
Portuguese: 
(digitação alta do teclado)
(bip da máquina)
(sinos)
- [Computer] Bem-vindo ao HEV Mark IV
sistema de proteção para uso
em ambientes e condições perigosos.
Todos tem aquele jogo
Você sabe qual.
Aquele que destruiu suas concepções
sobre o que videogames poderiam ser.
Talvez para você foi o encanador italiano,
ou um soldado em uma missão furtiva,
mas para mim, e muitos outros,
foi um físico teórico com um pé de cabra.
Eu era obcecado com Half-Life.
Quando eu estava na escola eu sonhava acordado
com a forma mais rápida de completar as fases.
Um ano eu fui para uma festa de Halloween
vestido de zumbi cientista.
O headcrab feito de fio de galinha e papel machê.
Eu acho que no máximo duas pessoas reconheceram minha fantasia.
Só deus sabe o que o resto achou.
Eu conheci Gabe Newell em uma convenção de jogos na Alemanha
quando eu tinha 19, lhe disse que Half-Life foi o primeiro jogo de PC

French: 
(frappe au clavier fort)
(machine bipant)
(carillons)
Bienvenue sur le système de protection HEV Mark IV pour une utilisation
dans des environnements et conditions dangereux.
Tout le monde a ce jeu.
Vous connaissez celui-ci.
Celui qui a brisé vos idées préconçues
sur ce que pourraient être les jeux vidéo.
Peut-être que pour vous, c'était le plombier italien,
ou un soldat en mission furtive,
mais pour moi, et pour beaucoup d'autres,
c'était un physicien théorique avec un pied de biche.
J'étais obsédé par Half-Life.
Quand j'étais à l'école, je rêvais de la façon
la plus rapide de terminer les niveaux.
Il y a un an, je suis allé à notre fête d'Halloween déguisé
en scientifique zombie.
Le crabe de tête fait de grillage de poulailler et de papier mâché.
Je pense que deux personnes ont peut-être reconnu qui j'étais.
Seul Dieu sait ce que les autres pensaient.
J'ai rencontré Gabe Newell lors d'une convention de jeu en Allemagne
quand j'avais 19 ans, je lui ai dit que Half-Life était le premier jeu PC

English: 
(loud keyboard typing)
(machine beeping)
(chimes)
- [Computer] Welcome to the HEV Mark IV
protective system for use
in hazardous environments and conditions.
- Everyone's got that game.
You know the one.
The one that shattered
your preconceptions about
what video games could be.
Maybe for you it was the Italian plumber,
or a soldier on a sneaking mission,
but for me, and many others,
it was a theoretical
physicist with a crowbar.
I was obsessed with Half-Life.
When I was in school I'd day dream about
the fastest way to complete levels.
One year I went to our
Halloween party dressed
as a zombie scientist.
The head grab made of
chicken wire and paper mache.
I think maybe two people
recognized who I was.
God knows what the rest of them thought.
I met Gabe Newell at a
gaming convention in Germany
when I was 19, told him
Half-Life was the first PC game

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
(Computadora) Bienvenido al Mark HEV IV
(Computadora) Sistema de protección para uso
(Computadora) en ambientes y condiciones peligrosas.
Todos tuvimos ese juego.
Ya sabes cual
Aquel que destruyó tus preconcepciones acerca
de lo que un videojuego debería ser.
Quizá para ti fue un gasfitero italiano,
o un soldado en una misión de infiltración,
Pero para mi, y muchos otros,
Fue un físico teórico con una palanca.
Estuve obsesionado con Half - Life.
Cuando estaba en la escuela soñaba sobre
las formas mas rápidas para completar sus niveles.
Un año fui a nuestra fiesta de Halloween vestido
como un científico zombie.
El "cangrejo" hecho de alambre y papel maché.
Creo, tal vez, dos personas reconocieron quien fui.
Solo Dios sabe que es lo que el restó pensó.
Conocí a Gabe Newell en una convención de videojuegos en Alemania
cuando tenía 19 años, le conté que Half Life fue el primer juego de PC

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
que completé.
Él dijo: Eso es genial.
No tuve ninguna pregunta más que hacer
entonces de manera nerviosa me alejé.
Entonces, ¿De que trata todo ésto exactamente?
Bueno, Half - Life acaba de cumplir 20 años
y ya no soy un niño en Irlanda.
De alguna manera vine a vivir aquí, en America
haciendo documentales acerca de videojuegos.
Entonces, pensé, si alguien estaba en la posición
de hacer un video para celebrar el legado de esta franquicia,
bueno, es como si las estrellas se hubiesen alineado o algo.
Traté de contactar con Valve varias veces, pero nunca escuché de ellos.
Nadie respondió, pero entendí el mensaje.
Half - Life es un tema difícil para ellos.
Negocios sin terminar, una historia dejada a medias,
un asterisco que califica todo
lo que la compañía ha logrado desde
el momento que de alguna manera pende sobre su legado
como un mal olor que simplemente no se va.
Pero la influencia de esta franquicia tampoco es que se haya ido.
Irradia a todos lados desde esa explosión 20 años atrás,
y sus efectos pueden sentirse aún hoy
en el diseño de incontables juegos, el trabajo de modders,
el legado de E-Sports,

French: 
que j'avais jamais terminé.
Il a dit que c'était cool.
Je n'ai pas eu de questions de suivi
alors je me suis effondré nerveusement.
Alors, de quoi s'agit-il exactement?
Eh bien, Half-Life vient d'avoir 20 ans
et je ne suis plus un enfant en Irlande.
D'une certaine manière je suis venu vivre ici en Amérique
faire des documentaires sur les jeux vidéo.
Donc, j'ai pensé si quelqu'un
était en bonne position
faire une vidéo pour célébrer
l'héritage de cette franchise,
bien, juste semblait être le
les étoiles s'étaient alignées ou quelque chose comme ça.
J'ai tendu la main à Valve quelques
fois, mais jamais entendu de retour.
Personne n'a répondu mais j'ai reçu le message.
Half-Life est un sujet difficile pour eux.
Une affaire inachevée, une histoire inédite,
un astérisque qui qualifie tout
la société a réalisé depuis.
Il est en quelque sorte suspendu à leur héritage
comme une odeur pourrie
ça ne partira pas.
Mais l'influence de cette
La série ne partira pas non plus.
Il rayonne de
cette explosion il y a 20 ans,
et ses effets se font encore sentir aujourd'hui
dans la conception d'innombrables
jeux, le travail de moddeurs,
l'héritage d'E-Sports,

Portuguese: 
que eu havia terminado.
Ele disse: que legal.
Eu não tinha mais perguntas preparadas
então eu saí de perto, nervosamente.
Então, o quê isso tudo quer dizer?
Bom, Half-Life acabou de completar 20 anos de existência
e eu não sou mais uma criança na Irlanda.
De alguma forma vim morar aqui nos EUA
fazendo documentários sobre videogames.
Então eu achei que se alguém estava em uma boa posição
para fazer um vídeo que celebra o legado dessa franquia,
bom, parecia que as estrelas se alinharam ou algo assim.
Eu tentei contatar a Valve algumas vezes, mas nunca tive resposta.
Ninguém respondeu mas eu recebi o recado.
Half-Life é um tópico complicado para eles.
Negócios inacabados, uma história sem desfecho,
um asterisco que permeia tudo
que a empresa atingiu desde então.
é algo que permanece em seu legado
como um cheiro pútrido que não vai embora.
Mas a influência desta série não vai embora também.
Radia daquela explosão 20 anos atrás,
e seus efeitos ainda podem ser sentidos nos dias de hoje
no design de incontáveis jogos, trabalho de modders
o legado dos E-sports

English: 
I'd ever completed.
He said that's cool.
I didn't have any follow up questions
so I just kind of nervously shuffled away.
So, what's this all about exactly?
Well, Half-Life just turned 20 years old
and I'm not a kid in Ireland anymore.
Somehow I came to live here in America
making documentaries about video games.
So, I figured if anyone
was in a good position
to make a video to celebrate
the legacy of this franchise,
well, just seemed like the
stars had aligned or something.
I reached out to Valve a few
times, but never heard back.
Nobody responded but I got the message.
Half-Life is a difficult topic for them.
Unfinished business, a story left untold,
an asterisk that qualifies everything
the company has achieved since.
It sort of hangs over their legacy
like a rotten smell
that just won't go away.
But the influence of this
series won't go away either.
It radiates outwards from
that blast 20 years ago,
and its effects can still be felt today
in the design of countless
games, the work of modders,
the legacy of E-Sports,

French: 
et les passions d'un fandom
qui persistent encore aujourd'hui,
malgré la radio assourdissante
le silence de ses créateurs.
Alors j'ai pensé, au diable.
Faisons juste le documentaire de toute façon.
Si nous ne pouvons pas parler à Valve, alors parlons-en
à toutes ces personnes
dont les vies ont été changées par Half-Life.
Les développeurs contemporains dont le travail
a été inspiré par Half-Life,
et les fous
qui tentent de
terminer l'histoire eux-mêmes.
Pour ce faire, nous devrions frapper
la route pendant quelques semaines,
voyager de LA à New York
avec quelques arrêts entre les deux.
Un voyage à travers le design
et influence de Half-Life.
Un road trip dans le
Conséquences imprévues
d'une série coincée dans les limbes.
Je veux savoir quoi
c'est à propos de ce jeu
ça nous en parle encore
20 ans après son lancement.
Alors prenez votre pied de biche, amis,
nous sommes Black Mesa entrant.
(forte détonation)
(musique dramatique)
- [Cory] Toute l'industrie
fondamentalement décalé
avec la sortie de cette démo.

English: 
and the passions of a fandom
that still persist today,
in spite of the deafening radio
silence from its creators.
So then I thought, to hell with it.
Let's just do the documentary anyway.
If we can't talk to Valve then let's talk
to all of those people
whose lives were changed by Half-Life.
The contemporary developers whose work
was inspired by Half-Life,
and the crazy ones
who are attempting to
finish the story themselves.
To do this we'd have to hit
the road for a couple of weeks,
traveling from LA to New York
with a few stops in between.
A journey through the design
and influence of Half-Life.
A road trip into the
unforeseen consequences
of a series stuck in limbo.
I wanna figure out what
it is about this game
that has us still talking about it
20 years after its launch.
So grab your crowbar, friends,
we're Black Mesa inbound.
(loud bang)
(dramatic music)
- [Cory] The entire industry
fundamentally shifted
with the release of that demo.

Portuguese: 
e nas paixões de uma base de fãs que persiste até hoje,
apesar do silêncio ensurdecedor de seus criadores.
Com isso eu pensei, que se exploda.
Vamos fazer o documentário mesmo assim.
Se não podemos falar com a Valve, então vamos falar
com todas aquelas pessoas
as quais tiveram suas vidas mudadas por Half-Life.
Os desenvolvedores contemporâneos os quais seu trabalho
foi inspirado por Half-Life, e os loucos
que estão tentando terminar a história por conta própria.
Para tal, tivemos que pegar a estrada por algumas semanas,
viajando de LA para New York com algumas paradas no caminho
Uma jornada pelo design e influência de Half-Lfie.
Uma road trip em direção a consequências imprevistas
de uma série presa no limbo.
Quero descobrir o que neste jogo
que faz com que ainda falemos dele
20 anos após seu lançamento.
Então peguem seus pés de cabra, amigos, destino: Black Mesa.
(explosão barulhenta)
(música dramática)
- [Cory] Toda a indústria fundamentalmente mudou
com o lançamento daquele demo.

Spanish: 
y la pasión de fans que aún persisten hasta hoy,
a pesar de el silencio ensordecedor de sus creadores.
Fue entonces cuando pensé, al diablo,
Hagamos el documental de todas formas.
Si no podemos hablar con Valve entonces hablemos
con todas esas personas
a quienes sus vidas fueron cambiadas por Half - Life
Los desarrolladores contemporáneos, cual trabajo
fue inspirado por Half - Life, y a los locos
que están intentando acabar la historia ellos mismos.
Para hacer esto, tuvimos que salir a la carretera por un par de semanas,
viajando desde Los Ángeles hasta Nueva York, con algunas paradas de por medio.
Una aventura a través del diseño e influencia de Half - Life.
Un viaje hacia las consecuencias imprevistas
de una franquicia atrapada en limbo.
Quiero descubrir aquello de este juego
que nos tiene aún hablando de él
20 años desde su salida.
Asi que tomen sus palancas, amigos, estamos a punto de entrar a Black Mesa.
 
Noclip presenta
(subtitulos en español por Jesús Camborda)
[Cory] La industria entera fundamentalmente cambió
con la salida de esa demo.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
(dramatic music)
- [Scott] So about a year later
the mods start rolling out.
Counter-Strike lands in 1999 in June.
Started playing and I was
like, this is totally different
than anything else.
(gun reloads)
- [Vince] When I started at 2015,
2015 was actually already working
on a Half-Life expansion pack
that never saw the light of day.
- [Randy] And so we made a list of all
the kind of cool things
that were out there.
The top of our list
was actually Half-Life.
(dramatic music)
- [Man] We kind of modeled ourselves after
a triple A studio, which may
or may not be the right thing
from volunteer only like modding project.

Portuguese: 
(música dramática)
- [Scott] Então mais ou menos um ano depois
os mods começaram a sair.
Counter-Strike aparece em junho de 1999.
Comecei a jogar e estava tipo, isso é totalmente diferente
que qualquer outra coisa.
(recarga de armas)
- [Vince] Quando comecei na 2015,
a 2015 já estava trabalhando
em um pacote de expansão de Half-Life
que nunca foi lançado.
- [Randy] E então nos fizemos uma lista de todas
as coisas interessantes que estavam por aí.
No topo da nossa lista estava Half-Life.
(música dramática)
Nós meio que nos modelamos na imagem
de um estúdio AAA, o que pode ou não ser uma boa coisa
para um projeto de modding movido somente por voluntários.

French: 
(musique dramatique)
- [Scott] Donc environ un an plus tard
les mods commencent à sortir.
Counter-Strike débarque en 1999 en juin.
Commencé à jouer et j'étais
c'est totalement différent
qu'autre chose.
(rechargement d'armes à feu)
- [Vince] Quand j'ai commencé à 2015,
2015 travaillait déjà déjà
sur un pack d'extension Half-Life
cela n'a jamais vu la lumière du jour.
- [Randy] Et nous avons donc fait une liste de tous
le genre de choses cool
qui étaient là-bas.
Le haut de notre liste
était en fait Half-Life.
(musique dramatique)
- [Homme] Nous nous sommes inspirés
un triple A studio, qui peut
ou peut ne pas être la bonne chose
de volontaire seulement comme projet de modding.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
[Scott] Asi que un año después
los mods empezaron a salir.
Counter - Strike llegó en 1999 en Junio
Empecé a jugar y eso fue como, esto es totalmente diferente
a cualquier otra cosa.
 
[Vince] Cuando empecé en 2015,
en 2015 ya estaba trabajando
en una expansión de Half - Life
que nunca vio la luz del día.
[Randy] Entonces hicimos una lista de todo
tipo de cosas geniales que estaban allá afuera.
El número 1 de nuestra lista fue Half - Life.
 
[Hombre] Nos vemos a nosotros mismos después
de un estudio triple A, que quizá sea o no la mejor cosa
de voluntarios solo como un proyecto de modding.

French: 
- [Femme] Tant de gens
ont été introduits à
jeux vidéo en tant que riche
expérience narrative
à travers Half-Life que je pense
ça a eu un très gros impact
sur beaucoup de gens qui font des jeux,
mais cela a aussi eu un grand impact
sur les gens qui aiment juste les jeux.
(musique calme)
- Ce sont donc tous les anciens Beta de Half-Life

Portuguese: 
Tantas pessoas foram introduzidas a
videogames como experiências narrativas ricas
através de Half-Life, que eu acredito que teve um grande impacto
em muitas pessoas que fazem jogos,
mas também teve um grande impacto em pessoas que simplesmente apreciam jogos.
(música calma)
- Então, esses são todos os velhos Beta do Half-Life

English: 
- [Woman] So many people
were introduced to
video games as a rich
story telling experience
through Half-Life that I think
it had a really big impact
on a lot of people who make games,
but it also had a big impact
on people who just enjoy games.
(calm music)
- So these are all the old Half-Life Beta

Spanish: 
[Mujer] Muchas personas empezaron con
videojuegos basadas en historias y experiencias
mediante Half - Life, que creo tuvo realmente un gran impacto
en muchas personas que hacen juegos,
pero también tuvo un gran impacto en personas que simplemente disfrutan videojuegos.
 
Éstas son todas las viejas versiones "Betas" y "Alphas" de Half - Life

Spanish: 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
e Alpha constrói que eu ainda
colecionei na minha casa
de todos esses tipos de idade
versões do Half-Life
que eu tive ao longo dos anos.
E havia algo, você sabe,
Eu ganharia muito jogo
discos ao longo dos anos.
Isso voltou quando as pessoas
eram bastante abertos para dar.
Então, aqui está como o Beta 17,
aqui está o Half-Life Alpha
construir a partir de outubro de 1997.
- Você jogou tudo isso?
- Sim.
Versão Alpha Half-Life
a partir de dezembro de 1997.
Este é o primeiro ano, certo?
Mas eu meio que tenho todas essas compilações
e eu os estava guardando e, você sabe,
Eu não sei por que, mas eu era apenas,
havia algo sobre o jogo
isso me deixou muito animado
com o tipo de animações,
e eu lembro do primeiro
demo onde eles estavam
tipo de mostrar a tecnologia tentáculo
meio que rebentando através do vidro, certo?
Foi como uma demonstração incrível
que Gabe e os caras fizeram.
Eu estava meio que interessado no jogo
e eu acho que a Valve lançou a ideia
de vir e contar a história
da criação do jogo.
Enviei um e-mail, que ainda tenho,
para Gabe dizendo: "Ei, o que
você acha dessa ideia? "
Eles são como sim, claro, vamos lá.
Então, eu fui para cima.

Spanish: 
que aún tengo coleccionadas en mi casa
de todos esos tipos de viejas versiones de Half - Life
que tuve durante todos estos años.
Y había algo, ¿sabes?,
obtuve muchos discos de videojuegos a lo largo de los años.
Esto fue cuando cuando entonces la gente era bastante abierta a darlos.
Aquí está la beta 17,
esta copia de Half - Life es un alpha de octubre de 1997.
- ¿Jugaste a todos ellos?
- Si.
Una versión de Alpha de Half - Life de Diciembre de 1997.
Esto es, ya sabes, el primer año. ¿Verdad?
Pero tengo de alguna manera todas estas versiones
y las estaba guardando, ya sabes,
No se porqué pero era simplemente,
había algo en el juego
que me tenía realmente emocionado como por ejemplo las animaciones,
y recuerdo la primera demo donde ellos
estaban como enseñando la tecnología del "tentáculo"
entrando y destruyendo el vidrio, ¿verdad?
Esa fue una asombrosa demo que Gabe y los muchachos hicieron.
Estaba de alguna manera interesado en el juego
y pienso que introduje en Valve la idea
de hacer algo como contar la historia
de como hicieron el juego.
Envié un email, que aún conservo,
hacia Gabe diciendo, "Hey, ¿Qué piensan de ésto?
y ellos dijeron, "Si, claro, hagámoslo"
Asi que me acerqué,

French: 
et Alpha construit que je reste
ont recueilli à ma place
de tous ces vieux
versions de Half-Life
que j'ai eu à travers les années.
Et il y avait quelque chose, vous savez,
J'aurais beaucoup de gibier
disques au fil des ans.
C'était à l'époque où les gens
étaient assez ouverts pour donner.
Alors, voici comme Beta 17,
voici l'alpha Half-Life
construit à partir d'octobre 1997.
- Avez-vous joué à tout ça?
- Ouais.
Version Alpha de Half-Life
à partir de décembre 1997.
C'est, vous savez, la première année, non?
Mais j'ai en quelque sorte eu toutes ces constructions
et je les gardais et, vous savez,
Je ne sais pas pourquoi mais j'étais juste,
il y avait quelque chose à propos du jeu
ça m'a vraiment excité
avec en quelque sorte les animations,
et je me souviens du premier
démo où ils étaient
sorte de montrer la technologie tentaculaire
genre de briser à travers le verre, non?
C'était comme une démo incroyable
que Gabe et les gars ont fait.
J'étais juste assez intéressé par le jeu
et je pense lancé Valve sur l'idée
de venir et en quelque sorte raconter l'histoire
de la fabrication du jeu.
Envoyé un email, que j'ai toujours,
à Gabe en disant: "Hé, quoi
pensez-vous de cette idée? "
Ils sont comme ouais, bien sûr, montez.
Alors je me suis dirigé.

English: 
and Alpha builds that I still
have collected at my place
of all these sort of old
versions of Half-Life
that I had through out the years.
And there was something, you know,
I would get a lot of game
discs over the years.
This was back when people
were pretty open to give.
So, here's like Beta 17,
here's the Half-Life Alpha
build from October of 1997.
- Did you play all these?
- Yeah.
Half-Life Alpha version
from December of 1997.
This is, you know, the first year, right?
But I sort of got all these builds
and I was keeping them and, you know,
I don't know why but I was just,
there was something about the game
that got me really excited
with sort of the animations,
and I remember the first
demo where they were
sort of showing the tentacle technology
kind of busting through the glass, right?
That was like an amazing demo
that Gabe and the guys did.
I was just kind of interested in the game
and I think pitched Valve on the idea
of coming up and sort of tell the story
of the making of the game.
Sent an email, which I still have,
to Gabe saying, "Hey, what
do you think of this idea?"
They're like yeah, sure, come on up.
So, I headed up.

Portuguese: 
Levou alguns dias de folga
escola para ir para Seattle,
voar de LA para Seattle
e sair na Valve como eles
estavam terminando o Half-Life.
Empresa que nunca enviou um jogo antes,
eram dois caras da Microsoft,
Mike Harrington e Gabe Newell,
nós estamos tentando construir
esse tipo de nova empresa de jogos.
E, sim, é insano
o que se transformou,
mas naquela época era apenas um jogo legal
que eu estava realmente empolgado.
E, você sabe, todo mundo nas revistas
e o mundo estava animado também, certo?
Estava ganhando prêmios na E3,
as pessoas pensavam que era,
parecia fresco e diferente.
Veja, eu só quero vir e
vá e conte essa história.
Quero dizer que foi em setembro de 1998,
quando eles eram bonitos
bem como terminar,
como quando eu estava lá.
Você viu as fotos que
ainda estão na história.
Mas eles tinham o tipo de pinata de caranguejo
que estava no estúdio
que eles acabariam se abrindo
quando eles terminaram o jogo.
Mais uma vez, foi muito mais
história dramática naquela época,
e chamamos de final
horas porque literalmente eles
tive que terminar o jogo, testá-lo,
e então o que eles colocaram naquele CD ROM
era assim que era o jogo

English: 
Took a couple days off
school to go up to Seattle,
to fly up from LA to Seattle
and hang out at Valve as they
were finishing Half-Life.
Company that never shipped a game before,
it was two guys from Microsoft,
Mike Harrington and Gabe Newell,
we're sort of trying to build
this kind of new game company.
And, yeah, it's insane
what it has turned into,
but back then it was just a cool game
that I was really excited about.
And, you know, everyone in the journals
and world was excited about too, right?
Was winning awards at E3,
people thought it was,
felt fresh and felt different.
See, I just wanna come and
go and tell that story.
I wanna say it was in September of 1998,
when they were pretty
much like finishing up,
like when I was there.
You saw the photos that
are still in the story.
But they had the sort of head crab pinata
that was at the studio
that they were gonna eventually crack open
when they finished the game.
Again, it was a much more
dramatic story back then,
and we called it the final
hours because literally they
had to like finish the game, bug test it,
and then what they put on that CD ROM
was like that was the game

French: 
A pris quelques jours de congé
école pour aller à Seattle,
voler de Los Angeles à Seattle
et traîner à Valve comme ils
étaient en train de finir Half-Life.
Société qui n'a jamais expédié un jeu auparavant,
c'étaient deux gars de Microsoft,
Mike Harrington et Gabe Newell,
nous essayons en quelque sorte de construire
ce genre de nouvelle société de jeux.
Et oui, c'est fou
ce qu'il est devenu,
mais à l'époque c'était juste un jeu cool
que j'étais vraiment excité.
Et, vous savez, tout le monde dans les journaux
et le monde était excité à propos aussi, non?
A remporté des prix à l'E3,
les gens pensaient que c'était,
senti frais et senti différent.
Voir, je veux juste venir et
va raconter cette histoire.
Je veux dire que c'était en septembre 1998,
quand ils étaient jolis
un peu comme finir,
comme quand j'étais là-bas.
Vous avez vu les photos
sont toujours dans l'histoire.
Mais ils avaient le genre de pinata de crabe de tête
c'était au studio
qu'ils allaient finir par se fendre
quand ils ont fini le jeu.
Encore une fois, c'était beaucoup plus
histoire dramatique à l'époque,
et nous l'avons appelé la finale
heures parce que littéralement ils
il fallait aimer finir le jeu, le tester,
et puis ce qu'ils ont mis sur ce CD ROM
était comme si c'était le jeu

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
tomé unos días fuera de la escuela el ir a Seattle,
para volar de Los Ángeles a Seattle
y pasar el rato en Valve mientras ellos terminaban Half - Life.
Fue una compañía que nunca había lanzado un juego antes,
eran dos tipos de Microsoft,
Mike Harrington y Gabe Newell,
tratando de construir esta nueva compañía de videojuegos.
Y, si, es increíble en que se convirtió ahora,
pero para entonces era solo un juego genial
del cual estaba muy emocionado.
Y, ya sabes, todos en las revistas
y el mundo estaba emocionado también, ¿verdad?
Estaba ganando premios en el E3, la gente pensó que era,
se sentía innovador y se sentía diferente.
Veras, solo quería ir y contar esa historia.
Quiero decir que fue en Septiembre de 1998.
cuando ellos prácticamente estaban acabándolo,
cuando estuve allí.
Tu viste las fotos que aún están en la historia.
Ellos tenían esta clase de piñata en forma de "cangrejo"
eso fue en el estudio
donde ellos eventualmente iban a a romperlo
cuando acabaran el juego.
Otra vez, fue una historia más dramática entonces,
nosotros lo llamábamos las "horas finales" porque literalmente ellos
tenían que acabar el juego, testear los bugs,
y luego lo que ellos pusieron en ese CD
era como, era prácticamente el juego

French: 
parce qu'il n'y avait pas de premier jour
des correctifs ou quelque chose comme ça.
Voir, j'étais là et probablement passé,
Je veux dire peut-être deux ou trois jours
au studio et un des
les choses quand je fais les dernières heures,
est-ce que j'aime vraiment parler
à tout le monde au studio.
Donc, je ne parlais pas seulement à Gabe,
Je parlais littéralement à John Guthrie,
et Ken Birdwell, et Marc Laidlaw,
et tous ces gars qui
travaillaient un peu en fait
sur le jeu pour entendre leur histoire.
J'étais juste fasciné, non?
Comme un enfant au collège
c'était un cours intensif
dans ce qu'il faut pour faire un jeu.
Je me souviens que Gabe m'a fait sortir
pour, je pense sushi, un jour.
Je n'avais jamais vraiment mangé des sushis
dans ma vie à ce moment-là,
ou quelque chose comme ça,
et j'étais embarrassé
parce que j'essayais de comprendre
comment utiliser les baguettes
et il était assis là en train de manger son sushi
et je me sens comme si
Je vais être un idiot ici
et je dois aimer comprendre comment
mange bien mes sushis, utilise
mes baguettes correctement,
alors j'impressionne ce mec.
Car encore il était venu de Microsoft,
comme s'il était une sorte de bien nanti
cadre bien connu dans le monde de la technologie,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
porque não houve um dia
remendos ou qualquer coisa assim.
Veja, eu estava lá e provavelmente passei,
Eu quero dizer que talvez dois ou três dias
no estúdio e um dos
coisas quando faço horas finais,
é que eu gosto muito de conversar
para todos no estúdio.
Então, eu não estava apenas conversando com Gabe,
Eu estava literalmente conversando com John Guthrie,
e Ken Birdwell e Marc Laidlaw,
e todos esses caras que
estavam meio que trabalhando
no jogo para ouvir a história deles.
Eu estava apenas fascinado, certo?
Quando criança na faculdade
este foi um curso intensivo
no que é preciso para fazer um jogo.
Lembro que Gabe me levou para sair
pois acho que um dia um sushi.
Eu realmente nunca tinha comido Sushi
na minha vida naquele momento,
ou algo assim,
e fiquei com vergonha
porque eu estava tentando entender
como usar os pauzinhos
e ele estava sentado lá comendo seu sushi
e eu sinto que sinto
Eu vou ser um idiota aqui
e eu preciso gostar de descobrir como
comer meu sushi corretamente, use
meus pauzinhos corretamente,
para que eu impressione esse cara.
porque novamente ele veio da Microsoft,
como se ele fosse um tipo bem
executivo conhecido no mundo da tecnologia,

English: 
because there were no day one
patches or anything like that.
See, I was there and probably spent,
I wanna say maybe two or three days
at the studio and one of the
things when I do final hours,
is I really like to talk
to everyone at the studio.
So, I wasn't just talking to Gabe,
I was literally talking to John Guthrie,
and Ken Birdwell, and Marc Laidlaw,
and all these guys that
were kinda actually working
on the game to hear their story.
I was just fascinated, right?
As a kid in college
this was a crash course
in what it takes to make a game.
I remember Gabe took me out
for, I think sushi, one day.
I'd never really eaten Sushi
in my life at that point,
or something like that,
and I was embarrassed
because I was trying to figure
out how to use the chopsticks
and he was sitting there eating his sushi
and I'm like I feel like
I'm gonna be an idiot here
and I need to like figure out how to
eat my sushi properly, use
my chopsticks properly,
so that I impress this guy.
'cause again he had come from Microsoft,
like he was a well off sort of
well-known executive in the tech world,

Spanish: 
porque en ese entonces no habían parches de día uno o cosas así.
Veras, y estuve allí y probablemente pasé
quiero decir quizá dos o tres dias
en el estudio y una de las cosas cuando hago las horas finales
es que me gusta hablar con todos en el estudio.
Asi que, no solo estaba hablando con Gabe,
Literalmente estaba hablando con John Guthrie,
Ken Birdwell, y Marc Laidlaw,
y todos esos chicos que estuvieron trabajando
en el juego para escuchar su historia.
Estaba fascinado, ¿Verdad?
Para mi esto fue como un curso intensivo
de lo que cuesta hacer un videojuego.
Recuerdo que Gabe me llevó, creo que fue sushi, un día.
Jamás había comido Sushi en mi vida hasta entonces,
o algo así, y estaba avergonzado
porque estaba tratando de descubrir como usar los palillos
y el estaba sentado allí comiendo su sushi
y yo sintiendo como "Voy a parecer un idiota"
y necesito descubrir de como
comer mi sushi apropiadamente, usar mis palillos apropiadamente.
para impresionar a este tipo.
porque, otra vez, el vino de Microsoft,
y el era un buen, una especie de,
bien - conocido ejecutivo en el mundo de la tecnología

Portuguese: 
e Mike veio também.
E a esposa de Mike na época, Monica,
estava meio que fazendo
o material de marketing.
Então foi meio que muito
um caso de família.
Lembro-me de Gabe e sua esposa Lisa
eles estavam embalando manuais
para algumas das caixas
no chão e era como,
foi um tempo muito simples.
(música inspiradora)
- Eu estava trabalhando em um jogo de tiro em primeira pessoa
quando Half-Life saiu.
Foi o primeiro jogo em que trabalhei.
A premissa do jogo foi bem legal.
Você interpretou um anjo caído,
e você tinha esses poderes,
para que você possa transformar pessoas
em pilares de sal,
ou fazer o sangue deles
ferva e eles explodem.
Foi como, oh, isso é divertido,
mas foi muito pântano
material de design de nível padrão
e isso não quer dizer que eles
níveis sugados ou qualquer coisa,
era exatamente o que era esperado.
Era a chave vermelha e a chave azul,
os caixotes e os
cientistas e tudo.

Spanish: 
y Mike vino de allí también.
Y la esposa de Mike en ese tiempo, Mónica,
estaba allí, haciendo las cosas de Marketing.
Asi que era una especie de asunto familiar.
Recuerdo a Gabe y a su esposa Lisa
ellos estaban empacando manuales para algunas de las cajas
en el piso y era como,
eran tiempos muy simples.
 
- Estaba trabajando en un shooter en primera persona
cuando Half - Life salió.
Fue el primer juego en el que trabajé
la premisa del juego era algo genial.
Encarnabas a un ángel caído, y tenías esos poderes
donde podías convertir a la gente en pilares de sal,
o hacer que su sangre hirviera y ellos explotaran.
Era como, oh, era divertido,
pero era un diseño de niveles muy estándar
y no quiero decir que sus niveles apestaban o algo,
era solo lo esperado.
Había la llave roja y la llave azul,
las cajas y los científicos y todo.

French: 
et Mike était venu aussi.
Et la femme de Mike à l'époque, Monica,
faisait en quelque sorte là
les trucs de marketing.
Donc c'était un peu très
beaucoup une affaire de famille.
Je me souviens de Gabe et sa femme Lisa
ils emballaient des manuels
pour certaines des boîtes
sur le sol et c'était comme,
C'était un moment très simple.
(musique inspirante)
- Je travaillais sur un jeu de tir à la première personne
quand Half-Life est sorti.
C'était le premier jeu sur lequel j'ai travaillé.
La prémisse du jeu était plutôt cool.
Vous avez joué un ange déchu,
et vous aviez ces pouvoirs,
afin que vous puissiez transformer les gens
en colonnes de sel,
ou faire leur sang
bouillir et ils exploseraient.
C'était comme, oh, c'est amusant,
mais c'était très marécageux
trucs de conception de niveau standard
et cela ne veut pas dire leur
niveaux aspirés ou quoi que ce soit,
c'était exactement ce à quoi on s'attendait.
C'était la clé rouge et la clé bleue,
les caisses et les
les scientifiques et tout.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and Mike had come as well.
And Mike's wife at the time, Monica,
was sort of there doing
the marketing stuff.
So it was kind of very
much a family affair.
I remember Gabe and his wife Lisa
they were packing manuals
for some of the boxes
on the floor and it was just like,
it was a very simple time.
(inspirational music)
- I was working on a first-person shooter
when Half-Life came out.
It was the first game I ever worked on.
The premise of the game was kind of cool.
You played a fallen angel,
and you had these powers,
so you could turn people
into pillars of salt,
or make their blood
boil and they'd explode.
It was like, oh, that's fun,
but it was very bog
standard level design stuff
and that's not to say their
levels sucked or anything,
it was just what was expected.
It was the red key and the blue key,
the crates and the
scientists and everything.

Portuguese: 
Era uma espécie de coletivo padrão.
Você passaria pelos níveis
e você meio que faria
sem pensar nisso
simplesmente porque a maneira como eles
foram projetados era muito inteligente,
para classificar o pellet.
Como um rato através de um labirinto.
Era a norma aceita.
Este foi o mecanismo de compilação para o 3D atual
e era o que as pessoas eram
meio que esperando fazer,
então não pensamos muito nisso.
Nossa demo foi lançada em uma semana,
e que foi anunciado
a demo Half-Life
ia sair,
então todo mundo no escritório faz o download
para suas máquinas e seus
a demonstração não foi apenas mais longa,
mas foi melhor e
mais do que todo o nosso jogo.
E estávamos prestes a
solte uma batalha de chefe único
do nosso jogo e essa foi a nossa demo,
e foi em um quarto individual
e você acabou de lutar com Lilith,
e acabou.
Todo mundo jogou e
era assim quieto
desconforto que tipo de propagação
em todo o estúdio.
E quando eu fui ao Cyclone
uma das primeiras coisas que eu disse
Eu só estava interessado em
vindo aqui se vocês não estão

French: 
C'était en quelque sorte le collectif standard.
Tu passerais par les niveaux
et vous le feriez en quelque sorte
sans y penser
tout simplement parce que la façon dont ils
ont été conçus était très intelligent,
pour trier de pellet vous mener à travers.
Comme une souris dans un labyrinthe.
C'était la norme acceptée.
C'était moteur de construction à la 3D actuelle
et c'était ce que les gens étaient
en quelque sorte s'attendant à faire,
donc nous n'avons pas trop réfléchi à cela.
Notre démo allait sortir dans une semaine,
et qu'il a été annoncé
la démo de Half-Life
allait sortir,
donc tout le monde au bureau le télécharge
à leurs machines et leurs
la démo était non seulement plus longue,
mais c'était mieux et
plus long que notre jeu entier.
Et nous étions sur le point de
libérer une bataille de boss unique
de notre jeu et c'était notre démo,
et c'était dans une chambre simple
et tu viens de combattre Lilith,
et c'était fini.
Tout le monde a joué et
c'était comme ce calme
malaise ce genre de propagation
dans tout le studio.
Et quand je suis allé au cyclone
une des premières choses que j'ai dites
étais-je seulement intéressé par
venir ici si vous n'êtes pas

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
It was sort of the standard collective.
You'd go through the levels
and you'd sort of do it
without thinking about it
simply because the way they
were designed was very smart,
to sort of pellet lead you through.
Like a mouse through a maze.
It was the accepted norm.
This was build engine to current 3D
and it was what people were
sort of expecting to do,
so we didn't think too much of that.
Our demo was coming out in like a week,
and that it was announced
the Half-Life demo
was going to come out,
so everybody in the office downloads it
to their machines and their
demo was not only longer,
but it was better and
longer than our entire game.
And we were about to
release a single boss battle
of our game and that was our demo,
and it was in a single room
and you just fought Lilith,
and it was over.
Everybody played and
it was like this quiet
discomfort that sort of spread
throughout the entire studio.
And when I went to Cyclone
one of the first things I said
was I am only interested in
coming here if you guys are not

Spanish: 
Era como el paquete estándar.
Tu irías por los niveles
y de alguna manera lo harías sin pensar.
Simplemente porque la forma como estaban hechas era muy inteligente.
para que la "bolita" te guíe a través.
Como un ratón en un laberinto.
Era la norma aceptada.
Fue creado en un motor pensado en 3D de entonces.
y fue lo que la gente estaba esperando que hagamos,
así que no pensamos mucho en ello.
Nuestra demo iba a salir en una semana,
y entonces fue anunciado que la demo de Half - Life
iba a salir,
entonces todos en la oficina lo descargaron
a sus máquinas, y su demo no solo fue más larga,
sino que era mejor y más larga que todo nuestro juego.
Y nosotros solo íbamos a lanzar una pelea contra un jefe
de nuestro juego, y esa era nuestra demo,
y solo era una habitación, y solo peleabas con Lilith,
y terminaba.
Todos lo jugamos y hubo este silencio
incómodo que se extendió por todo el estudio.
Y cuando fui a Cyclone una de las primeras cosas que dije
fue "Solo estoy interesado en venir aqui si ustedes no están

French: 
entièrement détenue par 3DO, car
Je ne veux pas aller
et travaille pour 3DO, je suis
pas intéressé par ça.
Et ils étaient comme non, non, non,
nous sommes tous indépendants, non?
Cela s'est terminé ce jour-là.
La démo est sortie, le jeu
est sorti, et il a juste fait du bruit.
C'était un écho de rien.
Personne ne s'en souciait, parce que toute l'industrie
fondamentalement décalé avec
la sortie de cette démo.
Tout le monde dans les joueurs
côté et le côté des créateurs
tous ont eu leurs cerveaux inversés collectivement.
C'était le moment qu'ils vivent
où Rowdy Roddy Piper
met les lunettes
et voir les signes, non?
C'est vraiment ce que je ressentais,
oh, c'est comme ça que les jeux peuvent être.
(musique dramatique)
- J'aime les jeux FPS, non?
Comme Doom et Quake, et
joué des tonnes et des tonnes d'em.
Puis Bleak est arrivé et
cela a fini par être une démo
qu'ils ont mis avec
cartes graphiques ou quelque chose,
mais cela est sorti, il a fui tôt.
- [Danny] C'est vrai.

English: 
fully owned by 3DO, 'cause
I don't wanna go over
and work for 3DO, I'm
not interested in that.
And they were like no, no, no,
we're all independent, right?
That ended that day.
The demo came out, the game
came out, and it just thudded.
It was an echo of nothing.
Nobody cared, because the entire industry
fundamentally shifted with
the release of that demo.
Everybody in the gamers
side and the creators side
all had their brains collectively flipped.
It was the they live moment
where Rowdy Roddy Piper
is putting the glasses on
and seeing the signs, right?
That is truly how I felt going,
oh, this is how games can be.
(dramatic music)
- Love FPS games, right?
Like Doom and Quake, and
played tons and tons of 'em.
Then Bleak happened and
that ended up being a demo
that they put out with
graphics cards or something,
but that came out, it leaked early.
- [Danny] Right.

Portuguese: 
propriedade total da 3DO, porque
Eu não quero passar por cima
e trabalhar para 3DO, eu sou
não estou interessado nisso.
E eles eram como não, não, não,
somos todos independentes, certo?
Isso terminou naquele dia.
A demo saiu, o jogo
saiu, e simplesmente bateu.
Foi um eco de nada.
Ninguém se importou, porque toda a indústria
fundamentalmente mudou com
o lançamento dessa demo.
Todo mundo nos jogadores
lado e o lado criadores
todos tiveram seus cérebros invertidos coletivamente.
Foi o momento que eles vivem
onde Rowdy Roddy Piper
está colocando os óculos
e vendo os sinais, certo?
Foi assim que me senti indo,
oh, é assim que os jogos podem ser.
(música dramática)
- Adora jogos de FPS, certo?
Como Doom e Quake, e
jogou toneladas e toneladas deles.
Então Bleak aconteceu e
que acabou sendo uma demonstração
que eles colocam com
placas gráficas ou algo assim,
mas saiu, vazou cedo.
- [Danny] Certo.

Spanish: 
totalmente comprados por 3DO, porque yo no quiero venir
y trabajar para 3DO, no estoy interesado en eso".
Y ellos decían, "no, no, no, nosotros somos independientes, ¿Verdad?
Eso acabo ese día.
La demo salió, el juego salió, y simplemente mordió el polvo.
Fue un eco de nada.
A nadie le importó, porque la industria entera
fundamentalmente cambió con la salida de ESA demo.
Todos, por el lado del gamer y por el lado de los creadores
todos tenían sus cerebros colectivamente maravillados.
Era como en esa parte en "Sobreviven"
donde Rowdy Roddy Pipper se pone los lentes
y ve las señales, ¿Verdad?
Fue exactamente como me sentí,
oh, es así cómo pueden ser los videojuegos.
 
- Amo los juego FPS
Como Doom y Quake, jugué muchos de ellos.
Entonces ocurrió el leak, y eso terminó siendo una demo
que pusieron con tarjetas gráficas o algo,
pero salió, se filtró mucho antes.
- [Danny] Cierto.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
- Recuerdo a todos volviéndose locos por ello.
El recorrido en el tren fue de alguna manera asombrosa,
porque para entonces era muy atractivo.
Tu estabas en plan: ¿Que esta pasando aquí?
No puedes esperar a ver que es lo que sigue a continuación,
y no pasa mucho en realidad, ¿Verdad?
Pero por alguna razón era simplemente, no se había hecho
antes, así que era simplemente algo
que creo nos intrigó a todos.
- Uno de las más silenciosas e inteligentes introducciones
que te mostraba precisamente quien eres,
y precisamente lo que no eras, un super soldado
creado en un laboratorio, ni la araña mas asombrosa de todos los tiempos,
Es un tipo de camino a trabajar.
Siendo un personaje que nunca habla
así que tu estas 100% dentro de los zapatos de Gordon Freeman.
Fue de los primeros juegos que jugué
en el que el personaje que encarnas
participa en el incidente de la historia, ¿Verdad?
Estas activamente motivado, engañado por los científicos,
a hacer cosas que causan todo el caos
del mundo entero dentro del juego.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
- Et je me souviens de tout le monde
paniquer à ce sujet.
Le trajet en train est assez surprenant,
car à ce moment-là, c'était tellement engageant.
Vous êtes juste comme ce qui se passe ici?
Vous avez hâte de voir
un peu ce qui se passe ensuite,
Et il ne se passe pas grand chose, non?
Mais pour une raison quelconque, c'était
juste, n'avait pas été fait comme
qu'avant donc c'était juste quelque chose
que je pense nous a tous intrigués.
- Une des ouvertures les plus silencieuses et les plus intelligentes
cela vous montre réellement
précisément qui vous êtes,
et précisément qui vous
n'est pas super soldat
créé dans un laboratoire, ce n'est pas
plus grande araignée de tous les temps,
c'est mec sur son chemin au travail.
Lancer un personnage qui ne parle jamais
donc vous êtes 100% placé dans
Les chaussures de Gordon Freeman.
Ils ont été l'un des premiers
jeux auxquels j'ai jamais joué
dans lequel le personnage que vous incarnez
prend part à l'incitation
incident de l'histoire, non?
Vous êtes activement encouragé,
trompé par le scientifique,
faire quelque chose qui
provoque tout le chaos
du monde entier du jeu

Portuguese: 
- E eu lembro de todos
pirando com isso.
O material do passeio de trem é meio incrível,
porque naquela época era muito envolvente.
Você é como o que está acontecendo aqui?
Você não pode esperar para ver
meio que acontece a seguir,
e isso não acontece muito, certo?
Mas, por alguma razão, foi
apenas, não tinha sido feito como
isso antes, então era apenas algo
que acho que intrigou a todos nós.
- Uma das aberturas mais silenciosas e inteligentes
que realmente mostra
exatamente quem você é,
e precisamente quem você
são não é super soldado
criado em laboratório, não é
a maior aranha de todos os tempos,
é cara a caminho do trabalho.
Elenco de um personagem que nunca fala
então você está 100% colocado
Sapatos de Gordon Freeman.
Eles foram um dos primeiros
jogos que eu já joguei
em que o personagem que você personifica
participa da incitação
incidente da história, certo?
Você é incentivado ativamente,
enganado pelo cientista,
fazer algo que
causa todo o caos
de todo o mundo do jogo

English: 
- And I remember everyone
freaking out about that.
The train ride stuff is kind of amazing,
because at that time it was so engaging.
You're just like what is happening here?
You can't wait to see
kinda what happens next,
and not that much really happens, right?
But for some reason it was
just, hadn't been done like
that before so it was just something
that I think intrigued us all.
- One of the quietest, smartest openings
that actually shows you
precisely who you are,
and precisely who you
are is not super soldier
created in a lab, it's not
greatest spider of all time,
it's dude on his way to work.
Casting a character who never speaks
so you're 100% placed in
Gordon Freeman's shoes.
They were one of the first
games that I ever played
in which the character you embody
takes part in the inciting
incident of the story, right?
You actively are encouraged,
tricked by the scientist,
to do something which
causes all the chaos
of the entire game world

Portuguese: 
então você está muito mais investido em corrigi-lo.
Na época eu não percebi completamente,
não foi até o jogo subsequente
que eu percebi o quão bem
quão habilmente trabalhada,
eles fizeram aquele momento.
A história foi contada para você.
Estávamos na infância de contar histórias
onde estava um monte de
provavelmente designers de nível
ditando parte da história
então eles estavam adorando fazer isso
mas talvez esse não fosse o forte deles,
por isso não era necessariamente escritor exclusivamente
ou alguém que estava
dirigindo essas coisas.
Era mais como o
equipe coletiva dizendo
você sabe o que seria ótimo em
Neste nível, vamos tentar isso.
- Foram caras que vieram todos
fora da comunidade mod.
Isso foi uma coisa inteligente
que Gabe e Mike fizeram,
é a comunidade mod em torno de Doom e Quake
foi incrível e eles eram realmente inteligentes
sobre apenas ir, como
você disse, para essas crianças
quem aprendeu a usar
algumas dessas ferramentas de edição
e foi até eles e disse:
ei, venha trabalhar neste jogo.
Então, sim, o que foi legal,
sim, as histórias pessoais
de, estou tentando pensar,
como John Guthrie, até John Cook,
todos esses caras que eram modders
e meio que veio ao estúdio.
Forneceu muitas cores interessantes.

English: 
so you're far more invested in fixing it.
At the time I didn't fully realize it,
it wasn't until subsequent play throughs
that I realized how well,
how expertly crafted,
they had done that moment.
Story was told at you.
We were in our infancy of story telling
where it was a bunch of
probably level designers
dictating some of the story
so they were loving to do this
but maybe that wasn't their forte,
so it was not necessarily writer solely
or anybody that was
directing these things.
It was more like the
collective team saying
you know what'd be great in
this level, let's try this.
- It was guys that all came
out of the mod community.
That was a smart thing
that Gabe and Mike did,
is the mod community around Doom and Quake
was incredible and they were really smart
about just going, as
you said, to these kids
who learned how to use
some of these editing tools
and went to them and said,
hey, come work on this game.
So yeah that what was cool,
yeah, the personal stories
of, I'm trying to think,
like John Guthrie, even John Cook,
all these guys that were modders
and just sort of came in the studio.
It provided a lot of interesting color.

French: 
Vous investissez donc beaucoup plus dans la réparation.
A l'époque je ne m'en rendais pas vraiment compte,
il a fallu attendre jusqu'à ce que le jeu passe
que j'ai réalisé à quel point,
comment habilement conçu,
ils avaient fait ce moment.
L'histoire vous a été racontée.
Nous étions dans notre enfance de raconter des histoires
où c'était un tas de
probablement les concepteurs de niveau
en dictant une partie de l'histoire
alors ils aimaient faire ça
mais peut-être que ce n'était pas leur fort,
donc ce n'était pas nécessairement écrivain uniquement
ou quelqu'un qui était
diriger ces choses.
C'était plus comme le
équipe collective disant
vous savez ce qui serait bien dans
à ce niveau, essayons ceci.
- Ce sont les gars qui sont tous venus
hors de la communauté mod.
C'était une chose intelligente
que Gabe et Mike ont fait,
est la communauté des mods autour de Doom et Quake
était incroyable et ils étaient vraiment intelligents
à propos de juste aller, comme
vous avez dit à ces enfants
qui a appris à utiliser
certains de ces outils d'édition
et est allé vers eux et a dit:
Hé, viens travailler sur ce jeu.
Alors oui, ce qui était cool,
oui, les histoires personnelles
de, j'essaie de penser,
comme John Guthrie, même John Cook,
tous ces gars qui étaient modders
et vient en quelque sorte dans le studio.
Il a fourni beaucoup de couleurs intéressantes.

Spanish: 
Asi que estás mas inmerso a arreglarlo.
Y en su día no me había dado cuenta,
no fue hasta rejugar el juego veces después
donde me di cuenta, que tan hábilmente creada
estaba hecha esa parte.
La historia te estaba siendo contada
Estábamos en la infancia de contar historias
donde habían varios diseñadores de niveles
dictando parte de la historia
pues ellos amaban hacerlo
pero quizá ese no era su fuerte,
Así que no necesariamente era solo el escritor
o alguien en especifico que estaba dirigiendo esas cosas.
Era algo más colectivo, de equipo,
ya sabes, ¿Qué podría ser genial en este nivel? Probemos esto.
- Habían varios que vinieron de la comunidad de mods
eso fue algo muy inteligente que Gabe y Mike hicieron,
fue la comunidad de mods al rededor de Doom y Quake
fue increible, y ellos fueron muy inteligentes
de ir, como dijiste, hacia todos estos chicos
que aprendieron a como usar algunas de estas herramientas de edición
e ir hacia ellos y decir: "hey, vengan a trabajar en este juego"
Asi que si, eso fue genial,
Asi es, las historias personales de, trato de pensar,
como las de John Guthrie, incluso John Cook,
Todos estos tipos que fueron modders
y simplemente ingresaron al estudio.
Trajo consigo muchos colores interesantes.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
Y, de nuevo, había una estructura interesante allí también,
con estos "equipos", que pienso que utilizan eso hasta el dia de hoy,
donde ciertos grupos conformado por diferentes tipos de personas se unían
y construían cosas.
Como niño que era, estudiando en el colegio,
para mi eso era un ejercicio fascinante
el comprender como estas compañías trabajan, y como los equipos trabajan.
 
- Amo el diseño del sonido en ese juego.
Como disparar la pistola, la primera vez que obtienes la pistola,
especialmente porque toma mucho tiempo.
 
 
Escuchas ese "tuh tuh tuh tuh tuh tuh tuh tuh,
ya sabes, la palanca,
y exactamente cuando estabas cansado de solo tener la palanca
te dan la pistola.
Y luego pasan a la escopeta,
el revolver, la metralleta,
a tiempos perfectos, pero el sonido,
cuando tu escuchas el mundo,
y escuchas ese (Sonido de curación)

French: 
Et encore il y avait un très
structure intéressante là aussi
avec ces cabales, que je pense
ils utilisent encore à ce jour,
où sorte de groupes de personnes
cela viendrait tous ensemble
et construire des choses.
Comme un enfant qui étudiait au collège,
J'étais comme si c'était juste un
type d'exercice fascinant
pour comprendre comment les entreprises
travail, et comment les équipes travaillent.
(crunching fort)
- J'aime la conception sonore dans ce jeu.
Comme tirer avec le pistolet, le
la première fois que vous obtenez le pistolet,
surtout parce que cela a pris si longtemps.
(cri aigu)
(coups de feu)
Tu aurais ce tuh tuh
tuh tuh tuh tuh tuh tuh tuh,
vous connaissez le pied de biche,
et juste quand tu étais fatigué
d'avoir juste le pied de biche
ils introduisent le pistolet.
Et puis ils glissent dans un fusil à pompe,
le revolver, la mitrailleuse,
à ces moments parfaits, mais le son,
quand tu entends le monde,
quand vous entendez ça (bips rapides et forts)

English: 
And again it had a very
interesting structure there too
with these cabals, which I think
they still use to this day,
where sort of groups of people
that would all come together
and build things.
As a kid that was studying in college,
I was like this is just a
fascinating sort of exercise
in understanding how companies
work, and how teams work.
(loud crunching)
- I love the sound design in that game.
Like firing the pistol, the
first time you get the pistol,
especially because it took so long.
(high pitched squeal)
(gun fires)
You'd get that tuh tuh
tuh tuh tuh tuh tuh tuh,
you know the crowbar,
and just when you were tired
of just having the crowbar
they introduce the pistol.
And then they slide in shotgun,
the revolver, the machine gun,
at those perfect times, but the sound,
when you hear the world,
when you hear that (loud fast beeping)

Portuguese: 
E novamente teve uma muito
estrutura interessante lá também
com essas cabalas, que eu acho
eles ainda usam até hoje,
onde tipo de grupos de pessoas
que todos se juntariam
e construir coisas.
Quando criança que estudava na faculdade,
Eu estava assim é apenas um
tipo fascinante de exercício
para entender como as empresas
trabalho e como as equipes trabalham.
(trituração alta)
- Adoro o design de som desse jogo.
Como disparar a pistola, o
primeira vez que você pega a pistola,
especialmente porque demorou tanto tempo.
(guincho agudo)
(disparos de armas)
Você entenderia isso
tuh tuh tuh tuh tuh tuh,
você conhece o pé de cabra,
e justamente quando você estava cansado
de apenas ter o pé de cabra
eles introduzem a pistola.
E então eles deslizam na espingarda,
o revólver, a metralhadora,
naqueles momentos perfeitos, mas o som,
quando você ouve o mundo,
quando você ouvir isso (bip rápido e alto)

English: 
you just filled up your health, grr-um.
You know, that do do do,
when your health goes
a little bit too low on the thing.
Critical.
(loud beeping)
- [Woman] Blood loss detected.
- All these things that feel like you are
placed in that world.
The pacing of that game
brought you those moments,
that tentacle is just unbelievably good,
and it came at the right time.
It came at a time when you
needed something spectacle,
challenging, and then just
constantly hearing that
duh duh duh duh duh.
(loud banging)
(groans)
- I still remember I got an
early version of Half-Life
and it was Halloween of 1998
and I remember I was at my place in LA
and I got so sucked into the world
that people kept ringing my
door trying to trick or treat
and I just was like ignoring them
because I was sitting
there playing Half-Life.
And I remember it was that
moment where you sort of
have the helicopter outside
and you've got the rocket launcher
and it was this moment where
you're having this battle

French: 
vous venez de remplir votre santé, grr-um.
Vous savez, ça le fait,
quand votre santé va
un peu trop bas sur la chose.
Critique.
(bip fort)
- [Femme] Perte de sang détectée.
- Toutes ces choses qui vous font penser
placé dans ce monde.
Le rythme de ce jeu
vous a apporté ces moments,
ce tentacule est incroyablement bon,
et c'est arrivé au bon moment.
C'est arrivé à un moment où vous
besoin de quelque chose de spectacle,
difficile, puis juste
constamment entendu que
duh duh duh duh duh.
(cogner fort)
(gémissements)
- Je me souviens encore que j'ai eu un
première version de Half-Life
et c'était Halloween de 1998
et je me souviens que j'étais chez moi à LA
et je me suis tellement aspiré dans le monde
que les gens n'arrêtaient pas de sonner mon
porte essayant de tromper ou de traiter
et j'étais juste comme les ignorer
parce que j'étais assis
il joue à Half-Life.
Et je me souviens que c'était ça
moment où vous en quelque sorte
avoir l'hélicoptère à l'extérieur
et vous avez le lance-roquettes
et ce fut ce moment où
vous avez cette bataille

Spanish: 
Tu acabas de llenar tu salud, "grr -um".
Ya sabes, ese "do do do", cuando tu salud esta
un poco baja en el traje.
Crítico.
 
(Computador) Detectada pérdida de sangre.
- Todas esas cosas que te hacían sentir que tu
estabas en ese mundo.
El ritmo de ese juego te llevaba a esos momentos,
ese "tentáculo" es simplemente increíblemente bueno,
y llegaba al momento perfecto.
Llegaba en ese momento donde necesitabas algo espectacular,
retador, y constantemente escuchando ese
"duh duh duh duh duh".
 
 
- Aún recuerdo, que obtuve una versión temprana de Half - Life
era Halloween en 1998
y recuerdo que estaba en mi casa en los Los Ángeles
y estuve tan inmerso en el mundo
que la gente se quedaba en mi puerta tratando de hacerme bromas o para darles dulces
y yo simplemente los ignoraba.
Porque estaba allí, sentado jugando Half - Life.
Y recuerdo, había un momento donde tu
tenías al helicóptero afuera
y obtienes el lanza misiles.
y fue en ese momento donde tenías esta batalla

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
você acabou de encher sua saúde, grr-um.
Você sabe, isso sim,
quando sua saúde vai
um pouco baixo demais.
Crítico.
(bip alto)
- [Mulher] Perda de sangue detectada.
- Todas essas coisas que parecem que você é
colocado nesse mundo.
O ritmo desse jogo
te trouxe esses momentos,
esse tentáculo é inacreditavelmente bom,
e veio na hora certa.
Chegou em um momento em que você
precisava de algo espetáculo,
desafiador e, em seguida, apenas
constantemente ouvindo isso
duh duh duh duh duh.
(batendo alto)
(gemidos)
- Ainda me lembro que recebi um
versão inicial do Half-Life
e foi o Halloween de 1998
e lembro que estava na minha casa em LA
e eu fui tão sugado pelo mundo
que as pessoas continuavam tocando minha
porta tentando doçura ou travessura
e eu era como ignorá-los
porque eu estava sentado
lá jogando Half-Life.
E eu lembro que era isso
momento em que você meio que
tem o helicóptero lá fora
e você tem o lançador de foguetes
e foi nesse momento que
você está tendo essa batalha

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and it just grabbed you so much
because what they did with that game,
there's such a flow to it, right?
You're in this flow state and
I remember the CD audio tracks
on the CD that they had recorded
and they would sort of
come into the gameplay
and you'd sort of get into
the skirmish mode, right?
And the music would start
and you'd sorta start these battles,
and there was a chorography to it.
Which was just incredible.
I still remember that, like Halloween
and it was starting,
and it was three o'clock
and like the sun set all these,
and I was just so focused on
like getting through Half-Life.
I still remember the helicopter fight,
I remember the guards
start of dropping down
on those black lines and coming
down and kinda fighting you.
- Their AI wasn't that
revolutionary but it was.
It was the first time it didn't feel
like random people mobbing you,
but soldiers around the corner
communicating with each other
and then tossing grenades
around the corner.
It was absolutely mind-blowing.
The introduction of the
fighting the helicopter
came at that right moment
when you're like, all right,
I'm ready for something
and then it just kills
you almost instantly.
Like oh, okay, I get it.

Spanish: 
y simplemente no te deja ir
porque lo que hicieron con ese juego,
tuvo este "fluir" especial, ¿Verdad?
Tu estas en este estado de "dejarte llevar", y recuerdo los CD's de audio
estos CD's que ellos grabaron
estos entraban de alguna manera en el gameplay
y estas como en modo batalla, ¿Verdad?
Y la música empezaría
y a la vez tu empezarías estas batallas,
había una coreografía en ello.
Que fue simplemente increible.
Aún recuerdo eso, en Halloween
aún empezando, y luego ya eran las 3 en punto
y luego ya era el ocaso,
y yo solo estaba enfocado en pasarme Half - Life.
Aún recuerdo la pelea con el helicóptero,
recuerdo a los soldados empezando a salir de él,
en esas cuerdas negras y bajando, y peleando contigo.
- Su IA no fue tan revolucionaria, pero fue.
Fue la primera vez que no sentí que
eran simples personas atacándote,
sino soldados doblando la esquina, comunicándose entre ellos,
Y lanzando granadas desde las esquinas.
Era absolutamente una locura.
La introducción a la pelea del helicóptero
vino en el momento preciso.
Cuando tu estas como: "bueno, estoy listo para algo"
Y justo viene y te mata casi instantáneamente.
Y fue como: "Oh, ok, entiendo".

French: 
et il vous a tellement attrapé
parce que ce qu'ils ont fait avec ce jeu,
il y a un tel flux, non?
Vous êtes dans cet état de flux et
Je me souviens des pistes audio du CD
sur le CD qu'ils avaient enregistré
et ils seraient en quelque sorte
entrer dans le gameplay
et vous entreriez en quelque sorte dans
le mode escarmouche, non?
Et la musique commencerait
et vous commenceriez ces batailles,
et il y avait une chorographie à cela.
Ce qui était juste incroyable.
Je me souviens encore de cela, comme Halloween
et ça commençait,
et il était trois heures
et comme le soleil se couche tout cela,
et j'étais tellement concentré sur
comme passer à travers Half-Life.
Je me souviens encore du combat d'hélicoptère,
Je me souviens des gardes
début de descente
sur ces lignes noires et à venir
bas et un peu vous battre.
- Leur IA n'était pas ça
révolutionnaire mais c'était.
C'était la première fois que ça ne sentait pas
comme des gens au hasard qui vous harcelent,
mais les soldats du coin
communiquer entre eux
puis lancer des grenades
au coin de la rue.
C'était absolument époustouflant.
L'introduction de la
combattre l'hélicoptère
est venu au bon moment
quand tu es comme ça, d'accord,
Je suis prêt pour quelque chose
et puis ça tue
vous presque instantanément.
Oh, d'accord, je comprends.

Portuguese: 
e apenas te agarrou muito
porque o que eles fizeram com esse jogo,
existe um fluxo tão grande, certo?
Você está nesse estado de fluxo e
Lembro-me das faixas de áudio do CD
no CD que eles gravaram
e eles meio que
entrar na jogabilidade
e você meio que entrava
o modo skirmish, certo?
E a música começaria
e você meio que começaria essas batalhas,
e havia uma corografia nele.
O que foi simplesmente incrível.
Ainda me lembro disso, como o Halloween
e estava começando,
e eram três horas
e como o sol se pôs tudo isso,
e eu estava tão focado em
como passar pela Half-Life.
Ainda me lembro da luta de helicóptero,
Eu lembro dos guardas
início do menu suspenso
nessas linhas pretas e vindo
pra baixo e meio que brigando com você.
- A IA deles não era assim
revolucionário, mas foi.
Foi a primeira vez que não senti
como pessoas aleatórias atacando você,
mas soldados na esquina
se comunicando
e depois jogando granadas
ao virar da esquina.
Foi absolutamente alucinante.
A introdução do
lutando contra o helicóptero
veio naquele momento certo
quando você está tipo, tudo bem,
Estou pronto para algo
e depois mata
você quase instantaneamente.
Tipo, ok, entendi.

Spanish: 
 
 
They are the originators of having no cinematics.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
(loud whirring)
(loud explosion)
They are the originators
of having no cinematics.
And that effected me so strongly
that even with God of War, what
I wanted was no camera cuts,
but also no cinematics.
I wanted you to be able to be, you know,
in a room with 10 people
and I wanna pay attention
to that person, right?
And if I don't pay attention
to the other nine people
I might miss something.
That's really hard.
It's really cool to talk about,
but I can see how they had
to engineer certain tricks
at the time, locking you
in a room with somebody,
giving them an active,
but then inside of the narrative
having them encourage you
to have an active, right?
And they begin that right
away with "Gordon, I need you
"to help me with this experiment," right?
And you become accustomed to that.
First person shooters were
there to throw a bunch
of enemies at you, empower you,
and then, oh, we kinda
need to slow the pace down
so let's put some security
keys every once in awhile.
This one really built up that,

Portuguese: 
(zumbido alto)
(explosão alta)
Eles são os criadores
de não ter cinemática.
E isso me afetou tão fortemente
que mesmo com God of War, o que
Eu queria que não houvesse cortes de câmera,
mas também sem cinemática.
Eu queria que você fosse capaz de ser, você sabe,
em uma sala com 10 pessoas
e eu quero prestar atenção
para essa pessoa, certo?
E se eu não prestar atenção
para as outras nove pessoas
Eu posso sentir falta de alguma coisa.
Isso é realmente difícil.
É muito legal falar sobre isso,
mas eu posso ver como eles tiveram
para criar certos truques
na hora, trancando você
em uma sala com alguém,
dando-lhes um ativo,
mas depois dentro da narrativa
tê-los encorajá-lo
ter um ativo, certo?
E eles começam bem
embora com "Gordon, eu preciso de você
"para me ajudar com esse experimento", certo?
E você se acostuma a isso.
Atiradores em primeira pessoa foram
lá para jogar um monte
de inimigos em você, capacitar você,
e então, oh, nós meio que
precisa diminuir o ritmo
então vamos colocar um pouco de segurança
chaves de vez em quando.
Este realmente construiu isso,

French: 
(bourdonnement fort)
(forte explosion)
Ils sont les initiateurs
de ne pas avoir de cinématiques.
Et cela m'a tellement affecté
que même avec God of War, quel
Je voulais pas de coupures dans la caméra,
mais aussi pas de cinématiques.
Je voulais que tu sois capable d'être, tu sais,
dans une chambre avec 10 personnes
et je veux faire attention
à cette personne, non?
Et si je ne fais pas attention
aux neuf autres personnes
Je pourrais manquer quelque chose.
C'est vraiment difficile.
C'est vraiment cool d'en parler,
mais je peux voir comment ils avaient
concevoir certaines astuces
à l'époque, vous enfermant
dans une pièce avec quelqu'un,
en leur donnant un actif,
mais à l'intérieur du récit
les avoir vous encourager
avoir un actif, non?
Et ils commencent ce droit
loin avec "Gordon, j'ai besoin de toi
"pour m'aider avec cette expérience", non?
Et vous vous y habituer.
Les tireurs à la première personne étaient
là pour jeter un tas
des ennemis à vous, vous autoriser,
et puis, oh, nous avons un peu
besoin de ralentir le rythme
alors mettons un peu de sécurité
clés de temps en temps.
Celui-ci a vraiment construit ça,

Spanish: 
 
 
Ellos fueron los creadores de ESAS cinemáticas.
Y eso me afectó muy fuerte
tanto que incluso con God of War, yo quería que no hubiesen cortes de cámara,
y tampoco cinemáticas.
Quería poder estar, ya sabes,
en un cuarto con 10 personas, y quiero prestar atención
a esa persona, ¿Verdad?
Y si no presto atención a las otras 9 personas
seguramente me perderé de algo.
Eso es muy dificil.
Es realmente genial hablar sobre eso,
pero puedo observar como ellos se la ingeniaron con ciertos trucos
en su día, encerrándote en una habitación con alguien,
dándoles un propósito,
pero dentro de la narrativa teniéndoles para motivarte
a tener un propósito, ¿Verdad?
Hicieron eso desde el principio con Gordon, "Necesito que
me ayudes con este experimento,"
Y te acostumbrabas a ello.
Los shooters en primera persona estaban allí para ponerte un montón
de enemigos en pantalla, empoderarte,
y luego, oh, necesitamos bajarle la velocidad al ritmo.
pongamos algunas llaves de seguridad de vez en cuando.
Este en particular realmente construyó esto,

Portuguese: 
na época muito popular
mitologia dos arquivos X, certo?
Esse senso da verdade está lá fora
e há uma conspiração,
e a pessoa mais baixa no totem
é capaz de elevar a estatura heróica
simplesmente atendendo a chamada.
E é isso que você está fazendo.
É o herói clássico
jornada do plano de ação,
e esse apelo à ação acontece literalmente
logo depois que você sai do trem.
(música dramática)
- [Danny] Half-Life não era
projetado em um vácuo criativo.
Foi uma resposta direta aos tipos
dos atiradores em primeira pessoa
que estavam inundando
o mercado na época.
Newell e Abrash são frequentemente
creditado como a inspiração
por empurrar o gênero
uma pista mais focada na história,
mas a equipe que eles construíram
ao redor deles estavam cheios
de programadores que estavam
trabalhando no limite
do design de tiro em primeira pessoa por anos.
Muitas dessas pessoas vieram do Texas.
Especificamente, a maior área de Dallas.
Este foi o berço do gênero.
Lar dos dois softwares de identificação,
criadores de Doom and Quake,
e Apogee, mais tarde Realms 3D,
criadores do Duke Nukem.

French: 
à l'époque très populaire
mythologie de X-Files, non?
Ce sens de la vérité est là-bas
et il y a un complot,
et la personne la plus basse sur le totem
est capable d'élever à la stature héroïque
simplement en répondant à l'appel.
Et c'est ce que tu fais.
C'est le héros classique
voyage de l'appel à l'action,
et cet appel à l'action se produit littéralement
juste après que vous descendez du train.
(musique dramatique)
- [Danny] Half-Life n'était pas
conçu dans un vide créatif.
C'était une réponse directe aux types
de tir à la première personne
qui inondaient
le marché à l'époque.
Newell et Abrash sont souvent
crédité comme l'inspiration
pour pousser le genre dans
une voie plus centrée sur l'histoire,
mais l'équipe ils ont construit
autour d'eux étaient pleins
des programmeurs qui avaient été
travailler sur le bord du saignement
de conception de tir à la première personne depuis des années.
Beaucoup de ces gens venaient du Texas.
Plus précisément la région métropolitaine de Dallas.
C'était le lieu de naissance du genre.
Accueil à la fois id Software,
les créateurs de Doom and Quake,
et Apogee, plus tard 3D Realms,
créateurs de Duke Nukem.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
en su día fue muy popular la mitología de "The X - Files"
Esa sensación que la verdad está allá afuera
y que había una conspiración,
y la persona que está en lo más bajo de cadena
es capaz de llegar a un estatus de héroe
simplemente por responder al llamado.
Y eso es lo que haces.
Es el viaje clásico de héroe, respondiendo al llamado a la acción,
y ese llamado a la acción literalmente pasaba
justo después de salir de ese tren.
 
- [Danny] Half - Life no fue diseñado en un vacío creativo.
Fue una respuesta directa a los tipos
de shooters en primera persona que rondaban
el mercado en ese momento.
Newell y Abrash usualmente obtienen el crédito de la inspiración
por empujar el genero hacia a una historia más enfocada,
pero el equipo que ellos construyeron a su al rededor estaba lleno
de programadores que trabajaron en la vanguardia
en diseño de shooters en primera persona por años.
Muchos de esos muchachos vinieron de Texas.
Específicamente la gran área de Dallas.
Este fue el nacimiento de un género.
Casa de id Software, creadores de Doom y Quake,
y Apogee, luego 3D Realms, creadores de Duke Nukem.

English: 
at the time very popular
mythology of X-Files, right?
That sense of the truth is out there
and there's a conspiracy,
and the lowest person on the totem pole
is able to elevate to the heroic stature
simply by answering the call.
And that's what you're doing.
It's the classic hero's
journey of the call to action,
and that call to action literally happens
right after you get off the train.
(dramatic music)
- [Danny] Half-Life wasn't
designed in a creative vacuum.
It was a direct response to the types
of first person shooters
that were flooding
the market at the time.
Newell and Abrash are often
credited as the inspiration
for pushing the genre into
a more story focused lane,
but the team they built
around them were full
of programmers who had been
working on the bleeding-edge
of first person shooter design for years.
Many of those folks had come from Texas.
Specifically the greater Dallas area.
This was the birthplace of the genre.
Home to both id Software,
creators of Doom and Quake,
and Apogee, later 3D Realms,
creators of Duke Nukem.

English: 
Around the launch of Half-Life
a group who had broken away
from 3D Realms were
looking for a new project,
so on a brisk day in early
1999 they came together
to brainstorm their future at the home
of one of the designers, a
young man who had created
a handful of maps for the
Duke Nukem expansion pack.
To find out what happened next I was going
to have to talk to that young designer,
where he still works and lives,
a city called Frisco on
the northern outskirts
of Dallas, Texas.
- I knew a bunch of people up there.
I worked with Doug Wood, who
was lead animator at 3D Realms,
I worked with Chuck Johns,
who did all the character
design at 3D Realms.
Brian Martell, one of our partners,
worked with Harry Teasly at Micro-Pros,
he was the art director for the project.
Just kind of knowing each
other 'cause the communities,
especially back then, was super tight
for people working in first person and 3D.
So we made a list of all
the kind of cool things
that were out there that we
thought would be really great
to be a part of.
And the top of our list
was actually Half-Life.
We saw its genius, you know?
It's doing what was a natural evolution

Portuguese: 
Em torno do lançamento do Half-Life
um grupo que se separou
dos reinos 3D foram
procurando um novo projeto,
assim, em um dia rápido no início
1999 eles se uniram
para debater seu futuro em casa
de um dos designers, um
jovem que criou
um punhado de mapas para o
Pacote de expansão Duke Nukem.
Para descobrir o que aconteceu depois eu estava indo
ter que conversar com aquele jovem designer,
onde ele ainda trabalha e vive,
uma cidade chamada Frisco em
os arredores do norte
de Dallas, Texas.
- Eu conhecia muitas pessoas lá em cima.
Eu trabalhei com Doug Wood, que
foi animador líder em 3D Realms,
Eu trabalhei com Chuck Johns,
quem fez todo o personagem
design em 3D Realms.
Brian Martell, um de nossos parceiros,
trabalhou com Harry Teasly na Micro-Pros,
ele era o diretor de arte do projeto.
Apenas meio que conhecendo cada
outro porque as comunidades,
especialmente naquela época, era super apertado
para pessoas que trabalham em primeira pessoa e 3D.
Então fizemos uma lista de todos
o tipo de coisas legais
que estavam por aí que nós
pensei que seria realmente ótimo
para fazer parte.
E o topo da nossa lista
era na verdade Half-Life.
Vimos o seu gênio, sabia?
Está fazendo o que foi uma evolução natural

French: 
Autour du lancement de Half-Life
un groupe qui avait rompu
de 3D Realms étaient
à la recherche d'un nouveau projet,
donc un bon jour au début
1999 ils sont venus ensemble
pour réfléchir à leur avenir à la maison
de l'un des designers, un
jeune homme qui avait créé
une poignée de cartes pour la
Pack d'extension Duke Nukem.
Pour savoir ce qui s'est passé ensuite j'allais
avoir à parler à ce jeune designer,
où il travaille et vit encore,
une ville appelée Frisco sur
la banlieue nord
de Dallas, au Texas.
- Je connaissais un tas de gens là-haut.
J'ai travaillé avec Doug Wood, qui
était animateur principal chez 3D Realms,
J'ai travaillé avec Chuck Johns,
qui a fait tout le personnage
conception à 3D Realms.
Brian Martell, l'un de nos partenaires,
travaillé avec Harry Teasly chez Micro-Pros,
il était le directeur artistique du projet.
Juste un peu savoir chacun
autre parce que les communautés,
surtout à l'époque, était super serré
pour les personnes travaillant à la première personne et en 3D.
Nous avons donc fait une liste de tous
le genre de choses cool
qui étaient là-bas que nous
pensé serait vraiment génial
faire partie de.
Et en haut de notre liste
était en fait Half-Life.
Nous avons vu son génie, vous savez?
Il fait ce qui était une évolution naturelle

Spanish: 
Al rededor del lanzamiento de Half - Life, un grupo que se separó
de 3D Realms estaban buscando un nuevo proyecto,
así que en un día enérgico a principios de 1999 se reunieron
para realizar una lluvia de ideas sobre su futuro,
uno de los diseñadores, un hombre joven que había creado
un puñado de mapas para la expansión de Duken Nukem.
Para descubrir que ocurriría después tendría que ir
a hablar con ese joven diseñador,
donde aún trabaja y vive,
una ciudad llamada Frisco las afueras del norte
de Dallas, Texas.
- Conocí a un montón de gente allí,
Trabajé con Doug Wood, quien era el animador líder en 3D Realms,
Trabajé con Chuck Johns,
quien hacía el diseño de los personajes en 3D Realm.
Brian Martell, uno de nuestros colegas,
trabajé con Harry Teasly en Micro-Pros,
él era el director de arte para el proyecto.
Simplemente nos conocemos porque las comunidades
especialmente entonces, era muy cerrado
para personas trabajando en juegos en primera persona y en 3D.
Entonces hicimos una lista de todas las cosas más geniales
que habían y que sería realmente excelente
ser parte de.
Y el top de nuestra lista fue Half - Life.
Vimos su genialidad, ¿Sabes?
Estaba haciendo lo que era la evolución natural

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
of what needed to happen in first person,
and even though the original game I think
in that launch period
sold like 400,000 units,
like to us it was like, wow,
this thing is going to be
massive, it needs to percolate.
So even though it wasn't like
the biggest selling franchise
back then we knew that
there was some magic to it,
and we felt like we
could legitimately help.
- [Danny] The team's previous
attempt at going independent,
a company called Rebel Boatrocker,
had their first game canceled
because they'd bit off
more than they could chew.
Creating a brand-new
studio to create a new game
with a new IP in a new engine.
So, if they were going
to take on a new project,
they wanted to only do one
or two of those challenges,
not all four.
Half-Life seemed like a good fit.
It was a successful IP,
which back in 1999 meant expansion packs
were soon to follow.
It ran on a modified Quake engine.
The design of the game
was something they felt
they could work within.
So, the team decided they'd
try and reach out to Valve,
but little did they know as
they were slowly filing it
at Randy's house, that
Gabe Newell in Seattle
was already interested.

Spanish: 
de lo que necesitaba pasar en los juegos en primera persona,
incluso el juego original creo,
en el periodo de salida vendió como 400,000 unidades,
para nosotros era como, "wow",
esto va a ser masivo, necesita filtrarse,
Aun siendo quizá no la franquicia más vendida
para entonces sabíamos que allí había algo mágico,
y sentimos que legítimamente podríamos ayudar.
- [Danny] El intento previo del equipo a ser independientes fue
como una compañía llamada Rebel Boatrocker,
tuvo que cancelar su primer juego
porque sentían que mordían más de lo que podrían masticar.
Creando un nuevo estudio para crear un nuevo juego
con una nueva IP en un nuevo motor.
Así que, si iban a empezar un nuevo proyecto,
solo quisieron realizar uno o dos de esos retos,
no los cuatro.
Half - Life se ajustaba a su visión.
Era una IP exitosa,
para la cual en 1999 packs de expansión,
estarían por venir.
Corría en una versión modificada del motor de Quake.
El diseño del juego era algo que ellos sentian
que podrían trabajar en él.
Asi que, el equipo decidió que intentarían y contactarían con Valve,
pero poco sabían que ya estaban siendo archivados
en la casa de Randy, que Gabe Newell en Seattle
ya estaba interesado.

Portuguese: 
do que precisava acontecer em primeira pessoa,
e apesar do jogo original eu acho
nesse período de lançamento
vendido como 400.000 unidades,
como para nós era como, uau,
essa coisa vai ser
maciço, ele precisa percorrer.
Então, mesmo que não fosse
a franquia mais vendida
naquela época sabíamos que
havia alguma mágica nisso,
e nos sentimos como se
legitimamente poderia ajudar.
- [Danny] O time anterior
tentativa de se tornar independente,
uma empresa chamada Rebel Boatrocker,
teve seu primeiro jogo cancelado
porque eles mordiam
mais do que eles podiam mastigar.
Criando um novo
estúdio para criar um novo jogo
com um novo IP em um novo mecanismo.
Então, se eles estavam indo
para assumir um novo projeto,
eles queriam fazer apenas um
ou dois desses desafios,
nem todos os quatro.
Half-Life parecia um bom ajuste.
Foi um IP de sucesso,
que em 1999 significava pacotes de expansão
logo seguiriam.
Funcionou em um mecanismo Quake modificado.
O design do jogo
era algo que eles sentiam
eles poderiam trabalhar dentro.
Então, a equipe decidiu que eles
tente entrar em contato com a Valve,
mas pouco eles sabiam como
eles estavam lentamente preenchendo
na casa de Randy, que
Gabe Newell em Seattle
já estava interessado.

French: 
de ce qui devait arriver à la première personne,
et même si le jeu original, je pense
dans cette période de lancement
vendu comme 400 000 unités,
comme à nous c'était comme, wow,
cette chose va être
massif, il a besoin de percoler.
Donc même si ce n'était pas comme
la franchise la plus vendue
à l'époque, nous savions que
il y avait de la magie,
et nous nous sommes sentis comme nous
pourrait légitimement aider.
- [Danny] L'équipe précédente
tentative d'indépendance,
une société appelée Rebel Boatrocker,
avait leur premier match annulé
parce qu'ils avaient un peu
plus qu'ils pourraient mâcher.
Créer un nouveau
studio pour créer un nouveau jeu
avec une nouvelle adresse IP dans un nouveau moteur.
Donc, s'ils allaient
prendre un nouveau projet,
ils voulaient faire un seul
ou deux de ces défis,
pas tous les quatre.
Half-Life semblait faire l'affaire.
Ce fut une IP réussie,
qui en 1999 signifiait des packs d'extension
devaient bientôt suivre.
Il fonctionnait sur un moteur Quake modifié.
Le design du jeu
était quelque chose qu'ils se sentaient
ils pourraient travailler à l'intérieur.
Donc, l'équipe a décidé
essayer de tendre la main à Valve,
mais peu savaient-ils que
ils la déposaient lentement
chez Randy, ça
Gabe Newell à Seattle
était déjà intéressé.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
He had read a blog that Randy had penned
about the closing of Rebel Boatrocker,
and before leaving work that
evening decided to reach out.
- That night randomly I
got an email from Gabe.
He said, hey, I heard you
guys are free right now.
Maybe we should talk about something.
So I got on a plane, went up to Seattle.
I had this idea of kinda doing,
simultaneously doing like a
Rosencrantz and Guildenstern
kind of thing with Half-Life,
but also what if the pitch
was you're coming at it
from the enemy team,
you're the bad guy, right?
But then, like, because
of the circumstances
you actually aren't a bad guy either.
Like you have to be a good guy too.
So I went up, elevator pitched Gabe,
and then gave him more, they
were like this is amazing,
we should do this.
Then he's like here's the thing,
we don't own Half-Life, so
you gotta go down the street
and talk to publisher Sierra
and if you can talk them
into it, we're down.
So I drove down the street
and Gabe called ahead to
let 'em know I was coming.

French: 
Il avait lu un blog que Randy avait écrit
à propos de la fermeture de Rebel Boatrocker,
et avant de quitter le travail
soirée a décidé de tendre la main.
- Cette nuit au hasard je
a reçu un email de Gabe.
Il a dit, hé, je t'ai entendu
les gars sont libres en ce moment.
Peut-être devrions-nous parler de quelque chose.
Alors je suis monté dans un avion, je suis allé à Seattle.
J'ai eu cette idée de faire un peu,
faire simultanément comme un
Rosencrantz et Guildenstern
genre de chose avec Half-Life,
mais aussi si le terrain
étiez-vous en train d'y arriver
de l'équipe ennemie,
tu es le méchant, non?
Mais alors, comme, parce que
des circonstances
vous n'êtes pas non plus un méchant.
Comme si tu devais être un bon gars aussi.
Alors je suis monté, l'ascenseur a lancé Gabe,
et puis lui a donné plus, ils
étaient comme cela est incroyable,
on devrait faire ça.
Alors il est comme ici la chose,
nous ne possédons pas Half-Life, donc
tu dois descendre la rue
et parler à l'éditeur Sierra
et si vous pouvez les parler
en dedans, nous sommes en bas.
Alors j'ai roulé dans la rue
et Gabe a appelé à l'avance pour
dites-leur que je venais.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Ele havia lido um blog que Randy havia escrito
sobre o fechamento de Rebel Boatrocker,
e antes de sair do trabalho que
noite decidiu chegar.
- Naquela noite aleatoriamente eu
recebi um e-mail de Gabe.
Ele disse, ei, eu ouvi você
caras estão livres agora.
Talvez devêssemos conversar sobre algo.
Então eu peguei um avião, fui para Seattle.
Eu tive essa ideia de fazer,
fazendo simultaneamente como um
Rosencrantz e Guildenstern
tipo de coisa com Half-Life,
mas também e se o campo
você estava indo para lá
do time inimigo,
você é o cara mau, certo?
Mas então, tipo, porque
das circunstâncias
você também não é um cara mau.
Como se você também fosse um cara legal.
Então eu subi, o elevador armou Gabe,
e depois deram a ele mais, eles
eram assim é incrível,
nós devemos fazer isso.
Então ele é como aqui está a coisa,
nós não possuímos Half-Life, então
você tem que descer a rua
e converse com a editora Sierra
e se você pode falar com eles
nisto, nós caímos.
Então eu dirigi pela rua
e Gabe ligou para
deixe-os saber que eu estava vindo.

French: 
Je pense que nous avons eu le, c'était en février,
et nous avons conclu l'accord en avril.
C'est assez méchant pour ça
type de développement des affaires,
mais ils étaient motivés
et j'étais motivé,
donc nous avons pu obtenir
ce travail fait assez vite.
- [Danny] Pour faire signer le contrat,
Randy et ses collègues
devrait incorporer
comme un nouveau studio.
Leur premier projet allait être
Force opposée de demi-vie,
un pack d'extension à un jeu
fabriqué par une société appelée Valve.
Alors peut-être qu'il convient
qu'ils ont atterri sur le nom Gearbox.
Ils ont commencé à travailler tout de suite,
mais bientôt réalisé que la manière unique de Valve
de la gestion de projet était
pas particulièrement bien adapté
collaborer avec des studios externes.
- sur le jeu lui-même,
Laidlaw était la personne à qui j'ai parlé
au plus et c'était
probablement une somme totale
de trois à quatre heures
de conversation, d'interactions, non?
- [Danny] Vous étiez
tout seul.
- Totalement, totalement seuls.
Nous devions comprendre
tout par nous-mêmes.
Nous n'avions aucune restriction.
Je veux dire, j'avais ouvert avec mon pitch
mais ils n'ont pas vraiment
avoir des règles pour nous.

English: 
I think we got the, that was February,
and we got the deal done in April.
That's pretty gnarly for that
kind of business development,
but they were motivated
and I was motivated,
so we were able to get
that job done pretty fast.
- [Danny] To get the contract signed,
Randy and his colleagues
would have to incorporate
as a new studio.
Their first project was going to be
Half-Life Opposing Force,
an expansion pack to a game
made by a company called Valve.
So perhaps it's fitting
that they landed on the name Gearbox.
They started work right away,
but soon realized that Valve's unique way
of project management was
not particularly well suited
to collaborating with external studios.
- About the game itself,
Laidlaw was the person I talked
to the most and that was
probably a sum total
of three to four hours
of conversation, of interactions, right?
- [Danny] You guys were
on your own, pretty much.
- Totally, totally on our own.
We had to figure
everything out on our own.
We had no restrictions.
I mean, I had opened with my pitch
but they didn't really
have any rules for us.

Portuguese: 
Eu acho que conseguimos o que era fevereiro,
e fizemos o acordo em abril.
Isso é muito difícil para isso
tipo de desenvolvimento de negócios,
mas eles estavam motivados
e eu estava motivado
então conseguimos
esse trabalho feito muito rápido.
- [Danny] Para assinar o contrato,
Randy e seus colegas
teria que incorporar
como um novo estúdio.
O primeiro projeto deles seria
Força oposta à meia-vida,
um pacote de expansão para um jogo
fabricado por uma empresa chamada Valve.
Então talvez seja apropriado
que eles pousaram no nome Gearbox.
Eles começaram a trabalhar imediatamente,
mas logo percebemos que a maneira única da Valve
de gerenciamento de projetos foi
não particularmente adequado
para colaborar com estúdios externos.
- Sobre o jogo em si,
Laidlaw foi a pessoa que eu falei
ao máximo e isso foi
provavelmente uma soma total
de três a quatro horas
de conversa, de interações, certo?
- [Danny] Vocês estavam
por conta própria, praticamente.
- Totalmente, totalmente por nossa conta.
Tivemos que descobrir
tudo por conta própria.
Não tivemos restrições.
Quero dizer, eu tinha aberto meu campo
mas eles realmente não
tem alguma regra para nós.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
Imagine if we went crazy.
Like I know of an expansion
that was in development
by another studio that got canceled
'cause it just went too weird.
It wasn't, it wasn't, and it makes sense
that it was canceled.
It was trying to integrate like
the Team Fortress characters
were in Black Mesa and like it was,
there was some weird stuff going on.
They kind of, like, wanted
to define the identity
of the G-Man in a way that
really wasn't compatible
with the mystery that the team intended.
- [Danny] The project
that Randy is referring to
was known as Hostile Takeover,
a game where you played as a junior G-Man
who teamed up with the
characters from Team Fortress,
which Valve had recently acquired.
As it happens this was
actually the first project
that Call of Duty and Titanfall
creator Vince Zampella
had worked on back at 2015 Games,
before he and the team
eventually started work
on Medal of Honor: Allied Assault,
but he has a different answer
for why it never came out.
- When I started at 2015, 2015
was actually already working
on a Half-Life expansion pack.
- [Danny] Right.

Portuguese: 
Imagine se ficássemos loucos.
Como eu sei de uma expansão
que estava em desenvolvimento
por outro estúdio que foi cancelado
Porque ficou muito estranho.
Não era, não era, e faz sentido
que foi cancelado.
Estava tentando integrar como
os personagens do Team Fortress
estavam em Black Mesa e como estava,
havia algumas coisas estranhas acontecendo.
Eles meio que, tipo, queriam
para definir a identidade
do G-Man de uma maneira que
realmente não era compatível
com o mistério que a equipe pretendia.
- [Danny] O projeto
a que Randy está se referindo
era conhecido como aquisição hostil,
um jogo em que você jogou como um G-Man júnior
que se uniram ao
personagens do Team Fortress,
que a Valve havia adquirido recentemente.
Acontece que isso foi
na verdade o primeiro projeto
que Call of Duty e Titanfall
criador Vince Zampella
havia trabalhado nos Jogos de 2015,
antes que ele e a equipe
eventualmente começou a trabalhar
em Medal of Honor: Allied Assault,
mas ele tem uma resposta diferente
por que nunca saiu.
- Quando comecei em 2015, 2015
na verdade já estava trabalhando
em um pacote de expansão Half-Life.
- [Danny] Certo.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Imaginez si nous devenions fous.
Comme je connais une expansion
c'était en développement
par un autre studio qui a été annulé
Parce que c'est juste devenu trop bizarre.
Ce n'était pas, ce n'était pas, et cela a du sens
qu'il a été annulé.
Il essayait de s'intégrer comme
les personnages de Team Fortress
étaient à Black Mesa et comme il était,
il se passait des choses bizarres.
Ils voulaient en quelque sorte
définir l'identité
du G-Man d'une manière qui
n'était vraiment pas compatible
avec le mystère que l'équipe avait l'intention.
- [Danny] Le projet
que Randy fait référence à
était connu comme prise de contrôle hostile,
un jeu où vous avez joué en tant que junior G-Man
qui a fait équipe avec le
personnages de Team Fortress,
que Valve avait récemment acquis.
En l'occurrence, c'était
en fait le premier projet
cet appel du devoir et Titanfall
créateur Vince Zampella
avait travaillé aux Jeux de 2015,
avant lui et l'équipe
a finalement commencé à travailler
sur Medal of Honour: Allied Assault,
mais il a une réponse différente
pour pourquoi il n'est jamais sorti.
- Quand j'ai commencé à 2015, 2015
travaillait déjà déjà
sur un pack d'extension Half-Life.
- [Danny] C'est vrai.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
- Alors, ça n'a jamais vu le jour.
Oui c'était plus impliqué
avec l'histoire principale,
ce n'était pas une chose secondaire
mais ils étaient déjà en production là-dessus,
mais il a été annulé.
Je me souviens de faire un voyage à Valve
peu de temps après le début
à 2015 et réalisant
qu'ils détestaient absolument
le gars qui a couru 2015
et c'était comme, oh,
merde qu'est-ce qui s'est passé ici?
Alors, après ça
s'est effondré assez rapidement.
- [Danny] Alors que 2015
le pack d'extension a été annulé,
La boîte de vitesses passerait à la grande critique
et succès commercial.
La force adverse a été célébrée
pour une respiration fraîche,
énergie créative dans
l'univers Half-Life.
Alors j'ai demandé à Randy ce qui était
certains de ses éléments préférés
de ce jeu.
- Le patron dans le, tu sais,
J'ai vraiment, avec le recul,
n'aurait pas dû le faire,
Parce que c'est comme pauses un peu
Half-Life un peu,
mais j'ai recréé l'étoile
Wars poubelle compacteur
après le ver de mine, et
la conception du ver à noyau,
et comme Patrick a dû coder ça
pour le faire aimer, vous savez,
et Steven Bahl a fait
ces animations étonnantes
donc c'était vraiment effrayant

Portuguese: 
- Então, isso nunca viu a luz do dia.
Sim, estava mais envolvido
com a história principal,
não era uma coisa de lado,
mas eles já estavam em produção,
mas foi cancelado.
Lembro-me de fazer uma viagem até a Valve
não muito tempo depois de começar
em 2015 e percebendo
que eles absolutamente odiavam
o cara que correu 2015
e foi como, oh,
merda, o que aconteceu aqui?
Então, depois disso
desmoronou muito rapidamente.
- [Danny] Enquanto os anos 2015
pacote de expansão foi cancelado,
Caixa de engrenagens passaria a grande crítica
e sucesso comercial.
Força Oponente foi celebrada
para respirar fresco,
energia criativa em
o universo da meia-vida.
Então eu perguntei ao Randy quais eram
alguns de seus elementos favoritos
desse jogo.
- O chefe da, você sabe,
Eu realmente, em retrospectiva,
não deveria ter feito isso,
porque é como que meio quebras
Meia-vida um pouco,
mas eu recriei a estrela
Compactador de lixo Wars
depois da minhoca, e
o design do pit minhoca,
e como Patrick teve que codificar isso
para fazê-lo gostar, você sabe,
e Steven Bahl fez
essas animações incríveis
então foi realmente assustador

English: 
- So, that never saw the light of day.
Yeah it was more involved
with the main story,
it wasn't a side thing,
but they were already in production on it,
but it got canceled.
I remember taking a trip up to Valve
not long after starting
at 2015 and realizing
that they absolutely hated
the guy that ran 2015
and it was like, oh,
shit what happened here?
So, then after that it
fell apart pretty quickly.
- [Danny] While 2015's
expansion pack was canceled,
Gearbox's would go on to great critical
and commercial success.
Opposing Force was celebrated
for breathing fresh,
creative energy into
the Half-Life universe.
So I asked Randy what were
some of his favorite elements
from that game.
- The boss in the, you know,
I really, in hindsight,
shouldn't have done it,
'cause it's like kinda breaks
Half-Life a little bit,
but I recreated the Star
Wars trash compactor
after the pit worm, and
the design of the pit worm,
and Patrick's like had to code that up
to get it to like, you know,
and Steven Bahl did
these amazing animations
so it was like really creepy

English: 
when that big eyeballs
like looking at you,
and like the big, and you're like oh crap.
The barnacle grappling
hook was a great idea.
I think that was actually Patrick's idea.
'cause, you know, there
was, Quake CTF had a,
the Three Wave guys added a grappling hook
and we were having so much
fun playing with that.
I'm like hey what would
be a grappling hook
in the Half-Life universe?
There already is a grappling hook,
it's the barnacle
hanging from the ceiling.
What if Gordon can get one
like stuck on his hand,
or Adrian can get one stuck on his hand?
(loud slurping)
- Okay, I'll cover you.
- [Danny] The success of
Opposing Force paved a way
for a second expansion pack,
and just like Opposing Force,
the team at Gearbox wanted to
tell the story of Half-Life
from a fresh perspective.
- The only reason why
the first one happened
is 'cause we pitched it, right?
There was no plan, everything
was kind of ad-hoc,
and then once that happened I was like,
I was pretty hungry and I
loved what we were doing,
so I had a conversation with,
gosh, I think it was Jeff
Pops who was up at Sierra,
about the possibility of
doing another expansion
and the starting concept was, hey,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
quando aquele grande globo ocular
como olhar para você,
e como o grande, e você é como oh merda.
A luta de craca
hook foi uma ótima idéia.
Eu acho que foi realmente ideia do Patrick.
porque você sabe lá
foi, Quake CTF teve um,
os caras do Three Wave adicionaram um gancho
e estávamos tendo muito
divertido brincar com isso.
Eu sou como ei o que seria
ser um gancho
no universo da meia-vida?
Já existe um gancho,
é o craca
pendurado no teto.
E se Gordon conseguir um?
como preso na mão dele,
ou Adrian pode pegar um preso na mão?
(barulho alto)
- Ok, eu vou te cobrir.
- [Danny] O sucesso de
Força Oponente abriu um caminho
para um segundo pacote de expansão,
e assim como Força Oponente,
a equipe da Gearbox queria
conte a história do Half-Life
de uma nova perspectiva.
- A única razão pela qual
o primeiro aconteceu
é porque nós lançamos, certo?
Não havia plano, tudo
foi meio ad-hoc,
e depois que isso aconteceu eu fiquei tipo,
Eu estava com muita fome e eu
amei o que estávamos fazendo,
então eu tive uma conversa com,
Nossa, acho que foi o Jeff
Pops que estava na Sierra,
sobre a possibilidade de
fazendo outra expansão
e o conceito inicial era, ei,

French: 
quand ces gros yeux
comme te regarder,
et comme le grand, et vous êtes comme oh merde.
La bernache en prise
le crochet était une bonne idée.
Je pense que c'était en fait l'idée de Patrick.
Parce que, vous savez, il
était, Quake CTF avait un,
les gars de Three Wave ont ajouté un grappin
et nous avions tellement
amusant de jouer avec ça.
Je suis comme bon ce qui serait
être un grappin
dans l'univers Half-Life?
Il y a déjà un grappin,
c'est la bernache
accroché au plafond.
Et si Gordon peut en avoir un
comme coincé dans sa main,
ou Adrian peut en avoir un sur la main?
(slurping fort)
- D'accord, je vais te couvrir.
- [Danny] Le succès de
La force opposée a ouvert la voie
pour un deuxième pack d'extension,
et tout comme la force opposée,
l'équipe de Gearbox voulait
raconter l'histoire de Half-Life
d'une perspective nouvelle.
- La seule raison pour laquelle
le premier est arrivé
est parce que nous avons lancé, non?
Il n'y avait pas de plan, tout
était un peu ad hoc,
et puis une fois que c'est arrivé j'étais comme,
J'avais assez faim et je
aimé ce que nous faisions,
alors j'ai eu une conversation avec,
ça alors, je pense que c'était Jeff
Pops qui était à la Sierra,
à propos de la possibilité de
faire une autre expansion
et le concept de départ était, hé,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
lembre-se de quando Gordon está no
bonde no início
e ele está descendo o bonde
e há um guarda de segurança
apenas batendo na porta
tentando entrar?
Ok, então este é o
jogo onde é você.
Esse foi o nosso ponto de partida.
Mapeamos tudo e
nós descobrimos onde,
o que o Barney estava fazendo,
e criamos o Otis
personagem para dar uma contraparte
para Barney e se divertiu um pouco.
Barney estava no elevador
quando o cataclismo aconteceu
quando Gordon causou a cascata de ressonância.
E Rob Heironimus, um
dos nossos designers de nível,
Acho que foi o único
coisa que ele fez no Blue Ship,
mas ele passou o projeto inteiro
apenas fazendo aquele elevador
andar apenas o mais incrível.
Como se houvesse animação, com
como coisas voando por aí
o elevador batendo.
Era como a Torre de
Terror em forma de videogame.
As coisas em que trabalhei, gostei muito,
todo o jogo treina você para apenas correr
para as coisas de saúde e usá-los.
E depois tem um que está quebrado
e faíscas saindo dela,
e quando você caminha para ele
e usá-lo, ele explode.

English: 
remember when Gordon's in the
tram at the very beginning
and he's going down the tram ride
and there's a security guard
just banging on the door
trying to get in?
Okay, so this is the
game where that's you.
That was our starting point.
We mapped it all out and
we figured out where,
what the Barney was doing,
and we created the Otis
character to give a counterpart
to Barney and had some fun with it.
Barney was in the elevator
when the cataclysm happened
when Gordon caused the resonance cascade.
And Rob Heironimus, one
of our level designers,
I think that was the only
thing he did on Blue Ship,
but he spent the entire project
just making that elevator
ride just the most amazing.
Like there's animation, with
like things flying around
the elevator crashing.
It was like Tower of
Terror in video game form.
The stuff I worked on, I really liked,
the whole game trains you to just run up
to the health things and use them.
And then have one that's broken
and sparks coming out of it,
and when you walk to it
and use it, it explodes.

French: 
rappelez-vous quand Gordon est dans le
tram au tout début
et il descend le tram
et il y a un gardien de sécurité
juste frapper à la porte
essayer d'entrer?
Ok, alors c'est le
jeu où c'est toi.
C'était notre point de départ.
Nous avons tout cartographié et
nous avons compris où,
ce que faisait Barney,
et nous avons créé l'Otis
personnage à donner à une contrepartie
à Barney et s’est amusé avec.
Barney était dans l'ascenseur
quand le cataclysme est arrivé
quand Gordon a provoqué la cascade de résonance.
Et Rob Heironimus, un
de nos concepteurs de niveaux,
Je pense que c'était le seul
chose qu'il a faite sur Blue Ship,
mais il a passé tout le projet
juste faire cet ascenseur
monter juste le plus étonnant.
Comme il y a de l'animation, avec
comme des choses qui volent autour
l'ascenseur se brise.
C'était comme la tour de
Terreur sous forme de jeu vidéo.
Les choses sur lesquelles j'ai travaillé, j'ai vraiment aimé,
tout le jeu vous entraîne juste à courir
aux choses de la santé et les utiliser.
Et puis avoir un qui est cassé
et des étincelles qui en sortent,
et quand vous marchez
et l'utiliser, ça explose.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Agora que foi legal, eu fiz
como um ponto de dano,
mas fez uma enorme quantidade de força,
tremer a tela, empurrou você de volta.
Eu queria que fosse impactante,
mas eu realmente não queria matar ninguém.
Eu só queria que você se sentisse tipo, oh, merda.
Qualquer coisa poderia acontecer,
como se eu não visse isso
chegando, isso foi um choque,
isso foi uma surpresa.
Um tipo de truque de mágica para as pessoas.
- [Danny] Quando se trata de Half-Life,
A caixa de engrenagens é mais conhecida por seu trabalho
nesses dois pacotes de expansão,
mas a verdade é que eles
trabalhou em quase todos os pós-lançamento
Conteúdo Half-Life de uma maneira ou de outra.
Eles ajudaram um pouco na
console Dreamcast Force,
e ajudou em vários
Projetos de Counter-Strike,
mas foi o trabalho deles
a versão PlayStation
do jogo que resultou em
um dos mais interessantes
Histórias secundárias do Half-Life.
Uma aventura totalmente cooperativa
olhando duas protagonistas femininas
chamado Half-Life Decay.
- Sempre que fazemos algo, sempre tentamos
e ir acima e além, certo?
Então, ei, o PlayStation 2 parece
pode ser uma plataforma interessante.
Estávamos conversando com a Sony
antes do lançamento,
nós temos acesso a alguns
hardware de desenvolvimento.
Sierra nunca publicou um jogo de console,
como literalmente nunca
publicou um jogo de console,

French: 
Maintenant c'était bien, j'ai fait
comme un point de dommage,
mais a fait une énorme quantité de force,
secousse l'écran, repoussé.
Je voulais que ça ait un impact,
mais je ne voulais pas vraiment tuer quelqu'un.
Je voulais juste que vous vous sentiez comme, oh, merde.
Tout peut arriver,
comme si je n'avais pas vu ça
venir, c'était un choc,
c'était une surprise.
Une sorte de tour de magie sur les gens.
- [Danny] Quand il s'agit de Half-Life,
Gearbox sont surtout connus pour leur travail
sur ces deux packs d'extension,
mais la vérité est qu'ils
a travaillé sur presque tous les post-release
Le contenu de Half-Life d'une manière ou d'une autre.
Ils ont aidé un peu sur le
console Dreamcast Force,
et aidé sur divers
Les projets Counter-Strike,
mais c'était leur travail
la version PlayStation
du jeu qui a abouti à
l'un des plus intéressants
Histoires parallèles de Half-Life.
Une aventure entièrement coopérative
regarder deux protagonistes
appelé Half-Life Decay.
- Chaque fois que nous faisons quelque chose, nous essayons toujours
et aller au-delà, non?
Alors, comme, hé, la PlayStation 2 ressemble à
ce pourrait être une plateforme intéressante.
Nous parlions à Sony
avant son lancement,
nous avons eu accès à certains
matériel de développement.
Sierra n'a jamais publié de jeu sur console.
comme littéralement jamais
publié un jeu sur console,

English: 
Now that was nice, I did
like one point of damage,
but did huge amount of force,
screen shake, pushed you way back.
I wanted it to feel impactful,
but I didn't really wanna kill anybody.
I just wanted you to feel like, oh, shit.
Anything could happen,
like I didn't see that
coming, that was a shock,
that was a surprise.
Kind of a magic trick on people.
- [Danny] When it comes to Half-Life,
Gearbox are most known for their work
on those two expansion packs,
but the truth is that they
worked on almost all post-release
Half-Life content in some way or another.
They helped a little on the
console Dreamcast Force,
and helped on various
Counter-Strike projects,
but it was their work on
the PlayStation version
of the game that resulted in
one of the most interesting
Half-Life side stories.
An entirely co-op adventure
staring two female protagonists
called Half-Life Decay.
- Whenever we do something we always try
and go above and beyond, right?
So, like, hey, PlayStation 2 looks like
it might be an interesting platform.
We were talking to Sony
before it launched,
we got access to some
development hardware.
Sierra never published a console game,
like literally never
published a console game,

Portuguese: 
então éramos como eu acho que somos
serão as primeiras pessoas
forçar Sierra a publicar um jogo de console,
ou desenvolver um jogo de console,
nós vamos fazer isso no PlayStation 2,
e vamos fazer meia-vida.
Então estávamos realmente meio que a bordo,
então é como apenas portar não é suficiente.
O que mais podemos fazer?
Vamos construir outro capítulo.
Joguei muito Golden Eye no N64,
e minha melhor experiência no console FPS
é quando você pode ter uma cooperação em tela dividida,
ou multiplayer em tela dividida,
então eu estou bem, precisamos fazer isso.
Temos que fazer isso.
Isso tem que ser feito.
E, ok, se vamos fazer cooperação,
como Half-Life, houve semi-cooperação,
mas como se pegássemos isso,
e se nós realmente projetamos
o jogo para assumir a cooperação,
mas sabíamos, ok, estamos
vai ter dois caracteres agora,
e nós vamos fazer novos personagens
porque é isso que fazemos.
Ok, quais são os dois personagens?
O que me ocorreu foi quando
Gordon recebe o traje HEV
há um traje HEV, mas
há duas cápsulas vazias.
Quem são os cientistas que estão vestindo
aqueles outros dois ternos?
É sobre isso que nosso jogo será.
Esses outros dois cientistas.
Nós já conhecíamos um deles,
foi quem nos treinou

English: 
so we were like I think we're
gonna be the first people
to force Sierra to publish a console game,
or develop a console game,
we're gonna do it on the PlayStation 2,
and let's make it Half-Life.
So we were really just kind of on board,
so it's like just porting it isn't enough.
What else can we do?
Let's build another chapter.
I played a lot of Golden Eye on N64,
and my fondest experience on console FPS's
are when you can have split-screen co-op,
or split-screen multi-player,
so I'm like okay we gotta do that.
We gotta do it.
It's gotta be done.
And, okay if we're gonna do co-op,
like Half-Life there was semi co-op,
but like what if we took that,
what if we actually designed
the game to assume co-op,
but we knew, okay, we're
gonna have two characters now,
and we're gonna make new characters
'cause that's what we do.
Okay, what are the two characters?
What occurred to me was when
Gordon gets the HEV suit
there's an HEV suit but
there's two empty pods.
Who are the scientists that are wearing
those other two suits?
That's who our game is gonna be about.
Those other two scientists.
We already knew one of 'em,
it's the one that trained us

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
donc nous étions comme je pense que nous sommes
ça va être les premiers
forcer Sierra à publier un jeu sur console,
ou développer un jeu sur console,
on va le faire sur la PlayStation 2,
et faisons en sorte que Half-Life.
Nous étions donc vraiment à bord,
c'est comme si le portage ne suffisait pas.
Que pouvons-nous faire d'autre?
Construisons un autre chapitre.
J'ai beaucoup joué sur Golden Eye sur N64,
et mon expérience la plus chère sur les FPS de la console
sont quand vous pouvez avoir co-op écran partagé,
ou multijoueur sur écran partagé,
alors je suis d'accord, on doit faire ça.
On doit le faire.
Ça doit être fait.
Et d'accord, si on va faire de la coop,
comme Half-Life, il y avait une semi-coopérative,
mais comme si si on prenait ça,
Et si nous avions conçu
le jeu d'assumer la coopération,
mais nous savions, d'accord, nous sommes
va avoir deux personnages maintenant,
et on va faire de nouveaux personnages
Parce que c'est ce que nous faisons.
Ok, quels sont les deux personnages?
Qu'est-ce qui m'est arrivé, c'est quand
Gordon obtient le costume HEV
il y a un costume HEV mais
il y a deux pods vides.
Qui sont les scientifiques qui portent
ces deux autres costumes?
C'est à propos de qui va jouer notre jeu.
Ces deux autres scientifiques.
Nous en connaissions déjà un,
c'est celui qui nous a formé

Portuguese: 
no treinamento HEV em Half-Life.
Então, quando você faz o treinamento
na missão tutorial,
você tem esta versão do holograma,
e nós a chamamos, acho Gina Cross,
e a chamamos de Gina Cross
porque o dublador
foi nomeado Gina.
Então todos os arquivos de áudio tinham
como uma etiqueta Gina neles.
Então nós inventamos o outro personagem
e a nomeou Colette.
Tivemos que tomar a cascata de ressonância
de um ponto de vista diferente.
Nós pensamos, bem, se você é
o cientista nos trajes HEV
um de vocês tem que ser o
aquele que entregou a amostra
para Gordon, isso é legal.
- [Danny] Half-Life teve dois
pacotes de expansão oficiais
e um punhado de portos
para vários outros sistemas,
mas entre a comunidade em geral,
algo muito interessante estava acontecendo.
Half-Life havia acordado
o jogo de tiro em primeira pessoa.
Depois de anos de clones Doom não inspirados,
as pessoas estavam empolgadas com o gênero novamente.
Esta foi a segunda era do FPS
onde um foco na narrativa,
design de nível criativo,
e inteligência artificial
entrou em foco.
Além disso, o jogo foi projetado
ser amigável com Modder,
permitindo que os desenvolvedores usem

English: 
in the HEV training in Half-Life.
So when you do the training
in the tutorial mission,
you have this hologram version,
and we named her I think Gina Cross,
and we named her Gina Cross
because the voice actor
was named Gina.
So all the audio files had
like a Gina tag on them.
Then we invented the other character
and named her Colette.
We had to take the resonance cascade
from a different point of view.
We thought, well, if you're
the scientist in the HEV suits
one of you's gotta be the
one that delivered the sample
to Gordon, oh that's cool.
- [Danny] Half-Life had two
official expansion packs
and a handful of ports
to various other systems,
but among the wider community,
something very interesting was happening.
Half-Life had re-awoken
the first person shooter.
After years of un-inspired Doom clones,
people were excited about the genre again.
This was the second age of the FPS
where a focus on storytelling,
creative level design,
and artificial intelligence
came into focus.
On top of that, the game was designed
to be Modder friendly,
allowing developers to use

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
dans la formation HEV dans Half-Life.
Alors quand tu fais la formation
dans la mission de tutoriel,
vous avez cette version de l'hologramme,
et nous l'avons nommée je pense Gina Cross,
et nous l'avons nommée Gina Cross
parce que l'acteur de la voix
s'appelait Gina.
Donc, tous les fichiers audio avaient
comme une étiquette de Gina sur eux.
Puis nous avons inventé l'autre personnage
et l'a nommée Colette.
Nous avons dû prendre la cascade de résonance
d'un point de vue différent.
Nous avons pensé, eh bien, si vous êtes
le scientifique en costume HEV
l'un de vous doit être le
celui qui a livré l'échantillon
à Gordon, oh c'est cool.
- [Danny] Half-Life en avait deux
packs d'extension officiels
et une poignée de ports
à divers autres systèmes,
mais parmi la communauté plus large,
quelque chose de très intéressant se passait.
Half-Life s'était réveillé
le tireur à la première personne.
Après des années de clones Doom non inspirés,
les gens étaient à nouveau excités par le genre.
C'était le deuxième âge du FPS
où l'accent est mis sur la narration,
design de niveau créatif,
et intelligence artificielle
est venu au point.
En plus de cela, le jeu a été conçu
être sympathique Modder,
permettant aux développeurs d'utiliser

French: 
ce moteur modifié de Quake
brancher les mods directement
dans le lanceur du jeu.
Qu'est-ce qui s'est passé ensuite était un
explosion de jeux créés par l'utilisateur,
cartes et modes, mods solo,
death match maps, new
versions de favoris de Quake.
Mais dans un monde avec des serveurs
et les CD sont pleins
de mods Half-Life, rien
était aussi gros que Counter-Strike.
Pour aller au fond des
comment tout cela s'est passé,
nous sommes allés à Phoenix, en Arizona,
parler à un e-sport
vétéran dont toute la carrière
a commencé avec le lancement de CS.
(musique inspirante)
Quel âge cela vous fait-il sentir,
que nous parlons
Counter-Strike à 20 ans,
presque 20 ans?
- Vieux, parce que j'étais vieux quand
il est sorti pour ainsi dire,
au sens de la démographie
Je joue, tu sais?
Le sens des enfants jouant à des jeux vidéo.
Alors même quand c'est le premier
est sorti il ​​y a 20 ans
J'étais un peu du genre
les gars plus âgés sur la scène.

English: 
this modified Quake engine
to plug mods directly
into the game's launcher.
What happened next was an
explosion of user created games,
maps and modes, single player mods,
death match maps, new
versions of Quake favorites.
But in a world with servers
and CD's packed full
of Half-Life mods, nothing
was as big as Counter-Strike.
To get to the bottom of
how this all happened,
we traveled to Phoenix, Arizona,
to talk to an E-Sports
veteran whose entire career
began with the launch of CS.
(inspirational music)
How old does this make you feel,
that we're talking about
Counter-Strike being 20,
almost 20 years old?
- Old, 'cause I was old when
it came out so to speak,
in the sense of the demographic
I play around, you know?
The sense of kids playing video games.
So even when it first
came out 20 years ago
I was kind of one of the
older guys on the scene.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
este mecanismo Quake modificado
conectar mods diretamente
no iniciador do jogo.
O que aconteceu depois foi um
explosão de jogos criados pelo usuário,
mapas e modos, modos para um jogador,
mapas da partida da morte, novos
versões dos favoritos do Quake.
Mas em um mundo com servidores
e CD's cheios
dos mods Half-Life, nada
era tão grande quanto o Counter-Strike.
Para chegar ao fundo do
como tudo isso aconteceu,
viajamos para Phoenix, Arizona,
falar com um E-Sports
veterano cuja carreira inteira
começou com o lançamento do CS.
(música inspiradora)
Quantos anos isso faz você se sentir,
sobre o qual estamos falando
Counter-Strike sendo 20,
quase 20 anos?
- Velho, porque eu era velho quando
saiu por assim dizer,
no sentido da demografia
Eu brinco, você sabe?
A sensação de crianças jogando videogame.
Então, mesmo quando primeiro
saiu há 20 anos
Eu era meio que um dos
caras mais velhos em cena.

Portuguese: 
E quando você me pediu para fazer isso,
e até ontem à noite eu
estava meio que tentando
fazer algumas das minhas próprias pesquisas ou lembrar
o que era beta, quais armas e outras coisas,
no caso de você me perguntar muito
questões técnicas.
E apenas memórias estavam voltando
quando eu estava lendo esses registros de alterações
das diferentes versões, eu
era como eu me lembro daquele.
E assim foi, é loucura.
Quase 20 anos, sabe?
Quase 20 anos.
- [Danny] Scott estava
o fundador da GotFrag,
um dos Counter-Strike
primeiro da comunidade
e maiores sites de notícias.
Ele tem sido uma figura em
vanguarda do E-Sports
transmitindo desde então,
e era mesmo gerente
na equipe de E-Sports Evil Geniuses por um tempo.
Hoje ele relaxa em sua Phoenix nativa
e ajuda a gerenciar o Counter-Strike
Associação de Jogadores Profissionais.
Uma espécie de união de fato
o que ajuda jogadores profissionais
com aconselhamento jurídico durante
negociações contratuais
e age como uma voz focada no jogador dentro
a comunidade Counter-Strike.
Vamos retroceder um pouco.
- Certo.
- [Danny] Qual foi o seu
primeira experiência jogando
Counter-Strike, você se lembra?
- Beta um dia um.
Baixou o mod.
Novamente, também é uma época passada.
Tipo, o que é um mod, certo?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Et quand tu m'as demandé de faire ça,
et même la nuit dernière je
était un peu en train d'essayer de
faire certaines de mes propres recherches ou me souvenir
ce qu'était la bêta, quelles armes à feu et tout ça,
au cas où tu me demanderais très
questions techniques.
Et juste des souvenirs revenaient
quand je lisais ces journaux de changement
des différentes versions, je
C'était comme si je me souvenais de celui-là.
Et c'était donc, c'est fou.
20 ans presque, tu sais?
Presque 20 ans.
- [Danny] Scott était
le fondateur de GotFrag,
l'un des Counter-Strike
première communauté
et les plus grands sites de nouvelles.
Il a été une figure à
la pointe de l'e-sport
diffusion depuis,
et était même un gestionnaire
à E-Sports équipe Evil Genius pour un temps.
Aujourd'hui, il se détend dans son Phoenix natal
et aide à gérer le Counter-Strike
Association de joueurs professionnels.
Une sorte d'union de fait
qui aide les joueurs professionnels
avec conseil juridique pendant
Négociations contractuelles
et agit comme une voix centrée sur le joueur au sein de
la communauté Counter-Strike.
Revenons un peu en arrière.
- Sûr.
- [Danny] Quel était ton
première expérience de jeu
Counter-Strike, vous en souvenez-vous?
- Beta un jour un.
Téléchargé le mod.
Encore une fois, c'est aussi une époque révolue.
Comme, qu'est-ce qu'un mod, non?

English: 
And when you asked me to do this,
and even last night I
was kind of trying to
do some of my own research or remembering
what beta was, what guns and stuff,
in case you ask me very
technical questions.
And just memories were flooding back
when I was reading these change logs
of the different versions, I
was like I remember that one.
And so it was, it's crazy.
20 years almost, you know?
Almost 20 years.
- [Danny] Scott was
the founder of GotFrag,
one of the Counter-Strike
community's first
and largest news sites.
He's been a figure at
the forefront of E-Sports
broadcasting ever since,
and was even a manager
at E-Sports team Evil Geniuses for a time.
Today he chills out in his native Phoenix
and helps manage the Counter-Strike
Professional Players Association.
A sort of de-facto union
which helps pro-players
with legal advise during
contract negotiations
and acts as a player-focused voice within
the Counter-Strike community.
Let's rewind that a little bit.
- Sure.
- [Danny] What was your
first experience playing
Counter-Strike, do you remember?
- Beta one day one.
Downloaded the mod.
Again, it's also a bygone era.
Like, what's a mod, right?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
You ask a kid, hey, did
you download any mods?
They don't know what you're
talking about these days, right?
It was just one of many mods
that got dropped out of Half-Life being
the most amazing game engine.
So, Half-Life comes out in what, '98?
So about a year later the
mods start rolling out,
Counter-Strike lands in 1999 in June.
Downloaded it, starting playing,
I was like this is totally
different than anything else.
Rainbow Six was a turn based
tactical shooter kind of,
so it wasn't what it is, was, now,
so there was nothing like Counter-Strike,
or it was some sort of World
War II related thing, right?
Return of Castle Wolfenstein.
Right after Counter-Strike
comes Day of Defeat as a mod, right?
So I download this thing
day one beta one, June 19th,
and I'm enthralled by it.
I'm like this is amazing.
It's not what it is
now, it was very broken,
it was hostage only back then
for the first couple months.
- [Danny] Yes, CS underscore.
- CS underscore, yeah.
It was truly Hostage
was the only game type.
You went and had to rescue
hostages if you were CT

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Você pergunta a uma criança, ei, fez
você baixar algum mods?
Eles não sabem o que você é
falando sobre esses dias, certo?
Foi apenas um dos muitos mods
que foi abandonado do ser Half-Life
o mecanismo de jogo mais incrível.
Então, Half-Life sai em quê, 98?
Então, cerca de um ano depois, o
os mods começam a ser lançados,
Counter-Strike aterrissa em 1999 em junho.
Baixou, começando a tocar,
Eu estava assim é totalmente
diferente do que qualquer outra coisa.
Rainbow Six foi baseado em turnos
atirador tático meio que,
então não era o que é, era, agora,
então não havia nada como Counter-Strike,
ou era algum tipo de mundo
Coisa relacionada à Segunda Guerra, certo?
Retorno do Castelo Wolfenstein.
Logo após o Counter-Strike
chega o Day of Defeat como um mod, certo?
So I download this thing
day one beta one, June 19th,
and I'm enthralled by it.
I'm like this is amazing.
It's not what it is
now, it was very broken,
it was hostage only back then
for the first couple months.
- [Danny] Yes, CS underscore.
- CS underscore, yeah.
It was truly Hostage
was the only game type.
You went and had to rescue
hostages if you were CT

French: 
Vous demandez à un enfant, hé, a fait
vous téléchargez des mods?
Ils ne savent pas ce que tu es
parler de ces jours, non?
C'était juste un des nombreux mods
qui a été abandonné d'être Half-Life
le moteur de jeu le plus étonnant.
Donc, Half-Life sort en quoi, en 98?
Donc, environ un an plus tard, le
les mods commencent à sortir,
Counter-Strike débarque en 1999 en juin.
Téléchargé, commence à jouer,
J'étais comme c'est totalement
différent que toute autre chose.
Rainbow Six était un tour par tour
type de tireur tactique,
donc ce n'était pas ce que c'était, c'était, maintenant,
donc rien ne ressemblait à Counter-Strike,
ou c'était une sorte de monde
La seconde guerre mondiale, n'est-ce pas?
Retour du château Wolfenstein.
Juste après Counter-Strike
comes Day of Defeat as a mod, right?
So I download this thing
day one beta one, June 19th,
and I'm enthralled by it.
I'm like this is amazing.
It's not what it is
now, it was very broken,
it was hostage only back then
for the first couple months.
- [Danny] Yes, CS underscore.
- CS underscore, yeah.
It was truly Hostage
was the only game type.
You went and had to rescue
hostages if you were CT

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and defend the hostages
you had taken if you were terrorists.
And, on top of that,
you've got a set of guns.
It's not a loadout system,
it's not a class base system,
it's a money system.
So based on how much money you have
you determine how much that
round you can buy guns.
That alone, with the round
system where everything restarts,
we're gonna re-wrack and start all over,
put you back at your starting
bases and here we go.
Keep track of how you do each round.
So kind of a continually reset,
no health packs, right?
No armor laying around, right?
You get the stuff from the
beginning of the round,
you buy your armor, you
don't buy your armor,
your health is your health.
Not an easy game, right?
Fun and easy to learn how to play.
It's, oh, this is okay, buy guns,
this is the maps, but not,
again like any good E-Sport,
easy to play, easy to get
into and kind of understand,
but really hard to
master the nuances of it
and actually get really good at.
- After we finished and
delivered Opposing Force,
we kind of weren't sure
what we were doing yet,
so we just immediately went
into some multi-player mod work

French: 
and defend the hostages
you had taken if you were terrorists.
And, on top of that,
you've got a set of guns.
It's not a loadout system,
it's not a class base system,
it's a money system.
So based on how much money you have
you determine how much that
round you can buy guns.
That alone, with the round
system where everything restarts,
we're gonna re-wrack and start all over,
put you back at your starting
bases and here we go.
Keep track of how you do each round.
So kind of a continually reset,
no health packs, right?
No armor laying around, right?
You get the stuff from the
beginning of the round,
you buy your armor, you
don't buy your armor,
your health is your health.
Not an easy game, right?
Fun and easy to learn how to play.
It's, oh, this is okay, buy guns,
this is the maps, but not,
again like any good E-Sport,
easy to play, easy to get
into and kind of understand,
but really hard to
master the nuances of it
and actually get really good at.
- After we finished and
delivered Opposing Force,
we kind of weren't sure
what we were doing yet,
so we just immediately went
into some multi-player mod work

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
and defend the hostages
you had taken if you were terrorists.
And, on top of that,
you've got a set of guns.
It's not a loadout system,
it's not a class base system,
it's a money system.
So based on how much money you have
you determine how much that
round you can buy guns.
That alone, with the round
system where everything restarts,
we're gonna re-wrack and start all over,
put you back at your starting
bases and here we go.
Keep track of how you do each round.
So kind of a continually reset,
no health packs, right?
No armor laying around, right?
You get the stuff from the
beginning of the round,
you buy your armor, you
don't buy your armor,
your health is your health.
Not an easy game, right?
Fun and easy to learn how to play.
It's, oh, this is okay, buy guns,
this is the maps, but not,
again like any good E-Sport,
easy to play, easy to get
into and kind of understand,
but really hard to
master the nuances of it
and actually get really good at.
- After we finished and
delivered Opposing Force,
we kind of weren't sure
what we were doing yet,
so we just immediately went
into some multi-player mod work

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
and we built something we
ended up calling Half-Life CTF.
And Patrick was just like on,
like every day he would just
code up a bunch of features
and then every afternoon we'd
just play it for a few hours.
At the time we'd also noticed some modders
that were working on
something pretty cool.
Some clever ideas that
became Counter-Strike.
And there were some
other things that we had
and there was, like
Valve was messing around
with their own mod,
what everyone called Ricochet for example.
Opposing Force CTF kind
of became the foundation
of what ultimately became the
Counter-Strike yellow box.
Where, in fact, it
started with we have this
but it's not enough to sell,
let's create a collection of things.
And so then we got a kind of hodgepodge
of all these mods together.
Counter-Strike became the lead
but retail wouldn't take it
because what's Counter-Strike,
so it was called Half-Life Counter-Strike.
So if you see the original yellow box,
it was called Half-Life Counter-Strike
and then if you turn it
over you'll actually see
a list of all the other little
things we were all throwing
in there to try and do a sum
of the parts kinds of pitch,

French: 
and we built something we
ended up calling Half-Life CTF.
And Patrick was just like on,
like every day he would just
code up a bunch of features
and then every afternoon we'd
just play it for a few hours.
At the time we'd also noticed some modders
that were working on
something pretty cool.
Some clever ideas that
became Counter-Strike.
And there were some
other things that we had
and there was, like
Valve was messing around
with their own mod,
what everyone called Ricochet for example.
Opposing Force CTF kind
of became the foundation
of what ultimately became the
Counter-Strike yellow box.
Where, in fact, it
started with we have this
but it's not enough to sell,
let's create a collection of things.
And so then we got a kind of hodgepodge
of all these mods together.
Counter-Strike became the lead
but retail wouldn't take it
because what's Counter-Strike,
so it was called Half-Life Counter-Strike.
So if you see the original yellow box,
it was called Half-Life Counter-Strike
and then if you turn it
over you'll actually see
a list of all the other little
things we were all throwing
in there to try and do a sum
of the parts kinds of pitch,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and we built something we
ended up calling Half-Life CTF.
And Patrick was just like on,
like every day he would just
code up a bunch of features
and then every afternoon we'd
just play it for a few hours.
At the time we'd also noticed some modders
that were working on
something pretty cool.
Some clever ideas that
became Counter-Strike.
And there were some
other things that we had
and there was, like
Valve was messing around
with their own mod,
what everyone called Ricochet for example.
Opposing Force CTF kind
of became the foundation
of what ultimately became the
Counter-Strike yellow box.
Where, in fact, it
started with we have this
but it's not enough to sell,
let's create a collection of things.
And so then we got a kind of hodgepodge
of all these mods together.
Counter-Strike became the lead
but retail wouldn't take it
because what's Counter-Strike,
so it was called Half-Life Counter-Strike.
So if you see the original yellow box,
it was called Half-Life Counter-Strike
and then if you turn it
over you'll actually see
a list of all the other little
things we were all throwing
in there to try and do a sum
of the parts kinds of pitch,

English: 
like, hey, this adds up to
$20 or $30 worth of value
because of all these pieces in it.
- The updates were hot and heavy.
Once a week then once
every couple of months.
There were always new maps.
because again, back in the
world of modifications,
these guys weren't like,
Cliff and Ming-Lee didn't
make the maps, community did.
And some of the most famous ones,
a guy David made Dust and Dust 2,
and Cobblestone is full
on still in the business.
Making maps and levels and stuff, right?
- [Danny] I'd love to know
who made Scouts Knives.
- Oh Scouts and Knives,
Rats where you were shrunk
and you were the little guy
running around, you know?
I actually like the ones
that are still in play,
that are classics, so
Train, Inferno, Dust 2.
People bitch and moan,
like why do you guys
keep playing the same seven, eight maps?
We have a few that come in and out,
but basically these maps are
20 years old in some regards.
Or the core of them is 20 years old.
Sure they've been gussied up
and trains have been moved
a little bit in Train,
but still two bomb sites
in roughly the same areas,
the same dynamics.
- [Danny] I have a copy of your favorite,
probably your favorite version
of Counter-Strike here.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
like, hey, this adds up to
$20 or $30 worth of value
because of all these pieces in it.
- The updates were hot and heavy.
Once a week then once
every couple of months.
There were always new maps.
because again, back in the
world of modifications,
these guys weren't like,
Cliff and Ming-Lee didn't
make the maps, community did.
And some of the most famous ones,
a guy David made Dust and Dust 2,
and Cobblestone is full
on still in the business.
Making maps and levels and stuff, right?
- [Danny] I'd love to know
who made Scouts Knives.
- Oh Scouts and Knives,
Rats where you were shrunk
and you were the little guy
running around, you know?
I actually like the ones
that are still in play,
that are classics, so
Train, Inferno, Dust 2.
People bitch and moan,
like why do you guys
keep playing the same seven, eight maps?
We have a few that come in and out,
but basically these maps are
20 years old in some regards.
Or the core of them is 20 years old.
Sure they've been gussied up
and trains have been moved
a little bit in Train,
but still two bomb sites
in roughly the same areas,
the same dynamics.
- [Danny] I have a copy of your favorite,
probably your favorite version
of Counter-Strike here.

Portuguese: 
like, hey, this adds up to
$20 or $30 worth of value
because of all these pieces in it.
- The updates were hot and heavy.
Once a week then once
every couple of months.
There were always new maps.
because again, back in the
world of modifications,
these guys weren't like,
Cliff and Ming-Lee didn't
make the maps, community did.
And some of the most famous ones,
a guy David made Dust and Dust 2,
and Cobblestone is full
on still in the business.
Making maps and levels and stuff, right?
- [Danny] I'd love to know
who made Scouts Knives.
- Oh Scouts and Knives,
Rats where you were shrunk
and you were the little guy
running around, you know?
I actually like the ones
that are still in play,
that are classics, so
Train, Inferno, Dust 2.
People bitch and moan,
like why do you guys
keep playing the same seven, eight maps?
We have a few that come in and out,
but basically these maps are
20 years old in some regards.
Or the core of them is 20 years old.
Sure they've been gussied up
and trains have been moved
a little bit in Train,
but still two bomb sites
in roughly the same areas,
the same dynamics.
- [Danny] I have a copy of your favorite,
probably your favorite version
of Counter-Strike here.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
I just thought you might
like to have a look at it.
(risos)
- By the way, Condition Zero.
Yeah, Condition Zero.
- Valve wanted, they were trying,
I mean there was probably a lot
of interesting business reasons
that I think it's better off
if they get into, but it led to a climate
where there were some
opportunity available
to develop Counter-Strike in a few ways.
One way was on the first Xbox,
and Microsoft threw
some money in for that.
We put a little deal together,
and in hind-sight that was a mess.
Gabe was really insistent,
like, hey, dude, instead of doing the deal
with the publisher like you usually do,
you should do the deal with us.
We're developers, we
totally get each other,
we'll take care of it.
Like, oh my God it was a nightmare.
They did not know how to
be publishers back then.
They did not know how to deal
with people like us for sure.
So that was a mess, but
we got started on it

English: 
I just thought you might
like to have a look at it.
(laughs)
- By the way, Condition Zero.
Yeah, Condition Zero.
- Valve wanted, they were trying,
I mean there was probably a lot
of interesting business reasons
that I think it's better off
if they get into, but it led to a climate
where there were some
opportunity available
to develop Counter-Strike in a few ways.
One way was on the first Xbox,
and Microsoft threw
some money in for that.
We put a little deal together,
and in hind-sight that was a mess.
Gabe was really insistent,
like, hey, dude, instead of doing the deal
with the publisher like you usually do,
you should do the deal with us.
We're developers, we
totally get each other,
we'll take care of it.
Like, oh my God it was a nightmare.
They did not know how to
be publishers back then.
They did not know how to deal
with people like us for sure.
So that was a mess, but
we got started on it

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
I just thought you might
like to have a look at it.
(laughs)
- By the way, Condition Zero.
Yeah, Condition Zero.
- Valve wanted, they were trying,
I mean there was probably a lot
of interesting business reasons
that I think it's better off
if they get into, but it led to a climate
where there were some
opportunity available
to develop Counter-Strike in a few ways.
One way was on the first Xbox,
and Microsoft threw
some money in for that.
We put a little deal together,
and in hind-sight that was a mess.
Gabe was really insistent,
like, hey, dude, instead of doing the deal
with the publisher like you usually do,
you should do the deal with us.
We're developers, we
totally get each other,
we'll take care of it.
Like, oh my God it was a nightmare.
They did not know how to
be publishers back then.
They did not know how to deal
with people like us for sure.
So that was a mess, but
we got started on it

Portuguese: 
and they were schizophrenic
about what they wanted.
We created maps which
were totally compatible
with the multi-player Counter-Strike
that were designed as
competitive Counter-Strike maps.
We had all the guys working at Gearbox
that were part of the
original Counter-Strike team,
Chris Auty and Johnson who made Dust,
like these guys were working at Gearbox.
So we made, there was freaking
awesome maps that we made,
and we made this kind of
single player campaign,
which really was AI guys with you.
You played the maps over and over again
to accomplish certain
challenges and criteria, right?
So it wasn't story driven at all.
And we were dependent upon some new work
that Valve had imagined that they called,
what did they call that?
It was like GUI 2.0 or something?
Or UI 2.0?
They just went off the
rails with that feature
and it didn't get done.
We were dependent upon it,
so that kind of screwed
us up a little bit.
Then they did this one big
come to Jesus meeting with me
where they're like no, you know what,
you should make it like Opposing Force,
where it's all single
player and campaign driven.

French: 
and they were schizophrenic
about what they wanted.
We created maps which
were totally compatible
with the multi-player Counter-Strike
that were designed as
competitive Counter-Strike maps.
We had all the guys working at Gearbox
that were part of the
original Counter-Strike team,
Chris Auty and Johnson who made Dust,
like these guys were working at Gearbox.
So we made, there was freaking
awesome maps that we made,
and we made this kind of
single player campaign,
which really was AI guys with you.
You played the maps over and over again
to accomplish certain
challenges and criteria, right?
So it wasn't story driven at all.
And we were dependent upon some new work
that Valve had imagined that they called,
what did they call that?
It was like GUI 2.0 or something?
Or UI 2.0?
They just went off the
rails with that feature
and it didn't get done.
We were dependent upon it,
so that kind of screwed
us up a little bit.
Then they did this one big
come to Jesus meeting with me
where they're like no, you know what,
you should make it like Opposing Force,
where it's all single
player and campaign driven.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and they were schizophrenic
about what they wanted.
We created maps which
were totally compatible
with the multi-player Counter-Strike
that were designed as
competitive Counter-Strike maps.
We had all the guys working at Gearbox
that were part of the
original Counter-Strike team,
Chris Auty and Johnson who made Dust,
like these guys were working at Gearbox.
So we made, there was freaking
awesome maps that we made,
and we made this kind of
single player campaign,
which really was AI guys with you.
You played the maps over and over again
to accomplish certain
challenges and criteria, right?
So it wasn't story driven at all.
And we were dependent upon some new work
that Valve had imagined that they called,
what did they call that?
It was like GUI 2.0 or something?
Or UI 2.0?
They just went off the
rails with that feature
and it didn't get done.
We were dependent upon it,
so that kind of screwed
us up a little bit.
Then they did this one big
come to Jesus meeting with me
where they're like no, you know what,
you should make it like Opposing Force,
where it's all single
player and campaign driven.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
And I'm like in Counter-Strike?
I don't think that's what customers want.
At that point I had taken a lot of risk.
They weren't really financing development.
I mean, they threw a
little bit of money at it,
but not nearly what we spent,
so it was like this is kinda bullshit.
So I walked, I told him fuck off.
- [Danny] Gearbox had invested thousands
of hours in their version
of Condition Zero,
a CS that focused on multi-player
but added a Tony Hawk
inspired offline mode,
where players would repeat
levels to complete challenges.
But Gearbox was actually the second studio
to take a swing at developing this game.
They had taken over from
Rogue Entertainment in 2001.
The game eventually found its third home
at Ritual Entertainment
who Valve contracted
to make the single player focused version
that they had unsuccessfully
pitched to Randy.
The game when Gold and
review copies were sent out,
but when the scores didn't look so good,
Valve actually pulled
the launch of the game
and dumped all of Ritual's work.
The game found its fourth
home at Turtle Rock Studios

French: 
And I'm like in Counter-Strike?
I don't think that's what customers want.
At that point I had taken a lot of risk.
They weren't really financing development.
I mean, they threw a
little bit of money at it,
but not nearly what we spent,
so it was like this is kinda bullshit.
So I walked, I told him fuck off.
- [Danny] Gearbox had invested thousands
of hours in their version
of Condition Zero,
a CS that focused on multi-player
but added a Tony Hawk
inspired offline mode,
where players would repeat
levels to complete challenges.
But Gearbox was actually the second studio
to take a swing at developing this game.
They had taken over from
Rogue Entertainment in 2001.
The game eventually found its third home
at Ritual Entertainment
who Valve contracted
to make the single player focused version
that they had unsuccessfully
pitched to Randy.
The game when Gold and
review copies were sent out,
but when the scores didn't look so good,
Valve actually pulled
the launch of the game
and dumped all of Ritual's work.
The game found its fourth
home at Turtle Rock Studios

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
And I'm like in Counter-Strike?
I don't think that's what customers want.
At that point I had taken a lot of risk.
They weren't really financing development.
I mean, they threw a
little bit of money at it,
but not nearly what we spent,
so it was like this is kinda bullshit.
So I walked, I told him fuck off.
- [Danny] Gearbox had invested thousands
of hours in their version
of Condition Zero,
a CS that focused on multi-player
but added a Tony Hawk
inspired offline mode,
where players would repeat
levels to complete challenges.
But Gearbox was actually the second studio
to take a swing at developing this game.
They had taken over from
Rogue Entertainment in 2001.
The game eventually found its third home
at Ritual Entertainment
who Valve contracted
to make the single player focused version
that they had unsuccessfully
pitched to Randy.
The game when Gold and
review copies were sent out,
but when the scores didn't look so good,
Valve actually pulled
the launch of the game
and dumped all of Ritual's work.
The game found its fourth
home at Turtle Rock Studios

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
who finished the game by taking the seed
of Gearbox's vision, and
packaging it alongside
12 of Ritual's single player levels
under the banner Deleted Scenes.
It seemed that Valve were
more comfortable buying out
external teams than
working with them remotely.
At that time Gearbox
was still under contract
with Valve, but by this
stage Randy wanted out.
- We kind of did a deal,
they were kind of shitty about it frankly,
but we did a deal that got us separated.
In hindsight both at
the time it felt shitty,
in hindsight it was
horrifyingly exploitive.
I'm really not pleased about it,
and it soured like a lot of ways
I thought about Valve for a long time.
They did to us things we'd
never would do to any developer.
It's really annoying.
- [Danny] Has time healed that?
- I had a talk with Eric
Johnson years later about it
and he kind of shared some,
there were some other things
going on behind the scenes
that were really affecting Valve,

French: 
who finished the game by taking the seed
of Gearbox's vision, and
packaging it alongside
12 of Ritual's single player levels
under the banner Deleted Scenes.
It seemed that Valve were
more comfortable buying out
external teams than
working with them remotely.
At that time Gearbox
was still under contract
with Valve, but by this
stage Randy wanted out.
- We kind of did a deal,
they were kind of shitty about it frankly,
but we did a deal that got us separated.
In hindsight both at
the time it felt shitty,
in hindsight it was
horrifyingly exploitive.
I'm really not pleased about it,
and it soured like a lot of ways
I thought about Valve for a long time.
They did to us things we'd
never would do to any developer.
It's really annoying.
- [Danny] Has time healed that?
- I had a talk with Eric
Johnson years later about it
and he kind of shared some,
there were some other things
going on behind the scenes
that were really affecting Valve,

English: 
who finished the game by taking the seed
of Gearbox's vision, and
packaging it alongside
12 of Ritual's single player levels
under the banner Deleted Scenes.
It seemed that Valve were
more comfortable buying out
external teams than
working with them remotely.
At that time Gearbox
was still under contract
with Valve, but by this
stage Randy wanted out.
- We kind of did a deal,
they were kind of shitty about it frankly,
but we did a deal that got us separated.
In hindsight both at
the time it felt shitty,
in hindsight it was
horrifyingly exploitive.
I'm really not pleased about it,
and it soured like a lot of ways
I thought about Valve for a long time.
They did to us things we'd
never would do to any developer.
It's really annoying.
- [Danny] Has time healed that?
- I had a talk with Eric
Johnson years later about it
and he kind of shared some,
there were some other things
going on behind the scenes
that were really affecting Valve,

Portuguese: 
and it made their behavior make sense,
but it was like still shitty.
Ultimately he told me that
what they were really doing
is the game couldn't come out
because of some other things.
They were doing the big play with Sierra
where they were trying to
re-acquire the Half-Life IP.
- [Danny] So they were buying time?
- Sim.
- [Danny] At your expense.
- Yeah, at our expense, yeah.
And I said, dude, you should
have just leveled with me,
I'd have played the game with you.
Like we're supposed to
be on the same team, man.
- [Danny] As the community
created more and more free mods,
Valve seemed determined to
bring these under the wing
of the studio and make
commercial versions of them.
Counter-Strike's box copies
hadn't been very successful,
so they started work on a
sequel to Team Fortress Classic
and hired the team
responsible for Day of Defeat.
A retail version of that was
published by Activision in 2003
but outside of Valve's control
post 1.0 Counter-Strike
was expanding into new
and exciting avenues.
Professional games had existed before,
but usually just as
cheap marketing gimmicks,
but as broadband expanded
throughout the world,
it actually made watching
E-Sports events possible
for the first time.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
and it made their behavior make sense,
but it was like still shitty.
Ultimately he told me that
what they were really doing
is the game couldn't come out
because of some other things.
They were doing the big play with Sierra
where they were trying to
re-acquire the Half-Life IP.
- [Danny] So they were buying time?
- Ouais.
- [Danny] At your expense.
- Yeah, at our expense, yeah.
And I said, dude, you should
have just leveled with me,
I'd have played the game with you.
Like we're supposed to
be on the same team, man.
- [Danny] As the community
created more and more free mods,
Valve seemed determined to
bring these under the wing
of the studio and make
commercial versions of them.
Counter-Strike's box copies
hadn't been very successful,
so they started work on a
sequel to Team Fortress Classic
and hired the team
responsible for Day of Defeat.
A retail version of that was
published by Activision in 2003
but outside of Valve's control
post 1.0 Counter-Strike
was expanding into new
and exciting avenues.
Professional games had existed before,
but usually just as
cheap marketing gimmicks,
but as broadband expanded
throughout the world,
it actually made watching
E-Sports events possible
pour la première fois.

English: 
and it made their behavior make sense,
but it was like still shitty.
Ultimately he told me that
what they were really doing
is the game couldn't come out
because of some other things.
They were doing the big play with Sierra
where they were trying to
re-acquire the Half-Life IP.
- [Danny] So they were buying time?
- Yeah.
- [Danny] At your expense.
- Yeah, at our expense, yeah.
And I said, dude, you should
have just leveled with me,
I'd have played the game with you.
Like we're supposed to
be on the same team, man.
- [Danny] As the community
created more and more free mods,
Valve seemed determined to
bring these under the wing
of the studio and make
commercial versions of them.
Counter-Strike's box copies
hadn't been very successful,
so they started work on a
sequel to Team Fortress Classic
and hired the team
responsible for Day of Defeat.
A retail version of that was
published by Activision in 2003
but outside of Valve's control
post 1.0 Counter-Strike
was expanding into new
and exciting avenues.
Professional games had existed before,
but usually just as
cheap marketing gimmicks,
but as broadband expanded
throughout the world,
it actually made watching
E-Sports events possible
for the first time.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Sites like GotFrag went to great lengths
to broadcast these matches
to fans all around the world.
And suddenly there was an audience,
and with this audience came sponsors.
Counter-Strike was an E-Sport
and the community was
holding all of the cards.
- I'll use the word we a
lot, I don't really mean,
it's more of the royal we.
It's not me as in Scott,
but we as the community, built this game.
They gave us one thing,
this hostage rescue thing,
with a few maps, a few guns,
and feedback just started
coming day one hot and heavy.
More maps started being developed,
more guns coming, they would tweak,
they would adjust what we said.
And then the hardcore took this
and we took it one step further
and go okay how do we compete on it?
Should it be 12 rounds?
Europe was going with charges only,
which meant only the
offensive team scored rounds.
You know, we kind of as
a community, globally,
playing in different leagues
and on different ladders,
kind of figured out what
is now, for the most part,

English: 
Sites like GotFrag went to great lengths
to broadcast these matches
to fans all around the world.
And suddenly there was an audience,
and with this audience came sponsors.
Counter-Strike was an E-Sport
and the community was
holding all of the cards.
- I'll use the word we a
lot, I don't really mean,
it's more of the royal we.
It's not me as in Scott,
but we as the community, built this game.
They gave us one thing,
this hostage rescue thing,
with a few maps, a few guns,
and feedback just started
coming day one hot and heavy.
More maps started being developed,
more guns coming, they would tweak,
they would adjust what we said.
And then the hardcore took this
and we took it one step further
and go okay how do we compete on it?
Should it be 12 rounds?
Europe was going with charges only,
which meant only the
offensive team scored rounds.
You know, we kind of as
a community, globally,
playing in different leagues
and on different ladders,
kind of figured out what
is now, for the most part,

French: 
Sites like GotFrag went to great lengths
to broadcast these matches
to fans all around the world.
And suddenly there was an audience,
and with this audience came sponsors.
Counter-Strike was an E-Sport
and the community was
holding all of the cards.
- I'll use the word we a
lot, I don't really mean,
it's more of the royal we.
It's not me as in Scott,
but we as the community, built this game.
They gave us one thing,
this hostage rescue thing,
with a few maps, a few guns,
and feedback just started
coming day one hot and heavy.
More maps started being developed,
more guns coming, they would tweak,
they would adjust what we said.
And then the hardcore took this
and we took it one step further
and go okay how do we compete on it?
Should it be 12 rounds?
Europe was going with charges only,
which meant only the
offensive team scored rounds.
You know, we kind of as
a community, globally,
playing in different leagues
and on different ladders,
kind of figured out what
is now, for the most part,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
the standardized rule-set of
competitive Counter-Strike,
which Valve then took to heart
when they added it in Global Offensive
as match making the kids play on.
It roughly uses those same
parameters now, right?
We basically play the same
game we played for 18 years.
After those first couple
of years of development
with Counter-Strike and
figuring out the game,
and how we compete in the game,
we've just gone for it since then.
(música dramática)
- Counter-Strike's
story doesn't end there.
We'll dedicate a shorter
video to chew that one out,
but the cliff notes look
algo assim.
Valve released Counter-Strike Source
alongside Half-Life 2 and
split up the casual base,
but the professional players
pretty much universally hated it.
1.6 was king, that was until
time made a mockery of that too
and the money, of course.
E-Sports had moved towards
the expanding market
and strategy games.
Counter-Strike pro players
were left in the lurch
as their old version
didn't get any updates.
All the while the Half-Lifer's
were gifted expansion pack
after expansion pack.

French: 
the standardized rule-set of
competitive Counter-Strike,
which Valve then took to heart
when they added it in Global Offensive
as match making the kids play on.
It roughly uses those same
parameters now, right?
We basically play the same
game we played for 18 years.
After those first couple
of years of development
with Counter-Strike and
figuring out the game,
and how we compete in the game,
we've just gone for it since then.
(musique dramatique)
- Counter-Strike's
story doesn't end there.
We'll dedicate a shorter
video to chew that one out,
but the cliff notes look
something like this.
Valve released Counter-Strike Source
alongside Half-Life 2 and
split up the casual base,
but the professional players
pretty much universally hated it.
1.6 was king, that was until
time made a mockery of that too
and the money, of course.
E-Sports had moved towards
the expanding market
and strategy games.
Counter-Strike pro players
were left in the lurch
as their old version
didn't get any updates.
All the while the Half-Lifer's
were gifted expansion pack
after expansion pack.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
the standardized rule-set of
competitive Counter-Strike,
which Valve then took to heart
when they added it in Global Offensive
as match making the kids play on.
It roughly uses those same
parameters now, right?
We basically play the same
game we played for 18 years.
After those first couple
of years of development
with Counter-Strike and
figuring out the game,
and how we compete in the game,
we've just gone for it since then.
(dramatic music)
- Counter-Strike's
story doesn't end there.
We'll dedicate a shorter
video to chew that one out,
but the cliff notes look
something like this.
Valve released Counter-Strike Source
alongside Half-Life 2 and
split up the casual base,
but the professional players
pretty much universally hated it.
1.6 was king, that was until
time made a mockery of that too
and the money, of course.
E-Sports had moved towards
the expanding market
and strategy games.
Counter-Strike pro players
were left in the lurch
as their old version
didn't get any updates.
All the while the Half-Lifer's
were gifted expansion pack
after expansion pack.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
But just like CS, eventually
Star Craft became old news too.
Toppled by a modified
version of that genre.
Valve smelled the blood.
They had made a massive mistake in
not owning the E-Sports wing
of the previous mass market online mod.
It wouldn't happen again.
They hired a bunch of modders, and well,
you probably know the rest.
But Counter-Strike wasn't done either.
The newly released version,
Counter-Strike Global Offensive,
wasn't exactly the most
popular game at launch,
but through work with the community,
it has since exploded in recent years
and is even more popular than
1.6 was back in its hey-day.
Counter-Strike fans are
enjoying a renaissance now
while all the Half-Lifers
are still waiting on
that last expansion pack.
If only they could sell gravity
gun skins I hear you say,
we'd be playing episode three by now.
And there it is, the fan-boy bitterness.
The specter of episode
three is easier to ignore
when we're talking
about the good old days,
but to be a contemporary Half-Life fan
is to smile through the disappointment.
Don't worry, we'll get to
Half-Life 2 in just a second.
This story is far from over,

Portuguese: 
But just like CS, eventually
Star Craft became old news too.
Toppled by a modified
version of that genre.
Valve smelled the blood.
They had made a massive mistake in
not owning the E-Sports wing
of the previous mass market online mod.
It wouldn't happen again.
They hired a bunch of modders, and well,
you probably know the rest.
But Counter-Strike wasn't done either.
The newly released version,
Counter-Strike Global Offensive,
wasn't exactly the most
popular game at launch,
but through work with the community,
it has since exploded in recent years
and is even more popular than
1.6 was back in its hey-day.
Counter-Strike fans are
enjoying a renaissance now
while all the Half-Lifers
are still waiting on
that last expansion pack.
If only they could sell gravity
gun skins I hear you say,
we'd be playing episode three by now.
And there it is, the fan-boy bitterness.
The specter of episode
three is easier to ignore
when we're talking
about the good old days,
but to be a contemporary Half-Life fan
is to smile through the disappointment.
Don't worry, we'll get to
Half-Life 2 in just a second.
This story is far from over,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
But just like CS, eventually
Star Craft became old news too.
Toppled by a modified
version of that genre.
Valve smelled the blood.
They had made a massive mistake in
not owning the E-Sports wing
of the previous mass market online mod.
It wouldn't happen again.
They hired a bunch of modders, and well,
you probably know the rest.
But Counter-Strike wasn't done either.
The newly released version,
Counter-Strike Global Offensive,
wasn't exactly the most
popular game at launch,
but through work with the community,
it has since exploded in recent years
and is even more popular than
1.6 was back in its hey-day.
Counter-Strike fans are
enjoying a renaissance now
while all the Half-Lifers
are still waiting on
that last expansion pack.
If only they could sell gravity
gun skins I hear you say,
we'd be playing episode three by now.
And there it is, the fan-boy bitterness.
The specter of episode
three is easier to ignore
when we're talking
about the good old days,
but to be a contemporary Half-Life fan
is to smile through the disappointment.
Don't worry, we'll get to
Half-Life 2 in just a second.
This story is far from over,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
but first I think we could
all use a bit of a break.
(inspirational music)
All right, so we've been to California,
we've been to Texas, we're now in Arizona,
talking to people about their experiences
with Half-Life,
and it's weird because I
thought I was going into this
wondering about the
development of these games,
and like how they impacted people in terms
of design, but what's
kind of actually come up
is how it's impacted their
lives in an interesting way.
Like Cory Barlog,
he doesn't really make first person games,
but he has all of these other
emotional touch points he has
with the series that are connected

Portuguese: 
but first I think we could
all use a bit of a break.
(inspirational music)
All right, so we've been to California,
we've been to Texas, we're now in Arizona,
talking to people about their experiences
with Half-Life,
and it's weird because I
thought I was going into this
wondering about the
development of these games,
and like how they impacted people in terms
of design, but what's
kind of actually come up
is how it's impacted their
lives in an interesting way.
Like Cory Barlog,
he doesn't really make first person games,
but he has all of these other
emotional touch points he has
with the series that are connected

English: 
but first I think we could
all use a bit of a break.
(inspirational music)
All right, so we've been to California,
we've been to Texas, we're now in Arizona,
talking to people about their experiences
with Half-Life,
and it's weird because I
thought I was going into this
wondering about the
development of these games,
and like how they impacted people in terms
of design, but what's
kind of actually come up
is how it's impacted their
lives in an interesting way.
Like Cory Barlog,
he doesn't really make first person games,
but he has all of these other
emotional touch points he has
with the series that are connected

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
to various periods of his life.
Randy Pitchford, he's probably the closest
to it in terms of design because
he worked on those games,
but he also has a lot of like emotional
and business baggage with the
entire Half-Life franchise.
In fact, one of the
weirdest things about this,
is that all of these people, to a person,
have all wanted to talk
to us about Half-Life.
Like literally every
single person we emailed
about this documentary said yes,
and then took time out of their schedule
and some of them had PR people fly in
from a different city to
make sure we could do this,
to talk about a game that
none of them worked on
that came out 20 years ago.
So, when I think about
that in relation to myself,
it's making me think why I'm doing this.
Like, we could have done a documentary
on anything this month.
So why did I force Jeremy
to get in the car with me
with his massive camera,
this is a convertible by the way,
to go all around America
and talk to people
about this old ass game?

English: 
to various periods of his life.
Randy Pitchford, he's probably the closest
to it in terms of design because
he worked on those games,
but he also has a lot of like emotional
and business baggage with the
entire Half-Life franchise.
In fact, one of the
weirdest things about this,
is that all of these people, to a person,
have all wanted to talk
to us about Half-Life.
Like literally every
single person we emailed
about this documentary said yes,
and then took time out of their schedule
and some of them had PR people fly in
from a different city to
make sure we could do this,
to talk about a game that
none of them worked on
that came out 20 years ago.
So, when I think about
that in relation to myself,
it's making me think why I'm doing this.
Like, we could have done a documentary
on anything this month.
So why did I force Jeremy
to get in the car with me
with his massive camera,
this is a convertible by the way,
to go all around America
and talk to people
about this old ass game?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
to various periods of his life.
Randy Pitchford, he's probably the closest
to it in terms of design because
he worked on those games,
but he also has a lot of like emotional
and business baggage with the
entire Half-Life franchise.
In fact, one of the
weirdest things about this,
is that all of these people, to a person,
have all wanted to talk
to us about Half-Life.
Like literally every
single person we emailed
about this documentary said yes,
and then took time out of their schedule
and some of them had PR people fly in
from a different city to
make sure we could do this,
to talk about a game that
none of them worked on
that came out 20 years ago.
So, when I think about
that in relation to myself,
it's making me think why I'm doing this.
Like, we could have done a documentary
on anything this month.
So why did I force Jeremy
to get in the car with me
with his massive camera,
this is a convertible by the way,
to go all around America
and talk to people
about this old ass game?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Like, it obviously means
a lot to me as well.
I'm not really sure, I'm
still trying to like process
this whole thing and figure it out.
But one of the things I
definitely wanted to do
while we were in the sort
of general Arizona area,
since we were in Phoenix talking to Scott,
was go visit some mesas.
I've never seen a mesa before.
The Black Mesa in Half-Life is
actually based in New Mexico.
I looked around some
places around New Mexico
and a sort of general area around here
and none of them really looked exactly
the way I remember the game
where you come out of that tunnel
and you're fighting the
marines outside of that massive
view of the river and the
mesas in the distance.
But the place that did look like it to me
was actually northern Arizona.
Now we probably can't get up that high,
but we're gonna get high enough.
And I mean high in the spiritual way.
We're going to Sedona,
which not only is famous
for its beautiful mesas,
but also for its various vortexes.

English: 
Like, it obviously means
a lot to me as well.
I'm not really sure, I'm
still trying to like process
this whole thing and figure it out.
But one of the things I
definitely wanted to do
while we were in the sort
of general Arizona area,
since we were in Phoenix talking to Scott,
was go visit some mesas.
I've never seen a mesa before.
The Black Mesa in Half-Life is
actually based in New Mexico.
I looked around some
places around New Mexico
and a sort of general area around here
and none of them really looked exactly
the way I remember the game
where you come out of that tunnel
and you're fighting the
marines outside of that massive
view of the river and the
mesas in the distance.
But the place that did look like it to me
was actually northern Arizona.
Now we probably can't get up that high,
but we're gonna get high enough.
And I mean high in the spiritual way.
We're going to Sedona,
which not only is famous
for its beautiful mesas,
but also for its various vortexes.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Like, it obviously means
a lot to me as well.
I'm not really sure, I'm
still trying to like process
this whole thing and figure it out.
But one of the things I
definitely wanted to do
while we were in the sort
of general Arizona area,
since we were in Phoenix talking to Scott,
was go visit some mesas.
I've never seen a mesa before.
The Black Mesa in Half-Life is
actually based in New Mexico.
I looked around some
places around New Mexico
and a sort of general area around here
and none of them really looked exactly
the way I remember the game
where you come out of that tunnel
and you're fighting the
marines outside of that massive
view of the river and the
mesas in the distance.
But the place that did look like it to me
was actually northern Arizona.
Now we probably can't get up that high,
but we're gonna get high enough.
And I mean high in the spiritual way.
We're going to Sedona,
which not only is famous
for its beautiful mesas,
but also for its various vortexes.

Portuguese: 
And if you know the
narrative of Half-Life one,
you know that vortexes, and vortegons,
and portals are a very important part
of what makes that game special.
So, this is our spiritual journey
into the heart of Half-Life.
Let's see if we find what
the vortexes have for us.
(inspirational music)
Hello and welcome to the beautiful
mesas of Sedona, Arizona.
We woke up especially early this morning
to try and see the sunrise
but unfortunately nature
had a different idea,
but as it turns out it kinda
works a little bit better
for my, you know,
beautiful HEV jumper here.

English: 
And if you know the
narrative of Half-Life one,
you know that vortexes, and vortegons,
and portals are a very important part
of what makes that game special.
So, this is our spiritual journey
into the heart of Half-Life.
Let's see if we find what
the vortexes have for us.
(inspirational music)
Hello and welcome to the beautiful
mesas of Sedona, Arizona.
We woke up especially early this morning
to try and see the sunrise
but unfortunately nature
had a different idea,
but as it turns out it kinda
works a little bit better
for my, you know,
beautiful HEV jumper here.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
And if you know the
narrative of Half-Life one,
you know that vortexes, and vortegons,
and portals are a very important part
of what makes that game special.
So, this is our spiritual journey
into the heart of Half-Life.
Let's see if we find what
the vortexes have for us.
(inspirational music)
Hello and welcome to the beautiful
mesas of Sedona, Arizona.
We woke up especially early this morning
to try and see the sunrise
but unfortunately nature
had a different idea,
but as it turns out it kinda
works a little bit better
for my, you know,
beautiful HEV jumper here.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
I feel perfectly dressed for the occasion.
One of the reasons I wanted to come here
was because the mesas in Half-Life,
they're, it's almost like
a Disney lot or something.
They're just these, like, it
feels like you could reach
out and touch the like
cardboard sides of them.
(gun fires)
(loud explosion)
And seeing them in real life
it actually kinda feels the same way.
Like when we drove in here
there's something about
the scale of these things
that doesn't feel real.
It's especially weird
because they're so big
and they're also like
so on top of the town.
Sedona's one of these places where people,
there's a lot of crystal shops.
People come here for the energy.
They check out the various vortexes.
There's probably, is there a vortex here?
There's probably a vortex.
We probably drove past a couple
of vortexes on the way up here.
And it does have a special energy to it.
It's kind of different to Half-Life
in that Half-Life's mesas are like,
there's no foliage on them what so ever.
But in a weird way I
feel like thematically
it's actually a little bit closer
to the original Half-Life, you know?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
I feel perfectly dressed for the occasion.
One of the reasons I wanted to come here
was because the mesas in Half-Life,
they're, it's almost like
a Disney lot or something.
They're just these, like, it
feels like you could reach
out and touch the like
cardboard sides of them.
(gun fires)
(loud explosion)
And seeing them in real life
it actually kinda feels the same way.
Like when we drove in here
there's something about
the scale of these things
that doesn't feel real.
It's especially weird
because they're so big
and they're also like
so on top of the town.
Sedona's one of these places where people,
there's a lot of crystal shops.
People come here for the energy.
They check out the various vortexes.
There's probably, is there a vortex here?
There's probably a vortex.
We probably drove past a couple
of vortexes on the way up here.
And it does have a special energy to it.
It's kind of different to Half-Life
in that Half-Life's mesas are like,
there's no foliage on them what so ever.
But in a weird way I
feel like thematically
it's actually a little bit closer
to the original Half-Life, you know?

Portuguese: 
I feel perfectly dressed for the occasion.
One of the reasons I wanted to come here
was because the mesas in Half-Life,
they're, it's almost like
a Disney lot or something.
They're just these, like, it
feels like you could reach
out and touch the like
cardboard sides of them.
(gun fires)
(loud explosion)
And seeing them in real life
it actually kinda feels the same way.
Like when we drove in here
há algo sobre
the scale of these things
that doesn't feel real.
It's especially weird
because they're so big
and they're also like
so on top of the town.
Sedona's one of these places where people,
there's a lot of crystal shops.
People come here for the energy.
They check out the various vortexes.
There's probably, is there a vortex here?
There's probably a vortex.
We probably drove past a couple
of vortexes on the way up here.
And it does have a special energy to it.
It's kind of different to Half-Life
in that Half-Life's mesas are like,
there's no foliage on them what so ever.
But in a weird way I
feel like thematically
it's actually a little bit closer
to the original Half-Life, you know?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Precious gem stones being
pushed into scientific machines
and portals spewing out energy.
I'm basically trying to justify a trip
to Sedona for this documentary.
But the whole thing has
me kind of thinking about,
that like, that weird
out of body experience
and it actually kind of reminds me of,
have I ever told you about the story about
when I was in the mission
Stoned in San Francisco?
So this is years ago.
When I first moved to San Francisco
I was in the back of a
comedy club on the Mission
with a friend of mine, some
people I used to work with.
So we had some edibles
and what's weird is one of the, like,
only, like, audio hallucinations
I've ever had in my life
was when I played the first Half-Life
in the summer of '99.
And I played for like five
or six hours straight,
and I remember walking
away from the computer
and being able to hear the soldiers.
You know, those radio calls
where it's like "Where is he?"
And "We've got Freeman"
and all that sort of stuff.
I could like still hear them.
So flash forward to like,
this is maybe three or four years ago,

English: 
Precious gem stones being
pushed into scientific machines
and portals spewing out energy.
I'm basically trying to justify a trip
to Sedona for this documentary.
But the whole thing has
me kind of thinking about,
that like, that weird
out of body experience
and it actually kind of reminds me of,
have I ever told you about the story about
when I was in the mission
Stoned in San Francisco?
So this is years ago.
When I first moved to San Francisco
I was in the back of a
comedy club on the Mission
with a friend of mine, some
people I used to work with.
So we had some edibles
and what's weird is one of the, like,
only, like, audio hallucinations
I've ever had in my life
was when I played the first Half-Life
in the summer of '99.
And I played for like five
or six hours straight,
and I remember walking
away from the computer
and being able to hear the soldiers.
You know, those radio calls
where it's like "Where is he?"
And "We've got Freeman"
and all that sort of stuff.
I could like still hear them.
So flash forward to like,
this is maybe three or four years ago,

French: 
Precious gem stones being
pushed into scientific machines
and portals spewing out energy.
I'm basically trying to justify a trip
to Sedona for this documentary.
But the whole thing has
me kind of thinking about,
that like, that weird
out of body experience
and it actually kind of reminds me of,
have I ever told you about the story about
when I was in the mission
Stoned in San Francisco?
So this is years ago.
When I first moved to San Francisco
I was in the back of a
comedy club on the Mission
with a friend of mine, some
people I used to work with.
So we had some edibles
and what's weird is one of the, like,
only, like, audio hallucinations
I've ever had in my life
was when I played the first Half-Life
in the summer of '99.
And I played for like five
or six hours straight,
and I remember walking
away from the computer
and being able to hear the soldiers.
You know, those radio calls
where it's like "Where is he?"
And "We've got Freeman"
and all that sort of stuff.
I could like still hear them.
So flash forward to like,
this is maybe three or four years ago,

English: 
and I'm in the Mission and
I've taken these edibles,
and I can hear the
doctor from Half-Life one
and Half-Life 2, Doctor Kleiner.
You know that voice?
Like "Oh, Mr. Freeman".
I could hear.
- Get away from there, Freeman.
I'm expecting an important message.
- And I'm like oh my God, this is the,
I'm having like another
audio hallucination
and they always seem to be about Half-Life
and I'm laughing about it,
and I'm telling my colleagues and stuff,
and we're all rolling around
on the floor and whatever.
But it's like 30 minutes have passed
and I can still hear him.
And I'm like it's a bit weird
that this hallucination's
really like, holding on.
So it was in the back
of this weird comedy club theater thing.
And at a certain point I poke my head out
from like behind, we're
like behind the set,
and I poke my head out
and I can see just like
a bunch of people in the audience
and there's this guy on the stage
and like now I'm looking at him
and he's moving his lips and
it sounds like Doctor Kleiner.
So like at this stage I'm
like I need to like figure out

French: 
and I'm in the Mission and
I've taken these edibles,
and I can hear the
doctor from Half-Life one
and Half-Life 2, Doctor Kleiner.
You know that voice?
Like "Oh, Mr. Freeman".
I could hear.
- Get away from there, Freeman.
I'm expecting an important message.
- And I'm like oh my God, this is the,
I'm having like another
audio hallucination
and they always seem to be about Half-Life
and I'm laughing about it,
and I'm telling my colleagues and stuff,
and we're all rolling around
on the floor and whatever.
But it's like 30 minutes have passed
and I can still hear him.
And I'm like it's a bit weird
that this hallucination's
really like, holding on.
So it was in the back
of this weird comedy club theater thing.
And at a certain point I poke my head out
from like behind, we're
like behind the set,
and I poke my head out
and I can see just like
a bunch of people in the audience
and there's this guy on the stage
and like now I'm looking at him
and he's moving his lips and
it sounds like Doctor Kleiner.
So like at this stage I'm
like I need to like figure out

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
and I'm in the Mission and
I've taken these edibles,
and I can hear the
doctor from Half-Life one
and Half-Life 2, Doctor Kleiner.
You know that voice?
Like "Oh, Mr. Freeman".
I could hear.
- Get away from there, Freeman.
I'm expecting an important message.
- And I'm like oh my God, this is the,
I'm having like another
audio hallucination
and they always seem to be about Half-Life
and I'm laughing about it,
and I'm telling my colleagues and stuff,
and we're all rolling around
on the floor and whatever.
But it's like 30 minutes have passed
and I can still hear him.
And I'm like it's a bit weird
that this hallucination's
really like, holding on.
So it was in the back
of this weird comedy club theater thing.
And at a certain point I poke my head out
from like behind, we're
like behind the set,
and I poke my head out
and I can see just like
a bunch of people in the audience
and there's this guy on the stage
and like now I'm looking at him
and he's moving his lips and
it sounds like Doctor Kleiner.
So like at this stage I'm
like I need to like figure out

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
if I'm like having this
really strong hallucination
or whether or not this
is actually happening.
So I check the posters around
and there's a name on it
that says Harry S. Robbins,
and I look up Mobi-Games or something
and check out the credits
for Half-Life and it's him.
Doctor Kleiner is literally
on the stage talking to us.
He has a like science
podcast or something.
So, after the show ends he comes backstage
and I'm like completely
off my gourd at this stage,
and I'm like, oh my God,
it's so amazing to meet you,
what was it like, you know,
like 15 years ago or like I
guess five or six years ago,
doing the voice of this character?
And like he literally speaks that way,
and he was like "Oh it was very fun.
"Valve are a great company to work for
"and I don't know anything
about Half-Life 3."
- Great Scott, Gordon Freeman.
I expected more warning.
- See, I'm not sure
what the lesson is here,
if you're getting stoned in the Mission
try and not make it in a place where
hallucinations and reality are going
to intersect with each other.
That's probably my
weirdest Half-Life story.
Although maybe climbing
to the top of a mountain

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
if I'm like having this
really strong hallucination
or whether or not this
is actually happening.
So I check the posters around
and there's a name on it
that says Harry S. Robbins,
and I look up Mobi-Games or something
and check out the credits
for Half-Life and it's him.
Doctor Kleiner is literally
on the stage talking to us.
He has a like science
podcast or something.
So, after the show ends he comes backstage
and I'm like completely
off my gourd at this stage,
and I'm like, oh my God,
it's so amazing to meet you,
what was it like, you know,
like 15 years ago or like I
guess five or six years ago,
doing the voice of this character?
And like he literally speaks that way,
and he was like "Oh it was very fun.
"Valve are a great company to work for
"and I don't know anything
about Half-Life 3."
- Great Scott, Gordon Freeman.
I expected more warning.
- See, I'm not sure
what the lesson is here,
if you're getting stoned in the Mission
try and not make it in a place where
hallucinations and reality are going
to intersect with each other.
That's probably my
weirdest Half-Life story.
Although maybe climbing
to the top of a mountain

English: 
if I'm like having this
really strong hallucination
or whether or not this
is actually happening.
So I check the posters around
and there's a name on it
that says Harry S. Robbins,
and I look up Mobi-Games or something
and check out the credits
for Half-Life and it's him.
Doctor Kleiner is literally
on the stage talking to us.
He has a like science
podcast or something.
So, after the show ends he comes backstage
and I'm like completely
off my gourd at this stage,
and I'm like, oh my God,
it's so amazing to meet you,
what was it like, you know,
like 15 years ago or like I
guess five or six years ago,
doing the voice of this character?
And like he literally speaks that way,
and he was like "Oh it was very fun.
"Valve are a great company to work for
"and I don't know anything
about Half-Life 3."
- Great Scott, Gordon Freeman.
I expected more warning.
- See, I'm not sure
what the lesson is here,
if you're getting stoned in the Mission
try and not make it in a place where
hallucinations and reality are going
to intersect with each other.
That's probably my
weirdest Half-Life story.
Although maybe climbing
to the top of a mountain

English: 
wearing a HEV sweater is (laughs)
a close second, let's say.
(inspirational music)
As it turns out the sequel
for Half-Life would be set far
from any mesas but its launch
would be no-less revolutionary.
Half-Life 2 went through
countless missed released dates
and a hacker, who
spread the game's files
all over the internet for
every game developer under
the sun to poke through,
but that didn't stop it from
being what many consider
to be the best first
person shooter ever made.
When you're a fan of video games
it's almost in-distinguishable
from sports.
We follow developers
like our favorite team.
Indie studios are like the underdog story.
Big publishers are the evil empire.
We cheer when an old legend rises again
and scream at the television
when our favorite under-performs.
So when a studio knocks it out of the park
on their very first hit
we don't expect them
to walk up to the plate a
second time and do it again.
That doesn't happen.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
wearing a HEV sweater is (laughs)
a close second, let's say.
(inspirational music)
As it turns out the sequel
for Half-Life would be set far
from any mesas but its launch
would be no-less revolutionary.
Half-Life 2 went through
countless missed released dates
and a hacker, who
spread the game's files
all over the internet for
every game developer under
the sun to poke through,
but that didn't stop it from
being what many consider
to be the best first
person shooter ever made.
When you're a fan of video games
it's almost in-distinguishable
from sports.
We follow developers
like our favorite team.
Indie studios are like the underdog story.
Big publishers are the evil empire.
We cheer when an old legend rises again
and scream at the television
when our favorite under-performs.
So when a studio knocks it out of the park
on their very first hit
we don't expect them
to walk up to the plate a
second time and do it again.
That doesn't happen.

French: 
wearing a HEV sweater is (laughs)
a close second, let's say.
(inspirational music)
As it turns out the sequel
for Half-Life would be set far
from any mesas but its launch
would be no-less revolutionary.
Half-Life 2 went through
countless missed released dates
and a hacker, who
spread the game's files
all over the internet for
every game developer under
the sun to poke through,
but that didn't stop it from
being what many consider
to be the best first
person shooter ever made.
When you're a fan of video games
it's almost in-distinguishable
from sports.
We follow developers
like our favorite team.
Indie studios are like the underdog story.
Big publishers are the evil empire.
We cheer when an old legend rises again
and scream at the television
when our favorite under-performs.
So when a studio knocks it out of the park
on their very first hit
we don't expect them
to walk up to the plate a
second time and do it again.
That doesn't happen.

French: 
id Software was as close that
we got as that type of MVP.
They went from Wolfe to Doom to Quake,
but even they couldn't seem to compete
in a post Half-Life world.
Maybe Valve knew this.
Maybe they knew to make a
revolutionary great game
is one thing but to
follow it up with another,
well that's gonna take
something very special.
Once again it was time to raise the bar.
(inspirational music)
- Yeah, Half-Life 2 is
even more interesting,
'cause you know we did that first story
and it got a lot of attention.
I think it was like,
oh, let's do something
for the second one.
And then the original
pitch for the second one
is that I was going to
write something called
the first hours of Half-Life 2,
which is basically gonna
be the reveal of the game.
But I went up to Valve and
they gave me a demo of it
and I started to work on the story.
And I think they called
up a few weeks later
and said "Oh by the way just kidding,
"we're not gonna announce the game now."
And they kind of pushed
back the announcement,
even after they had
already done some initial
kind of interviews or demos,
so I used all that information from
what was gonna be the
First Hours of Half-Life 2
to turn into the Final
Hours of Half-Life 2

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
id Software was as close that
we got as that type of MVP.
They went from Wolfe to Doom to Quake,
but even they couldn't seem to compete
in a post Half-Life world.
Maybe Valve knew this.
Maybe they knew to make a
revolutionary great game
is one thing but to
follow it up with another,
well that's gonna take
something very special.
Once again it was time to raise the bar.
(inspirational music)
- Yeah, Half-Life 2 is
even more interesting,
'cause you know we did that first story
and it got a lot of attention.
I think it was like,
oh, let's do something
for the second one.
And then the original
pitch for the second one
is that I was going to
write something called
the first hours of Half-Life 2,
which is basically gonna
be the reveal of the game.
But I went up to Valve and
they gave me a demo of it
and I started to work on the story.
And I think they called
up a few weeks later
and said "Oh by the way just kidding,
"we're not gonna announce the game now."
And they kind of pushed
back the announcement,
even after they had
already done some initial
kind of interviews or demos,
so I used all that information from
what was gonna be the
First Hours of Half-Life 2
to turn into the Final
Hours of Half-Life 2

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
id Software was as close that
we got as that type of MVP.
They went from Wolfe to Doom to Quake,
but even they couldn't seem to compete
in a post Half-Life world.
Maybe Valve knew this.
Maybe they knew to make a
revolutionary great game
is one thing but to
follow it up with another,
well that's gonna take
something very special.
Once again it was time to raise the bar.
(inspirational music)
- Yeah, Half-Life 2 is
even more interesting,
'cause you know we did that first story
and it got a lot of attention.
I think it was like,
oh, let's do something
for the second one.
And then the original
pitch for the second one
is that I was going to
write something called
the first hours of Half-Life 2,
which is basically gonna
be the reveal of the game.
But I went up to Valve and
they gave me a demo of it
and I started to work on the story.
And I think they called
up a few weeks later
and said "Oh by the way just kidding,
"we're not gonna announce the game now."
And they kind of pushed
back the announcement,
even after they had
already done some initial
kind of interviews or demos,
so I used all that information from
what was gonna be the
First Hours of Half-Life 2
to turn into the Final
Hours of Half-Life 2

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and then obviously that
became a much grander story,
with the hack and all
that stuff around it.
They felt more pressure, right?
So Half-Life one was just a
bunch of guys trying to figure
out how to make an action game.
Half-Life 2 was a team
that felt the obligation
of delivering for a fan base
and the crazy that expectations that come
with kind of pushing the
limit of what you can do.
And they were trying to push technology,
trying to push game play,
so it was a bigger studio
but there was a lot more
weight on their shoulders
with Half-Life 2 'cause they
didn't want to screw up.
- Jay Stelly showed me, um,
when he first got physics
implemented in the engine,
and they licensed, we
licensed this stuff Havoc,
and we started to get the stuff in,
and he had this little
view model for a tool
that he could use in the game
to throw physics objects around,
and I was like that is awesome,
and he was like yeah we're talking about,
like, we think this is so
much fun to like take a body
and throw it into the
Pachinko Machine, you know?

Portuguese: 
and then obviously that
became a much grander story,
with the hack and all
that stuff around it.
They felt more pressure, right?
So Half-Life one was just a
bunch of guys trying to figure
out how to make an action game.
Half-Life 2 was a team
that felt the obligation
of delivering for a fan base
and the crazy that expectations that come
with kind of pushing the
limit of what you can do.
And they were trying to push technology,
trying to push game play,
so it was a bigger studio
but there was a lot more
weight on their shoulders
with Half-Life 2 'cause they
didn't want to screw up.
- Jay Stelly showed me, um,
when he first got physics
implemented in the engine,
and they licensed, we
licensed this stuff Havoc,
and we started to get the stuff in,
and he had this little
view model for a tool
that he could use in the game
to throw physics objects around,
and I was like that is awesome,
and he was like yeah we're talking about,
like, we think this is so
much fun to like take a body
and throw it into the
Pachinko Machine, you know?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
and then obviously that
became a much grander story,
with the hack and all
that stuff around it.
They felt more pressure, right?
So Half-Life one was just a
bunch of guys trying to figure
out how to make an action game.
Half-Life 2 was a team
that felt the obligation
of delivering for a fan base
and the crazy that expectations that come
with kind of pushing the
limit of what you can do.
And they were trying to push technology,
trying to push game play,
so it was a bigger studio
but there was a lot more
weight on their shoulders
with Half-Life 2 'cause they
didn't want to screw up.
- Jay Stelly showed me, um,
when he first got physics
implemented in the engine,
and they licensed, we
licensed this stuff Havoc,
and we started to get the stuff in,
and he had this little
view model for a tool
that he could use in the game
to throw physics objects around,
and I was like that is awesome,
and he was like yeah we're talking about,
like, we think this is so
much fun to like take a body
and throw it into the
Pachinko Machine, you know?

French: 
There's like classic physics demos,
like knock a pile of crates over,
we think we need to
make this like a weapon
or a tool somehow in the game,
'cause it's just so much fun
just to play with the physics,
and that became the gravity gun.
That's like, that's some
of the genius I think
of the Valve developers.
Like literally that same week, in Tech 5,
I was looking at id's engine,
and they had just implemented
their home brew physics.
Like they created the
physics all by themselves.
And they added a little
tool that you could use
to manipulate physics in the engine
and the mistake I made was,
'cause I knew what Jay's comment was,
I said that's pretty awesome
you should think about letting
the player have that fun,
'cause you're having fun, like that's fun,
and Tim's answer was no way,
that's way too much power,
we could never give that to the player.
That says everything I
need to know right now.
When Valve stumbled upon a fun thing
their instinct was to try to find a way
to give it to the player,

Portuguese: 
There's like classic physics demos,
like knock a pile of crates over,
we think we need to
make this like a weapon
or a tool somehow in the game,
'cause it's just so much fun
just to play with the physics,
and that became the gravity gun.
That's like, that's some
of the genius I think
of the Valve developers.
Like literally that same week, in Tech 5,
I was looking at id's engine,
and they had just implemented
their home brew physics.
Like they created the
physics all by themselves.
And they added a little
tool that you could use
to manipulate physics in the engine
and the mistake I made was,
'cause I knew what Jay's comment was,
I said that's pretty awesome
you should think about letting
the player have that fun,
'cause you're having fun, like that's fun,
and Tim's answer was no way,
that's way too much power,
we could never give that to the player.
That says everything I
need to know right now.
When Valve stumbled upon a fun thing
their instinct was to try to find a way
to give it to the player,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
There's like classic physics demos,
like knock a pile of crates over,
we think we need to
make this like a weapon
or a tool somehow in the game,
'cause it's just so much fun
just to play with the physics,
and that became the gravity gun.
That's like, that's some
of the genius I think
of the Valve developers.
Like literally that same week, in Tech 5,
I was looking at id's engine,
and they had just implemented
their home brew physics.
Like they created the
physics all by themselves.
And they added a little
tool that you could use
to manipulate physics in the engine
and the mistake I made was,
'cause I knew what Jay's comment was,
I said that's pretty awesome
you should think about letting
the player have that fun,
'cause you're having fun, like that's fun,
and Tim's answer was no way,
that's way too much power,
we could never give that to the player.
That says everything I
need to know right now.
When Valve stumbled upon a fun thing
their instinct was to try to find a way
to give it to the player,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
where as the id mentality was like afraid
if the player would break the
integrity of the technology.
And yet, you know what,
you can break Half-Life.
You can create problems
with the physics constantly,
but who cares?
Like some of the most successful games
in the world right now are super jinky.
- [Man] The world is also
built out of materials.
(gun fires)
So if something looks like
wood, then it sounds like wood,
breaks like wood, floats like it,
and if you shoot it
it'll fragment like wood.
(gun fires)
(loud crash)
Materials in the physics system
interact with each other,
so instead of steel drums
floating they'll behave exactly
as you expect them to.
(loud banging)
Didn't think this would be complete
without a giant Pachinko machine.
(laughs)
- Yeah I think that whole
kinda taking physics
as a real piece of gameplay, right?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
where as the id mentality was like afraid
if the player would break the
integrity of the technology.
And yet, you know what,
you can break Half-Life.
You can create problems
with the physics constantly,
mas quem se importa?
Like some of the most successful games
in the world right now are super jinky.
- [Man] The world is also
built out of materials.
(gun fires)
So if something looks like
wood, then it sounds like wood,
breaks like wood, floats like it,
and if you shoot it
it'll fragment like wood.
(gun fires)
(loud crash)
Materials in the physics system
interact with each other,
so instead of steel drums
floating they'll behave exactly
as you expect them to.
(loud banging)
Didn't think this would be complete
without a giant Pachinko machine.
(risos)
- Yeah I think that whole
kinda taking physics
as a real piece of gameplay, right?

French: 
where as the id mentality was like afraid
if the player would break the
integrity of the technology.
And yet, you know what,
you can break Half-Life.
You can create problems
with the physics constantly,
but who cares?
Like some of the most successful games
in the world right now are super jinky.
- [Man] The world is also
built out of materials.
(gun fires)
So if something looks like
wood, then it sounds like wood,
breaks like wood, floats like it,
and if you shoot it
it'll fragment like wood.
(gun fires)
(loud crash)
Materials in the physics system
interact with each other,
so instead of steel drums
floating they'll behave exactly
as you expect them to.
(loud banging)
Didn't think this would be complete
without a giant Pachinko machine.
(laughs)
- Yeah I think that whole
kinda taking physics
as a real piece of gameplay, right?

French: 
That kinda really stood out
as something new and unique
and there was some frustrating
moments with it, right?
But there was some just
amazingly fun moments
where you could just sit
around and play with it
and see what could happen
and your experience
was different then mine
because we did things
slightly differently.
That's always cool.
- And I mean, the
beginning of Half-Life 2,
that is an incredible
sequence of world building.
When you repeat the train,
but by then when you get off,
it's a very different experience.
It's very Orwellian, right?
The military state oppressing
all these other people
and you can kind of
throw the can at the guy
and you pick that up, and
hitting you with a baton, right?
I remember throwing the thing back at him
and he hits me with the baton,
and it's like you get
to experience, again,
brilliantly experience first
hand the stakes of the world
and the world building.
The world building isn't
something happening behind glass.
The world building happens to you, right?
And I think that's the,
literally the only thing,
what makes games unique,
is that you don't passively watch.
You participate and the more
people that can figure out

English: 
That kinda really stood out
as something new and unique
and there was some frustrating
moments with it, right?
But there was some just
amazingly fun moments
where you could just sit
around and play with it
and see what could happen
and your experience
was different then mine
because we did things
slightly differently.
That's always cool.
- And I mean, the
beginning of Half-Life 2,
that is an incredible
sequence of world building.
When you repeat the train,
but by then when you get off,
it's a very different experience.
It's very Orwellian, right?
The military state oppressing
all these other people
and you can kind of
throw the can at the guy
and you pick that up, and
hitting you with a baton, right?
I remember throwing the thing back at him
and he hits me with the baton,
and it's like you get
to experience, again,
brilliantly experience first
hand the stakes of the world
and the world building.
The world building isn't
something happening behind glass.
The world building happens to you, right?
And I think that's the,
literally the only thing,
what makes games unique,
is that you don't passively watch.
You participate and the more
people that can figure out

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
That kinda really stood out
as something new and unique
and there was some frustrating
moments with it, right?
But there was some just
amazingly fun moments
where you could just sit
around and play with it
and see what could happen
and your experience
was different then mine
because we did things
slightly differently.
That's always cool.
- And I mean, the
beginning of Half-Life 2,
that is an incredible
sequence of world building.
When you repeat the train,
but by then when you get off,
it's a very different experience.
It's very Orwellian, right?
The military state oppressing
all these other people
and you can kind of
throw the can at the guy
and you pick that up, and
hitting you with a baton, right?
I remember throwing the thing back at him
and he hits me with the baton,
and it's like you get
to experience, again,
brilliantly experience first
hand the stakes of the world
and the world building.
The world building isn't
something happening behind glass.
The world building happens to you, right?
And I think that's the,
literally the only thing,
what makes games unique,
is that you don't passively watch.
You participate and the more
people that can figure out

Portuguese: 
how to make you participate
in the world building
and the active sort of goal of the world,
I mean that's just, it's brilliant.
- I mean the stuff with Alex I
thought was really incredible
as a character that you
would really relate to,
so it was sort of, you know,
they had done some fun campy
kind of character moments
in Half-Life one.
People I think forget how
much Valve pushed forward
on technology with sort of
everything they did, right?
So, like, even the original Half-Life
that worked with this
guy at NYU, Ken Perland,
and did the facial expressions.
Like how can you build off of that?
Ken Birdwell, like he had
new kind of animation systems
he was designing, right?
To sort of make the tech work,
and yeah as you said
like with Half-Life 2,
it was like the physics gameplay.
It was like they were really always
interested in kind of pushing tech.
Using tech to improve gameplay too, right?
So it wasn't just like,
hey, here's our crazy
new graphics technology.
It was like no, like
these physics are going
to actually impact how
enemies interact with you.
Then you get to moments like,
like the strider fights or
something, like in the town.
Where it's just, there's music,

French: 
how to make you participate
in the world building
and the active sort of goal of the world,
I mean that's just, it's brilliant.
- I mean the stuff with Alex I
thought was really incredible
as a character that you
would really relate to,
so it was sort of, you know,
they had done some fun campy
kind of character moments
in Half-Life one.
People I think forget how
much Valve pushed forward
on technology with sort of
everything they did, right?
So, like, even the original Half-Life
that worked with this
guy at NYU, Ken Perland,
and did the facial expressions.
Like how can you build off of that?
Ken Birdwell, like he had
new kind of animation systems
he was designing, right?
To sort of make the tech work,
and yeah as you said
like with Half-Life 2,
it was like the physics gameplay.
It was like they were really always
interested in kind of pushing tech.
Using tech to improve gameplay too, right?
So it wasn't just like,
hey, here's our crazy
new graphics technology.
It was like no, like
these physics are going
to actually impact how
enemies interact with you.
Then you get to moments like,
like the strider fights or
something, like in the town.
Where it's just, there's music,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
how to make you participate
in the world building
and the active sort of goal of the world,
I mean that's just, it's brilliant.
- I mean the stuff with Alex I
thought was really incredible
as a character that you
would really relate to,
so it was sort of, you know,
they had done some fun campy
kind of character moments
in Half-Life one.
People I think forget how
much Valve pushed forward
on technology with sort of
everything they did, right?
So, like, even the original Half-Life
that worked with this
guy at NYU, Ken Perland,
and did the facial expressions.
Like how can you build off of that?
Ken Birdwell, like he had
new kind of animation systems
he was designing, right?
To sort of make the tech work,
and yeah as you said
like with Half-Life 2,
it was like the physics gameplay.
It was like they were really always
interested in kind of pushing tech.
Using tech to improve gameplay too, right?
So it wasn't just like,
hey, here's our crazy
new graphics technology.
It was like no, like
these physics are going
to actually impact how
enemies interact with you.
Then you get to moments like,
like the strider fights or
something, like in the town.
Where it's just, there's music,

English: 
there's enemies, and that
sort of choreography or dance,
the skirmish that would take place.
Those were some of my favorite
moments in both games.
It was like two weeks
before the game was supposed
to come out and they still
wouldn't even comment
on what was going on with it,
and there was I think a weird event
at Alcatraz that I went
to that they had done,
I think with ATI or something,
where it's like the game
was still supposedly coming
out in two or three weeks,
and they did this event but
they wouldn't really comment on
if it was really coming out.
Yeah, it was really weird,
and it was like they were all there,
they wouldn't say anything,
so they had this whole party
and then it didn't come out.
And then finally it was like a week before
or something and they go,
oh by the way it's not
coming out anytime soon.
Those guys really care
about their products
or their customers and they
don't wanna lie to people,
and I think it's like one of those things
where you get in a bad situation
where it's like any kind of relationship
and you're just like well how
do you address these things,
how do you talk about things?
And it sorta becomes the
thing where it's like
you just, you know, what's unsaid right?
I think there was a little bit of that
where it sorta was like they
didn't really know what to say.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
there's enemies, and that
sort of choreography or dance,
the skirmish that would take place.
Those were some of my favorite
moments in both games.
It was like two weeks
before the game was supposed
to come out and they still
wouldn't even comment
on what was going on with it,
and there was I think a weird event
at Alcatraz that I went
to that they had done,
I think with ATI or something,
where it's like the game
was still supposedly coming
out in two or three weeks,
and they did this event but
they wouldn't really comment on
if it was really coming out.
Yeah, it was really weird,
and it was like they were all there,
they wouldn't say anything,
so they had this whole party
and then it didn't come out.
And then finally it was like a week before
or something and they go,
oh by the way it's not
coming out anytime soon.
Those guys really care
about their products
or their customers and they
don't wanna lie to people,
and I think it's like one of those things
where you get in a bad situation
where it's like any kind of relationship
and you're just like well how
do you address these things,
how do you talk about things?
And it sorta becomes the
thing where it's like
you just, you know, what's unsaid right?
I think there was a little bit of that
where it sorta was like they
didn't really know what to say.

French: 
there's enemies, and that
sort of choreography or dance,
the skirmish that would take place.
Those were some of my favorite
moments in both games.
It was like two weeks
before the game was supposed
to come out and they still
wouldn't even comment
on what was going on with it,
and there was I think a weird event
at Alcatraz that I went
to that they had done,
I think with ATI or something,
where it's like the game
was still supposedly coming
out in two or three weeks,
and they did this event but
they wouldn't really comment on
if it was really coming out.
Yeah, it was really weird,
and it was like they were all there,
they wouldn't say anything,
so they had this whole party
and then it didn't come out.
And then finally it was like a week before
or something and they go,
oh by the way it's not
coming out anytime soon.
Those guys really care
about their products
or their customers and they
don't wanna lie to people,
and I think it's like one of those things
where you get in a bad situation
where it's like any kind of relationship
and you're just like well how
do you address these things,
how do you talk about things?
And it sorta becomes the
thing where it's like
you just, you know, what's unsaid right?
I think there was a little bit of that
where it sorta was like they
didn't really know what to say.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
They didn't want to say something wrong
so they say nothing, right?
And that sorta, you know,
same thing would happen
with episode three.
I mean all that stuff.
I just remember it's like, you know,
there's not a lot to share,
they don't know what to share,
so they'd rather just not say anything,
and that certainly happened a
little bit with Half-Life 2.
So yeah, there was definitely a shift from
one to two and that there
was an obligation now
to sort of deliver to this fan base
that had a rabid appetite
for more Half-Life.
- [Danny] Half-Life 2 changed the FPS
but this story didn't end
the way it was supposed to.
Three expansion packs were promised,
but instead of licensing them out Valve
would work on them internally themselves.
The first was late, and
fun but unremarkable.
The second was much loftier
and ended with bombastic set piece
that landed on a narrative cliffhanger.
The third, well, it's been 11 years now
so you may want to cancel that pre-order.
I've worked in the games press
for about seven years now
and have heard all of the rumors.
That the game was spun up
again by cabals within Valve
a few times but none of those
projects gathered traction.
That there's a virtual reality
project centered around

English: 
They didn't want to say something wrong
so they say nothing, right?
And that sorta, you know,
same thing would happen
with episode three.
I mean all that stuff.
I just remember it's like, you know,
there's not a lot to share,
they don't know what to share,
so they'd rather just not say anything,
and that certainly happened a
little bit with Half-Life 2.
So yeah, there was definitely a shift from
one to two and that there
was an obligation now
to sort of deliver to this fan base
that had a rabid appetite
for more Half-Life.
- [Danny] Half-Life 2 changed the FPS
but this story didn't end
the way it was supposed to.
Three expansion packs were promised,
but instead of licensing them out Valve
would work on them internally themselves.
The first was late, and
fun but unremarkable.
The second was much loftier
and ended with bombastic set piece
that landed on a narrative cliffhanger.
The third, well, it's been 11 years now
so you may want to cancel that pre-order.
I've worked in the games press
for about seven years now
and have heard all of the rumors.
That the game was spun up
again by cabals within Valve
a few times but none of those
projects gathered traction.
That there's a virtual reality
project centered around

Portuguese: 
They didn't want to say something wrong
so they say nothing, right?
And that sorta, you know,
same thing would happen
with episode three.
I mean all that stuff.
I just remember it's like, you know,
there's not a lot to share,
they don't know what to share,
so they'd rather just not say anything,
and that certainly happened a
little bit with Half-Life 2.
So yeah, there was definitely a shift from
one to two and that there
was an obligation now
to sort of deliver to this fan base
that had a rabid appetite
for more Half-Life.
- [Danny] Half-Life 2 changed the FPS
but this story didn't end
the way it was supposed to.
Three expansion packs were promised,
but instead of licensing them out Valve
would work on them internally themselves.
The first was late, and
fun but unremarkable.
The second was much loftier
and ended with bombastic set piece
that landed on a narrative cliffhanger.
The third, well, it's been 11 years now
so you may want to cancel that pre-order.
I've worked in the games press
for about seven years now
and have heard all of the rumors.
That the game was spun up
again by cabals within Valve
a few times but none of those
projects gathered traction.
That there's a virtual reality
project centered around

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
the Half-Life universe,
that may or may not
still be in development.
Was episode three worked
on, or was it Half-Life 3,
or perhaps was it neither?
Maybe it was just a Vive game
where you shake a crowbar around?
Or has Valve just moved on?
Has pressure, time, and
a changing of the guard,
pushed them further from
the Half-Life universe?
I figured if anyone would know,
it would be Jeff.
- I mean it's been so long, right?
Yeah, you said it's one of the Internet's
great mysteries, right?
Look, believe me every year it's like,
when I daydream about the game awards,
it's like I imagine that
moment with Gabe walking out
with the Crowbar like here we go, right?
It's like, we all want that, right?
But that's just a fantasy at this point.
Yeah, all the stuff around episode two
and episode three, that
was just so long ago
it has become sort of a parody of itself.
I don't know how much they really think
about the Half-Life stuff
anymore, honestly even, right?
I think it's out there.
I think a lot of the people
who've worked on it have left,

Portuguese: 
the Half-Life universe,
that may or may not
still be in development.
Was episode three worked
on, or was it Half-Life 3,
or perhaps was it neither?
Maybe it was just a Vive game
where you shake a crowbar around?
Or has Valve just moved on?
Has pressure, time, and
a changing of the guard,
pushed them further from
the Half-Life universe?
I figured if anyone would know,
it would be Jeff.
- I mean it's been so long, right?
Yeah, you said it's one of the Internet's
great mysteries, right?
Look, believe me every year it's like,
when I daydream about the game awards,
it's like I imagine that
moment with Gabe walking out
with the Crowbar like here we go, right?
It's like, we all want that, right?
But that's just a fantasy at this point.
Yeah, all the stuff around episode two
and episode three, that
was just so long ago
it has become sort of a parody of itself.
I don't know how much they really think
about the Half-Life stuff
anymore, honestly even, right?
I think it's out there.
I think a lot of the people
who've worked on it have left,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
the Half-Life universe,
that may or may not
still be in development.
Was episode three worked
on, or was it Half-Life 3,
or perhaps was it neither?
Maybe it was just a Vive game
where you shake a crowbar around?
Or has Valve just moved on?
Has pressure, time, and
a changing of the guard,
pushed them further from
the Half-Life universe?
I figured if anyone would know,
it would be Jeff.
- I mean it's been so long, right?
Yeah, you said it's one of the Internet's
great mysteries, right?
Look, believe me every year it's like,
when I daydream about the game awards,
it's like I imagine that
moment with Gabe walking out
with the Crowbar like here we go, right?
It's like, we all want that, right?
But that's just a fantasy at this point.
Yeah, all the stuff around episode two
and episode three, that
was just so long ago
it has become sort of a parody of itself.
I don't know how much they really think
about the Half-Life stuff
anymore, honestly even, right?
I think it's out there.
I think a lot of the people
who've worked on it have left,

Portuguese: 
sort of a different group of
people that are there now,
it's a classic franchise that
means so much to all of us.
I don't think there's like a crack team
that is, you know, spending
months thinking about
like how do we grow the franchise,
what do we do, et cetera, et cetera.
I think we're at just
kinda a point in time
and, as you said,
there became just so much
pressure over the years.
Eu não sei.
It's so hard to tell.
And Valve's gone off on
so many different things,
and interesting things.
I don't even know what
Half-Life 3 is right now, right?
Is it like a story based
single player game,
is it a multiplayer thing?
Is it a battle royale?
- [Danny] Virtual reality, or?
- That's what I mean, like
yeah, is it VR or something?
There are a bunch of different ways
to sort of skin that cat in
terms of what they could go,
but I think the thing is
Half-Life 2 pioneered a lot
with physics based gameplay,
and sort of other contents,
so I think Valve always looks at like
how we're gonna push the genre
forward if we did something.
Yeah, it's one of those brands
that at some point
hopefully will come back
in some form but I don't really
know what form it will be.
- [Danny] Do you have like sympathy
for the position that Valve are in?

French: 
sort of a different group of
people that are there now,
it's a classic franchise that
means so much to all of us.
I don't think there's like a crack team
that is, you know, spending
months thinking about
like how do we grow the franchise,
what do we do, et cetera, et cetera.
I think we're at just
kinda a point in time
and, as you said,
there became just so much
pressure over the years.
Je ne sais pas.
It's so hard to tell.
And Valve's gone off on
so many different things,
and interesting things.
I don't even know what
Half-Life 3 is right now, right?
Is it like a story based
single player game,
is it a multiplayer thing?
Is it a battle royale?
- [Danny] Virtual reality, or?
- That's what I mean, like
yeah, is it VR or something?
There are a bunch of different ways
to sort of skin that cat in
terms of what they could go,
but I think the thing is
Half-Life 2 pioneered a lot
with physics based gameplay,
and sort of other contents,
so I think Valve always looks at like
how we're gonna push the genre
forward if we did something.
Yeah, it's one of those brands
that at some point
hopefully will come back
in some form but I don't really
know what form it will be.
- [Danny] Do you have like sympathy
for the position that Valve are in?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
sort of a different group of
people that are there now,
it's a classic franchise that
means so much to all of us.
I don't think there's like a crack team
that is, you know, spending
months thinking about
like how do we grow the franchise,
what do we do, et cetera, et cetera.
I think we're at just
kinda a point in time
and, as you said,
there became just so much
pressure over the years.
I don't know.
It's so hard to tell.
And Valve's gone off on
so many different things,
and interesting things.
I don't even know what
Half-Life 3 is right now, right?
Is it like a story based
single player game,
is it a multiplayer thing?
Is it a battle royale?
- [Danny] Virtual reality, or?
- That's what I mean, like
yeah, is it VR or something?
There are a bunch of different ways
to sort of skin that cat in
terms of what they could go,
but I think the thing is
Half-Life 2 pioneered a lot
with physics based gameplay,
and sort of other contents,
so I think Valve always looks at like
how we're gonna push the genre
forward if we did something.
Yeah, it's one of those brands
that at some point
hopefully will come back
in some form but I don't really
know what form it will be.
- [Danny] Do you have like sympathy
for the position that Valve are in?

English: 
I'm not sure sympathy's the right word.
Do you think they're in a
difficult position, maybe?
- I think sympathy
probably is the right word.
Yeah, I mean, it's like
working on something
like Call of Duty.
You have this expectation of
you can't change everything
but you have to change everything,
and it's this weird, you know,
we go to work every day wanting
to make the best thing possible.
We don't want to screw players,
we don't want, you know,
like we want to make the best thing too.
But it's not always exactly obvious
what you need to do to make it better
without changing the core
but keeping things fresh.
- [Danny] Was it nice in a way
to do something like Titanfall?
To be able to--
- Absolutely.
- [Danny] The way it
happened probably maybe not
the most fun thing,
but was it nice to be able to just go
oh all those ideas that
didn't fit in this box
we can put over here?
- Yeah, starting over sometimes is nice.
It gives you the freedom
to do something new.
- I even remember when
I was writing Portal 2
there were some ideas and technology
in Portal 2 that they pulled out,
which F-Stop, which
was an idea which I saw

Portuguese: 
I'm not sure sympathy's the right word.
Do you think they're in a
difficult position, maybe?
- I think sympathy
probably is the right word.
Yeah, I mean, it's like
working on something
like Call of Duty.
You have this expectation of
you can't change everything
but you have to change everything,
and it's this weird, you know,
we go to work every day wanting
to make the best thing possible.
We don't want to screw players,
we don't want, you know,
like we want to make the best thing too.
But it's not always exactly obvious
what you need to do to make it better
without changing the core
but keeping things fresh.
- [Danny] Was it nice in a way
to do something like Titanfall?
To be able to--
- Absolutamente.
- [Danny] The way it
happened probably maybe not
the most fun thing,
but was it nice to be able to just go
oh all those ideas that
didn't fit in this box
we can put over here?
- Yeah, starting over sometimes is nice.
It gives you the freedom
to do something new.
- I even remember when
I was writing Portal 2
there were some ideas and technology
in Portal 2 that they pulled out,
which F-Stop, which
was an idea which I saw

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
I'm not sure sympathy's the right word.
Do you think they're in a
difficult position, maybe?
- I think sympathy
probably is the right word.
Yeah, I mean, it's like
working on something
like Call of Duty.
You have this expectation of
you can't change everything
but you have to change everything,
and it's this weird, you know,
we go to work every day wanting
to make the best thing possible.
We don't want to screw players,
we don't want, you know,
like we want to make the best thing too.
But it's not always exactly obvious
what you need to do to make it better
without changing the core
but keeping things fresh.
- [Danny] Was it nice in a way
to do something like Titanfall?
To be able to--
- Absolument.
- [Danny] The way it
happened probably maybe not
the most fun thing,
but was it nice to be able to just go
oh all those ideas that
didn't fit in this box
we can put over here?
- Yeah, starting over sometimes is nice.
It gives you the freedom
to do something new.
- I even remember when
I was writing Portal 2
there were some ideas and technology
in Portal 2 that they pulled out,
which F-Stop, which
was an idea which I saw

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
which they'd asked me not to write about.
But at the time they
were talking about that
as something that could potentially
be like an interesting mechanic
for a like a future like
Half-Life game or something.
So I think there've been ideas,
but again it's all driven
by gameplay at Valve.
So I don't think it's
like here's the epic story
we're waiting to tell.
It's sorta like well what is the gameplay?
So for sure people have
experimented with stuff,
but that's not just Half-Life.
It's like, well, what could
they do with Left for Dead?
Or what could they do with Portal?
So they have all these kind of IPs,
so I don't ever know that
like, hey, here's production.
This team is devoted to
making the next Half-Life.
I think there were
obviously people working on
gameplay simulations and ideas
but I don't know if it
ever got to the point
of here's the story of the next game.
I remember one year at Spike VGA
we did an honor for Half-Life which is,
Half-Life 2 which is Game of the Decade.
And Gabe flew down almost the
entire team and honored them.
And I wanted to do a thing with the G-Man
and sort of show up on screen
to kind of greet people
or sort of remember it.
And I was like, I kind of asked about it,

Portuguese: 
which they'd asked me not to write about.
But at the time they
were talking about that
as something that could potentially
be like an interesting mechanic
for a like a future like
Half-Life game or something.
So I think there've been ideas,
but again it's all driven
by gameplay at Valve.
So I don't think it's
like here's the epic story
we're waiting to tell.
It's sorta like well what is the gameplay?
So for sure people have
experimented with stuff,
but that's not just Half-Life.
It's like, well, what could
they do with Left for Dead?
Or what could they do with Portal?
So they have all these kind of IPs,
so I don't ever know that
like, hey, here's production.
This team is devoted to
making the next Half-Life.
I think there were
obviously people working on
gameplay simulations and ideas
but I don't know if it
ever got to the point
of here's the story of the next game.
I remember one year at Spike VGA
we did an honor for Half-Life which is,
Half-Life 2 which is Game of the Decade.
And Gabe flew down almost the
entire team and honored them.
And I wanted to do a thing with the G-Man
and sort of show up on screen
to kind of greet people
or sort of remember it.
And I was like, I kind of asked about it,

English: 
which they'd asked me not to write about.
But at the time they
were talking about that
as something that could potentially
be like an interesting mechanic
for a like a future like
Half-Life game or something.
So I think there've been ideas,
but again it's all driven
by gameplay at Valve.
So I don't think it's
like here's the epic story
we're waiting to tell.
It's sorta like well what is the gameplay?
So for sure people have
experimented with stuff,
but that's not just Half-Life.
It's like, well, what could
they do with Left for Dead?
Or what could they do with Portal?
So they have all these kind of IPs,
so I don't ever know that
like, hey, here's production.
This team is devoted to
making the next Half-Life.
I think there were
obviously people working on
gameplay simulations and ideas
but I don't know if it
ever got to the point
of here's the story of the next game.
I remember one year at Spike VGA
we did an honor for Half-Life which is,
Half-Life 2 which is Game of the Decade.
And Gabe flew down almost the
entire team and honored them.
And I wanted to do a thing with the G-Man
and sort of show up on screen
to kind of greet people
or sort of remember it.
And I was like, I kind of asked about it,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
I'm like, hey, could we get
the G-Man model and I wasseen hoping,
and, like, oh yeah, we
got this new G-Man model
we're gonna send down to you.
It's like now we gotta go and find it.
We don't know where it is.
It's like somewhere.
It's just not there was an actively, like,
"Oh, yeah, we're working on this
"super high rad G-Man
we're gonna use for it."
It wasn't even sort of
part of the conversation.
- [Danny] Since the
release of episode two,
the first person genre has
evolved in two main directions.
The first to large scale
open world adventures,
and the second persistent online shooters.
While at one stage every FPS designer
under the sun was
chasing Half-Life's tail,
now there simply aren't
games like Half-Life anymore.
The closest we've gotten to has been
Respawn's work on the Titanfall series,
but even that comes at an asterisk.
Vince co-created Call of Duty,
so he knows the score when it comes
to the popularity of single player games.
When the first Titanfall was made,
the studio focused on multiplayer
because it took less
time and money to develop
and was likely to be played a lot more.
It wasn't until they actually had funding
to take a real swing at single player
that they designed the
terrific Titanfall 2,

English: 
I'm like, hey, could we get
the G-Man model and I wasseen hoping,
and, like, oh yeah, we
got this new G-Man model
we're gonna send down to you.
It's like now we gotta go and find it.
We don't know where it is.
It's like somewhere.
It's just not there was an actively, like,
"Oh, yeah, we're working on this
"super high rad G-Man
we're gonna use for it."
It wasn't even sort of
part of the conversation.
- [Danny] Since the
release of episode two,
the first person genre has
evolved in two main directions.
The first to large scale
open world adventures,
and the second persistent online shooters.
While at one stage every FPS designer
under the sun was
chasing Half-Life's tail,
now there simply aren't
games like Half-Life anymore.
The closest we've gotten to has been
Respawn's work on the Titanfall series,
but even that comes at an asterisk.
Vince co-created Call of Duty,
so he knows the score when it comes
to the popularity of single player games.
When the first Titanfall was made,
the studio focused on multiplayer
because it took less
time and money to develop
and was likely to be played a lot more.
It wasn't until they actually had funding
to take a real swing at single player
that they designed the
terrific Titanfall 2,

Portuguese: 
I'm like, hey, could we get
the G-Man model and I wasseen hoping,
and, like, oh yeah, we
got this new G-Man model
we're gonna send down to you.
It's like now we gotta go and find it.
We don't know where it is.
It's like somewhere.
It's just not there was an actively, like,
"Oh, yeah, we're working on this
"super high rad G-Man
we're gonna use for it."
It wasn't even sort of
part of the conversation.
- [Danny] Since the
release of episode two,
the first person genre has
evolved in two main directions.
The first to large scale
open world adventures,
and the second persistent online shooters.
While at one stage every FPS designer
under the sun was
chasing Half-Life's tail,
now there simply aren't
games like Half-Life anymore.
The closest we've gotten to has been
Respawn's work on the Titanfall series,
but even that comes at an asterisk.
Vince co-created Call of Duty,
so he knows the score when it comes
to the popularity of single player games.
When the first Titanfall was made,
the studio focused on multiplayer
because it took less
time and money to develop
and was likely to be played a lot more.
It wasn't until they actually had funding
to take a real swing at single player
that they designed the
terrific Titanfall 2,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
a campaign that many have said
is the best Half-Life game
released in the past decade.
Maybe it's the varied level design
or the terrific sci-fi moments
or the anthropomorphic robot buddy,
but I think it might have
something to do with the process.
The original Half-Life
was a collection of levels
developed by dispirit teams
at Valve known as Cabals.
It wasn't until Marc Laidlaw was hired
that they were pulled together
into a cohesive narrative.
Similarly, Titanfall 2's
campaign was the result
of an internal pitch process,
not unlike a game jam.
Designers work on different styles of play
and these were all brought
together to make the campaign
which is how they ended
up with such a varied
and interesting game.
In any case, I wanna
know what Vince thought
about the comparison.
- I mean, we are using the
Half-Life engine, right?
So we have the source engine
at the core of what we do
so I guess there's some DNA there.
I think it's got kind of a style maybe
that is reminiscent of
something Half-Life, right?
It's also a great compliment by the way.
I take that as a huge, huge compliment.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
a campaign that many have said
is the best Half-Life game
released in the past decade.
Maybe it's the varied level design
or the terrific sci-fi moments
or the anthropomorphic robot buddy,
but I think it might have
something to do with the process.
The original Half-Life
was a collection of levels
developed by dispirit teams
at Valve known as Cabals.
It wasn't until Marc Laidlaw was hired
that they were pulled together
into a cohesive narrative.
Similarly, Titanfall 2's
campaign was the result
of an internal pitch process,
not unlike a game jam.
Designers work on different styles of play
and these were all brought
together to make the campaign
which is how they ended
up with such a varied
and interesting game.
In any case, I wanna
know what Vince thought
about the comparison.
- I mean, we are using the
Half-Life engine, right?
So we have the source engine
at the core of what we do
so I guess there's some DNA there.
I think it's got kind of a style maybe
that is reminiscent of
something Half-Life, right?
It's also a great compliment by the way.
I take that as a huge, huge compliment.

English: 
a campaign that many have said
is the best Half-Life game
released in the past decade.
Maybe it's the varied level design
or the terrific sci-fi moments
or the anthropomorphic robot buddy,
but I think it might have
something to do with the process.
The original Half-Life
was a collection of levels
developed by dispirit teams
at Valve known as Cabals.
It wasn't until Marc Laidlaw was hired
that they were pulled together
into a cohesive narrative.
Similarly, Titanfall 2's
campaign was the result
of an internal pitch process,
not unlike a game jam.
Designers work on different styles of play
and these were all brought
together to make the campaign
which is how they ended
up with such a varied
and interesting game.
In any case, I wanna
know what Vince thought
about the comparison.
- I mean, we are using the
Half-Life engine, right?
So we have the source engine
at the core of what we do
so I guess there's some DNA there.
I think it's got kind of a style maybe
that is reminiscent of
something Half-Life, right?
It's also a great compliment by the way.
I take that as a huge, huge compliment.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
The way we kinda do it, and
if you look at it on paper
it doesn't make sense, right?
Like, so we have this six-hour-ish multi,
single player experience that you put
like 75% of your money and resources into
that people either don't
play or burn through
as fast as they can to get to the thing
that we spend 25% of our resources on
and kind of cram it in at the end
when we get everything else working,
all the systems working.
I think we approach it a
little differently now,
but I think back in the Call of Duty days
it was definitely a
single player game first
and multiplayer was a part
of that that came later.
There's more variety of what you can do
'cause you play through a single player,
you play through it again.
It's probably pretty much
of the same thing, right?
Multiplayer it's a
different game every time
'cause your opponents are different,
how they act, where they
go it's always different,
so, and it's more social.
It's just, to me, it makes more sense.
- [Danny] Perhaps the future of Half-Life
is a virtual reality game
or an open world adventure,
perhaps it's a multiplayer game.
Would us fans be satisfied
if they just dumped us back
in crossfire with a virtual
reality gravity gun?

English: 
The way we kinda do it, and
if you look at it on paper
it doesn't make sense, right?
Like, so we have this six-hour-ish multi,
single player experience that you put
like 75% of your money and resources into
that people either don't
play or burn through
as fast as they can to get to the thing
that we spend 25% of our resources on
and kind of cram it in at the end
when we get everything else working,
all the systems working.
I think we approach it a
little differently now,
but I think back in the Call of Duty days
it was definitely a
single player game first
and multiplayer was a part
of that that came later.
There's more variety of what you can do
'cause you play through a single player,
you play through it again.
It's probably pretty much
of the same thing, right?
Multiplayer it's a
different game every time
'cause your opponents are different,
how they act, where they
go it's always different,
so, and it's more social.
It's just, to me, it makes more sense.
- [Danny] Perhaps the future of Half-Life
is a virtual reality game
or an open world adventure,
perhaps it's a multiplayer game.
Would us fans be satisfied
if they just dumped us back
in crossfire with a virtual
reality gravity gun?

French: 
The way we kinda do it, and
if you look at it on paper
it doesn't make sense, right?
Like, so we have this six-hour-ish multi,
single player experience that you put
like 75% of your money and resources into
that people either don't
play or burn through
as fast as they can to get to the thing
that we spend 25% of our resources on
and kind of cram it in at the end
when we get everything else working,
all the systems working.
I think we approach it a
little differently now,
but I think back in the Call of Duty days
it was definitely a
single player game first
and multiplayer was a part
of that that came later.
There's more variety of what you can do
'cause you play through a single player,
you play through it again.
It's probably pretty much
of the same thing, right?
Multiplayer it's a
different game every time
'cause your opponents are different,
how they act, where they
go it's always different,
so, and it's more social.
It's just, to me, it makes more sense.
- [Danny] Perhaps the future of Half-Life
is a virtual reality game
or an open world adventure,
perhaps it's a multiplayer game.
Would us fans be satisfied
if they just dumped us back
in crossfire with a virtual
reality gravity gun?

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Je ne sais pas.
Maybe?
- Hours of deathmatch on
crossfire with my mates, right,
and then Half-Life 2 comes out,
obviously played the
hell out of that game,
but then we instantly wanted
to play that deathmatch
and throw in toilets and, gravity gun
just the funnest gun on the planet.
And you could hold, you
would use one piece of debris
as a shield and then
throw other ones, right?
Hold the file cabinet, throw the toilet.
It's just crazy.
And I didn't spend that much time on it,
again by then, again as soon
as Counter-Strike came out
it was my go-to
first-person shooter, right?
Everything else was you dabble with it,
you'd have fun with it
and then you go back.
- [Danny] Do you play
much of Garry's Mod at all
or any of that?
- A little bit, just a little
bit for the wackiness of it.
- [Danny] That ended
up being its own thing
for like 10 years.
- Yeah, and it's still
alive and well too, right?
There's still of Garry Mod's craziness.
- [Danny] He's gone off and had a career
and made, Rust and all that.
- Yeah Yeah.
- [Danny] That's the
biggest problem we had
when we started doing this, was that,

Portuguese: 
Eu não sei.
Maybe?
- Hours of deathmatch on
crossfire with my mates, right,
and then Half-Life 2 comes out,
obviously played the
hell out of that game,
but then we instantly wanted
to play that deathmatch
and throw in toilets and, gravity gun
just the funnest gun on the planet.
And you could hold, you
would use one piece of debris
as a shield and then
throw other ones, right?
Hold the file cabinet, throw the toilet.
É uma loucura.
And I didn't spend that much time on it,
again by then, again as soon
as Counter-Strike came out
it was my go-to
first-person shooter, right?
Everything else was you dabble with it,
you'd have fun with it
and then you go back.
- [Danny] Do you play
much of Garry's Mod at all
or any of that?
- A little bit, just a little
bit for the wackiness of it.
- [Danny] That ended
up being its own thing
for like 10 years.
- Yeah, and it's still
alive and well too, right?
There's still of Garry Mod's craziness.
- [Danny] He's gone off and had a career
and made, Rust and all that.
- Sim Sim.
- [Danny] That's the
biggest problem we had
when we started doing this, was that,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
I don't know.
Maybe?
- Hours of deathmatch on
crossfire with my mates, right,
and then Half-Life 2 comes out,
obviously played the
hell out of that game,
but then we instantly wanted
to play that deathmatch
and throw in toilets and, gravity gun
just the funnest gun on the planet.
And you could hold, you
would use one piece of debris
as a shield and then
throw other ones, right?
Hold the file cabinet, throw the toilet.
It's just crazy.
And I didn't spend that much time on it,
again by then, again as soon
as Counter-Strike came out
it was my go-to
first-person shooter, right?
Everything else was you dabble with it,
you'd have fun with it
and then you go back.
- [Danny] Do you play
much of Garry's Mod at all
or any of that?
- A little bit, just a little
bit for the wackiness of it.
- [Danny] That ended
up being its own thing
for like 10 years.
- Yeah, and it's still
alive and well too, right?
There's still of Garry Mod's craziness.
- [Danny] He's gone off and had a career
and made, Rust and all that.
- Yeah, yeah.
- [Danny] That's the
biggest problem we had
when we started doing this, was that,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
then everyone was like, oh,
you need to cover this mod
and this one and this one and--
- 'Cause it just, again it'd
be really interesting to do
like six degrees of separation
of like Half-Life mod makers
and like where they are now, right,
because again it spawned a
whole class of professionals.
- [Danny] Episode Two would
be the last Half-Life game
Valve would work on.
Portal was sort of
side-loaded into the universe
and the sequel more directly referenced
the work at Black Mesa.
But, by and large, the
release of Episode Two
marked the turning point
in the story of Half-Life,
a new chapter where a
global community of fans
would begin to make this game their own.
It's not that modding was something new,
on the contrary, the first Half-Life
was one of the most
modded game of all time
spawning classics like
They Hunger, USS Darkstar,
Science & Industry, Natural Selection,
Team Fortress Classic and countless more.
You could do an entire documentary
on any one of these mods.
In fact, some of these
communities were so big
that they spawned subcommunities.
Counter-Strike had large groups of players

English: 
then everyone was like, oh,
you need to cover this mod
and this one and this one and--
- 'Cause it just, again it'd
be really interesting to do
like six degrees of separation
of like Half-Life mod makers
and like where they are now, right,
because again it spawned a
whole class of professionals.
- [Danny] Episode Two would
be the last Half-Life game
Valve would work on.
Portal was sort of
side-loaded into the universe
and the sequel more directly referenced
the work at Black Mesa.
But, by and large, the
release of Episode Two
marked the turning point
in the story of Half-Life,
a new chapter where a
global community of fans
would begin to make this game their own.
It's not that modding was something new,
on the contrary, the first Half-Life
was one of the most
modded game of all time
spawning classics like
They Hunger, USS Darkstar,
Science & Industry, Natural Selection,
Team Fortress Classic and countless more.
You could do an entire documentary
on any one of these mods.
In fact, some of these
communities were so big
that they spawned subcommunities.
Counter-Strike had large groups of players

French: 
then everyone was like, oh,
you need to cover this mod
and this one and this one and--
- 'Cause it just, again it'd
be really interesting to do
like six degrees of separation
of like Half-Life mod makers
and like where they are now, right,
because again it spawned a
whole class of professionals.
- [Danny] Episode Two would
be the last Half-Life game
Valve would work on.
Portal was sort of
side-loaded into the universe
and the sequel more directly referenced
the work at Black Mesa.
But, by and large, the
release of Episode Two
marked the turning point
in the story of Half-Life,
a new chapter where a
global community of fans
would begin to make this game their own.
It's not that modding was something new,
on the contrary, the first Half-Life
was one of the most
modded game of all time
spawning classics like
They Hunger, USS Darkstar,
Science & Industry, Natural Selection,
Team Fortress Classic and countless more.
You could do an entire documentary
on any one of these mods.
In fact, some of these
communities were so big
that they spawned subcommunities.
Counter-Strike had large groups of players

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
playing exclusively on
jump maps and surf maps.
- It's kinda funny because,
I was thinking about
this in the drive down,
no offense to you as a game journalist,
like I would buy the game magazines,
not so much to read the game reviews,
but for that disk 'cause that
disk get all those games on it
all these new demos, man.
And, yeah, you might be
able to download them online
on your 14.4 modem or
whatever, but I got this disk,
it was just perfect, right?
And Counter-Strike was one of those--
- [Danny] Yeah, 50 Half-Life mods.
- Right?
Every little mod, you were like,
what is this, what is
this Natural Selection,
what are all these weird
different wacky games?
And again Half-Life has to have spawned
the most mods of any game
that quick, I would imagine.
Other mods, I played the
hell out of Day of Defeat,
for sure, tons of Day of Defeat.
It came out right after
Counter-Strike as a mod,
also a mod team that
got sucked up by Valve
and then turned into a real game,
turned into a source version as well.
There's a pattern here with Valve, right?
They see a really good
mod, they take the team.

French: 
playing exclusively on
jump maps and surf maps.
- It's kinda funny because,
I was thinking about
this in the drive down,
no offense to you as a game journalist,
like I would buy the game magazines,
not so much to read the game reviews,
but for that disk 'cause that
disk get all those games on it
all these new demos, man.
And, yeah, you might be
able to download them online
on your 14.4 modem or
whatever, but I got this disk,
it was just perfect, right?
And Counter-Strike was one of those--
- [Danny] Yeah, 50 Half-Life mods.
- Droite?
Every little mod, you were like,
what is this, what is
this Natural Selection,
what are all these weird
different wacky games?
And again Half-Life has to have spawned
the most mods of any game
that quick, I would imagine.
Other mods, I played the
hell out of Day of Defeat,
for sure, tons of Day of Defeat.
It came out right after
Counter-Strike as a mod,
also a mod team that
got sucked up by Valve
and then turned into a real game,
turned into a source version as well.
There's a pattern here with Valve, right?
They see a really good
mod, they take the team.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
playing exclusively on
jump maps and surf maps.
- It's kinda funny because,
I was thinking about
this in the drive down,
no offense to you as a game journalist,
like I would buy the game magazines,
not so much to read the game reviews,
but for that disk 'cause that
disk get all those games on it
all these new demos, man.
And, yeah, you might be
able to download them online
on your 14.4 modem or
whatever, but I got this disk,
it was just perfect, right?
And Counter-Strike was one of those--
- [Danny] Yeah, 50 Half-Life mods.
- Direito?
Every little mod, you were like,
what is this, what is
this Natural Selection,
what are all these weird
different wacky games?
And again Half-Life has to have spawned
the most mods of any game
that quick, I would imagine.
Other mods, I played the
hell out of Day of Defeat,
for sure, tons of Day of Defeat.
It came out right after
Counter-Strike as a mod,
also a mod team that
got sucked up by Valve
and then turned into a real game,
turned into a source version as well.
There's a pattern here with Valve, right?
They see a really good
mod, they take the team.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
It was just one of many
mods that got dropped
out of Half-Life being the
most amazing game engine.
These creative, they're game programmers,
they weren't kids making mods,
these are kids that wanted
to be game developers, right?
- [Danny] One of these
Counter-Strike modders
was Robert Yang.
Robert now works as a
professor at NYU Game Center
where he helps educate the
next generation of designers.
Like many modders, he started out making
Counter-Strike maps.
He enjoyed the world building part of it
and telling stories through
the environments he designed.
The first project he worked on
was the single player mod Nightwatch.
But for Half-Life fans,
it was the next project
he collaborated on that
would live in infamy.
- At first, I thought the
idea of Black Mesa source
was terrible and silly.
I was like, why would you
remake this whole thing?
Then I played Half-Life
One source and I thought,
wow, this is really disappointing and bad.

French: 
It was just one of many
mods that got dropped
out of Half-Life being the
most amazing game engine.
These creative, they're game programmers,
they weren't kids making mods,
these are kids that wanted
to be game developers, right?
- [Danny] One of these
Counter-Strike modders
was Robert Yang.
Robert now works as a
professor at NYU Game Center
where he helps educate the
next generation of designers.
Like many modders, he started out making
Counter-Strike maps.
He enjoyed the world building part of it
and telling stories through
the environments he designed.
The first project he worked on
was the single player mod Nightwatch.
But for Half-Life fans,
it was the next project
he collaborated on that
would live in infamy.
- At first, I thought the
idea of Black Mesa source
was terrible and silly.
I was like, why would you
remake this whole thing?
Then I played Half-Life
One source and I thought,
wow, this is really disappointing and bad.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
It was just one of many
mods that got dropped
out of Half-Life being the
most amazing game engine.
These creative, they're game programmers,
they weren't kids making mods,
these are kids that wanted
to be game developers, right?
- [Danny] One of these
Counter-Strike modders
was Robert Yang.
Robert now works as a
professor at NYU Game Center
where he helps educate the
next generation of designers.
Like many modders, he started out making
Counter-Strike maps.
He enjoyed the world building part of it
and telling stories through
the environments he designed.
The first project he worked on
was the single player mod Nightwatch.
But for Half-Life fans,
it was the next project
he collaborated on that
would live in infamy.
- At first, I thought the
idea of Black Mesa source
was terrible and silly.
I was like, why would you
remake this whole thing?
Then I played Half-Life
One source and I thought,
wow, this is really disappointing and bad.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
I thought, I'm a big enough
fan, I can like do this
and contribute to this.
So I decided to sign up, went to the forum
I signed up and then that was that.
Maybe things were simpler back then.
You could just email someone
and then get on a mod project.
For Black Mesa source,
I think, at that time,
we had about maybe like
60 people on the wiki
but maybe 20 or 30 of us were
actually working on stuff.
We tried to separate into departments,
we kind of modeled ourselves
after a triple A studio
which may or may not be the right thing
from volunteer-only like modding project,
but we had our department,
we had a coding department
and we had like a level design department
who each had their own
sections in the message board.
I remember each level
design, yeah, gotta sign
their own chapter that they
were kind of in charge in.
So I was in charge of Anomalous Materials,
someone else is in charge
of Black Mesa Inbound,

English: 
I thought, I'm a big enough
fan, I can like do this
and contribute to this.
So I decided to sign up, went to the forum
I signed up and then that was that.
Maybe things were simpler back then.
You could just email someone
and then get on a mod project.
For Black Mesa source,
I think, at that time,
we had about maybe like
60 people on the wiki
but maybe 20 or 30 of us were
actually working on stuff.
We tried to separate into departments,
we kind of modeled ourselves
after a triple A studio
which may or may not be the right thing
from volunteer-only like modding project,
but we had our department,
we had a coding department
and we had like a level design department
who each had their own
sections in the message board.
I remember each level
design, yeah, gotta sign
their own chapter that they
were kind of in charge in.
So I was in charge of Anomalous Materials,
someone else is in charge
of Black Mesa Inbound,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
I thought, I'm a big enough
fan, I can like do this
and contribute to this.
So I decided to sign up, went to the forum
I signed up and then that was that.
Maybe things were simpler back then.
You could just email someone
and then get on a mod project.
For Black Mesa source,
I think, at that time,
we had about maybe like
60 people on the wiki
but maybe 20 or 30 of us were
actually working on stuff.
We tried to separate into departments,
we kind of modeled ourselves
after a triple A studio
which may or may not be the right thing
from volunteer-only like modding project,
but we had our department,
we had a coding department
and we had like a level design department
who each had their own
sections in the message board.
I remember each level
design, yeah, gotta sign
their own chapter that they
were kind of in charge in.
So I was in charge of Anomalous Materials,
someone else is in charge
of Black Mesa Inbound,

English: 
Dana Munick was in charge of Blast Pit,
Jean-Paul was in charge of Lambda Core.
I was pro-change, change,
I was pro-renovations,
pro-reboot approach
where, I mean, if you play
the anomalous material
section that's there,
like that first big lobby
room is fairly different.
The flow and the way the
player moves to the space
is still mostly the same
and everything is still
kinda in the same locations, but I thought
it was really important
to make a big statement
by doubling the scale of it
and adding more polies everywhere
and just really changing
kind of the approach of it
to be like, yeah, this is
Half-Life in the source engine.
I didn't wanna just do
Half-Life One source,
I felt like that was a shadow we had to
escape and runaway from.
- Hey, Mr. Freeman.
I had a bunch of messages for you,
but we had a system crash
about 20 minutes ago

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
Dana Munick was in charge of Blast Pit,
Jean-Paul was in charge of Lambda Core.
I was pro-change, change,
I was pro-renovations,
pro-reboot approach
where, I mean, if you play
the anomalous material
section that's there,
like that first big lobby
room is fairly different.
The flow and the way the
player moves to the space
is still mostly the same
and everything is still
kinda in the same locations, but I thought
it was really important
to make a big statement
by doubling the scale of it
and adding more polies everywhere
and just really changing
kind of the approach of it
to be like, yeah, this is
Half-Life in the source engine.
I didn't wanna just do
Half-Life One source,
I felt like that was a shadow we had to
escape and runaway from.
- Hey, Mr. Freeman.
I had a bunch of messages for you,
but we had a system crash
about 20 minutes ago

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Dana Munick was in charge of Blast Pit,
Jean-Paul was in charge of Lambda Core.
I was pro-change, change,
I was pro-renovations,
pro-reboot approach
where, I mean, if you play
the anomalous material
section that's there,
like that first big lobby
room is fairly different.
The flow and the way the
player moves to the space
is still mostly the same
and everything is still
kinda in the same locations, but I thought
it was really important
to make a big statement
by doubling the scale of it
and adding more polies everywhere
and just really changing
kind of the approach of it
to be like, yeah, this is
Half-Life in the source engine.
I didn't wanna just do
Half-Life One source,
I felt like that was a shadow we had to
escape and runaway from.
- Hey, Mr. Freeman.
I had a bunch of messages for you,
but we had a system crash
about 20 minutes ago

English: 
and I'm still trying to find my files.
Just one of those days, I guess.
They were also having some problems
down in the test chamber too,
but I think that's all straightened out.
They told me to make sure
you headed down there
as soon as you've gotten
through your hazard suit.
- Other stuff I wanted to do,
I thought the original
didn't feel quite populated
or crowded enough.
Yeah, we had to, that
was actually a problem.
I remember we had, as level
designers, environment artists,
we were thinking, what would a futuristic
military chemistry lab look like?
And we're like, it'll have the
periodic table up over here,
and what else has chemistry?
Okay, let's put a beaker here
and like test tables there,
yeah, that reminds me of
chemistry class in high school.
Put the test table here.
Yeah, it was strange to think about
we had to extend this world building
that they had started
and merely gesture that,
in the original words,
computer mainframes everywhere
and that doesn't make
sense for a chemistry lab.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
and I'm still trying to find my files.
Just one of those days, I guess.
They were also having some problems
down in the test chamber too,
but I think that's all straightened out.
They told me to make sure
you headed down there
as soon as you've gotten
through your hazard suit.
- Other stuff I wanted to do,
I thought the original
didn't feel quite populated
or crowded enough.
Yeah, we had to, that
was actually a problem.
I remember we had, as level
designers, environment artists,
we were thinking, what would a futuristic
military chemistry lab look like?
And we're like, it'll have the
periodic table up over here,
and what else has chemistry?
Okay, let's put a beaker here
and like test tables there,
yeah, that reminds me of
chemistry class in high school.
Put the test table here.
Yeah, it was strange to think about
we had to extend this world building
that they had started
and merely gesture that,
in the original words,
computer mainframes everywhere
and that doesn't make
sense for a chemistry lab.

Portuguese: 
and I'm still trying to find my files.
Just one of those days, I guess.
They were also having some problems
down in the test chamber too,
but I think that's all straightened out.
They told me to make sure
you headed down there
as soon as you've gotten
through your hazard suit.
- Other stuff I wanted to do,
I thought the original
didn't feel quite populated
or crowded enough.
Yeah, we had to, that
was actually a problem.
I remember we had, as level
designers, environment artists,
we were thinking, what would a futuristic
military chemistry lab look like?
And we're like, it'll have the
periodic table up over here,
and what else has chemistry?
Okay, let's put a beaker here
and like test tables there,
yeah, that reminds me of
chemistry class in high school.
Put the test table here.
Yeah, it was strange to think about
we had to extend this world building
that they had started
and merely gesture that,
in the original words,
computer mainframes everywhere
and that doesn't make
sense for a chemistry lab.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
The bathroom really pops
out at me for some reason
'cause I just don't
remember seeing a bathroom
in a video game.
Oh, there's like toilet paper there,
like there's toilet paper on the shelf,
like there's all this attention to details
with something as mundane as a bathroom.
And the bathroom just shows you
I think the soul of the game a little bit.
It's like, did they really
care about this space,
if the level designer really
cared about this space.
They thought about when
people were gonna take a shit.
- [Man] Be a dear and fetch
me a roll of toilet paper.
Olá?
Hello, oh, thank heavens.
I'm in dire need of some toilet paper.
- [Danny] Black Mesa started out as a mod,
but during its near
decade long development,
eventually evolved into a
single player game of its own.
In fact, it's not even done yet.
Crowbar Collective
recently released footage
of their epic redesign of the
infamous final chapter Xen.
According to the trailer,
we should be able to play it
in early 2019.
As you can imagine, a lot of
designers have come and gone

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
The bathroom really pops
out at me for some reason
'cause I just don't
remember seeing a bathroom
in a video game.
Oh, there's like toilet paper there,
like there's toilet paper on the shelf,
like there's all this attention to details
with something as mundane as a bathroom.
And the bathroom just shows you
I think the soul of the game a little bit.
It's like, did they really
care about this space,
if the level designer really
cared about this space.
They thought about when
people were gonna take a shit.
- [Man] Be a dear and fetch
me a roll of toilet paper.
Salut?
Hello, oh, thank heavens.
I'm in dire need of some toilet paper.
- [Danny] Black Mesa started out as a mod,
but during its near
decade long development,
eventually evolved into a
single player game of its own.
In fact, it's not even done yet.
Crowbar Collective
recently released footage
of their epic redesign of the
infamous final chapter Xen.
According to the trailer,
we should be able to play it
in early 2019.
As you can imagine, a lot of
designers have come and gone

English: 
The bathroom really pops
out at me for some reason
'cause I just don't
remember seeing a bathroom
in a video game.
Oh, there's like toilet paper there,
like there's toilet paper on the shelf,
like there's all this attention to details
with something as mundane as a bathroom.
And the bathroom just shows you
I think the soul of the game a little bit.
It's like, did they really
care about this space,
if the level designer really
cared about this space.
They thought about when
people were gonna take a shit.
- [Man] Be a dear and fetch
me a roll of toilet paper.
Hello?
Hello, oh, thank heavens.
I'm in dire need of some toilet paper.
- [Danny] Black Mesa started out as a mod,
but during its near
decade long development,
eventually evolved into a
single player game of its own.
In fact, it's not even done yet.
Crowbar Collective
recently released footage
of their epic redesign of the
infamous final chapter Xen.
According to the trailer,
we should be able to play it
in early 2019.
As you can imagine, a lot of
designers have come and gone

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
on the project over the years
and creative leadership has
even swapped a few times too.
Robert left the Black Mesa team years ago,
but remembers his time
on the project fondly.
Seening as Robert's job was replicating
Half-Life One and Half-Life 2,
he is one of a select group
of people outside of Valve
who can speak to the idiosyncratic nature
of both version of the source engine.
When we talked to Jeff, he noted that
many of the developers at
Valve were hired by Gabe
from the modding community.
And according to Robert,
that modding spirit
is everywhere in the design of Half-Life.
- When they're making Half-Life One
they're basically modding the Quake engine
and just putting all these hacks into it.
So when you're coming in
from Black Mesa source
on that train and then
you're standing there
and then you're like, great,
is the door gonna open?
And then the door doesn't open for a while
and you're like, what's going on?
And then there's a level
change and you're like,
why is there a level
change, I'm already here.
And that level change is a hack
so that they can swap
out that moving train

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
on the project over the years
and creative leadership has
even swapped a few times too.
Robert left the Black Mesa team years ago,
but remembers his time
on the project fondly.
Seening as Robert's job was replicating
Half-Life One and Half-Life 2,
he is one of a select group
of people outside of Valve
who can speak to the idiosyncratic nature
of both version of the source engine.
When we talked to Jeff, he noted that
many of the developers at
Valve were hired by Gabe
from the modding community.
And according to Robert,
that modding spirit
is everywhere in the design of Half-Life.
- When they're making Half-Life One
they're basically modding the Quake engine
and just putting all these hacks into it.
So when you're coming in
from Black Mesa source
on that train and then
you're standing there
and then you're like, great,
is the door gonna open?
And then the door doesn't open for a while
and you're like, what's going on?
And then there's a level
change and you're like,
why is there a level
change, I'm already here.
And that level change is a hack
so that they can swap
out that moving train

English: 
on the project over the years
and creative leadership has
even swapped a few times too.
Robert left the Black Mesa team years ago,
but remembers his time
on the project fondly.
Seening as Robert's job was replicating
Half-Life One and Half-Life 2,
he is one of a select group
of people outside of Valve
who can speak to the idiosyncratic nature
of both version of the source engine.
When we talked to Jeff, he noted that
many of the developers at
Valve were hired by Gabe
from the modding community.
And according to Robert,
that modding spirit
is everywhere in the design of Half-Life.
- When they're making Half-Life One
they're basically modding the Quake engine
and just putting all these hacks into it.
So when you're coming in
from Black Mesa source
on that train and then
you're standing there
and then you're like, great,
is the door gonna open?
And then the door doesn't open for a while
and you're like, what's going on?
And then there's a level
change and you're like,
why is there a level
change, I'm already here.
And that level change is a hack
so that they can swap
out that moving train

English: 
for a fake static train and
then the door can move at last.
I remember trying to read
through the squad AI in Half-Life
and I remember AI in Half-Life cannot talk
and move at the same time.
Like, AI in Half-Life cannot do this.
They cannot do like more
than two things at once.
They have a schedule full of tasks.
So they have to say something
and then they can move.
That's why the soldiers have
to stop and hide somewhere
and then reload their gun.
(explosions and gun fires)
So when Half-Life 2 comes out and like
grunts can like walk and
shoot at you at the same time
that's like mind-blowing.
(gun fires)
(loud explosion)
They don't actually perform as a squad,
like they're still
basically independent agents
that just happen to take
turns like shooting at you.
They're still not really
essentially coordinated.
So I think the grunt AI in Half-Life

Portuguese: 
for a fake static train and
then the door can move at last.
I remember trying to read
through the squad AI in Half-Life
and I remember AI in Half-Life cannot talk
and move at the same time.
Like, AI in Half-Life cannot do this.
They cannot do like more
than two things at once.
They have a schedule full of tasks.
So they have to say something
and then they can move.
That's why the soldiers have
to stop and hide somewhere
and then reload their gun.
(explosions and gun fires)
So when Half-Life 2 comes out and like
grunts can like walk and
shoot at you at the same time
that's like mind-blowing.
(gun fires)
(loud explosion)
They don't actually perform as a squad,
like they're still
basically independent agents
that just happen to take
turns like shooting at you.
They're still not really
essentially coordinated.
So I think the grunt AI in Half-Life

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
for a fake static train and
then the door can move at last.
I remember trying to read
through the squad AI in Half-Life
and I remember AI in Half-Life cannot talk
and move at the same time.
Like, AI in Half-Life cannot do this.
They cannot do like more
than two things at once.
They have a schedule full of tasks.
So they have to say something
and then they can move.
That's why the soldiers have
to stop and hide somewhere
and then reload their gun.
(explosions and gun fires)
So when Half-Life 2 comes out and like
grunts can like walk and
shoot at you at the same time
that's like mind-blowing.
(gun fires)
(loud explosion)
They don't actually perform as a squad,
like they're still
basically independent agents
that just happen to take
turns like shooting at you.
They're still not really
essentially coordinated.
So I think the grunt AI in Half-Life

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
is this beautiful example of something
seeming a lot more complicated
than it actually is.
Back when you're working on Half-Life One
or Half-Life 2 era
stuff, you're not really
coding in a language.
To script all the level logic
you have to use entities
and these entities are like icons
or like visual things inside the world.
So when you are scripting,
okay, first Gordon Freeman
will walk in here, and then
that'll trigger the door
and the door will close and
then you have to trigger
this sound and trigger that sound.
Each of those is like an independent thing
that like the level designer had to make
and then manually like
connect to this other thing.
So what happens is that instead of getting
like spaghetti code, you
have like paella code
or like risotto code where it's not like,
it's not a long line of all these words
in this programming language,
it's literally just
visual noise of 100 icons

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
is this beautiful example of something
seeming a lot more complicated
than it actually is.
Back when you're working on Half-Life One
or Half-Life 2 era
stuff, you're not really
coding in a language.
To script all the level logic
you have to use entities
and these entities are like icons
or like visual things inside the world.
So when you are scripting,
okay, first Gordon Freeman
will walk in here, and then
that'll trigger the door
and the door will close and
then you have to trigger
this sound and trigger that sound.
Each of those is like an independent thing
that like the level designer had to make
and then manually like
connect to this other thing.
So what happens is that instead of getting
like spaghetti code, you
have like paella code
or like risotto code where it's not like,
it's not a long line of all these words
in this programming language,
it's literally just
visual noise of 100 icons

English: 
is this beautiful example of something
seeming a lot more complicated
than it actually is.
Back when you're working on Half-Life One
or Half-Life 2 era
stuff, you're not really
coding in a language.
To script all the level logic
you have to use entities
and these entities are like icons
or like visual things inside the world.
So when you are scripting,
okay, first Gordon Freeman
will walk in here, and then
that'll trigger the door
and the door will close and
then you have to trigger
this sound and trigger that sound.
Each of those is like an independent thing
that like the level designer had to make
and then manually like
connect to this other thing.
So what happens is that instead of getting
like spaghetti code, you
have like paella code
or like risotto code where it's not like,
it's not a long line of all these words
in this programming language,
it's literally just
visual noise of 100 icons

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
and trying to remember
which of those icons
you attach that logic to.
Yeah, you have to like create the trigger
and then convert that into a brush entity
and then add all the
information attached to it.
Or there's some stuff where
you're not necessarily
attaching the scripting
to like a wall or a door
or something you're
attaching the scripting
to just this random
point in space as a hack.
It doesn't matter where you put it,
but you have to put it somewhere.
So what often ends up happening is you'll,
you might make like another room
that the player never goes into
but that room is just where
you put scripts inside it.
So it's like you're making
architecture for yourself
that the player will
never actually experience.
- [Danny] Right, yeah.
- It's like a backstage kind of,
you literally have to build
a backstage for your levels.
- [Danny] Modding is in
the blood of Half-Life,
a child of Quake which,
I guess, makes Titanfall
Quake's grandchild.
This is the nature of software.
Ideas passed down through generations

French: 
and trying to remember
which of those icons
you attach that logic to.
Yeah, you have to like create the trigger
and then convert that into a brush entity
and then add all the
information attached to it.
Or there's some stuff where
you're not necessarily
attaching the scripting
to like a wall or a door
or something you're
attaching the scripting
to just this random
point in space as a hack.
It doesn't matter where you put it,
but you have to put it somewhere.
So what often ends up happening is you'll,
you might make like another room
that the player never goes into
but that room is just where
you put scripts inside it.
So it's like you're making
architecture for yourself
that the player will
never actually experience.
- [Danny] Right, yeah.
- It's like a backstage kind of,
you literally have to build
a backstage for your levels.
- [Danny] Modding is in
the blood of Half-Life,
a child of Quake which,
I guess, makes Titanfall
Quake's grandchild.
This is the nature of software.
Ideas passed down through generations

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
and trying to remember
which of those icons
you attach that logic to.
Yeah, you have to like create the trigger
and then convert that into a brush entity
and then add all the
information attached to it.
Or there's some stuff where
you're not necessarily
attaching the scripting
to like a wall or a door
or something you're
attaching the scripting
to just this random
point in space as a hack.
It doesn't matter where you put it,
but you have to put it somewhere.
So what often ends up happening is you'll,
you might make like another room
that the player never goes into
but that room is just where
you put scripts inside it.
So it's like you're making
architecture for yourself
that the player will
never actually experience.
- [Danny] Right, yeah.
- It's like a backstage kind of,
you literally have to build
a backstage for your levels.
- [Danny] Modding is in
the blood of Half-Life,
a child of Quake which,
I guess, makes Titanfall
Quake's grandchild.
This is the nature of software.
Ideas passed down through generations

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
like bottles washing up on a beach.
We like to think of
games as these polished
curated experiences,
but the reality is that
they're usually a lot messier than that.
Games aren't made by magicians,
well, okay, Randy notwithstanding,
games are made by fallible humans
with fears, desires and college debt.
Many of the people who works
on Half-Life are long gone
from their positions at Valve,
but the community of developers around it
has never lost momentum.
While Twitch users drop number three jokes
in the live stream chat
for The International,
modders were still releasing
new versions of Sven Co-op.
This community was making Half-Life mods
for the pure love of it.
They didn't need encouragement
to keep doing it,
but they got it anyway
in the form of a blog
written by Half-Life's writer.
So, just as Gordon had pushed that sample
into the anti-mass spectrometer
and changed the world forever,
Marc Laidlaw penned
Epistle Three and created
a whole new wave of
unforeseen consequences.
(ominous music)

English: 
like bottles washing up on a beach.
We like to think of
games as these polished
curated experiences,
but the reality is that
they're usually a lot messier than that.
Games aren't made by magicians,
well, okay, Randy notwithstanding,
games are made by fallible humans
with fears, desires and college debt.
Many of the people who works
on Half-Life are long gone
from their positions at Valve,
but the community of developers around it
has never lost momentum.
While Twitch users drop number three jokes
in the live stream chat
for The International,
modders were still releasing
new versions of Sven Co-op.
This community was making Half-Life mods
for the pure love of it.
They didn't need encouragement
to keep doing it,
but they got it anyway
in the form of a blog
written by Half-Life's writer.
So, just as Gordon had pushed that sample
into the anti-mass spectrometer
and changed the world forever,
Marc Laidlaw penned
Epistle Three and created
a whole new wave of
unforeseen consequences.
(ominous music)

Portuguese: 
like bottles washing up on a beach.
We like to think of
games as these polished
curated experiences,
but the reality is that
they're usually a lot messier than that.
Games aren't made by magicians,
well, okay, Randy notwithstanding,
games are made by fallible humans
with fears, desires and college debt.
Many of the people who works
on Half-Life are long gone
from their positions at Valve,
but the community of developers around it
has never lost momentum.
While Twitch users drop number three jokes
in the live stream chat
for The International,
modders were still releasing
new versions of Sven Co-op.
This community was making Half-Life mods
for the pure love of it.
They didn't need encouragement
to keep doing it,
but they got it anyway
in the form of a blog
written by Half-Life's writer.
So, just as Gordon had pushed that sample
into the anti-mass spectrometer
and changed the world forever,
Marc Laidlaw penned
Epistle Three and created
a whole new wave of
unforeseen consequences.
(música sinistra)

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
- When I first played Half-Life 2
I had never before played a game
with so many elaborate scripted scenes
and it sort of like my
brain exploded and say,
oh my God, video games
can do this kind of thing.
These days I mostly
appreciate it as sort of like
a nostalgic trip back to my teenage years
and it can make me feel
the way I felt back then
when I was first
discovering that video games
can do these complicated things.
The boat scene I loved
when I first played it
'cause I sort of didn't really expect it.
And also it's very totally interesting
where you're cruising down this river
and sometimes these action sequences
and then sometimes you're like spookily
exploring these shore locations.
(gun fires)
- [Danny] What was it like going back
to play Half-Life One then, 'cause--

French: 
- When I first played Half-Life 2
I had never before played a game
with so many elaborate scripted scenes
and it sort of like my
brain exploded and say,
oh my God, video games
can do this kind of thing.
These days I mostly
appreciate it as sort of like
a nostalgic trip back to my teenage years
and it can make me feel
the way I felt back then
when I was first
discovering that video games
can do these complicated things.
The boat scene I loved
when I first played it
'cause I sort of didn't really expect it.
And also it's very totally interesting
where you're cruising down this river
and sometimes these action sequences
and then sometimes you're like spookily
exploring these shore locations.
(gun fires)
- [Danny] What was it like going back
to play Half-Life One then, 'cause--

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
- When I first played Half-Life 2
I had never before played a game
with so many elaborate scripted scenes
and it sort of like my
brain exploded and say,
oh my God, video games
can do this kind of thing.
These days I mostly
appreciate it as sort of like
a nostalgic trip back to my teenage years
and it can make me feel
the way I felt back then
when I was first
discovering that video games
can do these complicated things.
The boat scene I loved
when I first played it
'cause I sort of didn't really expect it.
And also it's very totally interesting
where you're cruising down this river
and sometimes these action sequences
and then sometimes you're like spookily
exploring these shore locations.
(gun fires)
- [Danny] What was it like going back
to play Half-Life One then, 'cause--

Portuguese: 
- Oh, that was wild.
Yeah, I was like, oh, I can see
why people like this so much,
but it's kinda square and weird lookin'
'cause I was playing it so
many years after it came out.
I remember really enjoying some of the,
how you could see like the
Half-Life sensibilities
in their sort of seed
form in Half-Life One
before they grew to like
how they were in the later games.
I enjoyed being able to sorta like plum
the design history of this company
and see what they used to do.
- [Danny] Two was almost
like a totally different game
but they have to like drag
some of the fiction into it,
so it must have been strange seeing like
Dr. Kleiners everywhere.
- [Laura] Oh, yeah, yeah.
- [Danny] Like, why is there 50 of him?
- [Laura] Yeah, we're
counting him to be one guy
in Half-Life 2.
- My goodness, Gordon Freeman.
It really is you, isn't it?
- [Laura] So last year, Marc Laidlaw,
the writer of Half-Life, made a blog post

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
- Oh, that was wild.
Yeah, I was like, oh, I can see
why people like this so much,
but it's kinda square and weird lookin'
'cause I was playing it so
many years after it came out.
I remember really enjoying some of the,
how you could see like the
Half-Life sensibilities
in their sort of seed
form in Half-Life One
before they grew to like
how they were in the later games.
I enjoyed being able to sorta like plum
the design history of this company
and see what they used to do.
- [Danny] Two was almost
like a totally different game
but they have to like drag
some of the fiction into it,
so it must have been strange seeing like
Dr. Kleiners everywhere.
- [Laura] Oh, yeah, yeah.
- [Danny] Like, why is there 50 of him?
- [Laura] Yeah, we're
counting him to be one guy
in Half-Life 2.
- My goodness, Gordon Freeman.
It really is you, isn't it?
- [Laura] So last year, Marc Laidlaw,
the writer of Half-Life, made a blog post

English: 
- Oh, that was wild.
Yeah, I was like, oh, I can see
why people like this so much,
but it's kinda square and weird lookin'
'cause I was playing it so
many years after it came out.
I remember really enjoying some of the,
how you could see like the
Half-Life sensibilities
in their sort of seed
form in Half-Life One
before they grew to like
how they were in the later games.
I enjoyed being able to sorta like plum
the design history of this company
and see what they used to do.
- [Danny] Two was almost
like a totally different game
but they have to like drag
some of the fiction into it,
so it must have been strange seeing like
Dr. Kleiners everywhere.
- [Laura] Oh, yeah, yeah.
- [Danny] Like, why is there 50 of him?
- [Laura] Yeah, we're
counting him to be one guy
in Half-Life 2.
- My goodness, Gordon Freeman.
It really is you, isn't it?
- [Laura] So last year, Marc Laidlaw,
the writer of Half-Life, made a blog post

Portuguese: 
that was a gender swapped
telling of, we suppose,
his pitch for the story of Half-Life 3.
It's a letter about
everything that happened
in Half-Life 3, but also seemingly
there's a lot you can read into it
that seems to be about Valve.
It seems to simultaneously be a story
about these characters who are worn out,
worn out also by Valve.
There's all these double
entendres in it that are like,
all of my friends have
left and they're all gone,
they went on to other
places, and you're reading it
and it's just kind of heartbreaking.
And halfway through, I realized
that I had to make this
and then I realized, oh,
I shouldn't just make it
but I should make a game jam.
I've been kind of addicted
to game jams for a long time.
There were a couple of
years where I was doing
like game jams a year 'cause--
- [Danny] Wow!
- [Laura] I wasn't shipping
anything at my day job
and I really wanted to complete
creative projects, right?
And game jam sort of allow you to do that,
they give you a deadline and encourage you
to complete something by it,
and for a lot of people that's
the impetus that they need.

French: 
that was a gender swapped
telling of, we suppose,
his pitch for the story of Half-Life 3.
It's a letter about
everything that happened
in Half-Life 3, but also seemingly
there's a lot you can read into it
that seems to be about Valve.
It seems to simultaneously be a story
about these characters who are worn out,
worn out also by Valve.
There's all these double
entendres in it that are like,
all of my friends have
left and they're all gone,
they went on to other
places, and you're reading it
and it's just kind of heartbreaking.
And halfway through, I realized
that I had to make this
and then I realized, oh,
I shouldn't just make it
but I should make a game jam.
I've been kind of addicted
to game jams for a long time.
There were a couple of
years where I was doing
like game jams a year 'cause--
- [Danny] Wow!
- [Laura] I wasn't shipping
anything at my day job
and I really wanted to complete
creative projects, right?
And game jam sort of allow you to do that,
they give you a deadline and encourage you
to complete something by it,
and for a lot of people that's
the impetus that they need.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
that was a gender swapped
telling of, we suppose,
his pitch for the story of Half-Life 3.
It's a letter about
everything that happened
in Half-Life 3, but also seemingly
there's a lot you can read into it
that seems to be about Valve.
It seems to simultaneously be a story
about these characters who are worn out,
worn out also by Valve.
There's all these double
entendres in it that are like,
all of my friends have
left and they're all gone,
they went on to other
places, and you're reading it
and it's just kind of heartbreaking.
And halfway through, I realized
that I had to make this
and then I realized, oh,
I shouldn't just make it
but I should make a game jam.
I've been kind of addicted
to game jams for a long time.
There were a couple of
years where I was doing
like game jams a year 'cause--
- [Danny] Wow!
- [Laura] I wasn't shipping
anything at my day job
and I really wanted to complete
creative projects, right?
And game jam sort of allow you to do that,
they give you a deadline and encourage you
to complete something by it,
and for a lot of people that's
the impetus that they need.

Portuguese: 
A lot of people could
create something weird
and funny and creative at anytime
but they sorta need the kick to do it.
(música animada)
One of my favorite games from the jam
was a game called, I think, Epistle Three
made by Heather Flowers which
is entirely made of cubes.
And because Heather hasn't
actually played Half-Life One
or Half-Life 2, it was sort
of her abstract reimagining
of like what these things probably mean.
(risadas)
And you have to shoot
the cubes with your gun
to figure out what they are.
You just walk around in these cube worlds
and you shoot things to
figure out like what they are
and they talk back to you and be like,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
A lot of people could
create something weird
and funny and creative at anytime
but they sorta need the kick to do it.
(lively music)
One of my favorite games from the jam
was a game called, I think, Epistle Three
made by Heather Flowers which
is entirely made of cubes.
And because Heather hasn't
actually played Half-Life One
or Half-Life 2, it was sort
of her abstract reimagining
of like what these things probably mean.
(chuckles)
And you have to shoot
the cubes with your gun
to figure out what they are.
You just walk around in these cube worlds
and you shoot things to
figure out like what they are
and they talk back to you and be like,

French: 
A lot of people could
create something weird
and funny and creative at anytime
but they sorta need the kick to do it.
(lively music)
One of my favorite games from the jam
was a game called, I think, Epistle Three
made by Heather Flowers which
is entirely made of cubes.
And because Heather hasn't
actually played Half-Life One
or Half-Life 2, it was sort
of her abstract reimagining
of like what these things probably mean.
(chuckles)
And you have to shoot
the cubes with your gun
to figure out what they are.
You just walk around in these cube worlds
and you shoot things to
figure out like what they are
and they talk back to you and be like,

Portuguese: 
I'm Alex, don't shoot me.
(risadas)
I love that one.
That one's great.
Brendon Chung made a
version using entirely
assets and sound clips from
Half-Life 2 called Tiger Team.
That one's brilliant.
Rachel Sala just made a worm
that you wiggled your mouth
and it spits out Dr. Breen
voice lines and its eyes flash.
I made an entirely text
game that technically
has MMO elements where
every time you choose
whether or not to kill Dr. Breen
it keeps track of how
many people have done that
and then it tells you how
many people in the world
had killed Dr. Breen and decides
whether he's dead or alive
based on that statistic.
There's a guy who works
under the name Dave Makes
who made this bizarre sort
of, it's just a hallway,
you just go down the hallway
and you wave your mouse
wildly to kill headcrabs
and then all the characters
from Half-Life show up but
they can't get your name right
and you can't get their names right
and you're just wandering
down this hallway
in a fever dream.
There's so many bizarre
takes on this story.

French: 
I'm Alex, don't shoot me.
(chuckles)
I love that one.
That one's great.
Brendon Chung made a
version using entirely
assets and sound clips from
Half-Life 2 called Tiger Team.
That one's brilliant.
Rachel Sala just made a worm
that you wiggled your mouth
and it spits out Dr. Breen
voice lines and its eyes flash.
I made an entirely text
game that technically
has MMO elements where
every time you choose
whether or not to kill Dr. Breen
it keeps track of how
many people have done that
and then it tells you how
many people in the world
had killed Dr. Breen and decides
whether he's dead or alive
based on that statistic.
There's a guy who works
under the name Dave Makes
who made this bizarre sort
of, it's just a hallway,
you just go down the hallway
and you wave your mouse
wildly to kill headcrabs
and then all the characters
from Half-Life show up but
they can't get your name right
and you can't get their names right
and you're just wandering
down this hallway
in a fever dream.
There's so many bizarre
takes on this story.

English: 
I'm Alex, don't shoot me.
(chuckles)
I love that one.
That one's great.
Brendon Chung made a
version using entirely
assets and sound clips from
Half-Life 2 called Tiger Team.
That one's brilliant.
Rachel Sala just made a worm
that you wiggled your mouth
and it spits out Dr. Breen
voice lines and its eyes flash.
I made an entirely text
game that technically
has MMO elements where
every time you choose
whether or not to kill Dr. Breen
it keeps track of how
many people have done that
and then it tells you how
many people in the world
had killed Dr. Breen and decides
whether he's dead or alive
based on that statistic.
There's a guy who works
under the name Dave Makes
who made this bizarre sort
of, it's just a hallway,
you just go down the hallway
and you wave your mouse
wildly to kill headcrabs
and then all the characters
from Half-Life show up but
they can't get your name right
and you can't get their names right
and you're just wandering
down this hallway
in a fever dream.
There's so many bizarre
takes on this story.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
And I think part of the
reason there are so many
bizarre takes on the story
is because the story itself
is very, very, very strange.
- [Danny] Right.
- Like, it's much darker than Half-Life 2
or any of the Half-Life 2 episodes.
It's got some really disturbing stuff
about what happens to Dr. Breen in it,
who shows up as a grub
with Dr. Breen's face
stapled to the front of it.
And Gordon has a very bad
time in that synopsis.
At the end, he gets snapped
into the Combine's universe
while on the Borealis
and the Borealis is like
traveling through space
and then the G-man is like,
goodbye, and just leaves him there
and then it's the end of the game.
- [Danny] And Alex ends up being like
far more important to G-man, right?
- Yeah, G-man says, Alex
is my best friend now.
But friendship ended with Gordon, goodbye,
and leaves him there.
I loved that they sort of
unlocked everybody's ability
to take ownership of Half-Life in a way
rather than, like I know
that some people did in fact
try to make what I think
Half-Life 3 should have been
but I think a lot more
people were just like,

Portuguese: 
And I think part of the
reason there are so many
bizarre takes on the story
is because the story itself
is very, very, very strange.
- [Danny] Right.
- Like, it's much darker than Half-Life 2
or any of the Half-Life 2 episodes.
It's got some really disturbing stuff
about what happens to Dr. Breen in it,
who shows up as a grub
with Dr. Breen's face
stapled to the front of it.
And Gordon has a very bad
time in that synopsis.
At the end, he gets snapped
into the Combine's universe
while on the Borealis
and the Borealis is like
traveling through space
and then the G-man is like,
goodbye, and just leaves him there
and then it's the end of the game.
- [Danny] And Alex ends up being like
far more important to G-man, right?
- Yeah, G-man says, Alex
is my best friend now.
But friendship ended with Gordon, goodbye,
and leaves him there.
I loved that they sort of
unlocked everybody's ability
to take ownership of Half-Life in a way
rather than, like I know
that some people did in fact
try to make what I think
Half-Life 3 should have been
but I think a lot more
people were just like,

French: 
And I think part of the
reason there are so many
bizarre takes on the story
is because the story itself
is very, very, very strange.
- [Danny] Right.
- Like, it's much darker than Half-Life 2
or any of the Half-Life 2 episodes.
It's got some really disturbing stuff
about what happens to Dr. Breen in it,
who shows up as a grub
with Dr. Breen's face
stapled to the front of it.
And Gordon has a very bad
time in that synopsis.
At the end, he gets snapped
into the Combine's universe
while on the Borealis
and the Borealis is like
traveling through space
and then the G-man is like,
goodbye, and just leaves him there
and then it's the end of the game.
- [Danny] And Alex ends up being like
far more important to G-man, right?
- Yeah, G-man says, Alex
is my best friend now.
But friendship ended with Gordon, goodbye,
and leaves him there.
I loved that they sort of
unlocked everybody's ability
to take ownership of Half-Life in a way
rather than, like I know
that some people did in fact
try to make what I think
Half-Life 3 should have been
but I think a lot more
people were just like,

French: 
if I could just take over the Half-Life IP
and do whatever I wanted with it,
this is what I would do, this
is how I would express myself
using Half-Life as a tool.
And I thought that was brilliant
'cause that is sort of what
Half-Life 3 has become to a lot of people,
it's just sort of a
fantasm that haunts us.
- [Danny] It seems that the
posting of Laidlaw's blog
and the decade long silence from Valve
has almost handed full creative ownership
of the franchise over to its fans.
Here's another thing, Valve has a terrific
in-house documentary team, a talented crew
who frequently make videos about DOTA
including the wonderful
documentary Free to Play.
But when the 20th
anniversary came and went,
we heard nothing from Valve
and it wasn't a surprise.
The only reason we set off on this journey
was to do what needed to be done;
to allow Half-Life fans
the chance to revel
in their nostalgia for a while
and to try and figure out why it was
that we're all still
obsessed with this game

English: 
if I could just take over the Half-Life IP
and do whatever I wanted with it,
this is what I would do, this
is how I would express myself
using Half-Life as a tool.
And I thought that was brilliant
'cause that is sort of what
Half-Life 3 has become to a lot of people,
it's just sort of a
fantasm that haunts us.
- [Danny] It seems that the
posting of Laidlaw's blog
and the decade long silence from Valve
has almost handed full creative ownership
of the franchise over to its fans.
Here's another thing, Valve has a terrific
in-house documentary team, a talented crew
who frequently make videos about DOTA
including the wonderful
documentary Free to Play.
But when the 20th
anniversary came and went,
we heard nothing from Valve
and it wasn't a surprise.
The only reason we set off on this journey
was to do what needed to be done;
to allow Half-Life fans
the chance to revel
in their nostalgia for a while
and to try and figure out why it was
that we're all still
obsessed with this game

Portuguese: 
if I could just take over the Half-Life IP
and do whatever I wanted with it,
this is what I would do, this
is how I would express myself
using Half-Life as a tool.
And I thought that was brilliant
'cause that is sort of what
Half-Life 3 has become to a lot of people,
it's just sort of a
fantasm that haunts us.
- [Danny] It seems that the
posting of Laidlaw's blog
and the decade long silence from Valve
has almost handed full creative ownership
of the franchise over to its fans.
Here's another thing, Valve has a terrific
in-house documentary team, a talented crew
who frequently make videos about DOTA
including the wonderful
documentary Free to Play.
But when the 20th
anniversary came and went,
we heard nothing from Valve
and it wasn't a surprise.
The only reason we set off on this journey
was to do what needed to be done;
to allow Half-Life fans
the chance to revel
in their nostalgia for a while
and to try and figure out why it was
that we're all still
obsessed with this game

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
two decades later.
I still don't have my answer,
but it does feel like
we're getting closer.
We had one more interview
left on the schedule,
and unlike all the others,
this one wasn't looking back;
it was looking to the future.
(musique calme)
The game jam was a
cathartic creative exercise,
but there was always gonna be someone
who attempted to finish
what Valve had started.
One such group call
themselves Project Borealis,
an international team of
programmers, designers and artists
that are currently in
production on their vision
for Half-Life Episode Three.
When they reached out to the team
it turned out the two of
them were pretty close by.
Project Manager Mike Dunaway
and Concept Artist Mike Yakovlev
lived about an hour away from
my home here in Maryland.
It also turned out that
3D artist Ben Lodge
was visiting the guys all
the way from Minneapolis
so I invited them over,
crammed all three of them
unto a couch in my basement and had a chat
about bringing back Gordon Freeman.

English: 
two decades later.
I still don't have my answer,
but it does feel like
we're getting closer.
We had one more interview
left on the schedule,
and unlike all the others,
this one wasn't looking back;
it was looking to the future.
(calm music)
The game jam was a
cathartic creative exercise,
but there was always gonna be someone
who attempted to finish
what Valve had started.
One such group call
themselves Project Borealis,
an international team of
programmers, designers and artists
that are currently in
production on their vision
for Half-Life Episode Three.
When they reached out to the team
it turned out the two of
them were pretty close by.
Project Manager Mike Dunaway
and Concept Artist Mike Yakovlev
lived about an hour away from
my home here in Maryland.
It also turned out that
3D artist Ben Lodge
was visiting the guys all
the way from Minneapolis
so I invited them over,
crammed all three of them
unto a couch in my basement and had a chat
about bringing back Gordon Freeman.

Portuguese: 
two decades later.
I still don't have my answer,
but it does feel like
we're getting closer.
We had one more interview
left on the schedule,
and unlike all the others,
this one wasn't looking back;
it was looking to the future.
(música calma)
The game jam was a
cathartic creative exercise,
but there was always gonna be someone
who attempted to finish
what Valve had started.
One such group call
themselves Project Borealis,
an international team of
programmers, designers and artists
that are currently in
production on their vision
for Half-Life Episode Three.
When they reached out to the team
it turned out the two of
them were pretty close by.
Project Manager Mike Dunaway
and Concept Artist Mike Yakovlev
lived about an hour away from
my home here in Maryland.
It also turned out that
3D artist Ben Lodge
was visiting the guys all
the way from Minneapolis
so I invited them over,
crammed all three of them
unto a couch in my basement and had a chat
about bringing back Gordon Freeman.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
- You know, we have a lot of people,
we've got people who work for Google
who work for us in the
programming side of things,
we've got a lot of, people
like Mike here, who,
our freelance artist, working on the team,
a big guy that's sort of
our lead sound designer,
he's a PhD student
basically, he's a doctor,
and we've got another
really talented programmer
who also is a doctor,
I don't know with doctors in
having like second professions
which are just as good as
their first professions,
but people who are sort of senior roles
and technical leaders in
the games industry as well.
Off the top of my head,
I know there's some
that work at Ubisoft, Blizzard,
I was at Obsidian Entertainment.
Yeah, I mean, again my
skills transfer over.
They actually started in the industry
and now they're outside of the industry,
but, yeah, I just build
cannabis dispensaries.
- [Danny] It's a growing market as well.
- Yeah, it's very growing.
It's kind of funny--
- No pun intended.
- Yeah, well--

English: 
- You know, we have a lot of people,
we've got people who work for Google
who work for us in the
programming side of things,
we've got a lot of, people
like Mike here, who,
our freelance artist, working on the team,
a big guy that's sort of
our lead sound designer,
he's a PhD student
basically, he's a doctor,
and we've got another
really talented programmer
who also is a doctor,
I don't know with doctors in
having like second professions
which are just as good as
their first professions,
but people who are sort of senior roles
and technical leaders in
the games industry as well.
Off the top of my head,
I know there's some
that work at Ubisoft, Blizzard,
I was at Obsidian Entertainment.
Yeah, I mean, again my
skills transfer over.
They actually started in the industry
and now they're outside of the industry,
but, yeah, I just build
cannabis dispensaries.
- [Danny] It's a growing market as well.
- Yeah, it's very growing.
It's kind of funny--
- No pun intended.
- Yeah, well--

French: 
- You know, we have a lot of people,
we've got people who work for Google
who work for us in the
programming side of things,
we've got a lot of, people
like Mike here, who,
our freelance artist, working on the team,
a big guy that's sort of
our lead sound designer,
he's a PhD student
basically, he's a doctor,
and we've got another
really talented programmer
who also is a doctor,
I don't know with doctors in
having like second professions
which are just as good as
their first professions,
but people who are sort of senior roles
and technical leaders in
the games industry as well.
Off the top of my head,
I know there's some
that work at Ubisoft, Blizzard,
I was at Obsidian Entertainment.
Yeah, I mean, again my
skills transfer over.
They actually started in the industry
and now they're outside of the industry,
but, yeah, I just build
cannabis dispensaries.
- [Danny] It's a growing market as well.
- Yeah, it's very growing.
It's kind of funny--
- No pun intended.
- Yeah, well--

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
- [Danny] One important
decision the team made early on
was to build the game
in the Unreal Engine.
They did this for a number of reasons.
First of all, as we heard from Robert,
working in source can
be incredibly complex
especially for a distributed team.
And though they wanted it
to feel like Half-Life,
they also wanted it to
look like a modern game.
Using source would be an easy way
to retain the feel of those older games,
but it would put a 10-year-old cap
on the quality of the visuals.
Whereas, with Unreal,
they could make it look
like a modern Half-Life game.
So they got to work attempting to recreate
the look and feel of those original games.
- You know, we're always kind of trying to
pour ourselves back,
rein ourselves back into
what is fun to think about
as a potential for Half-Life
in any universe and what really make sense
within that episodic sort of,
this is just immediately
after Episode Two,
there's no like giant leaps and technology
or changing of designs there.
- Yeah, it's literally
immediately after it.
We pick up right there, right
at the end of Episode Two

French: 
- [Danny] One important
decision the team made early on
was to build the game
in the Unreal Engine.
They did this for a number of reasons.
First of all, as we heard from Robert,
working in source can
be incredibly complex
especially for a distributed team.
And though they wanted it
to feel like Half-Life,
they also wanted it to
look like a modern game.
Using source would be an easy way
to retain the feel of those older games,
but it would put a 10-year-old cap
on the quality of the visuals.
Whereas, with Unreal,
they could make it look
like a modern Half-Life game.
So they got to work attempting to recreate
the look and feel of those original games.
- You know, we're always kind of trying to
pour ourselves back,
rein ourselves back into
what is fun to think about
as a potential for Half-Life
in any universe and what really make sense
within that episodic sort of,
this is just immediately
after Episode Two,
there's no like giant leaps and technology
or changing of designs there.
- Yeah, it's literally
immediately after it.
We pick up right there, right
at the end of Episode Two

English: 
- [Danny] One important
decision the team made early on
was to build the game
in the Unreal Engine.
They did this for a number of reasons.
First of all, as we heard from Robert,
working in source can
be incredibly complex
especially for a distributed team.
And though they wanted it
to feel like Half-Life,
they also wanted it to
look like a modern game.
Using source would be an easy way
to retain the feel of those older games,
but it would put a 10-year-old cap
on the quality of the visuals.
Whereas, with Unreal,
they could make it look
like a modern Half-Life game.
So they got to work attempting to recreate
the look and feel of those original games.
- You know, we're always kind of trying to
pour ourselves back,
rein ourselves back into
what is fun to think about
as a potential for Half-Life
in any universe and what really make sense
within that episodic sort of,
this is just immediately
after Episode Two,
there's no like giant leaps and technology
or changing of designs there.
- Yeah, it's literally
immediately after it.
We pick up right there, right
at the end of Episode Two

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
so you can't just all of a sudden have
everybody looks different.
- Sim Sim.
- It doesn't make any sense.
Like we have this template,
we have Half-Life 2
to sort of base everything on.
And so that's kind of the linchpin
of every creative decision
we have to try and make
'cause we're not creating Half-Life 3,
we're creating Half-Life 2 Episode Three
so it still needs to feel
like Half-Life 2 at its core.
- A large part of the initial,
we'll say six months of our development,
beyond just structuring the team,
was just researching and
sort of reverse engineering
what made Half-Life 2
feel like Half-Life 2
down to like things
that we wouldn't even do
in modern day game play
design and development.
Like how you stick to ladders
and how you move up and down ladders,
I mean, how you back hopping, right,
and bunny hopping.
We actually put in things
that are essentially quirks
from Half-Life 2 in source engine.
We put those into Unreal
because we wanted someone
to be able to sit down and say,
hey, can I do this one weird thing

English: 
so you can't just all of a sudden have
everybody looks different.
- Yeah, yeah.
- It doesn't make any sense.
Like we have this template,
we have Half-Life 2
to sort of base everything on.
And so that's kind of the linchpin
of every creative decision
we have to try and make
'cause we're not creating Half-Life 3,
we're creating Half-Life 2 Episode Three
so it still needs to feel
like Half-Life 2 at its core.
- A large part of the initial,
we'll say six months of our development,
beyond just structuring the team,
was just researching and
sort of reverse engineering
what made Half-Life 2
feel like Half-Life 2
down to like things
that we wouldn't even do
in modern day game play
design and development.
Like how you stick to ladders
and how you move up and down ladders,
I mean, how you back hopping, right,
and bunny hopping.
We actually put in things
that are essentially quirks
from Half-Life 2 in source engine.
We put those into Unreal
because we wanted someone
to be able to sit down and say,
hey, can I do this one weird thing

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
so you can't just all of a sudden have
everybody looks different.
- Yeah Yeah.
- It doesn't make any sense.
Like we have this template,
we have Half-Life 2
to sort of base everything on.
And so that's kind of the linchpin
of every creative decision
we have to try and make
'cause we're not creating Half-Life 3,
we're creating Half-Life 2 Episode Three
so it still needs to feel
like Half-Life 2 at its core.
- A large part of the initial,
we'll say six months of our development,
beyond just structuring the team,
was just researching and
sort of reverse engineering
what made Half-Life 2
feel like Half-Life 2
down to like things
that we wouldn't even do
in modern day game play
design and development.
Like how you stick to ladders
and how you move up and down ladders,
I mean, how you back hopping, right,
and bunny hopping.
We actually put in things
that are essentially quirks
from Half-Life 2 in source engine.
We put those into Unreal
because we wanted someone
to be able to sit down and say,
hey, can I do this one weird thing

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
that I used to do in source?
Oh, I can.
Very, very minute things like that.
Crouch jumping.
We even had, at one point,
we had like prop surfing
working in the game.
But we actually had to take that one out
'cause it was a little bit
too game breaking for Unreal.
- [Woman] Here it comes.
(glass breaking)
They're not gonna (mumbles).
(gun fires)
- There's a lot of things about
the original Half-Life 2 weapons
that don't make any sense.
But the SMG doesn't
have a grenade launcher
but it shoots grenades.
So one of the questions that Ben and Yakov
were talking about early on was
do we add a grenade launcher
to make it more sense than--
- My response was no 'cause
that's Half-Life 2, baby.
- Yeah, that's how it is (chuckles).
- They made a lot of
weird decisions like that
and whether we agree with them or not
for like a modern next gen game
we're not making a modern
next gen game in some regards,
we're making a modern
interpretation of an old game.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
that I used to do in source?
Oh, I can.
Very, very minute things like that.
Crouch jumping.
We even had, at one point,
we had like prop surfing
working in the game.
But we actually had to take that one out
'cause it was a little bit
too game breaking for Unreal.
- [Woman] Here it comes.
(glass breaking)
They're not gonna (mumbles).
(gun fires)
- There's a lot of things about
the original Half-Life 2 weapons
that don't make any sense.
But the SMG doesn't
have a grenade launcher
but it shoots grenades.
So one of the questions that Ben and Yakov
were talking about early on was
do we add a grenade launcher
to make it more sense than--
- My response was no 'cause
that's Half-Life 2, baby.
- Yeah, that's how it is (chuckles).
- They made a lot of
weird decisions like that
and whether we agree with them or not
for like a modern next gen game
we're not making a modern
next gen game in some regards,
we're making a modern
interpretation of an old game.

English: 
that I used to do in source?
Oh, I can.
Very, very minute things like that.
Crouch jumping.
We even had, at one point,
we had like prop surfing
working in the game.
But we actually had to take that one out
'cause it was a little bit
too game breaking for Unreal.
- [Woman] Here it comes.
(glass breaking)
They're not gonna (mumbles).
(gun fires)
- There's a lot of things about
the original Half-Life 2 weapons
that don't make any sense.
But the SMG doesn't
have a grenade launcher
but it shoots grenades.
So one of the questions that Ben and Yakov
were talking about early on was
do we add a grenade launcher
to make it more sense than--
- My response was no 'cause
that's Half-Life 2, baby.
- Yeah, that's how it is (chuckles).
- They made a lot of
weird decisions like that
and whether we agree with them or not
for like a modern next gen game
we're not making a modern
next gen game in some regards,
we're making a modern
interpretation of an old game.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
- Right.
- Yeah.
- So we need to sort of
leave some of that silliness
and that quirkiness in there sometimes.
The guy who's modeling all of our weapons,
he goes through, he'll
pull out the source models
and go, okay, how can I interpret
this to make it look good,
because the originals are very low poly
and they're only really made to be seen
from the view that you see them from,
whereas, we don't have a difference
between a world model and view model
so everything's gotta look good
and they need to look
good from all angles.
So going through, and it's like,
okay, this is just a
bunch of black rectangles
meshed together, that's all Valve did.
And trying to interpret that
and then add detail to it.
You see from this view, and it's just,
there's some stuff that
are like projected on there
that if you look at it from
the side it's all stretched
because you're made to be
seeing it from this view.
And then you look at the
world model that you see
in like third person then you compare it
with the first person model,
they're totally different.
How do you figure out
what's going on there
and ends up being like
we'll troll through Google

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
- Direito.
- Sim.
- So we need to sort of
leave some of that silliness
and that quirkiness in there sometimes.
The guy who's modeling all of our weapons,
he goes through, he'll
pull out the source models
and go, okay, how can I interpret
this to make it look good,
because the originals are very low poly
and they're only really made to be seen
from the view that you see them from,
whereas, we don't have a difference
between a world model and view model
so everything's gotta look good
and they need to look
good from all angles.
So going through, and it's like,
okay, this is just a
bunch of black rectangles
meshed together, that's all Valve did.
And trying to interpret that
and then add detail to it.
You see from this view, and it's just,
there's some stuff that
are like projected on there
that if you look at it from
the side it's all stretched
because you're made to be
seeing it from this view.
And then you look at the
world model that you see
in like third person then you compare it
with the first person model,
they're totally different.
How do you figure out
what's going on there
and ends up being like
we'll troll through Google

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
- Right.
- Ouais.
- So we need to sort of
leave some of that silliness
and that quirkiness in there sometimes.
The guy who's modeling all of our weapons,
he goes through, he'll
pull out the source models
and go, okay, how can I interpret
this to make it look good,
because the originals are very low poly
and they're only really made to be seen
from the view that you see them from,
whereas, we don't have a difference
between a world model and view model
so everything's gotta look good
and they need to look
good from all angles.
So going through, and it's like,
okay, this is just a
bunch of black rectangles
meshed together, that's all Valve did.
And trying to interpret that
and then add detail to it.
You see from this view, and it's just,
there's some stuff that
are like projected on there
that if you look at it from
the side it's all stretched
because you're made to be
seeing it from this view.
And then you look at the
world model that you see
in like third person then you compare it
with the first person model,
they're totally different.
How do you figure out
que se passe-t-il ici
and ends up being like
we'll troll through Google

French: 
and then end up trying,
oh, this is the label
that they used for this part, I found it,
you sort of puzzle this thing together
and then you end up with
something that looks,
it feels like the original
but looks current gen
and more detailed and enveloped.
- We released, I forget
which update it was,
but it shows like our
first weapon animations.
We made one change in the animation
where in Half-Life 2 Gordon
holds a handgun with one hand.
- [Danny] Right.
- Which, if you've ever shot a pistol
that like does not work, like
you'll recoil all the time.
So our animator is like,
okay, I'm gonna have him
grip it with two hands, that makes sense.
And oh my God, everyone was like,
that's not how it is in the game,
like you gotta go back to one hand
so we kinda like went back
and forth on that for a while
and eventually like, okay,
we'll go back to how it was
where he's just holding it in one hand.
But very minute stuff like that,
if we don't catch it, the
community will catch it
when we release the update.
And so it's a nice kind of feedback loop
for some of that stuff
to get it exactly right.
- [Danny] And you guys
are receptive to that,
like that type of criticism you don't--
- I think we're receptive to that,

English: 
and then end up trying,
oh, this is the label
that they used for this part, I found it,
you sort of puzzle this thing together
and then you end up with
something that looks,
it feels like the original
but looks current gen
and more detailed and enveloped.
- We released, I forget
which update it was,
but it shows like our
first weapon animations.
We made one change in the animation
where in Half-Life 2 Gordon
holds a handgun with one hand.
- [Danny] Right.
- Which, if you've ever shot a pistol
that like does not work, like
you'll recoil all the time.
So our animator is like,
okay, I'm gonna have him
grip it with two hands, that makes sense.
And oh my God, everyone was like,
that's not how it is in the game,
like you gotta go back to one hand
so we kinda like went back
and forth on that for a while
and eventually like, okay,
we'll go back to how it was
where he's just holding it in one hand.
But very minute stuff like that,
if we don't catch it, the
community will catch it
when we release the update.
And so it's a nice kind of feedback loop
for some of that stuff
to get it exactly right.
- [Danny] And you guys
are receptive to that,
like that type of criticism you don't--
- I think we're receptive to that,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
and then end up trying,
oh, this is the label
that they used for this part, I found it,
you sort of puzzle this thing together
and then you end up with
something that looks,
it feels like the original
but looks current gen
and more detailed and enveloped.
- We released, I forget
which update it was,
but it shows like our
first weapon animations.
We made one change in the animation
where in Half-Life 2 Gordon
holds a handgun with one hand.
- [Danny] Right.
- Which, if you've ever shot a pistol
that like does not work, like
you'll recoil all the time.
So our animator is like,
okay, I'm gonna have him
grip it with two hands, that makes sense.
And oh my God, everyone was like,
that's not how it is in the game,
like you gotta go back to one hand
so we kinda like went back
and forth on that for a while
and eventually like, okay,
we'll go back to how it was
where he's just holding it in one hand.
But very minute stuff like that,
if we don't catch it, the
community will catch it
when we release the update.
And so it's a nice kind of feedback loop
for some of that stuff
to get it exactly right.
- [Danny] And you guys
are receptive to that,
like that type of criticism you don't--
- I think we're receptive to that,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
because again it goes back
to it's not Half-Life 3,
it's Episode Three, right?
Gordon doesn't suddenly decide
to hold a gun differently
from one episode to the next.
He doesn't like die and
then suddenly he's like,
I gotta hold the gun like this.
It doesn't make any sense like that.
- [Danny] Each of the
episodes out of their flavor:
Episode One focused on you
playing alongside Alex,
Episode Two introduced the new enemy
and had larger areas that you
could cross in your buggy.
The fresh Arctic environment
was sure to give the team
some sort of creative license
to add their own flavor to the series.
So how about a remix of an old favorite?
- I think it was in the script.
I think that was what first inspired it;
the idea of like an Arctic
version of a headcrab
because there was like
some of these characters
gonna be in the Arctic.
You know, headcrab is pretty
bald, like it's just skin.
We started playing around with
how would they look if they froze,
like maybe they would
just be frozen in the snow
and then you can like break them.
But then something, I
think, came up was like,
well, what if we kind of modify it

English: 
because again it goes back
to it's not Half-Life 3,
it's Episode Three, right?
Gordon doesn't suddenly decide
to hold a gun differently
from one episode to the next.
He doesn't like die and
then suddenly he's like,
I gotta hold the gun like this.
It doesn't make any sense like that.
- [Danny] Each of the
episodes out of their flavor:
Episode One focused on you
playing alongside Alex,
Episode Two introduced the new enemy
and had larger areas that you
could cross in your buggy.
The fresh Arctic environment
was sure to give the team
some sort of creative license
to add their own flavor to the series.
So how about a remix of an old favorite?
- I think it was in the script.
I think that was what first inspired it;
the idea of like an Arctic
version of a headcrab
because there was like
some of these characters
gonna be in the Arctic.
You know, headcrab is pretty
bald, like it's just skin.
We started playing around with
how would they look if they froze,
like maybe they would
just be frozen in the snow
and then you can like break them.
But then something, I
think, came up was like,
well, what if we kind of modify it

Portuguese: 
because again it goes back
to it's not Half-Life 3,
it's Episode Three, right?
Gordon doesn't suddenly decide
to hold a gun differently
from one episode to the next.
He doesn't like die and
then suddenly he's like,
I gotta hold the gun like this.
It doesn't make any sense like that.
- [Danny] Each of the
episodes out of their flavor:
Episode One focused on you
playing alongside Alex,
Episode Two introduced the new enemy
and had larger areas that you
could cross in your buggy.
The fresh Arctic environment
was sure to give the team
some sort of creative license
to add their own flavor to the series.
So how about a remix of an old favorite?
- I think it was in the script.
I think that was what first inspired it;
the idea of like an Arctic
version of a headcrab
because there was like
some of these characters
gonna be in the Arctic.
You know, headcrab is pretty
bald, like it's just skin.
We started playing around with
how would they look if they froze,
like maybe they would
just be frozen in the snow
and then you can like break them.
But then something, I
think, came up was like,
well, what if we kind of modify it

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
to be like a polar bear in some sense?
So like the skin is dark
like a polar bear skin,
it's got like matted, gross,
like yellowish white fur on the top
and it's like adding just fur on it
or adding just hair on it would be enough
that it's still an iconic thing,
it still has the same XOY, the same shape
but it just sets it in
that environment perfectly.
So I just kinda quickly
sketched up this like
little photobash of a headcrab with,
it's got like crab-like, the front claws
a little bit more crab-like,
they have that texture,
the skin's a little bit darker
and the fur is a little bit
more like gross and matted
like blood on it and stuff like that.
And then when it got put in the update,
like it didn't get like, I
mean, I wasn't expecting it
to get any like negative reaction
but it didn't get like any
negative, like almost none.
- I mean, it's pretty clear that like
in comparison to all the others in life
that is in the Half-Life universe,
the headcrab is something
that like is changing,
like a release in Half-Life 2
there's multiple variations
of headcrabs, right?
So we took this up further and we're like,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
to be like a polar bear in some sense?
So like the skin is dark
like a polar bear skin,
it's got like matted, gross,
like yellowish white fur on the top
and it's like adding just fur on it
or adding just hair on it would be enough
that it's still an iconic thing,
it still has the same XOY, the same shape
but it just sets it in
that environment perfectly.
So I just kinda quickly
sketched up this like
little photobash of a headcrab with,
it's got like crab-like, the front claws
a little bit more crab-like,
they have that texture,
the skin's a little bit darker
and the fur is a little bit
more like gross and matted
like blood on it and stuff like that.
And then when it got put in the update,
like it didn't get like, I
mean, I wasn't expecting it
to get any like negative reaction
but it didn't get like any
negative, like almost none.
- I mean, it's pretty clear that like
in comparison to all the others in life
that is in the Half-Life universe,
the headcrab is something
that like is changing,
like a release in Half-Life 2
there's multiple variations
of headcrabs, right?
So we took this up further and we're like,

English: 
to be like a polar bear in some sense?
So like the skin is dark
like a polar bear skin,
it's got like matted, gross,
like yellowish white fur on the top
and it's like adding just fur on it
or adding just hair on it would be enough
that it's still an iconic thing,
it still has the same XOY, the same shape
but it just sets it in
that environment perfectly.
So I just kinda quickly
sketched up this like
little photobash of a headcrab with,
it's got like crab-like, the front claws
a little bit more crab-like,
they have that texture,
the skin's a little bit darker
and the fur is a little bit
more like gross and matted
like blood on it and stuff like that.
And then when it got put in the update,
like it didn't get like, I
mean, I wasn't expecting it
to get any like negative reaction
but it didn't get like any
negative, like almost none.
- I mean, it's pretty clear that like
in comparison to all the others in life
that is in the Half-Life universe,
the headcrab is something
that like is changing,
like a release in Half-Life 2
there's multiple variations
of headcrabs, right?
So we took this up further and we're like,

Portuguese: 
well, if anything is gonna
be changed in the Arctic
it would be headcrab 'cause
it's just like bald little thing
and does it really survive in
these like harsh temperatures.
So we're like, well, yeah, if
we're to use headcrabs as a,
if they're still weaponizing
headcrabs the combine
and then they're gonna wanna make it
in an environment that
can resist the cold.
So, yeah, that's what we've done.
We have an internal sort of lore
that they've done experiments
and that's how they've sort
of evolved these headcrabs
into the hairy, furry
version of themselves.
And with that comes some different
variants in how they play
'cause each headcrab
variant has a different
sort of zombie variant that goes with it
and affects Gordon in a different way.
And so we've kinda
played around with that,
while still trying to keep it within
the sense of what makes sense
and nothing that's
truly too far out there.
- [Danny] During the first 12 months
they built their source mimicked engine
and focused on establishing
their distributed workflow.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
well, if anything is gonna
be changed in the Arctic
it would be headcrab 'cause
it's just like bald little thing
and does it really survive in
these like harsh temperatures.
So we're like, well, yeah, if
we're to use headcrabs as a,
if they're still weaponizing
headcrabs the combine
and then they're gonna wanna make it
in an environment that
can resist the cold.
So, yeah, that's what we've done.
We have an internal sort of lore
that they've done experiments
and that's how they've sort
of evolved these headcrabs
into the hairy, furry
version of themselves.
And with that comes some different
variants in how they play
'cause each headcrab
variant has a different
sort of zombie variant that goes with it
and affects Gordon in a different way.
And so we've kinda
played around with that,
while still trying to keep it within
the sense of what makes sense
and nothing that's
truly too far out there.
- [Danny] During the first 12 months
they built their source mimicked engine
and focused on establishing
their distributed workflow.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
well, if anything is gonna
be changed in the Arctic
it would be headcrab 'cause
it's just like bald little thing
and does it really survive in
these like harsh temperatures.
So we're like, well, yeah, if
we're to use headcrabs as a,
if they're still weaponizing
headcrabs the combine
and then they're gonna wanna make it
in an environment that
can resist the cold.
So, yeah, that's what we've done.
We have an internal sort of lore
that they've done experiments
and that's how they've sort
of evolved these headcrabs
into the hairy, furry
version of themselves.
And with that comes some different
variants in how they play
'cause each headcrab
variant has a different
sort of zombie variant that goes with it
and affects Gordon in a different way.
And so we've kinda
played around with that,
while still trying to keep it within
the sense of what makes sense
and nothing that's
truly too far out there.
- [Danny] During the first 12 months
they built their source mimicked engine
and focused on establishing
their distributed workflow.

French: 
The team is taking the
project slow and steady
and plans to work on Project
Borealis for a number of years.
The next phase involves creating assets
and building out a
public AB test tech demo
set in a snowy version of Ravenholm.
The road ahead is long, but their hope is
that all their hard work will result
in something very special for fans.
- There's a lot of
self-inflicted pressure.
- Ouais.
- We inflict our own pressure on ourselves
because ultimately we don't
wanna be another Valve
in the sense that we
become this project that,
okay, now this is the
Episode Three project
and suddenly people
transfer their expectations
of what they wanted out to do to us
and we're doing this as a volunteer.
So I think there's
certainly, for me at least,
there's some pressure there.
- We all are here because we're
passionate about Half-Life
and we're passionate about making a cool
and exciting and fun Half-Life experience.
I would want people to understand
that we're not just trying
to cash in on some trend
or anything like that.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
The team is taking the
project slow and steady
and plans to work on Project
Borealis for a number of years.
The next phase involves creating assets
and building out a
public AB test tech demo
set in a snowy version of Ravenholm.
The road ahead is long, but their hope is
that all their hard work will result
in something very special for fans.
- There's a lot of
self-inflicted pressure.
- Sim.
- We inflict our own pressure on ourselves
because ultimately we don't
wanna be another Valve
in the sense that we
become this project that,
okay, now this is the
Episode Three project
and suddenly people
transfer their expectations
of what they wanted out to do to us
and we're doing this as a volunteer.
So I think there's
certainly, for me at least,
there's some pressure there.
- We all are here because we're
passionate about Half-Life
and we're passionate about making a cool
and exciting and fun Half-Life experience.
I would want people to understand
that we're not just trying
to cash in on some trend
ou algo assim.

English: 
The team is taking the
project slow and steady
and plans to work on Project
Borealis for a number of years.
The next phase involves creating assets
and building out a
public AB test tech demo
set in a snowy version of Ravenholm.
The road ahead is long, but their hope is
that all their hard work will result
in something very special for fans.
- There's a lot of
self-inflicted pressure.
- Yeah.
- We inflict our own pressure on ourselves
because ultimately we don't
wanna be another Valve
in the sense that we
become this project that,
okay, now this is the
Episode Three project
and suddenly people
transfer their expectations
of what they wanted out to do to us
and we're doing this as a volunteer.
So I think there's
certainly, for me at least,
there's some pressure there.
- We all are here because we're
passionate about Half-Life
and we're passionate about making a cool
and exciting and fun Half-Life experience.
I would want people to understand
that we're not just trying
to cash in on some trend
or anything like that.

English: 
We're doing this because we care about it
and we're gonna put as much care
and effort into it as we can.
And some of us are
reordering our entire lives,
taking different shifts at work
so that we could have
more time to do game devs
that even though work is
paying money and this is not
we wanna be here doing this.
- [Mike] Yeah.
- [Danny] Why do you think
you have that passion?
Like, why reorder your
lives and why do it?
- I think for a lot of us it's the impact
that Half-Life 2 had on our younger years.
I'm 30 and like Half-Life 2 came out
when I was in high school.
And just watching, not only
Half-Life series grow and change
and stagnate overtime, but
watching Valve grow and change
and kinda just feeling
like, this isn't just,
I haven't really just been
involved in Half-Life for a year,
I've been involved in
Half-Life for over a decade.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
We're doing this because we care about it
and we're gonna put as much care
and effort into it as we can.
And some of us are
reordering our entire lives,
taking different shifts at work
so that we could have
more time to do game devs
that even though work is
paying money and this is not
we wanna be here doing this.
- [Mike] Yeah.
- [Danny] Why do you think
you have that passion?
Like, why reorder your
lives and why do it?
- I think for a lot of us it's the impact
that Half-Life 2 had on our younger years.
I'm 30 and like Half-Life 2 came out
when I was in high school.
And just watching, not only
Half-Life series grow and change
and stagnate overtime, but
watching Valve grow and change
and kinda just feeling
like, this isn't just,
I haven't really just been
involved in Half-Life for a year,
I've been involved in
Half-Life for over a decade.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
We're doing this because we care about it
and we're gonna put as much care
and effort into it as we can.
And some of us are
reordering our entire lives,
taking different shifts at work
so that we could have
more time to do game devs
that even though work is
paying money and this is not
we wanna be here doing this.
- [Mike] Yeah.
- [Danny] Why do you think
you have that passion?
Like, why reorder your
lives and why do it?
- I think for a lot of us it's the impact
that Half-Life 2 had on our younger years.
I'm 30 and like Half-Life 2 came out
when I was in high school.
And just watching, not only
Half-Life series grow and change
and stagnate overtime, but
watching Valve grow and change
and kinda just feeling
like, this isn't just,
I haven't really just been
involved in Half-Life for a year,
I've been involved in
Half-Life for over a decade.

Portuguese: 
(música sinistra)
- Is that what this is all about?
Closure.
The fact that 11 years
ago our favorite game
ended on a cliffhanger?
That seems to be the prevailing thought
of Half-Life fans around the world,
but after talking to all these people
I'm not so sure anymore.
This community is like nothing else
in the world of video games.
It not only supports some
of the biggest fan projects
in the industry, but online
groups like Lambda Generation,
news channels like Valve News
Network and dozens of mods
that are still being
played actively right now
20 years after the launch of the game.
So you know what I
think this is all about?
Inspiration.
On our travels we met a lot of people,
a lot of different people
with different ages
and professions but each
of them, in some way,
at some point in their lives,
was inspired by Half-Life
to go out there and create something.
A mod, a game jam, a website
to help fans watch their favorite game,
a new method of reporting on games,
or an entire company.

English: 
(ominous music)
- Is that what this is all about?
Closure.
The fact that 11 years
ago our favorite game
ended on a cliffhanger?
That seems to be the prevailing thought
of Half-Life fans around the world,
but after talking to all these people
I'm not so sure anymore.
This community is like nothing else
in the world of video games.
It not only supports some
of the biggest fan projects
in the industry, but online
groups like Lambda Generation,
news channels like Valve News
Network and dozens of mods
that are still being
played actively right now
20 years after the launch of the game.
So you know what I
think this is all about?
Inspiration.
On our travels we met a lot of people,
a lot of different people
with different ages
and professions but each
of them, in some way,
at some point in their lives,
was inspired by Half-Life
to go out there and create something.
A mod, a game jam, a website
to help fans watch their favorite game,
a new method of reporting on games,
or an entire company.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
(ominous music)
- Is that what this is all about?
Closure.
The fact that 11 years
ago our favorite game
ended on a cliffhanger?
That seems to be the prevailing thought
of Half-Life fans around the world,
but after talking to all these people
I'm not so sure anymore.
This community is like nothing else
in the world of video games.
It not only supports some
of the biggest fan projects
in the industry, but online
groups like Lambda Generation,
news channels like Valve News
Network and dozens of mods
that are still being
played actively right now
20 years after the launch of the game.
So you know what I
think this is all about?
Inspiration.
On our travels we met a lot of people,
a lot of different people
with different ages
and professions but each
of them, in some way,
at some point in their lives,
was inspired by Half-Life
to go out there and create something.
A mod, a game jam, a website
to help fans watch their favorite game,
a new method of reporting on games,
or an entire company.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
And perhaps the most
peculiar part of all of this,
at least for me, is that in
trying to find that answer
I'd effectively stumbled into the
exact same creative
process as those people.
When Valve didn't get back to us,
there's no reason why I didn't just go
and do a documentary
about a different game,
there's no shortage of
games for us to do work on.
But there's something about Half-Life
that just inspires people
to create work around it.
And I get it rusfor the programmers,
the lineage of modding that
exist in this game's DNA
has inspired loads of people
who wanted to work in game design.
But I'm bad at programming,
I'm not good at that stuff.
What I do is video, and even still,
somehow it managed to inspire me
to go out and make something.
And the more I think about it
and the more I sort of
analyze Valve's peculiar
decade long radio
silence, the more I think
that the fact that they
aren't really taking
active ownership over Half-Life
and the fact that they haven't
talked about Episode Three,
it's kind of a gift.

English: 
And perhaps the most
peculiar part of all of this,
at least for me, is that in
trying to find that answer
I'd effectively stumbled into the
exact same creative
process as those people.
When Valve didn't get back to us,
there's no reason why I didn't just go
and do a documentary
about a different game,
there's no shortage of
games for us to do work on.
But there's something about Half-Life
that just inspires people
to create work around it.
And I get it rusfor the programmers,
the lineage of modding that
exist in this game's DNA
has inspired loads of people
who wanted to work in game design.
But I'm bad at programming,
I'm not good at that stuff.
What I do is video, and even still,
somehow it managed to inspire me
to go out and make something.
And the more I think about it
and the more I sort of
analyze Valve's peculiar
decade long radio
silence, the more I think
that the fact that they
aren't really taking
active ownership over Half-Life
and the fact that they haven't
talked about Episode Three,
it's kind of a gift.

French: 
And perhaps the most
peculiar part of all of this,
at least for me, is that in
trying to find that answer
I'd effectively stumbled into the
exact same creative
process as those people.
When Valve didn't get back to us,
there's no reason why I didn't just go
and do a documentary
about a different game,
there's no shortage of
games for us to do work on.
But there's something about Half-Life
that just inspires people
to create work around it.
And I get it rusfor the programmers,
the lineage of modding that
exist in this game's DNA
has inspired loads of people
who wanted to work in game design.
But I'm bad at programming,
I'm not good at that stuff.
What I do is video, and even still,
somehow it managed to inspire me
to go out and make something.
And the more I think about it
and the more I sort of
analyze Valve's peculiar
decade long radio
silence, the more I think
that the fact that they
aren't really taking
active ownership over Half-Life
and the fact that they haven't
talked about Episode Three,
it's kind of a gift.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
The creative vacuum left by Episode Three
has kept this community alive.
And with time, allowed the fans
to take ownership of the game
and to continue to create
beautiful new pieces of art
born from the love of Half-Life with new,
different, exciting and transformative.
- I'm satisfied with the
games that we've gotten
since Half-Life 2 Episode Two.
Like most of the Assassin's Creed games
have come out since then,
Dead Space came out,
Dark Souls came out, like
there's plenty of games
that have been around
for over a decade now
that were rich experiences in my life.
I don't need Half-Life 3.
It doesn't hurt me if there
would be no Half-Life 3.
- [Danny] Would you be disappointed
if it came out in a way?
- Maybe, yeah, because now
I've put all this energy
into making my own Half-Life 3
now the IP holders are gonna, what,
if they make something, I'd feel like
mine had been stomped on, I don't know.
The one thing I was very worried about
when I started the jam was that
people were going to make games,
slamming Valve for not making Half-Life 3.
- [Danny] Right.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
The creative vacuum left by Episode Three
has kept this community alive.
And with time, allowed the fans
to take ownership of the game
and to continue to create
beautiful new pieces of art
born from the love of Half-Life with new,
different, exciting and transformative.
- I'm satisfied with the
games that we've gotten
since Half-Life 2 Episode Two.
Like most of the Assassin's Creed games
have come out since then,
Dead Space came out,
Dark Souls came out, like
there's plenty of games
that have been around
for over a decade now
that were rich experiences in my life.
I don't need Half-Life 3.
It doesn't hurt me if there
would be no Half-Life 3.
- [Danny] Would you be disappointed
if it came out in a way?
- Maybe, yeah, because now
I've put all this energy
into making my own Half-Life 3
now the IP holders are gonna, what,
if they make something, I'd feel like
mine had been stomped on, I don't know.
The one thing I was very worried about
when I started the jam was that
people were going to make games,
slamming Valve for not making Half-Life 3.
- [Danny] Right.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
The creative vacuum left by Episode Three
has kept this community alive.
And with time, allowed the fans
to take ownership of the game
and to continue to create
beautiful new pieces of art
born from the love of Half-Life with new,
different, exciting and transformative.
- I'm satisfied with the
games that we've gotten
since Half-Life 2 Episode Two.
Like most of the Assassin's Creed games
have come out since then,
Dead Space came out,
Dark Souls came out, like
there's plenty of games
that have been around
for over a decade now
that were rich experiences in my life.
I don't need Half-Life 3.
It doesn't hurt me if there
would be no Half-Life 3.
- [Danny] Would you be disappointed
if it came out in a way?
- Maybe, yeah, because now
I've put all this energy
into making my own Half-Life 3
now the IP holders are gonna, what,
if they make something, I'd feel like
mine had been stomped on, I don't know.
The one thing I was very worried about
when I started the jam was that
people were going to make games,
slamming Valve for not making Half-Life 3.
- [Danny] Right.

French: 
- And I really didn't like that idea.
Because like I said, I feel fine
that I haven't played Half-Life 3.
I've gotten to play
plenty of wonderful games,
I don't need Half-Life 3.
But those people wanted
to make Half-Life 3
and they were stopped for whatever reason,
for company reasons or finance reasons
or internal politics reasons.
They wanted to make Half-Life
3 and they couldn't.
And I don't think it's right for us
to harass them for not making it.
They probably wanted
to make it really bad.
And I was worried that
people were gonna make games
that were bitter or angry or negative
and I'm very glad that people didn't.
- It is true that digital
interactive entertainment
is not merely the newest
medium our species has created,
but the first time our species
has been able to create a medium
where the audiences we're entertaining
are affecting the experience,
they're participating,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
- And I really didn't like that idea.
Because like I said, I feel fine
that I haven't played Half-Life 3.
I've gotten to play
plenty of wonderful games,
I don't need Half-Life 3.
But those people wanted
to make Half-Life 3
and they were stopped for whatever reason,
for company reasons or finance reasons
or internal politics reasons.
They wanted to make Half-Life
3 and they couldn't.
And I don't think it's right for us
to harass them for not making it.
They probably wanted
to make it really bad.
And I was worried that
people were gonna make games
that were bitter or angry or negative
and I'm very glad that people didn't.
- It is true that digital
interactive entertainment
is not merely the newest
medium our species has created,
but the first time our species
has been able to create a medium
where the audiences we're entertaining
are affecting the experience,
they're participating,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
- And I really didn't like that idea.
Because like I said, I feel fine
that I haven't played Half-Life 3.
I've gotten to play
plenty of wonderful games,
I don't need Half-Life 3.
But those people wanted
to make Half-Life 3
and they were stopped for whatever reason,
for company reasons or finance reasons
or internal politics reasons.
They wanted to make Half-Life
3 and they couldn't.
And I don't think it's right for us
to harass them for not making it.
They probably wanted
to make it really bad.
And I was worried that
people were gonna make games
that were bitter or angry or negative
and I'm very glad that people didn't.
- It is true that digital
interactive entertainment
is not merely the newest
medium our species has created,
but the first time our species
has been able to create a medium
where the audiences we're entertaining
are affecting the experience,
they're participating,

Portuguese: 
it is interactive by definition.
And we are at the very dawn of that.
And I don't think the
world will be the same
and I don't think the human
experience will be the same
but we are just at the beginning of that
and we're just figuring it
out and we got to be here.
- [Danny] Are we at a
point where it's hard
to come up with new grounds to
stomp on in the first-person?
- Yeah, I think you're always thinking
that it's hard to come up
with something new, right?
But then someone will
think of it or find it
and we'll all go, oh my God,
how did we not think of that?
Yeah, I guess, like my kids have probably
never played Half-Life.
I know they played Portal
and things like that, but--
- [Danny] Right.
- I don't know that they've
ever played Half-Life.
- [Danny] What's it like--
- I'm gonna have to go
home and fix that tonight.
- [Danny] Right.
- I think I'm on the
side of maybe it's okay
if there's never a Half-Life 3.
Maybe the absence of Half-Life 3
is more important than what
it could ever actually be.
- [Danny] Right.
- 'Cause in the end it'll just be this
first-person shooter in an age
where we don't really play single player
first-person shooters anymore.

English: 
it is interactive by definition.
And we are at the very dawn of that.
And I don't think the
world will be the same
and I don't think the human
experience will be the same
but we are just at the beginning of that
and we're just figuring it
out and we got to be here.
- [Danny] Are we at a
point where it's hard
to come up with new grounds to
stomp on in the first-person?
- Yeah, I think you're always thinking
that it's hard to come up
with something new, right?
But then someone will
think of it or find it
and we'll all go, oh my God,
how did we not think of that?
Yeah, I guess, like my kids have probably
never played Half-Life.
I know they played Portal
and things like that, but--
- [Danny] Right.
- I don't know that they've
ever played Half-Life.
- [Danny] What's it like--
- I'm gonna have to go
home and fix that tonight.
- [Danny] Right.
- I think I'm on the
side of maybe it's okay
if there's never a Half-Life 3.
Maybe the absence of Half-Life 3
is more important than what
it could ever actually be.
- [Danny] Right.
- 'Cause in the end it'll just be this
first-person shooter in an age
where we don't really play single player
first-person shooters anymore.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
it is interactive by definition.
And we are at the very dawn of that.
And I don't think the
world will be the same
and I don't think the human
experience will be the same
but we are just at the beginning of that
and we're just figuring it
out and we got to be here.
- [Danny] Are we at a
point where it's hard
to come up with new grounds to
stomp on in the first-person?
- Yeah, I think you're always thinking
that it's hard to come up
with something new, right?
But then someone will
think of it or find it
and we'll all go, oh my God,
how did we not think of that?
Yeah, I guess, like my kids have probably
never played Half-Life.
I know they played Portal
and things like that, but--
- [Danny] Right.
- I don't know that they've
ever played Half-Life.
- [Danny] What's it like--
- I'm gonna have to go
home and fix that tonight.
- [Danny] Right.
- I think I'm on the
side of maybe it's okay
if there's never a Half-Life 3.
Maybe the absence of Half-Life 3
is more important than what
it could ever actually be.
- [Danny] Right.
- 'Cause in the end it'll just be this
first-person shooter in an age
where we don't really play single player
first-person shooters anymore.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

French: 
Like, if Half-Life 3 came out,
would it be an open world game now
because that's kind of what the FPS was,
that's our modern equivalent
of the FPS culturally, right?
Will it be on our phone
'cause that's what'll appeal
to today's audience, right?
We'll have micro transactions,
or these little season passes.
It's just--
- [Danny] 100 Gordon
Freemans drop onto an island.
- Yeah, 100 Gordon
Freemans from like a giant
Manta Ray or something, right?
It's really difficult to imagine
how in this current industry conditions
would change what Half-Life 3 is
'cause the industry is so
different from 2004 or 1998.
- It's a huge part of sort of my story
in the legacy of covering
that company, that game.
I think we all hope
that they're gonna make
new great things.
And whether those are
Half-Life branded or not
I think we just want
more games from Valve.
But, look, now that Campo Santo is there,
they're doing the Valley of Gods,
which I'm really excited about,

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
Like, if Half-Life 3 came out,
would it be an open world game now
because that's kind of what the FPS was,
that's our modern equivalent
of the FPS culturally, right?
Will it be on our phone
'cause that's what'll appeal
to today's audience, right?
We'll have micro transactions,
or these little season passes.
It's just--
- [Danny] 100 Gordon
Freemans drop onto an island.
- Yeah, 100 Gordon
Freemans from like a giant
Manta Ray or something, right?
It's really difficult to imagine
how in this current industry conditions
would change what Half-Life 3 is
'cause the industry is so
different from 2004 or 1998.
- It's a huge part of sort of my story
in the legacy of covering
that company, that game.
I think we all hope
that they're gonna make
new great things.
And whether those are
Half-Life branded or not
I think we just want
more games from Valve.
But, look, now that Campo Santo is there,
they're doing the Valley of Gods,
which I'm really excited about,

Portuguese: 
Like, if Half-Life 3 came out,
would it be an open world game now
because that's kind of what the FPS was,
that's our modern equivalent
of the FPS culturally, right?
Will it be on our phone
'cause that's what'll appeal
to today's audience, right?
We'll have micro transactions,
or these little season passes.
É apenas--
- [Danny] 100 Gordon
Freemans drop onto an island.
- Yeah, 100 Gordon
Freemans from like a giant
Manta Ray or something, right?
It's really difficult to imagine
how in this current industry conditions
would change what Half-Life 3 is
'cause the industry is so
different from 2004 or 1998.
- It's a huge part of sort of my story
in the legacy of covering
that company, that game.
I think we all hope
that they're gonna make
new great things.
And whether those are
Half-Life branded or not
I think we just want
more games from Valve.
But, look, now that Campo Santo is there,
they're doing the Valley of Gods,
which I'm really excited about,

French: 
whether it's branded Half-Life or not
I think we just want
those magic moments again.
But a lot of people that made those games
have gone off and done other
things and something new
and Portal was a great example of Valve
bringing in new talent to work with
to come up with something new
so that's why I'm
excited about Campo Santo
because the Valley of Gods,
that trailer looks incredible,
and from what I've heard
that game is only getting
sort of bigger in scope now
that it's inside of Valve.
So that's the one I think to me,
could that be the next Half-Life level
sort of experience coming from Valve?
On verra.
- Maybe the G-man will
wake up Gordon once again.
There'll always be a part of me that hopes
that one day that will come true.
But no matter what
Valve does or doesn't do
the legacy of this game
will continue to radiate
from that blast chamber on Black Mesa.
The world of first-person
games was changed forever
and so, too, were the lives of fans
and creators all around the world.

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Portuguese: 
whether it's branded Half-Life or not
I think we just want
those magic moments again.
But a lot of people that made those games
have gone off and done other
things and something new
and Portal was a great example of Valve
bringing in new talent to work with
to come up with something new
so that's why I'm
excited about Campo Santo
because the Valley of Gods,
that trailer looks incredible,
and from what I've heard
that game is only getting
sort of bigger in scope now
that it's inside of Valve.
So that's the one I think to me,
could that be the next Half-Life level
sort of experience coming from Valve?
Veremos.
- Maybe the G-man will
wake up Gordon once again.
There'll always be a part of me that hopes
that one day that will come true.
Mas não importa o que
Valve does or doesn't do
the legacy of this game
will continue to radiate
from that blast chamber on Black Mesa.
The world of first-person
games was changed forever
and so, too, were the lives of fans
and creators all around the world.

English: 
whether it's branded Half-Life or not
I think we just want
those magic moments again.
But a lot of people that made those games
have gone off and done other
things and something new
and Portal was a great example of Valve
bringing in new talent to work with
to come up with something new
so that's why I'm
excited about Campo Santo
because the Valley of Gods,
that trailer looks incredible,
and from what I've heard
that game is only getting
sort of bigger in scope now
that it's inside of Valve.
So that's the one I think to me,
could that be the next Half-Life level
sort of experience coming from Valve?
We'll see.
- Maybe the G-man will
wake up Gordon once again.
There'll always be a part of me that hopes
that one day that will come true.
But no matter what
Valve does or doesn't do
the legacy of this game
will continue to radiate
from that blast chamber on Black Mesa.
The world of first-person
games was changed forever
and so, too, were the lives of fans
and creators all around the world.

Portuguese: 
The more time moves on,
the fewer of us there'll be
that remember how important Half-Life was
and its influence will
exponentially decay.
But no matter how small
it gets I'd like to think,
at least, that it'll always be there.
- The fact that Half-Life
3 is not going to happen
means that we can pretend
that it belongs to us now.
Like, we put in, as a group of people,
more effort into imagining what
it might've been, I suppose,
than the limited number of humans at Valve
were able to do even in 10 years,
even if they did it all day
long there's millions of us
out here imagining what it
could've or should've been like.
And the fact that we're pretty sure
it's not gonna happen now, I think,
has given people freedom to
make their wishes real, I guess.
(música calma)
(footsteps echoing)

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

English: 
The more time moves on,
the fewer of us there'll be
that remember how important Half-Life was
and its influence will
exponentially decay.
But no matter how small
it gets I'd like to think,
at least, that it'll always be there.
- The fact that Half-Life
3 is not going to happen
means that we can pretend
that it belongs to us now.
Like, we put in, as a group of people,
more effort into imagining what
it might've been, I suppose,
than the limited number of humans at Valve
were able to do even in 10 years,
even if they did it all day
long there's millions of us
out here imagining what it
could've or should've been like.
And the fact that we're pretty sure
it's not gonna happen now, I think,
has given people freedom to
make their wishes real, I guess.
(calm music)
(footsteps echoing)

French: 
The more time moves on,
the fewer of us there'll be
that remember how important Half-Life was
and its influence will
exponentially decay.
But no matter how small
it gets I'd like to think,
at least, that it'll always be there.
- The fact that Half-Life
3 is not going to happen
means that we can pretend
that it belongs to us now.
Like, we put in, as a group of people,
more effort into imagining what
it might've been, I suppose,
than the limited number of humans at Valve
were able to do even in 10 years,
even if they did it all day
long there's millions of us
out here imagining what it
could've or should've been like.
And the fact that we're pretty sure
it's not gonna happen now, I think,
has given people freedom to
make their wishes real, I guess.
(musique calme)
(footsteps echoing)

Portuguese: 
- You're living in the past.
That experiment is
single-handedly responsible
for inspiring my career in science.
- How much recognition do
you think you're going to get
for reproduction, though?
- You should focus on inventing
something new and unique.
- He does have a point.
- Oh, but this is more than
replication, I assure you.
For one, it shows how
far our field has come
since the original study was published,
and to say nothing of
the modern perspective
necessary to monitor its influence.
I mean, combined with today's technology,
I've recreated--
- Bah!
I can't stand to hear another
word of this malarkey.
- Don't mind him.
But here's something to think
about for the next time:
creativity is the art of
hiding your influence.
Now let's get back to work.
We should at least try to look busy.
(typing)

English: 
- You're living in the past.
That experiment is
single-handedly responsible
for inspiring my career in science.
- How much recognition do
you think you're going to get
for reproduction, though?
- You should focus on inventing
something new and unique.
- He does have a point.
- Oh, but this is more than
replication, I assure you.
For one, it shows how
far our field has come
since the original study was published,
and to say nothing of
the modern perspective
necessary to monitor its influence.
I mean, combined with today's technology,
I've recreated--
- Bah!
I can't stand to hear another
word of this malarkey.
- Don't mind him.
But here's something to think
about for the next time:
creativity is the art of
hiding your influence.
Now let's get back to work.
We should at least try to look busy.
(typing)

French: 
- You're living in the past.
That experiment is
single-handedly responsible
for inspiring my career in science.
- How much recognition do
you think you're going to get
for reproduction, though?
- You should focus on inventing
something new and unique.
- He does have a point.
- Oh, but this is more than
replication, I assure you.
For one, it shows how
far our field has come
since the original study was published,
and to say nothing of
the modern perspective
necessary to monitor its influence.
I mean, combined with today's technology,
I've recreated--
- Bah!
I can't stand to hear another
word of this malarkey.
- Don't mind him.
But here's something to think
about for the next time:
creativity is the art of
hiding your influence.
Now let's get back to work.
We should at least try to look busy.
(typing)

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Spanish: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
