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Half-Life Celebrates 20th Anniversary With Fan-Made 'Black Mesa: Xen' Trailer (vice.com)

On Monday, developer Crowbar Collective released the first trailer for Black Mesa: Xen, the final act of its long running remake of Valve's 1998 game Half-Life, which marked its 20-year anniversary on the same day. "The finale of Half-Life put hero Gordon Freeman in an alien world, and Black Mesa: Xen's upgraded graphics and redesign makes the original's muddy palette look vibrant and strange," reports Motherboard. "It looks just as exciting as it did at the time of the original game's release." From the report: When Valve unleashed Half-Life, it changed video games forever. The first person shooter from what was then a relatively unknown company starred a silent scientist beating down alien headcrabs and shooting human Marines in a novel sci-fi adventure. It was a triumph. Shortly after, in 2003, the Crowbar Collective began work on a remake that would come to be known as Black Mesa. Fan communities routinely reimagine their favorite video games, often as modifications, or mods, of the originals. Black Mesa began life as a free mod for Half-Life 2, but grew into a proper remake. Crowbar Collective added new voice work, changed animations, and tweaked the original game in hundreds of ways big and small. Black Mesa: Xen has a target release date of early 2019.

21 of 82 comments (clear)

  1. Re: Snore by mermeid007 · · Score: 1

    Minus the profanity I agree

  2. Re:Snore by gman003 · · Score: 5, Informative

    ... you do realize this is the same Half-Life remake that's been in the works since 2005, right? It's not one of those "we remade that train into in [engine] as an art project" things, this is a) an actual remake, b) not done by anyone at Valve, and c) a remake that released every chapter up to Xen in 2015.

    They'd taken an approach of making the game better, not just a high-res reskin, and as anyone who played the game knows, Xen was far and away the worst section of the game. So they decided "fuck it, let's make Xen actually be fun", and that's taken about four years, since they're such a small team building to such high modern standards.

  3. Re: Snore by mermeid007 · · Score: 1

    Some fans were hoping for a series to tie in to the movies but they decided to focus only on movies. That is what I heard on the gamers paradise grapevine, anyway. Itâ(TM)s all good.

  4. Re: Half-Life Celebrates 20th Anniversary With Fan by mermeid007 · · Score: 1

    But can I watch it on GNU Linux?

  5. Re: As someone who bought the original... by Anonymous Coward · · Score: 1, Informative

    Alright, I'll bite.

    HL was revolutionary for many reasons, most of those were not to be found in SiN, a tragic abortion of an FPS with criminally long loading times and some truly ugly graphics among other problems, like a terrible level editor and a bizarre scripting language for tying interactions among objects together.

    So here we go, a list of HL's innovations that cement it as the best FPS of all time. And I do mean HL1, not any of its sequels which are good, but not *that* good.

    1. Software mode 16 bit lighting. This meant people with crappy software renderers could enjoy coloured lighting. No other FPS supported this at the time.
    2. Cinematic cut scenes which never leave the player's point of view. No crappy floating camera cuts with bad motion. Everything happened from Gordon's perspective. Again, a first for FPS games.
    3. Seamless level design. Every area in HL occupied a real, physical space. Levels were connected by transition zones that transported the player AND any nearby NPCs to the exact mirror location on the next map.
    4. An extremely capable level editor shipped with the game. No GTK Radiant bollockry here, Worldcraft (later Hammer Editor) was a hell of a mapping tool. It would later gain excellent texture mapping support and a mouse look mode.
    5. AI that was actually intelligent. They would fight you, or each other, or help you, or run from you, or gang up on you. Marines knew when to toss grenades and many NPCs would also interact with the environment. All this and more for a single info_node type entity level designers placed in areas of interest.
    6. Fully voiced NPCs, conversing NPCs, ambient sound effects with reverb effects, pitch shifted effects, and a CD soundtrack added a level of aural realism unheard of at the time, save for possibly FMV based games.

    That's a small list off the top of my head. I do believe you are trolling, or too young to have played the game, or a fucking imbecile. If it's not the latter, I encourage you check the game out again, much of its design endures even today. Especially as it turns out, when compared to the Black Mesa mod, whose level designers felt that the best way to update HL's maps was to just add more clutter and broken stuff. BM is a poor remake of HL, but it is unfortunately all there is.

  6. I remember that by Snotnose · · Score: 1

    Built a new PC just to play the game, had a top of the line graphics card. There was a scene in HL2 where you were crossing a bridge, over an ocean. I just sat back and watched that for a while. First time computer graphics impressed me.

    1. Re:I remember that by antdude · · Score: 1

      I remember my ATI Radeon Pro AIW kicking arse with HL2. :D

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    2. Re:I remember that by Anonymous Coward · · Score: 2, Funny

      Over an ocean? That's a long bridge!!

    3. Re:I remember that by ledow · · Score: 1

      Yes, same.

      There are only a few games that have ever really impressed me, and that scene is one of them. I remember being annoyed at the enemy appearing and shooting because I wanted to just look down and look around at it. The sights, wind noise, the "depth" of the bridge, it all worked perfectly.

      I can only imagine what's possible nowadays with modern graphics hardware, a VR headset an story-tellers / scene-setters like that. But without something like Half-Life 3 most of us will never buy the equipment and so never know.

      I no longer chase top-end hardware for games. I'm just constantly disappointed in the breaking of the mood with silly races, grinding, collect-this-stuff and XBox controls popping up over everything. None of them tell a story any more. HL/HL2 did. I'd go back and replay it constantly but there's a bit in HL2 that always crashes my machines... where you're being bombarded inside a town as you try to enter a building? That always breaks the mood and I struggle to continue through to the non-ending after that.

      There aren't many moments in gaming that I truly remember. Some of them are quite odd (e.g. I loved Trine when I first saw it). But HL and HL2 and even the little HL2 teaser for HDR they put out... I remember those. And Quake. Most other things are just play-it, complete-it, never-touch-it.

    4. Re:I remember that by Greyfox · · Score: 1
      Oh, VR is quite amazing. I guess there's a program to do demos at some Microsoft stores, you might want to check around and see if you can find one in your area.

      You put the headset on and you're there. Gamers like to talk about immersion, well I'd go so far as to say I never actually experienced it until I tried out a vive. Most of the stuff out for it now are crappy little demos, some of which work better than others, but Project Cars alone might be worth it if you have the space where you can set up a force feedback steering wheel and pedals. Turns out I drive like a granny in that scenario -- I hit 80 on the track and that's as fast as I want to go.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    5. Re:I remember that by bgrahambo · · Score: 1

      Ah, yes. Overclocking my little 300MHz celeron to 450MHz with just a bios adjustment was glorious

    6. Re:I remember that by bgrahambo · · Score: 1

      Adding to that, it was the famous Celeron 300A: https://www.anandtech.com/show...

    7. Re:I remember that by LesFerg · · Score: 1

      I haven't yet bought a VR game which even approaches good story telling in that way. The most imagination they seem to have is jump-scares in dark places. Tho Farpoint was close to a great game, it had the movements and play immersion just right, but was fairly basic in story, very short, and no real interaction with the world or objects. The depth of some of the mountain-side scenery did make you want to stop shooting and look about too.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    8. Re:I remember that by LesFerg · · Score: 1

      Try Farpoint with a Aim controller then.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    9. Re:I remember that by DethLok · · Score: 1

      On the Abit BH2 motherboard? That's what I had, it annoyed my friends who owned the much more expensive Pentiums no end! :)

  7. Re: Snore by aliquis · · Score: 1

    This one has been in development for lots of years.
    Does it really have any competition?
    Except for 420 blaze it or whatever it's called?

  8. Re: As someone who bought the original... by aliquis · · Score: 1

    The multiplayer titles sure last longer and maybe sell better but that doesn't make the single player game bad.
    Also it's modded quake(1) engine right?
    And we had TF in Quake already.

  9. Re: As someone who bought the original... by Anonymous Coward · · Score: 1

    1. Software mode 16 bit lighting. This meant people with crappy software renderers could enjoy coloured lighting. No other FPS supported this at the time.

    Bullshit. Unreal engine was superior in every single way. Pretty sure the id Tech 2 engine could handle colouring lighting in software mode too.

    2. Cinematic cut scenes which never leave the player's point of view. No crappy floating camera cuts with bad motion. Everything happened from Gordon's perspective. Again, a first for FPS games.

    That's an indication of incompetence, not some masterful design choice. They lacked the talent to do proper cutscenes, that's why they didn't do them.

    3. Seamless level design. Every area in HL occupied a real, physical space. Levels were connected by transition zones that transported the player AND any nearby NPCs to the exact mirror location on the next map.

    Many games were built this way. System Shock from 1994, for example.

    4. An extremely capable level editor shipped with the game. No GTK Radiant bollockry here, Worldcraft (later Hammer Editor) was a hell of a mapping tool. It would later gain excellent texture mapping support and a mouse look mode.

    Spoken like someone who has never used GtkRadiant, QuArK or UnrealEd.

    5. AI that was actually intelligent. They would fight you, or each other, or help you, or run from you, or gang up on you. Marines knew when to toss grenades and many NPCs would also interact with the environment. All this and more for a single info_node type entity level designers placed in areas of interest.

    Half-Life AI was a joke compared to Unreal AI.

    6. Fully voiced NPCs, conversing NPCs, ambient sound effects with reverb effects, pitch shifted effects, and a CD soundtrack added a level of aural realism unheard of at the time, save for possibly FMV based games.

    You mean the same three NPC characters saying the same three things over and over?

    The original Half-Life was not revolutionary in any way, sorry.

  10. as someone who bought Black Mesa, pre-xen levels by Quake1v1 · · Score: 1

    If you were a fan of the original, it's absolutely worth every penny. It gave my nostalgia a raging crow-boner.

  11. Re: As someone who bought the original... by gman003 · · Score: 2, Interesting

    I think you missed the biggest impact of Half-Life: while it presents a single narrative, as a game it's more like an anthology. Each chapter uses the same low-level gameplay elements (same guns, same movement, same enemies) to create a different feeling game. "Unforeseen Consequences" was a lot of ammo conservation, a bit survival-horror influenced. "We've Got Hostiles" throws much more dangerous enemies at you, with the squad AI you correctly identified as revolutionary. "Blast Pit" was mostly puzzles, with stealth interludes. "On A Rail" was all about the rail carts. "Residue Processing" focused on platforming, timing and conveyor belts. "Gonarch's Lair" was a single continuous boss fight.

    This was not the first such "ludic anthology" - Nintendo had been doing it since around Super Mario Bros 3. But it was an innovation in the first-person shooter realm, and absolutely essential for making games that don't get boring or tedious. I wasn't a shooter player during that era, but I've gone back and played the major titles (I'm a game designer, I'd better learn my history). Quake 2 gets repetitive within the first two hours. Unreal is a bit better by alternating between cramped corridors and large areas, but doesn't really evolve the core gameplay. Sin might have thrown more variety at you, but most of it was bad.

    I sort of compare it to Citizen Kane. If you ever take a film history class, and watch landmark movies from the invention of film moving forward, Citizen Kane is the first one that feels like a modern movie. Like if you went back in time and gave the camera and editing crew modern equipment, and changed nothing else, you could release it in theaters today and nobody would bat an eye. There were good movies before that, but they feel undeniably primitive; there were better movies after that, but they all take cues from it.

    Same with Half-Life. Every linear shooter of the modern era uses those same tricks to preserve variety. Some do it to a greater or lesser extent - Titanfall 2 used the technique heavily, really an underrated and unexpected gem, while the new Wolfensteins are fairly limited in their variety. The only games that don't are the open-world shooters, which can't really have that level of focus, and even they tend to dole out new gameplay at set points.

  12. Re: As someone who bought the original... by jeffporcaro · · Score: 3, Interesting

    I love this analogy - I've been talking about "The Citizen Kane Effect" for years, although my take is slightly different from yours. The premise is that groundbreaking work looks banal in retrospect, and Citizen Kane is the perfect example. Everything in that movie was a fairly radical departure from the movies that came before it (the acting, the lenses, the camera position, its use of point-of-view, etc), and it changed everything that came after.

    Because of that, when modern audiences watch it, they don't see anything new or interesting or groundbreaking - it just looks like a normal movie. We've absorbed all the lessons it taught us, it's become the new normal. The same thing happens in all forms of art - watch Hill St Blues or (especially) Peyton place for TV examples, or see the work of Andy Warhol, or read Tropic of Cancer - I could go on.

    This leads to a bit of a disconnect when parents try to get their kids interested in whatever blew their minds when they were young, because whatever it was is no longer likely to be mind-blowing. The pace of change has increased, which just magnifies this effect.

    Anyhow, sorry for the tangent, I was just very excited to see the reference.

    --
    It is not the doing of things that is difficult. What is difficult is getting in the right mood to do them. ~~ Brancusi