Some interesting facts about Half-Life 2, both from the developers and from the game code, which were discovered by the developer and fan of the Joe Wintergreen series:

  • In Kleiner’s laboratory, there is a monitor with a starfield screensaver. This is not an effect, but simply moving textures;
  • Directly under the table with this monitor is a box similar to the box of plutonium from “Back to the Future”;

  • In the Eli laboratory, inside the reactor (?), From which the yellow color comes, is a hidden image of Ji-Maine. Without Photoshop, it is impossible to see;

  • Also in the Eli lab, former Valve developer Matt T. Wood left a book named after his father. At an early age, his father supported his desire to make games that he considered unattainable;

  • On the helmet of the carved female assassin of the Alliance, you can see a watermark on the side, resembling a stalker (not the same one, go your own way);
  • The boxes are dynamic. If the player does not need anything, then either a first aid kit or the first ammunition from the list will appear in them, or the box itself will not appear at all. The box code also takes into account nearby objects, and does not give the player ammunition for weapons that he does not yet have;
  • The developers agree that in Half-Life 2, AI is weak compared to the original and poorly balanced dynamic boxes that give the player only the right one (low health = first-aid kits), thereby killing the fear of dying. This is due to the tight deadlines;
  • Alliance soldiers who have lost sight of the player are cheating, throwing a grenade next to the player’s “intended” location;
  • During a spawn, zombies know the player’s location for 6 seconds;
  • Burning zombies not only do not receive damage from another fire but also receive less damage from most weapons. This is done so that they do not die too quickly;
  • Fast zombies do not jump on the player if he does not look at them;
  • If barnacles eat anything poisonous, they will die. For example, poison headcrab;
  • When photographing, scanners prompt the striders about the player’s location;
  • Striders and attacking ships of the Alliance can shoot down a missile if they themselves are shooting at this time. Between this, the player can safely hit them from the RPG;
  • New changes to the Source engine code have also been applied to past games. This led to a problem when, due to changes in the episodes, the strider weapons in Half-Life 2 began to do terribly little damage to the NPC. This happened because of an error in the code that the developers did not notice before the release of the sequel;
  • Some opponents, locations, opportunities, and ideas were cut out of the game for technical reasons;
  • In Half-Life 2: Episode One, Alix praises the player quite a lot. Scriptwriter Mark Laydlow confessed that he didn’t want so many phrases that some writers didn’t even intend to seriously put into the game;
  • Episode One storyline: at the very beginning, Ji-Man for some reason returns to dark space with Gordon Freeman, although a second ago he loudly said goodbye to him at the end of Half-Life 2.

The stage was mostly dealt with by newcomers, who were not particularly worried even by the fact that not the whole scene comes from the perspective of Gordon, having done an intro in the spirit of “In the previous series”.

Realizing the shoal, the writers tried to add logic to the scene: “We tried to wrap everything in such a way that the Vortigonts actually rewind time back, so the events of the Half-Life 2 ending do not quite happen, and they place themselves in this reality out of time and Alix, when Ji-Maine thinks you’re under his control. “

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