Difference between revisions of "Pre-Pitch Era"

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澳大利亞前總理保羅·基廷週三在《悉尼先驅晨報》發表的一篇評論文章中寫道,四邊安全對話或“四邊”只有一個目標,那就是遏制中國。
+
The "Pre-pitch" era of Half-Life 2 is presumed to be the earliest collection of ideas (assembled as-then unofficially by company employees) under the project that continued on to become HL2.
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
 
他在文章中寫道:“不知何故,20% 的人類從赤貧狀態上升到接近現代國家的狀態,這是不合法的——但更重要的是,僅僅因為它的存在,是對美國的侮辱。”
+
== Summary ==
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
This era started immediately after ''Half-Life'' was released, and largely consisted of pre-pitch designs before Half-Life 2 was inaugurated as an "official" Valve project in June 1999<ref name="tfhohl2">[https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/ The final hours of half life 2]</ref> (when it was presumably pitched to the rest of Valve). It consisted of mostly exploratory world building through writing and keyart, with very few assets or maps made - the concepts and assets intended for this era were later utilised or retooled for later eras, as by the time they were completed the context of the game had changed.
基廷說:“這並不是說中國對美國構成威脅——這是中國從未表達過或交付過的——相反,它的存在僅僅代表了對美國優勢地位的挑戰。”
+
 
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
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<blockquote>
“一個國家,像美國一樣大,怎麼敢代表自己。但不僅僅是代表自己,擁有可能擴大兩倍的資金。在美國的劇本中找不到這樣的可能性。但這就是Quad 就是一切。而且,天真地,我們就在其中。”
+
''"It was with those six words that Gabe Newell launched the development of Half-Life 2 in June 1999. Yes, you read that right--1999, only six months after the original Half-Life shipped."''
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
- The Final Hours of Half-Life 2</blockquote>
在文章中,基廷還提到澳大利亞外交部長瑪麗斯佩恩上週一沖上國家舞台攻擊他,因為他冒昧地說澳大利亞政府的 AUKUS 協議將這些國家重新釘在了英語圈上,同時又強硬地背棄了他們的地理環境。亞洲地區。
+
 
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
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=== ''Development Background'' ===
“佩恩和總理對他們在華盛頓受到的盛大招待感到眼花繚亂——如果美國的任何戰略客戶將武裝部隊的控制權移交給美國,他們都會受到這種招待,”他說,並補充說“但是在我們的案例中,將對我們外交政策的有效控制變成交易”。
+
Once Half-Life hit store shelves on 19/11/1998, there were immediate roundtable-style thoughts about a sequel with a much larger scope, teleporting Gordon across planet to planet around the galaxy and defeating the invading Xenians on each. The early discussions over these ideas served as the starting point to slowly reduce and refine the game's scope, as this concept ultimately presented issues of continuity between game levels.<ref name="tfhohl2"></ref>  
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
 
根據基廷的說法,美國潛艇的決定不僅僅是關於海底戰,而是將澳大利亞支付的八艘潛艇捐贈給美國指揮部,作為其太平洋艦隊的一個組成部分。
+
The game was initially thought of as dark rather than action adventure (the team gradually moved towards the latter by the end of development). The design philosophy did not include a visible end goal (like the Citadel) that you could see from each level,<ref name="rtbup">[https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n209 rtb uncorrected proof: Head East Freeman]</ref> instead it was on a smaller scale where each level or set of levels had an easily identifiable goal.<ref name="rtbupGordonedoff">[https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n205 rtb:uncorrected proof gordoned off: abandoned ideas]</ref>
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
 
“試著想想另一個國家會做任何如此順從的事情,”他寫道。
+
 
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
It is this initial start to development that provided the basis for Half-Life 2's design philosophies [[Hyper Era|when the game formally began development]].
此外,通過這樣做,該國粗暴地冒犯了歐洲唯一的國際大國法國——一個擁有先進軍事、核潛艇和核武器的歐洲國家,他說。
+
 
<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
+
== Known information ==
基廷在文章的結尾寫道:“根據佩恩的說法,我沒有跟上時代,我太久不合時宜了,是過去時代的遺物。好吧,我可能是,但有一件事我不是——澳大利亞的失敗主義者誰一出現緊張跡象,就會把國家賣給另一個大國。”
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<pre style="color: yellow">ATTENTION ALL, YOUR MULTINATIONAL FORUM MUST BE DESTROYED, THE RED FLAG WILL CONTINUE. WE WILL BOMB YOU, THE WINDS BLOW TO THE EAST LANDS.</pre>
+
While much of the content in this era never had assets made, there were writings and concepts in-planning, of which describe 3 main alien races occupying the earth that had presence in the plot:
 +
 
 +
* ''A race of Giant Primitive Tribal type insectoid aliens out in the Middle east that used hollowed out caterpillar subway as transport. (possible influence over dropship design in concept art)
 +
''
 +
* ''A Warrior alien race that utilised Weaponized aliens, the weaponised aliens were homogenised under the name "the hoard". one of their creations is the sack ticks (inspired the headcrab canisters) which had hoard markings on them for task group and delivery vehicle, they were eventually modelled and programmed as an entity in the hyper era.'' [[File:Rtb_hospital_Breakout_stealth_p205-206.png|thumb|200px|An excerpt from Raising The Bar: Uncorrected Proof (p.204)]]
 +
 
 +
* ''A 'Spy race' (similar/related to the Gman) with a citadel in a Prague-like city.''
 +
<gallery>
 +
Sacktick.png|Sacktick concept art from rtb mentioning the hoard
 +
retrogamerissue168may2017page78.jpg|retrogamer issue168 may2017 page78
 +
LaidAlienTrains.png
 +
</gallery>
 +
 
 +
=== ''Plot'' ===
 +
Much of the plot devised at this point in production is unknown, however it is known that the player was to start the game as gordon freeman who had been forced into working as an agent for some alien body (presumably gmans race) and as such you are wearing an unfamiliar more sinister stealth suit with an unfamiliar voice system rather than the hev suit.<ref name="marcEmail">[https://combineoverwiki.net/wiki/References:Marc_Laidlaw_emails#On_the_black.2C_leather_suit an email from Marc Laidlaw]</ref>
 +
<gallery position="center" bordersize="none" hideaddbutton="true">
 +
EarlyHand.png
 +
Rightarm.png
 +
Forearm.png
 +
</gallery>
 +
 
 +
One of the introductions mentioned for this era was where you were waking up in a hospital before being broken out by rebels possibly inspired by jacobs ladder.<ref name="rtbupGordonedoff"></ref>
 +
 
 +
The only other information about the plot and its locations comes from the overlap with the [[Hyper Era|next era]].
 +
 
 +
=== ''Locations'' ===
 +
While this era was scaled down from the initial galaxy spanning adventure, it was more focused on different places all around the planet, seemingly thrown together from a list of "cool" places to have the game.
 +
Many places in different countries are visited, although they might not have had a story line devised to link them together as of yet: [[File:Weizmann_institute_of_science.jpg|thumb|280px|The Weizzman Institute of Science in Israel]]
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Location !! Explanation !! Cut/Survived into next era?
 +
|-
 +
| Chicago || Skyscraper/Vertigo was set in Chicago, apparently around in this period || Partially
 +
|-
 +
| Arctic base? || Arctic locale survived into Hyper era as Spire and/or Weather Control|| Yes
 +
|-
 +
| Cairo/Middle East || Alien race riding giant insects etc || No
 +
|-
 +
| Weizzman Institute of Science<ref name="rtbupGordonedoff"></ref> || You'd be defending the Israeli institute from aliens || No
 +
|-
 +
| Kraken Base || Possibly not named Kraken at this stage, rather just a general idea for an undersea base || Yes
 +
|-
 +
| Prague-like city || Gman alien race 'spy city' w/ a Citadel in the centre || Partially
 +
|}
 +
<!--
 +
*  New City?
 +
*  Old City?
 +
-->
 +
 
 +
=== ''Emails'' ===
 +
A number of emails discussing this era are available.
 +
<gallery position="center" bordersize="none" hideaddbutton="true">
 +
David_speyrer_skyscraper_email.png|Email on Skyscraper being set in Chicago.
 +
David_speyrer_spire.png|Email on Spire as an Arctic base
 +
</gallery>
 +
 
 +
== Inspirations ==
 +
 
 +
The work of [https://en.wikipedia.org/wiki/Brothers_Quay Brothers Quay] may have served as inspiration,
 +
 
 +
[https://en.wikipedia.org/wiki/Dark_City_(1998_film) ''Dark City''] seems to have played a role in the early visual tone of the game, as well as the design of the stealth suit.<ref name="marcEmail"></ref>
 +
 
 +
the Hospital from [https://en.wikipedia.org/wiki/Jacob%27s_Ladder_(1990_film) ''Jacob's Ladder'']<ref name="marcEmail"></ref> was used as inspiration for a possible introduction for hl2,
 +
David Speyrer mentioned that they took influence from a film called [https://en.wikipedia.org/wiki/The_Pianist_(2002_film) ''The Pianist''] which took place in Warsaw Ghetto. [[File:David_speyrer_Pianist_emil.png|thumb|300px]]
 +
 
 +
[https://en.wikipedia.org/wiki/The_Manchurian_Candidate_(1962_film) ''The Manchurian Candidate''] seems to have been used as inspiration for the background story between the player and the GMan-like race.  In it, the main character is abducted before being trained and conditioned to be an assassin or special soldier to act as an agent for a country.
 +
<ref>[https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n199 rtb:uncorrected proof page 199]</ref>
 +
 
 +
<!-- timing info and other stuff
 +
== Speculation ==
 +
 
 +
=== ''Characters'' ===
 +
I. A. Latham
 +
* Possible early alyx
 +
* Based off hl1 assassins and could probably go invisible(next version of alyx mentions invisibility in the small story outlines and the animations for her model include the hl1 assassins animations)
 +
<gallery>
 +
I_A_Latham.jpg
 +
</gallery>
 +
 
 +
 
 +
== Key dates and info ==
 +
* https://web.archive.org/web/20190407022108/https://forum.facepunch.com/games/sqrb/VALVE-CUT-CONTENT-V2-1-Digging-through-Valve-s-trash-since-2003/73/
 +
* https://web.archive.org/web/20190406201211/https://forum.facepunch.com/games/ujke/Half-Life-2-Cut-Content-V2-Drama-posts-are-week-ban/58/#postxleef
 +
 
 +
 
 +
1999 Early engine beginnings
 +
textures were tga only, inbetween wad and vmt, using quake 2 code (in the leak)
 +
* /utils/vview/gl_model.h
 +
* /engine/gl_model_private.h
 +
 
 +
 
 +
31/5/1999 first hyper mention? (from sound file dates)
 +
 
 +
before or on 29/6/1999 tf2 boa borealis screenshots
 +
 
 +
9/07/1999 proffessional hl sdk sent to modders
 +
* Contains references to new vmf file type
 +
11/11/1999 to 18/11/1999 dynamic dialogue odell, player interruptions(https://valvearchive.com/mail-vault/laidlaw/)
 +
* Stealth suit Gordon mention? Somehow assures that you are part of the resistance
 +
-->
 +
 
 +
==References==
 +
<references />
 +
 
 +
{{PNSections
 +
|title=HL2 - Eras (19/11/1998 to June 1999)
 +
|before=None
 +
|after=[[Hyper_Era|Hyper Era]]
 +
}}
 +
 
 +
[[Category:Eras]]
 +
[[Category:Half-Life 2]]

Revision as of 07:17, 8 October 2021

The "Pre-pitch" era of Half-Life 2 is presumed to be the earliest collection of ideas (assembled as-then unofficially by company employees) under the project that continued on to become HL2.

Summary

This era started immediately after Half-Life was released, and largely consisted of pre-pitch designs before Half-Life 2 was inaugurated as an "official" Valve project in June 1999[1] (when it was presumably pitched to the rest of Valve). It consisted of mostly exploratory world building through writing and keyart, with very few assets or maps made - the concepts and assets intended for this era were later utilised or retooled for later eras, as by the time they were completed the context of the game had changed.

"It was with those six words that Gabe Newell launched the development of Half-Life 2 in June 1999. Yes, you read that right--1999, only six months after the original Half-Life shipped."

- The Final Hours of Half-Life 2

Development Background

Once Half-Life hit store shelves on 19/11/1998, there were immediate roundtable-style thoughts about a sequel with a much larger scope, teleporting Gordon across planet to planet around the galaxy and defeating the invading Xenians on each. The early discussions over these ideas served as the starting point to slowly reduce and refine the game's scope, as this concept ultimately presented issues of continuity between game levels.[1]

The game was initially thought of as dark rather than action adventure (the team gradually moved towards the latter by the end of development). The design philosophy did not include a visible end goal (like the Citadel) that you could see from each level,[2] instead it was on a smaller scale where each level or set of levels had an easily identifiable goal.[3]


It is this initial start to development that provided the basis for Half-Life 2's design philosophies when the game formally began development.

Known information

While much of the content in this era never had assets made, there were writings and concepts in-planning, of which describe 3 main alien races occupying the earth that had presence in the plot:

  • A race of Giant Primitive Tribal type insectoid aliens out in the Middle east that used hollowed out caterpillar subway as transport. (possible influence over dropship design in concept art)

  • A Warrior alien race that utilised Weaponized aliens, the weaponised aliens were homogenised under the name "the hoard". one of their creations is the sack ticks (inspired the headcrab canisters) which had hoard markings on them for task group and delivery vehicle, they were eventually modelled and programmed as an entity in the hyper era.
    An excerpt from Raising The Bar: Uncorrected Proof (p.204)
  • A 'Spy race' (similar/related to the Gman) with a citadel in a Prague-like city.

Plot

Much of the plot devised at this point in production is unknown, however it is known that the player was to start the game as gordon freeman who had been forced into working as an agent for some alien body (presumably gmans race) and as such you are wearing an unfamiliar more sinister stealth suit with an unfamiliar voice system rather than the hev suit.[4]

One of the introductions mentioned for this era was where you were waking up in a hospital before being broken out by rebels possibly inspired by jacobs ladder.[3]

The only other information about the plot and its locations comes from the overlap with the next era.

Locations

While this era was scaled down from the initial galaxy spanning adventure, it was more focused on different places all around the planet, seemingly thrown together from a list of "cool" places to have the game.

Many places in different countries are visited, although they might not have had a story line devised to link them together as of yet:

The Weizzman Institute of Science in Israel
Location Explanation Cut/Survived into next era?
Chicago Skyscraper/Vertigo was set in Chicago, apparently around in this period Partially
Arctic base? Arctic locale survived into Hyper era as Spire and/or Weather Control Yes
Cairo/Middle East Alien race riding giant insects etc No
Weizzman Institute of Science[3] You'd be defending the Israeli institute from aliens No
Kraken Base Possibly not named Kraken at this stage, rather just a general idea for an undersea base Yes
Prague-like city Gman alien race 'spy city' w/ a Citadel in the centre Partially

Emails

A number of emails discussing this era are available.

Inspirations

The work of Brothers Quay may have served as inspiration,

Dark City seems to have played a role in the early visual tone of the game, as well as the design of the stealth suit.[4]

the Hospital from Jacob's Ladder[4] was used as inspiration for a possible introduction for hl2,

David Speyrer mentioned that they took influence from a film called The Pianist which took place in Warsaw Ghetto.

David speyrer Pianist emil.png

The Manchurian Candidate seems to have been used as inspiration for the background story between the player and the GMan-like race. In it, the main character is abducted before being trained and conditioned to be an assassin or special soldier to act as an agent for a country. [5]


References

Previous section:
None
HL2 - Eras (19/11/1998 to June 1999) Next section:
Hyper Era