meaningful work here."
    Male Scientist: "Really? Push that button! Walk over here! Push this one! Stand and stare at the screen! Walk back over there! Push another button! Again! [...] I don't know how much longer I can abide these perfunctory tasks. I need more time for myself!"
  • Artificial Brilliance:
    • The HECU Marines. They flank, use teamwork, throw grenades to flush you out, and cover each other just they did in Half-Life. However, Black Mesa's HECU don't depend on hard scripting to perform those actions like their predecessors, so they can run and shoot at the same time and are even more accurate with their automatic weapons.
    • All enemies are significantly smarter, not just the marines. Even Vortigaunts will use basic squad tactics, like covering each other and flanking.
    • In Power Up, you could escape the Gargantua in the first game through a door while he was distracted with killing HECU marines, and it would forget about you until you wandered in again. Not this time. The monster goes right to the door you went through after its killing spree and actually reaches in with his flamethrowers if you're near it. Suffice to say, a lot of players got burned by that one unexpectedly.
  • Artificial Stupidity: Similar to a bug found in Half-Life 2, it's possible with proper timing to sneak past the Apache Helicopter by holding an oil barrel in front of you, and, like in the first game, enemies were oblivious to targets that suddenly hid in front of them, and comrades killed behind them with a noisy weapon. This can also apply to the marines at random intervals, as they will sometimes drop all pretenses of intelligence and run around blind corners in single file, right into your line of fire.
  • Artistic License – Military:
    • Averted from Half-Life. Contrary to their appearance in Opposing Force, HECU Marines will refer to their medical personnel as Corpsmen, who are specially trained U.S. Navy personnel detached to fight and serve as part of the Marines.
    • Played straight, however, with the AH-64 Apache, which again carries over from Half-Life. In contrast to the M2 Bradleys being replaced with LAV-25 APCs, the HECU, explicitly said to be US Marines, are shown using the Apache. In Real Life, the Marines use the Bell AH-1W Supercobra and its successor, the AH-1Z Viper.
  • Ascended Meme: One popular fan video from the earliest version of the mod, entitled "Black Mesa Source Silliness", contains a running gag of the player going to great lengths to secure a random prop of a pepperoni pizza found on a counter in "Questionable Ethics," culminating in him taking it to the then-current end of the game, the portal to Xen. The retail version of the game actually encourages this, awarding an achievement "Pepperoni Precipitation" if the player succeeds in taking the pizza all the way to the Nihilanth's Chamber.
  • Ass Shove: ''Black Mesa'' finally answers the question of how Gordon gets the Hive-Hand onto his arm. Let's just say nobody walks out of this one looking pretty. If the player gets it onto his arm while a security guard is around, he’ll have something to say to you.
”When you guys say anything for science, boy, do you mean it!”
  • A-Team Firing: Averted; the HECU are pretty good shots, which will come as a nasty surprise for people expecting the usual MO of Half-Life enemies to be ineffective at long range. This also goes for the security guards.
  • Awesome, but Impractical: Snarks were this initially, even more than the base game. The idea of using little alien bugs to rip your enemies to shreds for you is cool, but the throwing distance is so short that, unless you're doing it from the high ground, they're more likely to attack you than your enemies, and are slower than they were in Half-Life, as well as less damaging. One achievement requires killing at least 10 enemies with snarks. Later patches would try to fix this, such as snarks being thrown much further.
    • The double-barreled shotgun blast can do a LOT of damage and can straight up one-shot most standard HECU grunts and, if RNG-esus is on your side, Voritgaunts. Problem is, the fire rate is worse than the regular shotgun blast, and you have to get really close and personal in order for it to even have a chance at doing any damage. Not to mention taking up two whole shots of your precious shotgun ammo.
  • Balance Buff:
    • The MP5 is a mixed case. Its 40mm grenades don't do as much damage and have a smaller blast radius, it doesn't have it's fifty round capacity like it did in Half-Life — now replaced by an ordinary 30-round mag — and its reserve ammo was cut down significantly (from 250 rounds to 150, and from 10 grenades to 3), while also suffering from considerable recoil when fired in long bursts. Despite these drawbacks, the retooled MP5 is compensated with a faster rate of fire and drastically improved accuracy (especially if fired in 3- or 4-round bursts), the latter thanks to its bullet spread being based on bloom as opposed to a fixed cone. Additionally, its damage-per-bullet is now equal to the Glock as opposed to being less (appropriate, given that both weapons share the same ammo pool) and its grenades now travel much faster through the air.
    • The Colt Python got a significant buff. Ammo for it is far more common than before and its iron sights add a slight zoom effect. The only drawbacks are a slightly longer reload speed and the halved reserve ammo capacity, which don't really draw from the improvement of its practicality.
  • Beauty Is Never Tarnished: The Black Ops Assassins, girls in skin-tight suits, don't gib.
  • The Berserker: Alien Grunts in Black Mesa are more willing to get up close and personal with the player, being willing to charge them if the distance is short enough. This seems to overlap with some of their scripted encounters; at one point an Alien grunt is shown throwing a HECU Marine straight through a brick wall, and another mauls a security guard in a vicious Sound-Only Death.
  • Black Comedy:
    • In the form of a Brick Joke; in "We Got Hostiles", one of the VOX announcements calls the Service Team to the elevator in Sector C. As in, the one that just fell hours before.
    • At one point during Unforeseen Consequences, a scientist gets killed when a ladder hits his head after falling off of it.
  • Bland-Name Product:
    • "Tittles" instead of "Skittles", "Nekid Fries" instead of "French Fries" and "Coca-Bola" instead of "Coca-Cola". On the more creative end of the spectrum are "Alpine Hue" (Mountain Dew) and "Rambler's" (Walker's, or Lay's in the US).
    • There's a workshop in Black Mesa with a DeWALT chop saw with a "DeWOOT" logo.
    • The Black Mesa SUVs are modelled after Jeep Cherokee XJ's with "JOOP" badges.
    • Several flatscreen TVs (notably those seen during Questionable Ethics) possess "FONY" logos.
  • Bloodier and Gorier:
    • The added detail available from the new Source engine allows for unprecedented levels of gore in Black Mesa. Along with the usual blood splatters from kills, almost every enemy can be gibbed by explosions or especially powerful weapons, while blood (both human and alien) and Bullsquid acid will regularly splash on Gordon's arms and weapon in disturbing detail should he be injured, attack an enemy up close, or get caught in an enemy's gibbing. Dismembered body parts also litter Black Mesa.
    • There's the poor guard and scientist who are the victims of an overcharged Tau Cannon. The guard's limbless torso is 20 feet away and his smoking boots are standing in the middle of a massive puddle of blood, blood is splashed all over the walls and floor, and bits and pieces of the scientist next to him are scattered around.
    • Should a headcrab zombie have their headcrab shot off, not only are you treated to a far more detailed look at what happens to a person's face upon being a victim of a headcrab, but you also get a good look at the insanely detailed part of their skull that has literally been eaten away, revealing exposed brain matter. Jesus.
  • Body Horror: The headcrab zombies are now very detailed. You'll wish they weren't.
  • Bowdlerise: The retail release of the game replaces the creepy, lustful conversation from the marines in the Sector E lobby into one where one of them attempts to read a Latin logo.
  • Brick Joke: In what was a throwaway line in the original Half-Life, a scientist in the Lambda Labs mentions that survey teams sent to Xen to collect samples were themselves collected by the Xenians. He wasn't joking; near the end of Interloper the player can see glass tubes where scientists, computers, and various personal items are being stored by the Xenians for study.
  • Bring My Brown Pants: The scientist you encountered in the dumpster in Half-Life now has a reason for not going with you - he soiled his pants when a headcrab leapt at him.
  • But Thou Must!: By acting quickly enough, it is possible to save the Osprey Goose 4 that's stuck refuelling in Surface Tension. However, this breaks the AI marines, who then stand around doing nothing, and it's not possible to proceed further into the level until the Osprey is destroyed.
  • Call-Forward:
    • Two instances reference brick jokes in Half-Life 2:
      • The guard that escorts you from the tram to the Sector C security checkpoint mentions that Barney's bar tab is past due and he's dependent on others to buy him drinks. When you first meet Barney in HL2, he mentions that he owes you a beer. This, in turn, was a reference to the security guards' comments in Half-Life 1, pre-disaster, where they'd say "Hey, catch me later and I'll buy you a beer."
      • After you blow up the casserole in the break room, a scientist mentions that they'll never hear the end of this, while a security guard encourages Gordon to leave quickly, mentioning "That was You-Know-Who's lunch". In Half-Life 2: Episode 2, you meet the supposed "You-Know-Who"; Dr Magnusson, who is still mad at Gordon for this incident, over 20 years later and after the collapse of human civilization.
    • The game has female scientists alongside the male ones. While the male ones retain their vocal and sometimes visual resemblance to Dr. Kleiner, the females all but shout "Dr. Mossman" in theirs.
    • The dev teams seem to have made an effort to justify Freeman's One-Man Army reputation from Half-Life 2. The scientists in Questionable Ethics are in awe of you fighting off a HECU ambush, and one of the scientists in the Lambda Reactor Core's Supply Depot outright calls you a "knight in shining high-impact reactive armour".
    • As in Half-Life 2, Headcrabs now have a chance of surviving the death of their Zombie host to continue attacking Freeman, unless said Zombie was killed via headshot.
    • Vortigaunts now vocalise and communicate in Vortigese, as opposed to the animalistic chattering of Half-Life.
    • You even meet Isaac Kleiner and Eli Vance before the Resonance Cascade and briefly afterwards. Kleiner becomes fascinated by the first headcrab that teleports in, and it's heavily implied that this headcrab will go on to become Kleiner's pet Lamarr in Half-Life 2. There's even a portrait of Hedy Lamarr (the source of said headcrab's name) in one of the offices in Office Complex.
    • Security guards will occasionally scream "MY ARM!" or "MY LEG!", as the rebels did in Half-Life 2.
    • In an Easter Egg location in Surface Tension, you can find Dr. Breen's poorly spelled, drawn plans for world domination, which involves befriending aliens and getting them to build him a huge tower, seemingly predicting the Combine and their Citadel in Half-Life 2. You also learn that he really, really, really doesn't like Dr. Vance.
      Eli cant come [inside my big tower] cause hes a stupidface.
    • The last portion of the chapter Xen features an expanded version of the teleportation activation sequence in Half-Life, set in an alien facility which bears a remarkable similarity to (and contains a very similar puzzle from) the Citadel Reactor Core in Half-Life 2: Episode One.
    • During the latter portion of the chapter Interloper, you'll encounter green crystals which infinitely recharge your supply of Depleted Uranium-235 (which fuels Gordon's Tau Cannon and Gluon Gun), alongside the revamped Xen Healing Showers which now recharge both your health and suit energy at an astounding rate. These respectively call forth technologies seen in the Citadel near the conclusion of Half-Life 2, the former with the Confiscation Field (which supercharges the Gravity Gun into its Dark Energy-infused state) and the latter with the unique interaction with the Combine Wall Chargers encountered during that same segment.
    • The entirety of Xen is, in many ways, calling forward (and inspired by) the design philosophies of Half-Life 2. The most evident is the "see the destination" guidance method Valve used, making the Combine Citadel visible throughout the game as a reminder of the player's purpose. In Xen, the equivalent of this is the ominous, towering structure housing Nihilanth and the Alien Grunt factory. It comes progressively closer into view as the player travels across Xen, and eventually, you are required to scale it from within. In addition to making Xen seem smaller, this also gives the alien dimension some much needed visual coherence, since it's no longer a disconnected set of isolated maps but more like an actual place you can understand.
    • The revamped Gonarch's Lair is in many ways similar to the Victory Mine from Half-Life 2: Episode 2: both involve you running through the nest of an arthropod-like alien species while being pursued by the dominant individual in the nest, culminating in a fight where you are heavily dependent on the surrounding cover to survive.
  • The Can Kicked Him: The scientist having trouble on the toilet during Anomalous Materials. Come Unforeseen Consequences he is revealed to have been turned into a headcrab zombie the following cascade.
  • Canon Foreigner: The Xenian chapters add several new enemy variants, including two new variations of Houndeye, an amphibious barnacle that drags the player underwater, and the ZEV (HEV Zombies).
  • Catch and Return: Due to the game's shiny new physics systems, you can pick up frag grenades thrown by HECU Marines and send them back the way they came. You even get an achievement for killing a grunt with his own grenade.
  • Chase Scene:
    • Black Mesa retains the two Gargantua chase scenes in Power Up and Surface Tension, although in the 1.5 Definitive Edition the former has been all but removed as the chapter was reworked.
      • Taken Up to Eleven in Interloper, which greatly expands the short altercation with a Gargantua in Half-Life into an island-hopping escapade which sees you running from an entire horde of the monsters.
  • Cherry Tapping:
    • Required in the first part of Unforeseen Consequences - you don't get a Crowbar right off the bat. Instead, you need to chuck flares at the zombies to set them on fire and/or get them into the accompanying Security Guards line of sight.
    • An achievement requires that you get killed by a headcrab. Another requires being ripped to pieces by your own snarks.
    • Another achievement is awarded if your killing blow on the Gonarch is made with the crowbar.
  • Classic Video Game "Screw You"s: Shortly after getting a crowbar, you have to smash through a pile of rubble. One dev thought it would be funny to place an explosive crate there.
  • Cliffhanger: Prior to the release of the Xen chapters, both the 2012 and 2015 Black Mesa releases ended with Gordon jumping into the teleporter to Xen at the end of Lambda Core.
  • Collapsing Lair: Two examples:
    • The final segment of Gonarch's Lair, in a similar manner to the original game, is demolished during the fight. Towards the end, the ceiling collapses and sends you into the bottom of the arena. The Gonarch tries to flee as this happens, only for its strength to finally fail and send it hurtling to the bottom, where the now horribly wounded creature continues to try and kill Gordon until it is finally put down.
    • The Nihilanth's tower outright explodes after its owner is defeated. Justified, though, as this is the result of the psychic backlash from the Nihilanth exploding.
  • Combat Medic: Correctly called "Corpsmen" in this game, these are a new class of HECU Marine carried over from Half-Life: Opposing Force. Like their predecessors, they will heal fellow HECU Marines should they get wounded in the field. Unlike their predecessors, the corpsmen are armed with the same weapons as regular HECU Marines (MP5s and SPAS-12s as opposed to Glock 17s), and are just as competent as them.
  • Composite Character:
    • Instead of Freeman facing off and destroying three different AH-64 Apaches in Surface Tension, here Freeman only fights one helicopter twice: first at the Sector G Hydroelectric Dam, where it gets heavily damaged and retreats, is then seen flying around during the drainage pipe segment and is finally finished off with the RPG during the cliff standoff.
    • The balaclava shotgunner soldier is merged with the standard gas mask soldier, who are able to use both the submachine gun and shotgun (alongside their newly introduced corpsmen). The grenadier soldier is merged with the commanders, who are the only ones able to use the submachine gun's grenade launcher.
    • Certain Security Guards equipped with the revolver might be the closest thing Black Mesa has to Otis.
  • The Computer Is a Cheating Bastard:
    • HECU Sentry Turrets have unlimited ammunition... unless you grab one, which will reprogram it to your side (or rather to "shoot everything" mode), and then it will run out of ammunition after a few bursts.
    • Instead of using the shotgun in pump-action as done by the player, the HECU grunts are somehow able to fire it in semi-auto.
  • Continuity Nod:
    • A security guard also tells Gordon to say "Hi" to Dr Cross, the HEV suit training instructor and one of the main characters in Half-Life: Decay.
    • On one of the bulletin boards is a note from Otis that Security Desk B3 needs more donuts, Otis being the fat security guard NPC introduced in Opposing Force & Blue Shift. You even find one instance of him holding a donut instead of practising at the firing range in Blue Shift.
    • In Surface Tension, the Osprey unable to takeoff is code-named "Goose 4", a reference to Half-Life: Opposing Force, where the "Goose" designation was first used to denote specific Ospreys.
  • Creator Cameo: Much like the original Half-Life development team did, Crowbar Collective members take their place with their names on lockers and on desk nameplates. In particular, the upstairs offices in Questionable Ethics not only have nameplates but also photographs of the devs and references to their roles, such as a 3D modeller having an unfinished model of a Harrier jet on their desk.
  • Critical Existence Failure: Averted with the Gonarch - while she spends most of her Boss Battle shrugging off everything you fire at her, at the midway point of the fight, she starts to limp after falling at least three stories when a crystal shatters the webbing she had been standing on and loses her grip on the pillar she was clinging to. From this point onwards, she no longer charges at you and instead resorts to firing huge amounts of acid.
  • Curse Cut Short: When an HECU tank crew notices an overhead Manta Ray flying straight for them.
  • Darker and Edgier:
    • Half-Life suffered from not having graphics advanced enough to properly portray the horrific events taking place at the Black Mesa Research Facility. Let's just say that this has been… rectified.
    • Once Black Mesa's security system gets taken over by the military early on in We've Got Hostiles, VOX becomes an angry, robotic and threatening male voice which punctuates every single word it says, remaining as such for the rest of the game. This is in stark contrast to the calm and somewhat human-sounding female voice (which, unlike the former, speaks mostly in full sentences) you hear up until that point.
    • Unlike in Half-Life, when approaching the elevator in Unforeseen Consequences you can't just break the glass on the elevator doors — no crowbar yet. You have to press the button and crash it. And this time, you can hear the trapped scientists - one's screaming for help, another's sobbing that she doesn't want to die. Then they hear the elevator try to start…
      • The original scene was considered an unintentionally funny moment due to the limited animation depicting the scientists in the elevator standing up straight and motionless like British Royal Guards while falling to their deaths. In some cases, they would even greet the player as they're falling. With better graphics and models, the scientists can now be seen fallen over and more life-like, making the scene more dark and sad.
      • You can backtrack, grab a physics object, and break an elevator window with it, but as soon as you crawl through, the elevator comes right down.note 
    • Gordon's seemingly effortless transformation into a killing machine even gets some acknowledgement from NPCs.
      Scientist: (while being escorted through a room formerly full of soldiers) Look what you did!
      Security Guard: Holy shit.
      Scientist: I... can't believe what you did!
    • Half-Life's Questionable Ethics is a brightly lit, relatively clean level without too much devastation or damage, with a greater focus on combat with the HECU. Black Mesa's version of the chapter is a dimly lit parade of nightmares laced with pitch-black humour.
    • Xen has this with the latter portion of the chapter Interloper. In Half-Life, you were generally running through an alien warehouse doing generic stuff. Come Black Mesa, and this section has now become a full-on Vortigaunt to Alien Grunt conversion factory, including a part where you land on what can only be described as the ones who didn't make it.
  • Death by Adaptation:
    • A scientist in Unforeseen Consequences, in his attempts to save a fellow colleague from being pulled into and eaten in a vent, falls backwards and gets hit on the head by the same ladder he was standing on.
    • The scripting in Black Mesa in general is tighter than the original Half-Life. As a result, a number of NPCs in lethal situations who could originally be saved in the latter through minor exploits or simply having really fast reaction times, are now impossible to be saved in the former.
  • Developers' Foresight:
    • As mentioned above under Ass Shove, the animation shown when first equipping the Hive Hand is... less than pleasant. If you save it until after you save a security guard to do it though, he has some comments to make about Gordon's "scientific procedure".
    • During the first battle with Gonarch in Gonarch's Lair, there's a floating island in the arena that contains a healing pool and a supply cache which the Gonarch cannot reach. However, should the player attempt to camp there, the Gonarch will first start shooting them and then throw chunks of the environment at them.
  • Dirty Coward: In Office Complex you can discover two scientists - Clifford and a woman - holed up in an office with a Barnacle blocking the entrance. As you walk in, Clifford shrieks "Take her! It's not my time!" He then refuses to come along with you if you ask. You can actually shoot him without the woman freaking out, provided that any accompanying guards don't see this.
  • Dumb Muscle: Consistent with the misspelled threatening graffiti in the original, there's an exchange between two soldiers in the lobby in "Questionable Ethics" where one of them tries to read the Latin motto on the wall, is told that it's Latin, and then grumbles dismissively about "foreigners".
  • Early-Bird Cameo: Half-Life 2 and its sequels featured headcrab zombies who had been chopped in half—often by you—but whose top halves were still alive and can crawl around. Black Mesa's version of "On a Rail" replaced the ominous wails of the damned with a lone halved zombie crawling across a grate ceiling.
  • Easter Egg:
    • Through use of the console, the VOX system can be used to say nearly anything.
    • On the diagonal freight elevator in Unforeseen Consequences, you can jump onto a walkway to the left before the elevator reaches the bottom to access a hidden room. There's a locked door there which is the only one in Black Mesa that still triggers an "access denied" announcement when Gordon tries to enter. Like in the original Half-Life, persisting makes VOX tell you the door is locked in many different ways, eventually asking "Will we do this all day?"
    • The multiplayer map DM_Undertow contains an edited version of the "Navy Seal" copypasta if certain conditions are met.
    • A hidden room in the first area of Gonarch's Lair contains a secret message from Barney Calhoun, as part of the Pizza ARG.
  • E = MC Hammer: While Half-Life's whiteboards were very guilty of this, Black Mesa averts it; its whiteboards are full of complex(-looking) equations, graphs, and notes, with enough variation that if there is repetition, it is not immediately obvious.
  • Elevator Action Sequence: The final part of Interloper, which has you riding an elevator to the Nihilanth's portal while fending off a veritable army of Alien Controllers.
  • Eleventh Hour Super Power: Towards the middle of Interloper, you will come across large green crystals that quickly replenish your supply of Depleted Uranium-235, giving you unlimited usage of the Tau Cannon and Gluon Gun.
  • Establishing Character Moment: Numerous enemy types, old and new, get these, or have existing ones expanded upon:
    • The first HECU soldier encountered in the game steps off an elevator and shoots up an unsuspecting scientist as usual. The scientist has added dialogue should Gordon take out the soldier first just to hammer in the fact that the soldiers are hostile.
    • The alien grunt first seen in Questionable Ethics is the subject of some Video Game Cruelty Potential lab torture, so this enemy's proper introduction is moved ahead a bit, where Gordon has to release a pair of them and they battle a squad of HECU grunts, all the while witnessing this from a much safer position.
    • Upon entering the lab in Xen, there are some HEV suits stored away in chambers. One of them happens to have a Headcrab on it. This one breaks out of its chamber.
    • The plant tentacles are first seen in a swamp in Xen, impaling an unaware Bullsquid. Explosive fauna located next to some help dictate to the player that they can be destroyed.
    • There's a note on a lab door that mentions variants of the Houndeye. One is smaller, glows, and tends to explode, as shown by a rushing horde. Another is large and is first seen ramming into a Bullsquid.
    • A relatively easy to miss example is the Beneathacle, an aquatic Barnacle, eating up an HEV corpse. It can be easy to miss due to the underwater view.
    • The first level in Interloper shows Vortigaunt slaves being abused by their Grunt equivalents, which help clue in the player that the slaves are docile in their homeworld. Later on, the Controllers appear and start brainwashing those slaves, turning them berserk.
  • Eternal Engine: The Residue Processing facility, with its conveyor belts, pistons, grinders and crushers. There's also the Grunt factory in Interloper, which is much, much more of an Eternal Engine than in the original game.
  • Evil Tower of Ominousness: Throughout the Xen level, you can see a huge tower hovering in the distance, with an enormous red portal over it that gives it something of an Eye of Sauron look. You finally reach it in Interloper, and spend much of the level making your way up through it. After you defeat the Nihilanth, it explodes.
  • Fan Remake: Of the original Half-Life.
  • Foreshadowing: Multiple added lines foreshadow the Resonance Cascade. There are a lot of scientists complaining about shoddy or unsafe equipment, albeit of a more mundane variety, while the player is first touring the facility.
  • Fix Fic: Some elements are changed to fit the Half Life canon a little better:
    • In Half Life 2, Barney's first line concerns the beer he owes Gordon, a reference to the Sector C labs' security guard dialogue about sharing a beer with Gordon after work. But these lines aren't said by Barney, who is canonically the guard originally seen at the start of the tram ride, and could not have made it to the Sector C labs before Gordon. This is rectified by having the guards instead reference the fact that Barney's bar tab is past due and that he relies on others to buy drinks for him.
    • Kleiner and Eli are based on generic NPCs — specifically the ones in control of the Anti-Mass Spectrometer and who tell Gordon to go topside for help. But the original game because of their generic NPC role, there hundreds of lookalike Kleiner and Elis that die by the dozen. Black Mesa fixes this by making two scientist NPCs from Sector C have unique models based on Kleiner and Eli, while every other scientist pulls from a different set of generic models.
    • Similarly, the scientist that gets fussed about the exploded microwave cassarole and would eventually become Magnusson uses Kleiner's model in the original game. In Black Mesa, neither are present in the staff lounge, and the NPCs instead mention that currently not-present "you-know-who" (Magnusson) will get extremely upset with Gordon's antics if he chooses to blow up the cassarole.
  • From Bad to Worse: The Emergency Broadcasts become gradually worse and worse. The first warns the public a disaster has occurred at Black Mesa and recommends evacuation of a 75-mile radius around the facility. The second increases that evacuation area and orders everyone to leave, while hinting that an infection is spreading from Black Mesa. The final one basically spells out an alien invasion is underway, that the U.S. military has gotten its ass kicked and the President is ordering Black Mesa nuked. It orders an evacuation of all of New Mexico.
  • Game-Breaking Bug:
    • Partially, as the devs have stated that some players randomly crashing at various points in the game, whether always at a specific position or just from playing for a while, is not their fault, but the Source engine's from being a bit overstressed by the game.
    • In the 2012 mod release, firing the Hivehand into the #9 portal in Level B of the Lambda Core (the one that kills you) will strip you of all of your weapons for the rest of the game, but this only happens if you decide to try it out for yourself. This was patched in the Steam release.
  • Gas Mask Mooks: Downplayed from the Half-Life. Commanders wear their crimson berets just like the original, but the rest of the marines will sometimes wear masks while others wear helmets, sometimes mixing in things like glasses.
    • Radio Voice: Those who do wear masks have radio filters over their voices that invoke this.
  • Gender Flip: The mod introduces female scientists to help mix up the variety of faces.
  • "Get Back Here!" Boss: The Gonarch is one in this version. Once you do enough damage it runs away, you have to chase it through a long cave system with a bunch of other enemies, as well as blowing up some of the exploding plants to clear the path. Curiously, the thing alternates between running away and attacking, requiring you to damage it more until it runs again. The whole thing takes about half an hour. While the original Gonarch did run away midway through the fight, but was a hell of a lot shorter battle.
  • Godzilla Threshold: The third and final Emergency Broadcast message found in Surface Tension offers a glimpse to the world outside of Black Mesa, and things are looking real bad. Since the HECU are unable to contain the alien invasion, the President has declared a state of emergency, ordered an immediate withdrawal of all ground forces, and begin immediate airstrikes over Black Mesa, and has ordered the entire state of New Mexico to be completely evacuated of all civilians ASAP. Things are getting so bad that the Emergency Broadcast also requests any civilian with any amount of military or firearms training to immediately report to a military officer, suggesting that the army is making an emergency recruitment effort to hold back the invasion.
  • Hollywood Silencer: The Black Ops Assassins wield silenced Glocks - or so it seems. While their gunshots play this straight, a look at their model reveals that they actually don't have silencers attached to their pistols. This is likely an oversight - or the developers didn't expect anyone to get a good enough look at them to notice, given how fast and agile they are.
  • Hungry Jungle: Unlike the barren rock landscapes in the original game, most of Xen is this in the remake, especially Gonarch's Lair.
  • Industrialized Evil: Much like in the original Half-Life, the latter half of the chapter Interloper takes place in a factory that creates Alien Grunts. While the process behind the manufacturing of Grunts was very vaguely hinted at in the original game, Black Mesa outright shows, in the most gruesome detail, that Grunts are created from Vortigaunts.
  • Infinite Flashlight: In place of Half-Life's auto-recharging (not so) Ten-Second Flashlight. It's quite a necessary change, as the game's environments are a lot darker this time around.
  • Interface Screw:
    • Taking damage causes a brief "chromatic aberration" effect that worsens with the severity of the hit.
    • A milder example: you'll notice Gordon's vision becoming slowly filled with static the longer you stay near high levels of radiation.
    • The Houndeye's attack distorts the screen and causes a tinnitus effect on the audio.
  • Jerk with a Heart of Gold: Hunter, the security guard with the Lambda Team. He writes you off and insults you when he first speaks to you, but if you follow the scientist's advice and restock at the armoury, he wishes you luck on your mission.
  • Kill It with Fire:
    • Before Gordon's obtains the crowbar, his only method of fighting (aside from letting a security guard do the shooting) is to set zombies on fire with flares.
    • Part of Gonarch's Lair involves setting fire to large swathes of the headcrab nests. Kill It with Water is also involved as you end up flooding a good deal of them too.
  • Klingon Promotion: Invoked. Sometimes when a Black Mesa Security officer shoots a zombie wearing a Security uniform, he'll state that it looks like he just got a promotion.
  • Lampshade Hanging:
    • The Emergency Shutdown button on the spectrometer control panel used by Gordon is offline, with a post-it note saying "Needs fixing ASAP" next to it.
    • The first (alive) security guard you encounter after the Cascade comments about the situation being "out of a Sci-Fi movie".
    • Sometimes scientists will occasionally snark to other NPCs about their tendency to repeat themselves.
    • One scientist in Sector C bemoans his daily chore of walking back and forth between computer screens and staring at them. Sounds a lot like the plight of any video game NPC controlled by scripted sequences.
    • Among the various messages promoting Black Mesa on the Trivision boards in the elevator lobby are two lampshading the facility's most notorious attributes:
  • Laser Sight:
    • An odd variant - the Black Ops assassins, when cloaked, can be tracked by their mono-optical goggles, which glow red.
    • HECU Snipers are still identified by their laser sights.
  • Leaning on the Fourth Wall: Early in the game (before the Resonance Cascade), a group of scientists can be heard arguing about the merits of reproducing an old experiment with modern technology.
  • Leeroy Jenkins: The security guard who rushes the tentacles in Blast Pit, armed with only a pistol. He gets gibbed for his trouble. Fittingly, his name was Leeroy Jenkins.
  • Like Cannot Cut Like: the hivehand weapon has no effect on the exploding Xen plants or other Xen obsticals. Why it can still hurt the Xen creatures is a mystery.note 
  • Ludicrous Gibs: While the NPCs and enemies sadly don't burst into chunky, high-flying gibs from falling a great height/repeatedly hammering their corpse with a crowbar/low-level explosions, it's made up for by individual body parts coming off by damage applied, and you can still see flying body parts with a liberal application of .50 cal turrets, direct impacts from an explosive of any kind, or point-blank shotgun blasts.
  • Made of Explodium: The infamous laser warehouse, for one. There are also exploding plants in Xen; a couple of segments involve tight locations with lots of those plants, where allowing any kind of impact will result in death. For added explodium, one of these such locations is also filled with tripmines and sleeping Houndeyes.
  • Marathon Level:
    • In the original game, Surface Tension was already the longest level in the game by far. Black Mesa expands on it, making it even longer. Prepare to spend at least a couple of hours on it.
    • Interloper is just massive, rivaling the updated Surface Tension in length.
  • Mind over Matter: Part of what makes Controllers in Black Mesa way more dangerous than their vanilla Half-Life counterparts is their ability to use telekinesis to lift stuff around them and toss it at you, dealing a hefty amount of damage if they hit you.
  • Mythology Gag:
    • The security guard stationed at the aforementioned security checkpoint berates Gordon for cutting his ponytail, which was present on his model in the original Half-Life.
    • The computer in the Sector C lobby that Gordon can fiddle with has a screenshot of a conversation between two of the scientists from Half-Life Source, conversing via their old generic dialogue lines.
    • Upon equipping the HEV suit, interacting with the "ridiculous ties" scientist in the locker room has him talk about the HEV Mark IIIs, which didn't have an optional helmet. One of the big debates about Half-Life concerned whether Gordon was wearing the HEV helmet that you saw on dead Lambda Team members since he was impervious to getting headcrabbed. note .
    • The same scientist also mentions that he designed the underwater breathing apparatus for the suit, but it didn't end up being used. This is a reference to an oxygen tank for the suit which was cut of the original Half-Life.
    • In Half-Life, the Anti-Mass Spectrometer's Stage 2 emitters consisted of three floating devices that spun beneath the central unit, though no explanation is offered for how these devices were floating there in the first place. In Black Mesa, the emitters are now stored in three recesses within the main unit, only being deployed and held in their original positions by rail-mounted clamps surrounding the Stage 1 emitter. Upon their activation, the Stage 2 emitters are released from their clamps (which decelerate before moving back into the recesses), allowing them to float exactly as they did in Half-Life.
    • The Black Ops female assassins appear to be wearing modified, all-black Long Fall Boots, which explains how they can jump around without breaking their legs. It's also rather funny when you realize that not only are the military trying to eliminate the Black Mesa Research Facility, they're doing so with gear from the company's primary competitor.
      • Also notable is that the boot's predecessors, the Advanced Knee Replacements, were a recycled prop from What Could Have Been the Black Ops' successor in Half-Life 2, the female Combine Assassin. What's more, Assassins now dual wield pistols, another trait they share with their cut descendants. In the original game, they had only one.
    • Military crates can be found with markings mentioning unusable 5.56mm ammunition that has been linked for the HK23, also known as the GR9 which was at one point considered for Half-Life 2, and appeared in the leaked 2003 build's files.
  • Nerf:
    • In general, most ammo reserves were shaved compared to their Half-Life counterparts. This really hurts the Python and Crossbow the most, reducing Gordon's carrying capacity of the latter to a mere two spare magazines. It also doesn't help that ammo pickups for these weapons provide two magazines worth of ammo, reaching the ammo cap instantly and making it highly likely for any additional ammo boxes to just be left behind.
    • Speaking of the Crossbow, it's drawback animation can no longer be cancelled by switching to another weapon. Using its scope also takes a bit more time.
    • Thankfully, this one is to the player's advantage: Black Ops Assassins don't retain their insane damage or firing rate from Half-Life. They also retreat to hide more often, backing away when too much damage is done, and aren't as fast as they were, despite the higher jumps they can do. Even when they become cloaked on Hard mode, they're easier to track down by the lights of their goggles (see Laser Sight above).
    • HECU Snipers now fire much slower and have a visible red beam, making them easier to see and avoid, and don't murder you in two hits. However, they must be taken out with explosives; simply shooting the "figure" representing them doesn't work at all.
    • Snarks don't travel as fast, which works for both the player and enemies - no longer will you get savaged by incredibly fast, hard-to-hit snarks, but neither will your foes (However, most enemies tend to flail around when being mobbed by snarks, preventing them from retaliating).
    • The Ichthyosaur succumbs to a mere two crossbow bolts - or if you're low on ammo, less than one pistol magazine.
    • Alien Grunts on Earthbound chapters do less damage, have less health, and do not appear as often. Inverted in Xen chapters, where they are much more agile, move faster as well as jump and dodge player attacks.
    • To balance out the vast number of changes made to the Long Jump module as listed in Anti-Frustration Features, the module now comes with a new energy meter that restricts players to a maximum of three jumps at any given time.
    • The AH-64 Apache faced in the Retail version is much easier to take down than the one faced in the original Mod, needing only two rockets to be destroyed instead of 6 or 7. It also does less damage and attacks less frequently.
    • Buried mines in outdoors sections are much easier to spot, as they are now "Bouncing Betty" types with three small metal prongs very visibly sticking out of the sand.
  • Nigh-Invulnerable: Gargantuas can't be harmed at all by your weapons. The only way to kill them is through scripted sequences (e.g. calling in an artillery strike).
  • Nintendo Hard: This game is considerably more difficult than Half-Life. For starters, the Tentacles in Blast Pit are far more sensitive to noise this time around (which most likely has to to with an eye on top of their tentacle, as pointed out by a research note on one of the boards), the HECU's firing rate is no longer restricted to burst-firing, now eating up your health like a cocaine addict with crack, Barnacles can take four crowbar whacks instead of one in the series' official games so you're forced to engage them from a distance and actually use ammo, and the Vortigaunts, in addition to using basic squad tactics, charge up their attacks at the speed of Half-Life's hard mode (read: almost instantly), and can actually take a few hits before dropping. Even the headcrabs react a bit faster than average. On top of that, all enemies became smarter than their original selves; see Artificial Brilliance for more details.
  • Non-Standard Game Over:
    • In On A Rail, there's an office where a security guard will pop out suddenly from behind a box, and the game ends if you shoot him on reflex. The game even calls you out on your poor trigger discipline.
    • A similar scenario occurs in Surface Tension in the upstairs armoury; shooting a guard that pops up from under a desk and yells "FREEZE" nets you with the same game over screen (which is more warranted this time around, due to the guard being required to unlock the armoury door from the other side).
    • There's one you can get an achievement for: If you decide not to push in the specimen and wait long enough, the scientists in the room will yell out "It's too unstable!"
    • Don't jump into the Dimensional Portal Device to Xen and it'll also go unstable before eventually exploding and killing you, as it does in Half-Life.
    • Killing NPCs before they open plot-forwarding locked doors, like the front door of the Sector E lobby, also causes one.
    • Tripping a single Laser Tripmine within a certain missile storage warehouse.
  • No OSHA Compliance: Zig-zagged.
    • Compared to Half-Life, there are considerably fewer environmental hazards directly in your path. For example, the numerous deadly spinning fan blades inexplicably bisecting corridors that maintenance personnel might presumably be required to traverse are mostly gone.
    • While going through the game you can see safety posters and equipment around the environment (the labs in Questionable Ethics, for example, are rigged so the personnel are never exposed to the testing conditions) as well as handrails and safety fences everywhere (in fact, Residue Processing relies on you actually going out of your way to violate the safeties to proceed), but it's still played straight with the failsafe on the Anti-Mass Spectrometer.
    • Notably, the giant fan in Blast Pit is both even more unsafe and lethal; not only is the switch to activate it placed on the opposite side of where the ladder is situated (instead of directly in front of the ladder as in the original), but the cutout for said ladder is not deep enough to keep you safe from the fan blades once they start spinning.
    • On the whole though, considering that the original Half-Life could be considered a Trope Codifier for its lack of OSHA compliance, Black Mesa has had a lot of thought put into making the place look like an operating government facility rather than a collection of safety hazards.
      • Notable are the number of fire extinguishers available... none of which can be actually grabbed and used to put out a fire.
    • Played straight and justified in Interloper: the entire section takes place in an alien factory where the workers are easily disposable slaves.
  • Not His Sled:
    • Some levels are changed, removed or expanded, so knowledge of Half-Life doesn't apply 100%.
    • Most weapons, in general, are available in different locations compared to where they're found in Half-Life. The only weapons that don't follow this example are the Crossbow, most of the weapons in slot five (Mk 2 Grenades, Laser Tripmines and Snarks; the Satchel Charges are an exception as detailed below) and all of the weapons in slot four (Rocket Launcher, Tau Cannon, Gluon Gun and Hivehand). The public release added the Revolver and Shotgun to the list of exceptions in contrast to the early access versions.
      • The iconic Crowbar doesn't appear until Gordon enters through the vent in the Sector C lobby to find it holding a pair of doors shut. To compensate for this, the areas prior focus on utilising enemy-igniting emergency flares and an accompanying Security Guard in order to clear out the zombie-infested hallways.
      • The Glock-17 Pistol isn't scavenged off the dead security guard that was originally blocking the entrance to the Sector B Coolant Reserve. Instead, the first opportunity to get the pistol is in the locked Coolant Reserve security office that requires a scientist to open, which also nets you a few Mk 2 Grenades like in Half-Life. This would be changed in the Definitive update of the game, where it once again appears just before the Sector B Coolant Reserve (you still can't get the still alive guard in Sector C killed and get the pistol early that way).
      • The Colt Python was available significantly earlier than it was in Half-Life - previously, it couldn't be found until you defeated the Tentacles in Blast Pit. In Early Access betas, it could be obtained in Office Complex at the location where you would've normally first obtained the SPAS-12. In the public release, it was moved back to where it was originally found in Half-life, with the SPAS-12 taking its place.
      • The MP5 isn't on the dead HECU Marine's corpse near the beginning of We've Got Hostiles; the shipping room where a scientist gets killed by the first live HECU Marine Gordon meets has the first available one (though another is also located on some military crates in the same room).
      • In Early Access, the SPAS-12 Shotgun wasn't available until We've Got Hostiles, which is a whole chapter later than it originally debuted in Office Complex. The first shotgun that Gordon could obtain was wielded by one of the HECU soldiers that guards the elevator up to the surface. This was rectified in the public release. The only minor difference being that the player needs to save the security guard that opens the fenced storage area to reach the shotgun stored within it rather than the gun just being on a box outside of the fenced area.
      • The Satchel Charges have also been made available a whole two chapters earlier. Originally, they didn't start appearing until On a Rail. Now they can be obtained in Blast Pit right before taking on the Tentacles.
    • Speaking of the Tentacles, remember how you could distract them by throwing grenades? Here, they can hear you pulling the pins, which might explain why you get the Satchel Charges so early. However, it may be preferable to flat-out crouch your way past them, which remains a viable tactic for bypassing these monstrous tendrils.
    • In addition to the sewer-flooding and crate-jumping puzzles from the original game, Unforeseen Consequences adds two new major obstacles. First, in the Sector B Coolant Reserve, you'll need to find two valves to open hot water feed pipes in order to thaw out a frozen door. Then, instead of just taking the freight elevator down to the canal as in the original, you need to make your way through the game's first air duct into a control room in order to start up a generator to power the lift.
    • Most of the puzzles and blockades in On a Rail have been changed. The opening loop puzzle has been replaced with a malfunctioning bridge that needs to be repaired, and there's no way to enter the satellite launch base through the front door at the end; you need to enter through the bunker backdoor. At least you don't have to tread your way around a deadly bomb trap.
    • Thought you were in the clear when you saved all those Scientists in Questionable Ethics? The remake laughs at your foolish sense of security.
    • The Surface Tension: Uncut update for the 2015 retail release deserves special mention here. Not only is all of the marine dialogue re-recorded and expanded upon, but there are several setpiece battles and sections that don't even appear in the original recursive mod.
    • Again, the Xenian chapters, given its Adaptation Expansion; they're much lengthier than their Half-Life counterparts.
      • This becomes immediately apparent in the very first chapter, Xen; what was once a single, circular island with a few floating platforms above it has now been expanded into a grand network of islands and rocks floating in an ethereal, cosmic sky. These gravity-defying landmasses come resplendent with lush swamps and jungles teeming with glowing technicolour plantlife, and cave systems rich in Xen crystals and other alien minerals. Healing pools can still be found here and there, with your first introduction to them being through a set of healing waterfalls pouring from small islands next to the one you arrive on. Evidence of Black Mesa's expeditions to the border world is much more pronounced, going beyond the occasional ammo supply drop next to an HEV-clad corpse; Long-jump ramps, research outposts and survey equipment dot Xen's landscape and the player even gets to explore a full-on Xenian habitat that has since been abandoned and overrun by the local wildlife.
      • It's only at the end of the Xen chapter do you reach that all too familiar island, and even then, it has a significant number of changes that make it a far cry from its Half-Life appearance. For starters, you don't arrive from a set of moving platforms floating above the island. Rather, you enter it from the side by crossing twisted bridges of knotted roots. While the exterior is still guarded by hanging alien turrets and packs of Houndeyes, the interior has received a drastic overhaul; the waterlogged room with the barest pretence of a puzzle is now replaced by a snaking network of smooth tunnels, linking to rooms containing three beam emitters and a control room, all made from a never-before-seen technology; too alien be human, too organic to be Combine. This network becomes the centrepiece of a series of puzzles, as you navigate through the islands interior and exterior in order to repair the damaged teleporter generator, socket-switching and hunting around for Xen crystals to power its components. To sum it all up, it's basically a revamp of the Citadel core puzzle from Half-Life 2: Episode One.
      • Large stretches of Gonarch's Lair don't actually involve fighting the titular testicle monster. In some instances, you have to run away from it, similar to Antlion Guardian chase sequences of Half-Life 2: Episode 2. The course of action that the player is intended to take is almost always visually implied through both the environment and the Gonarch's placement during these sequences. As for the chapter itself, the copious amounts of webbing coating the environment combined the overabundance of Headcrabs compared to other wildlife really lends credence to this chapter's islands being part of a single, enormous nest, with the Headhumper queen herself as its sole, hyper-aggressive defender.
      • Like the other Xen levels, Interloper has been entirely revamped, only retaining the base concepts that made up the original chapter. Since the exploration of Xen was greatly expanded upon in the previous two levels, the first two maps of the original Interloper that had you exploring floating islands of the borderworld have basically been cut out to the point that only a tweaked version of the Tentacle section from the second map remains. In addition, there's still the Gargantua encounter, but it's now been turned into a chase sequence where you speed your way through a home of multiple Gargantuas all trying to kill you until you escape the area. The encounter with the friendly Vortigaunts is still there, but the area they're located has been transformed into an impoverished slum that needs to be traversed. Finally, the Alien Grunt factory still caps off the level, but the layout to get through it has been entirely revamped. Some examples include the factory's barrel conveyor belt section being vastly extended, and the socket-switching puzzles seen in Xen make a return at several points throughout the factory. The purpose of Gordon going through the factory has also changed where instead of just needing to find your way through it, the player now goes about changing or breaking certain things to outright destroy the factory. Finally, the elevator climb at the end of the level still exists, but instead of being a bunch of annoying spinning elevator platforms, it's been turned into a single Climactic Elevator Ride fighting off a horde of Alien Controllers until you reach the top to take the portal to the Final Boss.
      • While on the topic of Interloper, the revamped chapter also introduces a new type of helpful crystal once you've made it to the Alien Grunt factory. You start to come across green crystals that continuously restore the Depleted Uranium-235 ammo needed for the Tau Cannon and Gluon Gun; meaning that as long as you remain near such crystals, you will have infinite ammo to spam the usage of said guns. This was most likely done to parallel the use of the supercharged Gravity Gun in the final levels of Half-Life 2 where Gordon goes ham on his enemies non-stop with his most powerful weapons.
      • Nihilanth forgoes its namesake final boss teleporting you periodically as one of his attacks. This half-mechanical alien overlord has better resolve this time around and is more focused on killing you instead. And while he still has the power to teleport things, he'll now use it to throw cars and building fragments at you.
  • Offscreen Teleportation: Aside from the aliens that are teleporting into the facility as part of the plot, we have the guards and scientists that follow Gordon.
  • One-Woman Wail: Featured prominently in most of the Xen music tracks.
  • Organic Technology:
    • The Hivehand weapon, now more gross than ever. Gordon has to Ass Shove his hand into the poor creature in order to use it.
    • Featured throughout Interloper; the alien factory is equal parts flesh and metal, working in tandem.
  • Putting on the Reich: Alien Grunts in this game now have a Stahlhelm-inspired design for their armoured helmets.
  • Rape Is a Special Kind of Evil: In the 2012 mod release, your first trip to the lobby in Questionable Ethics has two HECU Marines talk about going to see some of the female scientists, in a creepy manner.
    Marine 1: Let's get this over with, my dogs are barking.
    Marine 2: Oh hey. Why don't we go and try to wrangle up some of those lady doctors? (howl)
    (they both laugh)
  • Running Gag: On a couple of the computer monitors, an email can be seen with the subject "These Ties", referencing a line from the scientist in the locker room at the beginning of the game.
  • Scenery Porn:
    • The devs really went crazy with the Source engine's considerable capabilities. The facility's large pieces of machinery (like the Anti-Mass Spectrometer and Dimensional Portal Device) are considerably more detailed and feature complex moving parts. Meanwhile, outdoor areas have been completely redesigned to have a considerable "WOW!" factor. An example would be the scene where the player must fight an Abrams tank and a squad of Marines, while overhead military Ospreys are seen abandoning the facility as Harrier jets engage the aliens' organic flyers, or the scene where the player witnesses jets screaming past to bomb a distant target, which creates a visible shockwave that rattles the mesa as it hits.
    • All of Xen. The entire area has been extensively redesigned to resemble an actual ecosystem on floating islands in a beautiful void. There are even worn-down ghettos housing Vortigaunt slaves and the alien factory is now a mix of biological and mechanical technology.
  • Scenic Tour Level: The former Trope Namer returns in even more detail than before. For example, the first scene in the game, which was originally a brief stop, is now a busy transit station with several other people waiting to get on their trams.
  • Script Breaking:
    • In Unforeseen Consequences, as the elevator plummets to the bottom of the shaft, you can throw a physics object through the glass, allowing the player to climb up the emergency ladder a little earlier then the player is supposed to. The elevator still falls, but provided that you loaded the next section in before it is destroyed, the scientists would be alive and well at the bottom of the shaft. You can also place the chair near the edge of the elevator platform before the elevator falls, which actually stops the thing from falling. The scientists on the elevator will still be stuck in their "scared" poses though.
    • By abusing the way that rocket testing chamber loads in Blast Pit, along with quick thinking and strategic Satchel Charge/grenade placement, it's possible to save Leeroy Jenkins. Naturally, the dev team never accounted for the slim chance that this would happen, as once you've defeated the Tentacles, Jenkins (who would've just shrugged off a face-full of rocket exhaust) just stands still and makes idle comments.
    • During Surface Tension, prior to entering the Laser Tripmine warehouse, the Crowbar Collective added a scene where you witness a scientist run out of a nearby structure to help a security guard downed by a HECU sniper in the area. A few moments later, the sniper would then kill the scientist as he tries to help the security guard. If you kill the sniper before he shoots the scientist however, the scientist remains on the field forever kneeling before the now dead security guard. This was fixed in the 2015 retail release; after the sniper is killed, the scientist will become startled, run into the nearby minefield, and die anyway.
  • Sequel Escalation:
    • A memorable scene in Surface Tension is when Gordon crawls out of a drainage pipe to witness fighter jets flying through a vast canyon. In Half-Life, there was just one. In Half-Life: Source, there were two. In Black Mesa, there are three.
    • Xen, in general, has had a complete overhaul that expanded a lot of Half-Life original sequences. See Not His Sled and Adaptation Expansion above.
  • Shoot the Medic First: The HECU corpsmen, like the medics in Opposing Force, will heal their allies.
  • Shout-Out:
  • Shown Their Work: The drawing of a brain cell on one of the whiteboards in Questionable Ethics is accurately labelled with the proper names of each part of a brain cell.
  • Slavery Is a Special Kind of Evil: As in the original game, the Vortigaunts are also known as Alien Slaves, but their plight is much more explicitly sympathetic this time around. Once on Xen, the first time a player encounters Alien Grunts and Vortigaunts there, the former is savagely beating one of the latter for being too sick to work quickly while other Vortigaunts look on in fear and sorrow. Later on Alien Controllers will torture Vortigaunts via psychic means into attacking the player; if the player kills the Controllers first, the Vortigaunts will stop attacking. In the Alien Grunt factory, Vortigaunt bodies occasionally pop up as a result of the incredibly poor working conditions they're forced to operate in.
  • Smoldering Shoes: The guard who overcharges the Tau Cannon is reduced to this. Much like Half-Life, various parts of him and the accompanying scientist can be seen around the room.
  • Sniper Scope Glint: HECU Snipers' sniper rifles have a built-in Laser Sight that doubles as this, which disappears momentarily when they fire a shot. This is contrast to the original game, where enemy sniper's were only given away by the silhouette of their rifles.
  • Spared by the Adaptation:
    • Many NPCs that were normally done for without split-second reaction times are now far easier to save due to equal parts changes in script pacing and muscle memory.
    • Zigzagged in Surface Tension. In the Surface Tension: Uncut mod, the player come across a security guard who, like in the original Half-Life, needs to be escorted to unlock a door. In Half-Life this guard most likely ends up getting killed as he would follow the player (unless told not to) into the car park and pick an unwinnable fight with the resident Gargantua. In the mod Surface Tension: Uncut, the guard is unable to follow the player as they enter the car park via an air duct he can't climb through, so he just wishes the player good luck. Come the Surface Tension: Uncut Update which implements the mod into the retail game proper, the guard never enters the car park as, just after he has unlocked the door for the player, an Alien Grunt teleports in behind the guard and the door locks behind the player. The ultimate fate of the guard is just heard from behind the locked door, as he is savagely beaten to death by the Alien Grunt.
  • Stealth Pun: The forklifts used at the Black Mesa facility are apparently manufactured by a company called "Dun-givva". Dun-givva Fork-lifts.
  • The Stinger: If you successfully complete the Rare Specimen achievement (where you take a purple top hat found at the start of Unforeseen Consequences (Lambda Core in the 2012 mod release) and send it through the portal to Xen) and then beat the game, after the credits roll, a short bit plays out where a Vortigaunt finds the hat in question and tries it on.
  • Suspicious Video-Game Generosity:
    • The Sector E lobby in Questionable Ethics has a bit more equipment this time around. Additionally, there's another first aid station and HEV Charger right before you lead the scientists out into the lobby. One scientist points out that it all seems a bit too easy. He's right. There's a new Multi-Mook Melee battle that wasn't present in Half-Life.
    • Early in Gonarch's Lair, in a large open area, you find a capsule chock-full of RPG rounds. As you activate power crystals, more capsules come in via portal, all with even more RPG rounds, along with health packs and HEV batteries. Just in time for Gonarch to show up, and suddenly you need all those RPG rounds...
  • Tempting Fate: Anomalous Materials is full of this. Every other scientist or security guard you talk to will either say how horrible it would be if something goes wrong today or someone having a bad day will say something like "This day can't get any worse!"
  • Too Awesome to Use: The Gluon Gun will vaporize anything in its way with ease, but runs through a full ammo supply in less than 10 seconds of continuous fire. There's even an achievement for doing this. The Xenian chapters avert this with a special crystal that infinitely recharges your depleted uranium supply when you stand next to it, making it crucial to fighting the hordes of Alien Grunts and Controllers you encounter in that chapter.
  • Too Dumb to Live:
    • One of the guards asks for help from Gordon with one of those critters, who apparently got onto his buddy's head and are making him act all weird. Right on cue, guess who walks out. The guard then proceeds to talk to his "buddy" as if he's all fine and well. You can guess how that ends.note 
    • A security guard, true to the original Half-Life, rushes the Tentacles in Blast Pit with only a pistol. Fittingly, his name was Leeroy Jenkins.
    • Despite a scientist's warnings on the Tau cannon's instability, a careless security guard still manages to overcharge the gun, killing them both. The scientist was reduced to bite-sized chunks, and there was nothing left of the guard but a smouldering pair of boots.note 
  • Took a Level in Jerkass: Some of the scientists and guards in Anomalous Materials are now short-tempered, egotistical, grumpy, or all three. Like Hunter, the guard who greets you with a sour disposition once you finally reach Level A of the Lambda Reactor Core.
  • Tube Travel: Alien Grunts are transported this way in the grunt factory in the Interloper chapter. Gordon gets to do it, too.
  • Updated Re-release: The Steam release of the game, released in 2015, is effectively this on account of receiving a lot of improvements such as new models/sounds/animations/voicelines, PvP multiplayer and the final four Xen chapters.
  • Video Game Caring Potential:
    • Many NPCs that are there to demonstrate threats can be saved and have lines if such a thing happens, and in some cases provide access to weapons and ammunition. You can even give a scientist stuck in a bathroom stall some toilet paper, making him thank you and granting the achievement "Brownian Motion".
    • In Interloper, you will come across docile Vortigaunts who will be forced to attack you whenever Alien Controllers appear on the scene. If you kill the Controllers first though, the Vorts will return to being docile once more. There's even a "PhD in Pacifism" achievement for not killing any Vortigaunts during Gordon's trip on Xen.
    • In Gonarch's Lair, during the final battle, there's a way to leave without killing the Gonarch. Doing so gives you the "Unquestionably Ethical" achievement.
  • Video Game Cruelty Potential:
    • Part of the achievement "Ethically Questionable" involves that instead of releasing the first Alien Grunt you see to progress like in Half-Life, you get three options of killing it from gassing it, torching it, and electrocuting it.
    • You can lure soldiers in one of the labs and kill them with Emergency Tesla Discharge, which disintegrates them completely.
    • There's the achievement "Prolific Popper", which requires you to kill all 64 of the harmless protozoans on Xen.
    • There's also the counterpart achievement to "Unquestionably Ethical" above, "The Plan", which involves gassing the Gonarch to death.
  • Video Game Cruelty Punishment: In the Hazard Course mod, you can choose to shoot the guards instead of asking them to open a door for you. Rather than giving you an immediate game over, the game will instead turn off the lights and spawn an infinite number of guards to take you out. Said guards are armed with shotguns and blind you with their flashlights and they will not stop coming until you're dead, no matter how many of them you kill.
  • Violation of Common Sense: Somewhere in the game, the player finds a busted gas pipe spitting fire down a hallway. Most people's first thoughts would be to turn the valve on that pipe to turn off the gas, but that causes it to blow up in your face. You're supposed to find a sprinkler valve and turn that on instead.
  • Vocal Dissonance: The one scientist voiced by Kevan Brighting, who looks several decades too old to have such a buttery-smooth voice.
  • Welcome to Corneria: Some of the friendly NPC dialogue to each other doesn't match up, or turns into unusual cases of Deadpan Snarker
    "Do you have any idea what's going on?"
    "Yes, sir."
    • On the other hand, this can be averted in scripted situations, as talking to an NPC numerous times provides some unique dialogue.
  • Who Forgot the Lights?: The resonance cascade was not kind to the Black Mesa Research Facility's lighting systems. In many locations, the lights are burned out or lacking power, some even more so than in Half-Life. To make up for it, the HEV suit has an Infinite Flashlight installed.
    • The Definitive Edition of Power Up turns off most of the lighting for the first part of the chapter because, well, the power's off.
  • Womb Level: The interior of the tower in Interloper is organic. The factory within is made from conventional technology, stitched into the fleshy walls.
  • Wreaking Havok: Though there's no Gravity Gun, the mod adds the ability to pick up small corpses and gibs, meaning you can pick up dead headcrabs and throw them at living headcrabs to kill them. Several sequences seem designed to show off the physics engine.
    • The beginning of Unforeseen Consequences has you throwing flares at zombies to light them on fire since you don't have your Crowbar at that point.
    • Surface Tension has you pick up and carry TOW missiles to reload a turret.
    • The physics engine also allows you to throw back grenades from enemy soldiers. There is even an achievement for this.
  • You All Look Familiar: A face creation system was in the works during development, averting this trope by randomly generating human NPC faces for each playthrough. Played straight in both the 2012 mod and 2015 Steam releases, which dropped the system in favour of utilising a select number of pre-rendered models (many of which whose faces are shared between male scientists, security guards and HECU Marines), as to be more faithful to the series. Despite this, there is enough variation in these models (including body group elements such as glasses and helmets) that "four-scientist problem"-levels of similarities rarely occur.

Alternative Title(s): Black Mesa Source


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