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How Half-Life 2 made history 20 years ago

Philipp Rüegg
20.11.2024
Translation: Patrik Stainbrook

Half-Life 2 is one of the most important games ever. A new documentary marking its 20th anniversary provides unique insights, explaining how an intern saved Valve from bankruptcy and why Episode 3 was never released.

Half-Life 2 begins the same way its predecessor both ended and started. The mysterious G-Man murmurs in his iconic voice, saying that you, Gordon Freeman, are needed again. Seconds later, the crowbar-wielding researcher who single-handedly stopped an alien invasion in Half-Life finds himself on a moving train.

You don’t have time to think about how you got here, you’ve just reached the end of the line. You leave the train and find yourself in a station concourse, where you’re immediately photographed by a drone. A bearded man welcomes you to City 17 from a gigantic monitor. Right next to it, a Metro cop in a gas mask-like helmet gruffly shoves a commuter into a pile of suitcases. The parallels to George Orwell’s Big Brother are unmistakable.

Photographer Viktor Antonov drew inspiration from the iconic train station at Paris-Austerlitz. It’s one of the oldest stations in the French capital, providing the perfect backdrop to start an epic adventure that remains unforgettable even twenty years later.

Numerous developers have their say in the documentary, including Valve boss Gabe Newell. He remembers how enormous the pressure was to produce a follow-up to the surprise hit Half-Life. «We didn’t want to be a one-and-done kind of company. So now we had the terrifying obligation to our customers and to our fans to somehow advance our game design skills, our technology all needed to level up for the second game.»

In the end, Prague served as a template for City17. However, several Valve employees cut their teeth on the Borealis icebreaker. In the end, the level was cancelled because the ship offered too little space. The unfinished level can be seen for the first time in the documentary.

On a personal level, there was a reunion with old acquaintances in Half-Life 2. As Gordon again remains silent in the second part, it was all the more important that the people he meets on his adventure have plenty of character.

The team decided to bring back survivors from Half-Life 1. First among them lovable Barney, who’s evolved from security guard to resistance fighter and helps Gordon escape. Dr Isaac Kleiner is also back. The somewhat scatterbrained but warm-hearted professor has developed a teleporter, which he tests out with his tamed headcrab.

But perhaps the most important ally is and remains Alyx Vance, who actively helps Gordon with her robot pet Dog. Back in the day, she enchanted numerous young adults with her design. Not surprising, her near-realistic eyeballs took around nine months to develop.

Dhabih Eng wanted to give new impetus to the design of Gordon Freeman’s suit. «I thought, I’ll make this my thing now.» Dhabih had only recently joined Valve. «The suits were reminiscent of stillsuits from Dune. Lots of black, belt buckles and latex. Gabe just said: what is this? Why isn’t it orange? Why are you replacing this iconic part of the character?» So Dhabih started all over again. The result was Gordon’s now-iconic combat suit.

Gimmicky physics

Something that every Half-Life 2 fan remembers is the funky physics. The new Havoc physics engine allowed for revolutionary interactions. It starts with simple things, like TVs you can throw out of a window through glass panes. Or wooden boards that can be «realistically» destroyed.

In many places, physics are also used to solve puzzles. One of the first to be implemented is the washing machine. To raise a ramp for your inflatable boat, you need to put enough weight on the suspension of a crane holding the ramp so you can drive over it. The idea came about because the developers wanted to give the players a breather after the relentless attacks from a combat helicopter in the canal section.

The fun really starts when Alyx hands Gordon the Gravity Gun. Originally, it was only intended as a developer tool. You can use it to grab small and medium-sized objects and fling them around. Nowhere is this more relevant than in Ravenholm. The legendary level is reminiscent of a horror game with its many alien zombies and dark atmosphere.

But nothing is more satisfying than the saw blade. You’ll find it in the very first room in Ravenholm – stuck in the severed torso of a corpse, which promptly falls to the floor when you pull it out. With the Gravity Gun, saw blades become deadly projectiles, making them perhaps the most fun toy in the whole game.

Things get heavy – weighing racehorses and space stations

Getting the mass of objects right is crucial for the physics games to work and feel real. A flying drone reacts differently to being hit by a crowbar than a wooden crate. A problem for the developers was to put the mass of objects in the right proportion. «Mass is just a number and means something different to everyone,» says designer Robin Walker, explaining the dilemma.

His coworker David Speyrer finally found a list of objects and masses online, implementing them in the game. «If you looked at an object afterwards, it said something like 100, bracket, racehorse. And because it was a logarithmic curve, it went from bread box to paint pot to space station. Even to the moon. There were lots of discussions, like: do you think it’s closer to a racehorse or a space station?» Robin says with a laugh.

Half-Life 2 was presented to the media for the first time at E3 2003. The physics demonstrations caused plenty of astonished faces. Visitors queued for hours to play the demo – including The Sims creator Will Wright and Nintendo guru Shigeru Miyamoto. The team knew then that they were on the right track. However, some major stumbling blocks were still to follow.

Valve let Vivendi know that these licences weren’t part of their contract and filed a lawsuit. The whole thing was followed by a year of tough negotiations where Valve reclaimed the trademark and digital distribution rights. «We must’ve struck a nerve with some people. Vivendi decided to declare a third world war,» says COO Scott Lynch, describing the situation at the time.

The hack

As if the lawsuit wasn’t chaotic enough, the next low blow followed in September 2003: Half-Life 2 was leaked online. A young German hacker had gained access to Valve’s servers and downloaded wide-ranging data as well as the source code for the eagerly awaited game. It didn’t take long for an unfinished but playable version to end up on the internet. It spread like wildfire.

While the authorities began their investigation, Valve asked the community for help in tracking down the hacker. He seemed to feel the increasing pressure, since he finally contacted Gabe personally. «I was furious, but in the end we came up with a plan. We told him that he was obviously very familiar with security and that he should come meet us.» The FBI would arrest him on arrival in the USA. But before he could take off, he was caught by the German police.

Even though it was a frustrating time for the Valve team, the leak had no consequences for Half-Life 2 apart from a later release date. Pressure of a somewhat different kind built up in that regard.

Steam takes shape

Valve wanted to sell games directly to consumers. However, there was a big push against this. «Whenever we told people that, yes, you’ll be able to offer software over the internet, they thought it’d never happen.» According to Gabe, 99 per cent of the companies they spoke to shared this view. The retail trade would never allow it, and users wanted physical games.

The decision to make Steam mandatory not only for the digital version of Half-Life 2, but also for every copy sold in stores, led to scepticism even among veteran employees. Contrary to the traditional Valve mantra that everyone should have a say, Gabe put his foot down: «Yes, that’s what we’re doing now.» And that was that. Steam was launched on 12 September 2003, one year before Half-Life 2.

The needle in the haystack

An open ending

Episode 1 was more extensive than planned, and the next episode followed suit. But neither fans nor Valve were really happy with the result. «Players liked them less than Half-Life 1 and 2. And they took longer than planned: «We asked ourselves whether we were solving problems or simply taking a sidestep,» says developer Jay Stelly.

If you feel like digging up part two again, you can look forward to minor improvements delivered by Valve for the anniversary. Or you can be patient and wait to play the raytraced version, which is also in the works.

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As a child, I wasn't allowed to have any consoles. It was only with the arrival of the family's 486 PC that the magical world of gaming opened up to me. Today, I'm overcompensating accordingly. Only a lack of time and money prevents me from trying out every game there is and decorating my shelf with rare retro consoles. 


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