Difference between revisions of "Talk:Hyper Era"
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− | "The story of ''Half-Life 2'' began as a stack of index cards bearing nothing but the names of potential places for gameplay. Initial versions of the game were literally globe-spanning, taking Gordon Freeman on an epic journey from an icebound ship to an undersea base; from Washington, D.C. to the Middle East; from a vast "Scrapland" littered with the remains of the world's armies, to an alien fortress city. But as the story came into focus, the emphasis shifted toward a tighter, circular path, and the major environments were narrowed down to a mere dozen or so. The immediate design goals were twofold: to create a consistent and strikingly original visual universe, and to define a distinct ''Half-Life 2'' look and style." | + | "The story of ''Half-Life 2'' began as a stack of index cards bearing nothing but the names of potential places for gameplay. Initial versions of the game were literally globe-spanning, taking Gordon Freeman on an epic journey from an icebound ship to an undersea base; from Washington, D.C. to the Middle East; from a vast "Scrapland" littered with the remains of the world's armies, to an alien fortress city. But as the story came into focus, the emphasis shifted toward a tighter, circular path, and the major environments were narrowed down to a mere dozen or so. The immediate design goals were twofold: to create a consistent and strikingly original visual universe, and to define a distinct ''Half-Life 2'' look and style."<ref name="hl2rtb160">[https://archive.org/details/half-life-2-raising-the-bar/page/192 ''Half-Life 2: Raising The Bar''], page 160</ref> |
Revision as of 05:33, 11 October 2024
Re-word summary to include the perspective of this era being "post-pitch"
talk about rtb vignettes?
"The story of Half-Life 2 began as a stack of index cards bearing nothing but the names of potential places for gameplay. Initial versions of the game were literally globe-spanning, taking Gordon Freeman on an epic journey from an icebound ship to an undersea base; from Washington, D.C. to the Middle East; from a vast "Scrapland" littered with the remains of the world's armies, to an alien fortress city. But as the story came into focus, the emphasis shifted toward a tighter, circular path, and the major environments were narrowed down to a mere dozen or so. The immediate design goals were twofold: to create a consistent and strikingly original visual universe, and to define a distinct Half-Life 2 look and style."[1]
find article that mentioned something about how what engine tf2 was running on was decided to be in-house (at a time just after the hl2 pitch)
find out the date when visual studio stopped using and updating .dsp files
find article or text talking about the physgun's origins
make a hoard article and reference it in both this and the pre-pitch episode
include a "changes from last era" section, talk about how the 3 races concept merged and how c17 was merged
Siggraph 23-28/7/2000, fire tech, physics destruction, materials, terrain displacements, facial animation, gas mask citizens, fisticuffs, fish like scanner movement, red haired alyx, odell, cremator, crab synth
- ↑ Half-Life 2: Raising The Bar, page 160