Half-Life 2 Beta | What Makes This Beta So Special?
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[{'start': '10.960', 'end': '16.880', 'text': '\ufeffOn November 19, 1998, Valve, led by Gabe Newell\xa0\nand Mike Harrington, who both worked at Microsoft'}, {'start': '16.880', 'end': '21.440', 'text': 'and gave up their jobs to pursue their dream of\xa0\nmaking video games. They released a game called'}, {'start': '21.440', 'end': '25.120', 'text': 'Half-Life, a game that would change the genre\xa0\nof first-person shooters and prove that games'}, {'start': '25.120', 'end': '28.640', 'text': "can have a compelling story and interesting\xa0\ngame mechanics, which from today's time,"}, {'start': '28.640', 'end': '31.840', 'text': 'surprises what players find. \nSubsequently, it was named “Best Game'}, {'start': '31.840', 'end': '36.640', 'text': "of All Time'' four times and won over 50 Game\xa0\nof the Year awards. Also in honor of the game's"}, {'start': '36.640', 'end': '40.960', 'text': 'community, we have been blessed with mods such as:\xa0\nCounter-Strike, Team Fortress, Day of Defeat and'}, {'start': '40.960', 'end': '44.160', 'text': 'other games made on the half-life engine.\nAfter the success of the franchise,'}, {'start': '44.160', 'end': '49.040', 'text': 'Valve immediately began development of\xa0\nHalf-Life 2 in June 1999, six months'}, {'start': '49.040', 'end': '56.560', 'text': 'after the release of the original game. \nThe second installment of the game was in full'}, {'start': '56.560', 'end': '61.200', 'text': 'swing, Gabe said in his speeches: “Why spend\xa0\nfour years of your life creating something that'}, {'start': '61.200', 'end': '65.760', 'text': "is not innovative and essentially meaningless?\xa0\nIf Half-Life 2 isn't considered the best PC game"}, {'start': '65.760', 'end': '70.080', 'text': "of all time, it's going to completely put most\xa0\nof the guys on our team out of business”. There"}, {'start': '70.080', 'end': '74.640', 'text': 'were no set deadlines and a “virtually unlimited”\xa0\nbudget for the entire Valve team. Also with the'}, {'start': '74.640', 'end': '78.720', 'text': 'development of Half-Life 2, was in full swing\xa0\ndevelopment of its own engine called Source,'}, {'start': '78.720', 'end': '83.600', 'text': 'for the first part of Half-Life was made on\xa0\na modified Quake engine called GoldSrc.'}, {'start': '83.600', 'end': '87.360', 'text': 'Half-Life 2 was supposed to be “much more\xa0\nepic and global”. The game wanted to be'}, {'start': '87.360', 'end': '91.360', 'text': 'able to teleport between planets. But this\xa0\nmechanic was later abandoned, as it made'}, {'start': '91.360', 'end': '95.360', 'text': 'continuity between levels much more difficult.\nAt the suggestion of Bulgarian art director'}, {'start': '95.360', 'end': '100.480', 'text': "Viktor Antonov, the team settled on a city\xa0\nin Eastern Europe, namely Viktor's native"}, {'start': '100.480', 'end': '105.040', 'text': 'country Bulgaria and the city of Sofia.\xa0\nValve developers flew to Bulgaria to study'}, {'start': '105.040', 'end': '110.080', 'text': 'the infrastructure of this country to recreate\xa0\nthe anti-utopia City-17 in Half-life 2.'}, {'start': '110.080', 'end': '113.920', 'text': 'Developers observed how players interacted\xa0\nwith secondary characters in Half-Life,'}, {'start': '113.920', 'end': '118.400', 'text': 'and the team developed characterizations with\xa0\nmore detailed character models and realistic'}, {'start': '118.400', 'end': '123.520', 'text': 'animation. Animator Ken Birdwell studied the\xa0\nwork of psychologist Paul Ekman, who researched'}, {'start': '123.520', 'end': '128.080', 'text': 'how facial muscles express emotion.\nIn late 2001, Valve began creating the'}, {'start': '128.080', 'end': '132.960', 'text': 'showreel. hoping to show it off at E3 2002.\xa0\nFor several months, Newell let the team work'}, {'start': '132.960', 'end': '137.520', 'text': 'without his input so he could provide objective\xa0\nfeedback, and focused on the development of Steam,'}, {'start': '137.520', 'end': '142.080', 'text': "Valve's upcoming digital store. The team presented\xa0\nNewell with a showreel demonstrating physics,"}, {'start': '142.080', 'end': '145.920', 'text': 'environments, and a dialogue-rich scene\xa0\nwith character scientist Dr. Kleiner. Newell'}, {'start': '145.920', 'end': '149.920', 'text': "felt that the showreel inadequately showed how\xa0\nphysics would affect gameplay and that Kleiner's"}, {'start': '149.920', 'end': '154.400', 'text': 'scene was too long. Reflecting on the failure,\xa0\nLaidlaw said: “Dramatic character scenes are'}, {'start': '154.400', 'end': '159.360', 'text': 'important, but they should serve interactivity\xa0\nand gameplay.” So the showreel itself was'}, {'start': '159.360', 'end': '163.760', 'text': 'ultimately not shown, but the very first\xa0\ntrailer was leaked on May 16 in 2003.'}, {'start': '163.760', 'end': '168.400', 'text': 'In September 2002, the team completed a second\xa0\nshowreel showing a buggy race along the coast'}, {'start': '168.400', 'end': '173.280', 'text': 'of City 17, an encounter with headcrabs\xa0\non a pier, a strider attack on the city,'}, {'start': '173.280', 'end': '177.840', 'text': 'and a greatly abridged episode of Kleiner. In\xa0\nOctober, Newell told the team that they would'}, {'start': '177.840', 'end': '183.040', 'text': 'announce Half-Life 2 at E3 2003 and release\xa0\nit by the end of the year. As in the original'}, {'start': '183.040', 'end': '187.440', 'text': 'Half-Life , the team split into “conspiracies”\xa0\nworking on different levels. Designers created'}, {'start': '187.440', 'end': '191.680', 'text': 'levels using shapes and filler surfaces,\xa0\nwhich were then worked on by artists.'}, {'start': '191.680', 'end': '196.320', 'text': 'Valve announced Half-Life 2 at E3 2003\xa0\nwith demonstrations of characters,'}, {'start': '196.320', 'end': '202.000', 'text': 'animations and physics. Reaction was positive,\xa0\nand the game won the E3 Game of the Show award.'}, {'start': '202.000', 'end': '206.640', 'text': 'Newell also announced a release date of\xa0\nSeptember 30, 2003, hopefully motivating'}, {'start': '206.640', 'end': '210.720', 'text': 'the team. They worked long hours to meet the\xa0\ndeadline, but by July it was clear that they'}, {'start': '210.720', 'end': '216.240', 'text': 'would miss it. Rumors of a delay began to swirl.\xa0\nOn September 23, Valve released a statement about'}, {'start': '216.240', 'end': '220.640', 'text': 'releasing the game in time for the holiday season,\xa0\nwhich caused a negative reaction from fans.'}, {'start': '220.640', 'end': '225.280', 'text': 'Newell was hesitant to announce the delay\xa0\nwithout a new release date. He later said:'}, {'start': '225.280', 'end': '229.680', 'text': "“We were paralyzed. We knew we couldn't make\xa0\nthe promised date and it would be a huge fiasco"}, {'start': '229.680', 'end': '233.440', 'text': "and really embarrassing. But we also didn't\xa0\nhave a new date to let people know.”"}, {'start': '233.440', 'end': '237.760', 'text': 'After postponing and delaying the release\xa0\nof Half-life 2. Until September 19,'}, {'start': '237.760', 'end': '248.400', 'text': "2003, when Valve's servers were hacked.\nIn 2002, a young German programmer Axel Gembe,"}, {'start': '248.400', 'end': '252.480', 'text': "who was a fan of the Half-Life series, had an\xa0\nidea to hack into Valve's network to find out"}, {'start': '252.480', 'end': '257.120', 'text': "something about the sequel. So he scanned Valve's\xa0\nnetwork to see if there were any available web"}, {'start': '257.120', 'end': '260.720', 'text': 'servers where he thought information about the\xa0\ngame might be stored. Valve did not protect this'}, {'start': '260.720', 'end': '265.360', 'text': 'server from its internal network. Once he did,\xa0\nhe had full access to everything. Weeks went by'}, {'start': '265.360', 'end': '269.920', 'text': "and he realized that no one at Valve had noticed\xa0\nthat he was inside the company's network."}, {'start': '269.920', 'end': '273.920', 'text': "On this day, Gembe downloaded the game's\xa0\nunfinished code. The game wouldn't run"}, {'start': '273.920', 'end': '278.640', 'text': 'on his computer, so he made some changes to the\xa0\ncode to make it work in basic form. He only had'}, {'start': '278.640', 'end': '283.200', 'text': "the basic “trunk” of the game's development.\xa0\nThey had a lot of developed branches that he"}, {'start': '283.200', 'end': '288.560', 'text': "couldn't even test. Source code for the Source\xa0\nengine dated October 2, 2003; and an unfinished"}, {'start': '288.560', 'end': '292.640', 'text': 'version of the game on October 7 were leaked\xa0\nto the internet by a friend of Gembe.'}, {'start': '292.640', 'end': '297.680', 'text': 'Gabe Newell publicly explained the situation\xa0\non the fan site, Halflife2.net (now'}, {'start': '297.680', 'end': '302.640', 'text': 'ValveTime ) forums and asked the community\xa0\nto help track down the hackers. Gembe later'}, {'start': '302.640', 'end': '307.200', 'text': 'contacted Newell via email. He was misled that\xa0\nValve wanted to hire him as an internal security'}, {'start': '307.200', 'end': '312.880', 'text': 'auditor. He was offered a flight to the US and was\xa0\nto be arrested by the FBI upon arrival. When the'}, {'start': '312.880', 'end': '317.360', 'text': 'German government learned of this plan, Gembe was\xa0\narrested in Germany and went on trial in November'}, {'start': '317.360', 'end': '323.040', 'text': '2006 for leaking information as well as other\xa0\ncomputer crimes such as creating Agobot, a highly'}, {'start': '323.040', 'end': '328.080', 'text': 'successful trojan that collected user data.\nAt his trial in November 2006 in Germany,'}, {'start': '328.080', 'end': '332.880', 'text': 'Gembe was given a two-year suspended sentence.\xa0\nIn sentencing, the judge considered factors such'}, {'start': '332.880', 'end': '337.840', 'text': "as Gembe's difficult childhood and the fact that\xa0\nhe had taken steps to improve his situation."}, {'start': '337.840', 'end': '341.200', 'text': 'While Valve has never made any official\xa0\nstatements about how the community should'}, {'start': '341.200', 'end': '346.160', 'text': 'view and use the leaked files, no action has been\xa0\ntaken against websites or people using and posting'}, {'start': '346.160', 'end': '350.160', 'text': "content related to the leak. Valve-sanctioned\xa0\nwebsites and games, such as Garry's Mod,"}, {'start': '350.160', 'end': '355.360', 'text': "contain content related to the leaks, and\xa0\ndiscussing them is not prohibited on the website's"}, {'start': '355.360', 'end': '359.200', 'text': 'Facepunch forums (which has been prohibited in\xa0\nthe past). The general consensus then would be'}, {'start': '359.200', 'end': '362.541', 'text': 'that Valve is no longer concerned about the use of\xa0\nthese leaked files, and their use and distribution'}, {'start': '362.541', 'end': '366.160', 'text': 'is not prohibited, though not blessed as long as\xa0\nthey are used for free; When asked by Valve via'}, {'start': '366.160', 'end': '371.280', 'text': 'email on July 20, 2009 about the status of the\xa0\nbeta mod Missing Information , the response was:'}, {'start': '371.280', 'end': '374.720', 'text': '“The mod is not illegal to download and\xa0\nplay as long as it is just a mod”.'}, {'start': '374.720', 'end': '378.880', 'text': "The game was in development at the time, it's\xa0\nclearly not finalized and quite unstable,"}, {'start': '378.880', 'end': '384.080', 'text': "and some maps don't even load. At the time of the\xa0\nleak, chapters such as Air Exchange, Borealis and"}, {'start': '384.080', 'end': '390.080', 'text': 'Skyscraper had already been cut, and City 17\xa0\nalready had its Central/Eastern European style,'}, {'start': '390.080', 'end': '394.800', 'text': 'making the leak look very similar to the final\xa0\nretail product and reflecting how Half-Life 2'}, {'start': '394.800', 'end': '400.240', 'text': 'looked in 2003. So the cuts were not made because\xa0\nof the leak, but for other reasons and much'}, {'start': '400.240', 'end': '403.120', 'text': 'earlier in the development process.\nThe game build itself underwent huge'}, {'start': '403.120', 'end': '407.360', 'text': 'changes and was cut down before release.\xa0\nCitizens have different models and facemaps,'}, {'start': '407.360', 'end': '413.680', 'text': 'most of their blanks are voiced by Mark Laidlaw,\xa0\nand they can only use a stun gun, SMG1, and OICW'}, {'start': '413.680', 'end': '419.280', 'text': 'Civil Defense were simply referred to as cops by\xa0\nthe citizens. While they have early voice lines,'}, {'start': '420.800', 'end': '436.320', 'text': 'they only utter Idle Statements and\xa0\ndo not speak with Overwatch Voice.'}, {'start': '436.320', 'end': '440.800', 'text': 'The other files consisted of a group of\xa0\nseveral zip files dubbed "WC mappack" (WC'}, {'start': '440.800', 'end': '447.520', 'text': "stands for WorldCraft, an early name for Hammer's\xa0\nlevel editor) containing about 1300 incomplete"}, {'start': '447.520', 'end': '452.640', 'text': 'VMF or "Valve Map File" maps from the earliest\xa0\nchapters already cut in the playable version of'}, {'start': '452.640', 'end': '458.240', 'text': 'the game (most of them are repetitive and nearly\xa0\nidentical), demo/prototype maps and maps from the'}, {'start': '458.240', 'end': '462.800', 'text': 'playable version, arranged in about 60 folders\xa0\nnamed after the developers who worked on them,'}, {'start': '462.800', 'end': '468.720', 'text': 'and taking up about 3 gigabytes. These maps can\xa0\nbe opened in Hammer and run in any Half-Life'}, {'start': '468.720', 'end': '474.160', 'text': 'game after fixing the textures and compiling\xa0\nthem into BSP maps. Most of the maps are very'}, {'start': '474.160', 'end': '480.000', 'text': 'old and were last edited in 2001 or 2002.\nThe leaked files available online are apparently'}, {'start': '480.000', 'end': '483.840', 'text': 'only a fraction of the original files\xa0\nused in the development of Half-Life 2,'}, {'start': '483.840', 'end': '489.280', 'text': 'as there are many other maps, models, sounds,\xa0\nscripts and textures, as well reference photos'}, {'start': '489.280', 'end': '494.080', 'text': 'taken in the US and Europe that were used\xa0\nfor inspiration during development.'}, {'start': '498.560', 'end': '502.640', 'text': 'The Half-Life 2 storyline went through\xa0\nmany versions from 1998 to the final'}, {'start': '502.640', 'end': '508.320', 'text': '2004 version. Most of the early story concepts\xa0\nand ideas cut before 2003 are included based'}, {'start': '508.320', 'end': '512.400', 'text': 'on information taken from the Raising\xa0\nthe Bar book, the leaked playable beta,'}, {'start': '512.400', 'end': '517.120', 'text': 'its files and also the leaked WC mappack.\nDuring story development, the game at one point'}, {'start': '517.120', 'end': '521.280', 'text': 'had to last four days instead of three\xa0\n(not counting the week Alyx and Gordon'}, {'start': '521.280', 'end': '526.080', 'text': 'spent between the two teleporters in Half-Life\xa0\n2. Characters also changed a lot, for example,'}, {'start': '526.080', 'end': '532.000', 'text': 'Bryn was only known as "Consul", Alyx was Captain\xa0\nVance\'s daughter, Eli was Eli Maxwell and was'}, {'start': '532.000', 'end': '536.800', 'text': 'not related to Alyx, among other things. The\xa0\nmost significant change was in the setting,'}, {'start': '536.800', 'end': '540.880', 'text': 'which changed from a very dark American setting\xa0\nto a lighter Eastern European setting.'}, {'start': '540.880', 'end': '545.280', 'text': "The early stages of Half-Life 2's development\xa0\nfeatured a much darker and more oppressive"}, {'start': '545.280', 'end': '549.680', 'text': "atmosphere. The game's action took place\xa0\nmostly at night, and the weather was often"}, {'start': '549.680', 'end': '554.480', 'text': 'rainy and foggy. The Combine Empire, which\xa0\nbecame much more sinister in this version,'}, {'start': '554.480', 'end': '559.440', 'text': 'pumped minerals out of the oceans and emitted\xa0\ntoxic gasses, creating a bleak dystopian'}, {'start': '559.440', 'end': '563.920', 'text': 'landscape. Because of the toxic air, people\xa0\nhad to wear gas masks, adding to the overall'}, {'start': '563.920', 'end': '568.080', 'text': 'feeling of helplessness and hopelessness.\nWhile it is possible to identify a "rough"'}, {'start': '568.080', 'end': '573.520', 'text': 'old storyline, there is no such thing as a\xa0\nconsistent original Half-Life 2 storyline.'}, {'start': '573.520', 'end': '578.240', 'text': 'Not all cut concepts and story elements\xa0\nwere created at the same time and may not'}, {'start': '578.240', 'end': '584.240', 'text': 'be consistent with each other, and some\xa0\nare unknown and/or lost forever.'}, {'start': '584.240', 'end': '588.000', 'text': 'After the finale of Half-Life 1, after\xa0\nGordon Freeman defeats Nychelanth,'}, {'start': '588.000', 'end': '592.720', 'text': 'the entity that maintains the rift. He is then\xa0\ndisarmed and summoned by the mysterious G-Man,'}, {'start': '592.720', 'end': '598.400', 'text': 'who offers him a job for his "employers". Gordon\xa0\naccepts and he’s placed Gordon in stasis.'}, {'start': '608.960', 'end': '613.520', 'text': 'Half-Life 2 begins with Gordon waking up to G-Man,\xa0\nwho tells him bits and pieces of what has happened'}, {'start': '613.520', 'end': '617.920', 'text': "over the last 10 years, but doesn't tell him\xa0\nmuch. Gordon then finds himself on a train"}, {'start': '617.920', 'end': '623.200', 'text': 'in the Badlands and meets a resident, Samuel, who\xa0\ntells him about his life and gives him a few clues'}, {'start': '623.200', 'end': '628.320', 'text': "as to what's going on. He also gives him a spare\xa0\ngas mask, as the air is not always breathable due"}, {'start': '628.320', 'end': '631.760', 'text': 'to the activities of the Air Exchange.\nThe train ride allows the player to'}, {'start': '631.760', 'end': '638.400', 'text': 'see the Wasteland outside of City 17, with ruins,\xa0\nrubble, Hounds, Bullseye, and other unknown fauna.'}, {'start': '638.400', 'end': '643.440', 'text': 'Another train nearby is attacked by Gargantua, but\xa0\nthe monster is destroyed by a heavy engine.'}, {'start': '643.440', 'end': '648.400', 'text': 'The Wasteland Train then travels inland, first\xa0\nthrough Old Town, which has been destroyed,'}, {'start': '648.400', 'end': '652.160', 'text': 'and then through New Town, transformed\xa0\nby the Combine and surrounded by a huge'}, {'start': '652.160', 'end': '657.280', 'text': 'concrete wall protecting it from the dangers of\xa0\nthe Wasteland. Gordon glimpses the townspeople in'}, {'start': '657.280', 'end': '662.000', 'text': 'their apartments. Finally the train arrives at the\xa0\nstation, and the cremators can be seen clearing'}, {'start': '662.000', 'end': '666.560', 'text': 'the train of the bull bodies and headcrabs that\xa0\nhave managed to penetrate the perimeter.'}, {'start': '666.560', 'end': '671.520', 'text': 'Notable Retail Usage Information Severely cut.\xa0\nSamuel was removed, but his face was used in'}, {'start': '671.520', 'end': '676.880', 'text': 'Just Citizen and for Counter Strike: Source. Home\xa0\nlife, which was originally only seen in glimpses,'}, {'start': '676.880', 'end': '682.160', 'text': 'can now be seen firsthand when Gordon actually\xa0\nwalks through the apartment buildings. City walls'}, {'start': '682.160', 'end': '688.400', 'text': 'later appear at the end of the first episode,\xa0\nbut serve mostly decorative purposes.'}, {'start': '688.400', 'end': '693.600', 'text': 'The architecture of City 17 was drastically\xa0\ndifferent, reminiscent of American East'}, {'start': '693.600', 'end': '698.560', 'text': 'Coast cities with large skyscrapers. The\xa0\nCitadel also underwent many design changes,'}, {'start': '698.560', 'end': '702.400', 'text': 'eventually adopting the intimidating\xa0\nEastern European style we know today.'}, {'start': '702.400', 'end': '706.240', 'text': 'Gordon supposed to meet Barney at the final\xa0\nstation, who instructs you to find him in'}, {'start': '706.240', 'end': '710.240', 'text': "the Manhack arcade. Instead of going straight\xa0\nto Kleiner's lab like in the retail version,"}, {'start': '710.240', 'end': '713.920', 'text': 'the original plan called for a longer\xa0\nexploration of City 17. This journey would'}, {'start': '713.920', 'end': '718.400', 'text': 'take you through an industrial neighborhood filled\xa0\nwith Combine factories and patrolled by Metro'}, {'start': '718.400', 'end': '723.040', 'text': "Cops. You'll see the creepy Crematorium Factory,\xa0\nwhere children collect heads for the cremators,"}, {'start': '723.040', 'end': '726.080', 'text': "and pass through other neighborhoods\xa0\nlike the Stenographer's Chasm."}, {'start': '726.080', 'end': '730.480', 'text': "There's also the Manhack Arcade location.\xa0\nHere, townspeople played games controlling"}, {'start': '730.480', 'end': '735.760', 'text': 'real Manhacks, unknowingly killing real fugitives\xa0\nlurking in the streets. After this grim opening,'}, {'start': '735.760', 'end': '739.840', 'text': 'you finally meet Barney, make your\xa0\nway through the Xeno-infested sewers,'}, {'start': '739.840', 'end': '743.040', 'text': "and enter Kleiner's lab.\nIn Kleiner's lab, the story progresses"}, {'start': '743.040', 'end': '747.280', 'text': 'in the same way as in the retail version.\xa0\nYou get a new HEV suit and go to meet Dr.'}, {'start': '747.280', 'end': '751.360', 'text': 'Mossman at the Kraken base. Walk through\xa0\nConsole Square, travel through the canals,'}, {'start': '751.360', 'end': '757.680', 'text': 'and escape City-17 on foot, jet ski, or airboat.\xa0\nThis part was originally much longer, with various'}, {'start': '757.680', 'end': '765.040', 'text': "enemies such as bull squids and hound's eyes.\nGordon travels to the Wasteland, a dried-up"}, {'start': '765.040', 'end': '768.800', 'text': "ocean that was turned into a coastline in\xa0\nthe final version of the game. Combine's"}, {'start': '768.800', 'end': '773.200', 'text': 'tampering with the environment has created this\xa0\nbleak and treacherous terrain, in stark contrast'}, {'start': '773.200', 'end': '778.640', 'text': 'to the sunny beaches of the final version.\xa0\nThis is where Gordon battles Combine outposts,'}, {'start': '778.640', 'end': '783.120', 'text': 'antlions, and other Xena creatures.  \nAfter traveling through the Wasteland, Gordon'}, {'start': '783.120', 'end': '788.160', 'text': 'arrives at an early version of Ravenholm - Quarry\xa0\nTown. This location too is swarming with zombies,'}, {'start': '788.160', 'end': '793.200', 'text': "full of traps set by Father Grigori. Gordon\xa0\narrives at Eli's lair, a cavernous laboratory,"}, {'start': '793.200', 'end': '800.000', 'text': 'where he meets Eli Maxwell, Dog, and possibly\xa0\nAlyx. Eli provides a physics manipulator (an'}, {'start': '800.000', 'end': '804.080', 'text': 'early version of a gravity gun) and tells\xa0\nGordon about the events of the last decade,'}, {'start': '804.080', 'end': '808.800', 'text': 'including the air exchange in the Combine.\xa0\nHe warns of the particle storm, a dangerous'}, {'start': '808.800', 'end': '813.760', 'text': 'entity believed to possess consciousness. After\xa0\npassing through caves filled with antlions,'}, {'start': '813.760', 'end': '818.880', 'text': 'Gordon encounters the Ant King, a concept\xa0\nlater used as the Ant Guardian in Episode 2.'}, {'start': '818.880', 'end': '824.480', 'text': 'Upon reaching the Depot, Gordon ignites a chaotic\xa0\nbattle between Alliance soldiers and Ant Lions,'}, {'start': '824.480', 'end': '828.320', 'text': 'which ends in an explosive firefight.\xa0\nHe then boards a train to the Air'}, {'start': '828.320', 'end': '829.108', 'text': 'Exchange, but a crash forces him to reunite with\xa0\nAlyx, her alien pet Skitch, and Captain Vance,'}, {'start': '829.108', 'end': '833.920', 'text': 'her father. The Air Exchange, guarded by Alliance\xa0\nconscripts led by Vance, releases toxic gases'}, {'start': '833.920', 'end': '839.440', 'text': "into the atmosphere. Gordon's mission: sabotage\xa0\nthe facility by shutting down the reactor core,"}, {'start': '839.440', 'end': '844.240', 'text': 'triggering a human uprising in City 17. This\xa0\nconcept was reimagined in the final version of'}, {'start': '844.240', 'end': '849.200', 'text': 'the game, with a prison fight in Nova Prospect\xa0\nand the destruction of the Citadel reactor.'}, {'start': '849.200', 'end': '853.360', 'text': 'Finally, Gordon reaches the shore,\xa0\nmeeting Odell, the former engineer'}, {'start': '853.360', 'end': '858.160', 'text': 'of the ship Borealis in the Arctic. \nTogether with Odell, you take a tugboat to'}, {'start': '858.160', 'end': '864.080', 'text': 'reach the Borealis, a huge abandoned ship stranded\xa0\nin the cold, dark and snowy expanse. The corridors'}, {'start': '864.080', 'end': '869.200', 'text': 'of the ship are littered with corpses, zombies\xa0\nand stalkers. As you navigate the ghostly ship,'}, {'start': '869.200', 'end': '874.320', 'text': 'you encounter Combine enemies who launch a furious\xa0\nattack that leaves the ship badly damaged and on'}, {'start': '874.320', 'end': '879.040', 'text': "fire. Gordon's goal is to find a mini-submarine\xa0\non board, which you use to get to the rebels'"}, {'start': '879.040', 'end': '884.560', 'text': 'underwater research center, Kraken Base. There was\xa0\nto be the next stop after escaping from Borealis.'}, {'start': '884.560', 'end': '890.320', 'text': 'Here Gordon was supposed to meet Helena Mossman,\xa0\nand the battle seemed imminent, as hinted by the'}, {'start': '890.320', 'end': '895.360', 'text': 'distress signal. In a tragic accident, a rebel\xa0\ntraitor would flood and destroy the facility,'}, {'start': '895.360', 'end': '900.000', 'text': 'and Gordon would escape in a capsule.\nAfter capturing the Kraken base, Gordon,'}, {'start': '900.000', 'end': '905.980', 'text': "Alyx, Captain Vance and the recruits launch\xa0\nan attack on the Combine's Weather Control,"}, {'start': '905.980', 'end': '910.400', 'text': 'a massive dome that deprives Earth of oxygen.\xa0\nOf course Details are scarce, but the battle'}, {'start': '910.400', 'end': '915.920', 'text': "was to be a standoff involving warships and the\xa0\nCombine's elite soldiers. After an intense battle,"}, {'start': '915.920', 'end': '922.640', 'text': 'Gordon and Alyx board a C-130 cargo plane\xa0\nand return to City-17. Around the same time,'}, {'start': '922.640', 'end': '932.240', 'text': 'Vance himself will return as well.\nA plane crashes into a skyscraper in'}, {'start': '932.240', 'end': '939.120', 'text': 'the center of the city, Vertigo. Vertigo was a\xa0\nmassive Art Deco skyscraper that a C-130 crashed'}, {'start': '939.120', 'end': '945.280', 'text': 'into in an earlier concept. After the crash, Alyx\xa0\nis injured and kidnapped. She informs you of her'}, {'start': '945.280', 'end': '950.080', 'text': "father's location and asks Gordon to find his\xa0\nheadquarters before the Metrocops take her."}, {'start': '950.080', 'end': '956.560', 'text': 'Alyx: "Gordon, I\'m injured, I can\'t move.\xa0\nGo without me. Find my father. There\'s'}, {'start': '956.560', 'end': '960.800', 'text': 'an emergency bunker near the inner\xa0\ngate. He\'s in command there."'}, {'start': '962.960', 'end': '968.480', 'text': 'Gordon makes his way down the collapsing building,\xa0\nencountering Combine soldiers and other enemies,'}, {'start': '968.480', 'end': '973.760', 'text': 'eventually reaching the atrium on the middle\xa0\nfloor via a window cleaning platform. Meanwhile,'}, {'start': '973.760', 'end': '979.360', 'text': 'a full-scale war has broken out on the streets of\xa0\nCity 17. You move into smaller buildings nearby'}, {'start': '979.360', 'end': '983.120', 'text': 'and join the battle on the rooftops.\nIn an alternate version of the level,'}, {'start': '983.120', 'end': '987.520', 'text': 'a helicopter crashes into a building called the\xa0\nPalace instead of a plane. Vertigo was changed'}, {'start': '987.520', 'end': '992.080', 'text': 'to Palace when developers started to adopt\xa0\na more Eastern European look for the city,'}, {'start': '992.080', 'end': '996.960', 'text': 'so the building is more reminiscent of Stalinist\xa0\narchitecture. It was an exhibition center with'}, {'start': '996.960', 'end': '1002.880', 'text': 'displays of vases, brain busts, and numerous\xa0\nother display cases. One room even had an'}, {'start': '1002.880', 'end': '1007.920', 'text': "ichthyosaur hanging from the ceiling. You'll have\xa0\nto fight your way out, with a helicopter chasing"}, {'start': '1007.920', 'end': '1012.320', 'text': 'and shooting at you behind the building.\nAnyway, Gordon joins the conscripts in a rooftop'}, {'start': '1012.320', 'end': '1016.320', 'text': 'fight and gradually makes his way\xa0\ndown to ground level. This section'}, {'start': '1016.320', 'end': '1020.400', 'text': 'involves Gordon fighting off snipers and\xa0\nhelping the conscripts in any way he can.'}, {'start': '1020.400', 'end': '1024.480', 'text': "The meeting likely took place at Vance's\xa0\nheadquarters near the inner gate of"}, {'start': '1024.480', 'end': '1029.760', 'text': "the Citadel's outer wall, where you may be\xa0\nplanning to rescue Alyx, among other things."}, {'start': '1029.760', 'end': '1034.080', 'text': 'You return to the underground levels, where\xa0\nyou encounter several Hydras. These creatures'}, {'start': '1034.080', 'end': '1038.640', 'text': "don't waste any time - they're fast, agile,\xa0\nand just a few hits can be fatal. As you"}, {'start': '1038.640', 'end': '1043.520', 'text': 'make your way through the tunnels, you will be\xa0\npursued by Hydras that appear out of nowhere.'}, {'start': '1043.520', 'end': '1048.640', 'text': 'You must carefully but quickly make your way past\xa0\nthem and take the elevator to the surface.'}, {'start': '1048.640', 'end': '1052.960', 'text': 'Finally, you reach the Citadel and\xa0\nthe Council office. You find Alyx and'}, {'start': '1052.960', 'end': '1056.800', 'text': 'discover that Dr. Mossman has betrayed\xa0\nyou. You then encounter the Council,'}, {'start': '1056.800', 'end': '1061.440', 'text': 'who have sacrificed most of their human bodies\xa0\nto begin the process of becoming immortal using'}, {'start': '1061.440', 'end': '1065.840', 'text': 'Combine technology. Further details, such as what\xa0\nhappens to Alyx, Dr. Mossman, Eli Maxwell, and'}, {'start': '1065.840', 'end': '1071.440', 'text': 'Captain Vance, are unknown.\nAlyx: “Let me go, you [ __ ]! Gordon,'}, {'start': '1071.440', 'end': '1077.040', 'text': 'don’t listen to them. You know what you need to\xa0\ndo. What do you mean you speak for humanity? You'}, {'start': '1077.040', 'end': '1080.640', 'text': 'can no longer speak for something you’re\xa0\nnot a part of. Call yourself the Consul'}, {'start': '1080.640', 'end': '1085.360', 'text': 'or whatever you want, but the truth is, you’re\xa0\njust another cog in the Combine machine.”'}, {'start': '1085.360', 'end': '1089.440', 'text': 'It is assumed that Gordon kills the\xa0\nCouncil and survives. Leaked maps'}, {'start': '1089.440', 'end': '1098.400', 'text': 'hint at a significant space in the Citadel that\xa0\nmay have played a role in its destruction.'}, {'start': '1122.000', 'end': '1126.880', 'text': "The story I've told you is most of the early\xa0\nstory concepts and ideas cut before 2003,"}, {'start': '1126.880', 'end': '1131.280', 'text': 'which was already pretty similar to the final\xa0\nproduct. Most of all of this is included'}, {'start': '1131.280', 'end': '1136.400', 'text': 'based on information taken from the Raising the\xa0\nBar book, a leaked playable beta and its files,'}, {'start': '1136.400', 'end': '1140.560', 'text': 'and a leaked WC mappack that contains\xa0\nmany maps from early development.'}, {'start': '1140.560', 'end': '1144.240', 'text': 'During story development, the game at\xa0\none point had to last four days instead'}, {'start': '1144.240', 'end': '1148.160', 'text': 'of three (Not counting the week spent by\xa0\nAlyx and Gordon between two teleporters,'}, {'start': '1148.160', 'end': '1151.680', 'text': 'from the main plot of Half-Life 2). \nThe most significant changes from'}, {'start': '1151.680', 'end': '1155.520', 'text': "the beta to the retail version, touched\xa0\nspecifically on the game's setting itself,"}, {'start': '1155.520', 'end': '1159.200', 'text': 'which went from a very dark American setting\xa0\nto a lighter Eastern European setting.'}, {'start': '1159.200', 'end': '1163.680', 'text': 'While it is possible to identify a “rough” old\xa0\nstoryline, there is no such thing as a consistent'}, {'start': '1163.680', 'end': '1168.160', 'text': 'original Half-Life 2 storyline. Not all cut\xa0\nconcepts and story elements were created at'}, {'start': '1168.160', 'end': '1173.280', 'text': 'the same time and may not be consistent with each\xa0\nother, and some are unknown and/or lost forever.'}, {'start': '1173.280', 'end': '1177.360', 'text': 'Therefore, when trying to make sense of the old\xa0\nstoryline still in development of Half-Life 2,'}, {'start': '1177.360', 'end': '1181.200', 'text': "it's best not to speculate too much and try\xa0\nto stick to known and confirmed facts as"}, {'start': '1181.200', 'end': '1185.920', 'text': 'much as possible, although it can be difficult to\xa0\nderive consistent ideas from all known data.'}, {'start': '1185.920', 'end': '1190.480', 'text': "Now let's move on to what was cut from the\xa0\ngame, what weapons, enemies, characters and"}, {'start': '1190.480', 'end': '1194.000', 'text': 'the like were either removed or changed during\xa0\nthe development and release of the game.'}, {'start': '1194.000', 'end': '1198.000', 'text': 'The leaked files available online are apparently\xa0\nonly a fraction of the original files used'}, {'start': '1198.000', 'end': '1202.640', 'text': 'in the development, as there are many other\xa0\nmaps, models, sounds, scripts and textures,'}, {'start': '1202.640', 'end': '1207.120', 'text': 'as well as over 50,000 reference photos\xa0\ntaken in the US and Europe that were used'}, {'start': '1207.120', 'end': '1211.360', 'text': 'for inspiration during development.\nThroughout development, the weapon arsenal'}, {'start': '1211.360', 'end': '1215.760', 'text': 'changed significantly, and there were several\xa0\nweapons that were different from what was in the'}, {'start': '1215.760', 'end': '1220.560', 'text': 'game at the time of its release - weapons that\xa0\nwere later cut before the final release.'}, {'start': '1220.560', 'end': '1224.880', 'text': 'It has been suggested that most of the weapons\xa0\nwere cut because they were too similar to each'}, {'start': '1224.880', 'end': '1233.040', 'text': 'other, as the AR1 served a very similar role to\xa0\nthe AR2, the SMG2 to the SMG1, the Crowbar to the'}, {'start': '1233.040', 'end': '1239.520', 'text': 'Ice Axe and Stun Baton, and so on, and that it\xa0\nwould not be very plausible to have more than 25'}, {'start': '1239.520', 'end': '1244.160', 'text': 'weapons, although at one point a limited weapon\xa0\nsystem was implemented where the player would'}, {'start': '1244.160', 'end': '1248.640', 'text': 'discard a weapon before picking up a new one.\nMost if not all of these weapons can be used'}, {'start': '1248.640', 'end': '1253.040', 'text': 'in the playable Half-Life 2 Beta, and some\xa0\ncan be used in the Missing Information mod,'}, {'start': '1253.040', 'end': '1257.040', 'text': 'though sometimes with some modifications.\nBut there are many remote weapons'}, {'start': '1257.040', 'end': '1261.680', 'text': 'and devices worth to tell.\nThe Binoculars were not technically a weapon. It'}, {'start': '1261.680', 'end': '1267.200', 'text': 'could zoom in to five times normal sight, however\xa0\nthe player could not fire weapons while using it.'}, {'start': '1267.200', 'end': '1271.920', 'text': 'They were integrated into the H.E.V. suit as the\xa0\n"zoom" feature, and the crossbow\'s scope. Also,'}, {'start': '1271.920', 'end': '1276.560', 'text': "if searching some of the binocular's sound files,\xa0\nit can be found that it was supposed to play some"}, {'start': '1276.560', 'end': '1281.360', 'text': 'kind of music when using or zooming it.\nBrickbat was an unfinished “weapon” that was'}, {'start': '1281.360', 'end': '1286.160', 'text': 'supposed to allow the player to use a small\xa0\nset of props as weapons by picking them up'}, {'start': '1286.160', 'end': '1292.480', 'text': 'on the ground and throwing them. These included at\xa0\nleast four items: rocks, cremator heads, headcrabs'}, {'start': '1292.480', 'end': '1297.680', 'text': '(a mirror image of Snark from Half-Life),\xa0\nand beer bottles. The name of this entity,'}, {'start': '1297.680', 'end': '1304.000', 'text': 'weapon_brickbat, can still be found in Hammer,\xa0\nthough it is not valid. It was probably removed'}, {'start': '1304.000', 'end': '1309.120', 'text': 'for reasons of redundancy: the gravity cannon\xa0\nallows the player to pick up and throw just about'}, {'start': '1309.120', 'end': '1313.440', 'text': 'anything he can get his hands on.\nIn the playable beta, the Molotov cocktail'}, {'start': '1313.440', 'end': '1318.000', 'text': 'looks like a Headcrab when it appears, but\xa0\nwhen thrown it becomes a regular Molotov.'}, {'start': '1318.000', 'end': '1324.240', 'text': 'S.L.A.M or stands for Selectable Lightweight\xa0\nAttack Munitions. They can be thrown or placed'}, {'start': '1324.240', 'end': '1329.680', 'text': "on walls. The player can throw as many S.L.A.M.'s\xa0\nas he wants and then detonate them all at once."}, {'start': '1329.680', 'end': '1334.000', 'text': 'In addition, there is a tripmine mode.\xa0\nIt was reused in Half-Life 2: Deathmatch,'}, {'start': '1334.000', 'end': '1338.800', 'text': "various mods such as Garry's Mod, and appears\xa0\narmed at various points in Nova Prospekt."}, {'start': '1338.800', 'end': '1343.840', 'text': 'The Combine Guard Gun was conceived as a weapon\xa0\nused by Combine Guards and then purchased by the'}, {'start': '1343.840', 'end': '1348.560', 'text': 'player. It resembles the Strider Warp Gun,\xa0\nbut scaled down so that it can be carried by'}, {'start': '1348.560', 'end': '1354.400', 'text': 'human-sized units. It can kill everything with a\xa0\nsingle shot (which is probably why it was cut).'}, {'start': '1354.400', 'end': '1357.360', 'text': 'Canceled along with the Combine\xa0\nGuard concept, though the sound of'}, {'start': '1357.360', 'end': '1361.520', 'text': 'its firing was reused for Portal.\nOf course, for cut enemies, we have to'}, {'start': '1361.520', 'end': '1366.880', 'text': 'talk about the famous Cremator. He’s a huge\xa0\nhumanoid enemy that was planned to be on release,'}, {'start': '1366.880', 'end': '1372.560', 'text': 'but ended up being cut before release. His image\xa0\nis this He is about 10 feet tall, was dressed'}, {'start': '1372.560', 'end': '1378.720', 'text': 'in a long dark green robe and had a distinctive\xa0\nhead with two glowing yellow circles. His primary'}, {'start': '1378.720', 'end': '1383.760', 'text': 'function was to serve as a “Combine Cleaner”,\xa0\ntasked with burning corpses in City-17 and'}, {'start': '1383.760', 'end': '1388.960', 'text': 'destroying wild animals from Xen that might have\xa0\ninfiltrated trains coming from the Wasteland.'}, {'start': '1388.960', 'end': '1394.640', 'text': 'Equipped with the Immolator, a flamethrowing\xa0\nweapon that emitted a corrosive green plasma beam,'}, {'start': '1394.640', 'end': '1399.600', 'text': 'the Cremator could split organic matter on\xa0\ncontact. In the early stages of development,'}, {'start': '1399.600', 'end': '1404.480', 'text': 'children were depicted collecting Cremator heads\xa0\nin the factory in City 17. Although the Cremator'}, {'start': '1404.480', 'end': '1408.400', 'text': 'was removed from the final version of the game,\xa0\nthe surviving head appears as an Easter egg in'}, {'start': '1408.400', 'end': '1414.000', 'text': "Eli Vance's lab in East Black Mesa.\nThe Alien Assassin, also called Combine"}, {'start': '1414.000', 'end': '1419.680', 'text': 'Alien Assassin or Prowler, was a transhuman foe.\xa0\nThis creature had elongated arms ending in sharp'}, {'start': '1419.680', 'end': '1424.320', 'text': 'claws, red spikes on its head, and a breathing\xa0\napparatus built into its facial structure.'}, {'start': '1424.320', 'end': '1428.400', 'text': 'An interesting aspect of the alien assassin is\xa0\nits relationship to the Fast Zombie. The Fast'}, {'start': '1428.400', 'end': '1433.120', 'text': "Zombie's design and behavior were borrowed\xa0\nfrom Alien Assassin, which clearly shows how"}, {'start': '1433.120', 'end': '1437.600', 'text': 'concepts change during game development.\nIn addition, Alien Assassin was to have a zom'}, {'start': '1437.600', 'end': '1442.555', 'text': 'bified version known as Zombie Assassin. This\xa0\nversion looked more grotesque, with the limbs'}, {'start': '1442.555', 'end': '1447.360', 'text': "of a headcrab being woven into the host's\xa0\nbody, bones exposed and limbs reddened."}, {'start': '1447.360', 'end': '1453.840', 'text': 'The hydra I showed you is a worm-like creature of\xa0\nneon blue color. It consisted of three tentacles,'}, {'start': '1453.840', 'end': '1459.840', 'text': 'each ending in a separate head, and its jelly-like\xa0\ntransparent body showed internal organs. The Hydra'}, {'start': '1459.840', 'end': '1464.880', 'text': 'was designed to inhabit the underground parts\xa0\nof City 17 and the surrounding sewers'}, {'start': '1464.880', 'end': '1470.240', 'text': 'Early demonstrations, notably at the E3 2003\xa0\npresentation, showed the Hydra being impaled'}, {'start': '1470.240', 'end': '1474.480', 'text': 'on an Overwatch soldier in the sewers of\xa0\nCity 17. This encounter was scripted to'}, {'start': '1474.480', 'end': '1480.080', 'text': "emphasize the creature's deadly capabilities.\xa0\nDespite significant efforts by the developers,"}, {'start': '1480.080', 'end': '1485.680', 'text': "including coding and AI work by Valve's Ken\xa0\nBirdwell, the hydra was excluded from the final"}, {'start': '1485.680', 'end': '1490.320', 'text': 'version of the game. This decision was influenced\xa0\nby its low attack speed, which could not provide'}, {'start': '1490.320', 'end': '1494.160', 'text': 'players with a challenging experience.\nThe Particle Storm is a cut-out enemy known'}, {'start': '1494.160', 'end': '1498.880', 'text': "mostly from audio files and mentions in the\xa0\ngame's beta source code. In early audio files,"}, {'start': '1498.880', 'end': '1502.720', 'text': 'Eli Maxwell warns Gordon Freeman of\xa0\nthe dangers of the Particle Storm,'}, {'start': '1502.720', 'end': '1507.040', 'text': 'describing it as emitting a green light and\xa0\nrecounting how he lost a leg when he stopped'}, {'start': '1507.040', 'end': '1512.480', 'text': 'to study it. He also mentions that he saw the\xa0\nParticle Storm destroy gunboats carrying soldiers.'}, {'start': '1512.480', 'end': '1517.760', 'text': 'Eli suggests that, despite what some consider to\xa0\nbe just an electrical disturbance, the Particle'}, {'start': '1517.760', 'end': '1522.880', 'text': 'Storm may possess a mind, and expresses a desire\xa0\nto communicate with it as a potential ally.'}, {'start': '1522.880', 'end': '1528.080', 'text': 'The beta files include a “particle_storm” folder\xa0\nwith the sound effects “form”, “dissipate”,'}, {'start': '1528.080', 'end': '1532.960', 'text': "‘hover’, and “lightning”, indicating\xa0\nParticle Storm's intended behavior."}, {'start': '1532.960', 'end': '1536.880', 'text': 'The beta version of Half-Life itself gave the\xa0\ncommunity of this version the opportunity to'}, {'start': '1536.880', 'end': '1541.200', 'text': 'make the released version of the second\xa0\npart, a darker one, which was originally'}, {'start': '1541.200', 'end': '1545.120', 'text': 'planned for release before the hack.\nFor example, the most famous mod that you'}, {'start': '1545.120', 'end': '1550.080', 'text': 'can try is: Raising the Bar Redux. The mod\xa0\nteam itself recreated and expands on the'}, {'start': '1550.080', 'end': '1555.680', 'text': 'early concepts and content from the beta version.\xa0\nThe mod offers players a reimagined experience,'}, {'start': '1555.680', 'end': '1559.120', 'text': 'good graphics to give a more modern\xa0\nlook, and also includes elements that'}, {'start': '1559.120', 'end': '1563.280', 'text': 'were originally cut or changed during the\xa0\ndevelopment of the original game, thereby'}, {'start': '1563.280', 'end': '1567.280', 'text': 'providing the look that was in the beta.\nThe development of the mod was marked by a'}, {'start': '1567.280', 'end': '1570.640', 'text': 'series of structured releases, each\xa0\nof which is called "Divisions".'}, {'start': '1570.640', 'end': '1574.720', 'text': 'Division One: This initial release\xa0\nintroduced a reimagined City 17,'}, {'start': '1574.720', 'end': '1580.160', 'text': 'emphasizing the oppressive atmosphere under the\xa0\ncontrol of the Combine. It laid the foundation for'}, {'start': '1580.160', 'end': '1584.960', 'text': 'the development of the narrative and gameplay\xa0\nthat the mod itself aims to achieve.'}, {'start': '1584.960', 'end': '1590.080', 'text': 'The Division 2: Building on its predecessor,\xa0\nthe expansion of the storyline includes Gordon'}, {'start': '1590.080', 'end': '1594.960', 'text': "Freeman's escape from City 17, his encounter\xa0\nwith the character Eliden, and his treacherous"}, {'start': '1594.960', 'end': '1600.560', 'text': 'journey through Ravenholm. This release also\xa0\nincludes updates and reworks of The Division 1,'}, {'start': '1600.560', 'end': '1605.600', 'text': 'ensuring a cohesive atmosphere.\nThe Division 3: Released as a demo,'}, {'start': '1605.600', 'end': '1610.640', 'text': 'this installment focuses on the assault on a\xa0\nCombine stronghold in the Wasteland known as The'}, {'start': '1610.640', 'end': '1615.520', 'text': "Depot. It provides a glimpse into the mod's future\xa0\ncontent and demonstrates the team's commitment to"}, {'start': '1615.520', 'end': '1619.440', 'text': 'expanding the beta universe of the game.\nIntegrating them into a cohesive and immersive'}, {'start': '1619.440', 'end': '1622.880', 'text': 'narrative, the mod introduces\xa0\nupdated combat, reworked weapons,'}, {'start': '1622.880', 'end': '1627.120', 'text': 'and new features that enhance gameplay while\xa0\nremaining true to the original vision.'}, {'start': '1627.120', 'end': '1631.680', 'text': "The team actively engages with the community,\xa0\nregularly providing updates on the development's"}, {'start': '1631.680', 'end': '1636.640', 'text': 'progress. These updates often include\xa0\ninformation on map development, weapon upgrades,'}, {'start': '1636.640', 'end': '1642.080', 'text': 'animation improvements, and team expansion.\n\u200bThe next mod is Air Exchange. The mod itself'}, {'start': '1642.080', 'end': '1646.800', 'text': 'aims to recreate the cut chapter "Air Exchange"\xa0\nfrom the beta version of the game. This chapter,'}, {'start': '1646.800', 'end': '1651.840', 'text': 'also known as "Air Conditioner" or "Airex".\nThe modding community has shown considerable'}, {'start': '1651.840', 'end': '1655.440', 'text': 'interest in reviving this lost chapter.\xa0\nSeveral projects have aimed to recreate'}, {'start': '1655.440', 'end': '1660.160', 'text': 'or reimagine Air Exchange using available\xa0\nconcept art, leaked maps, and storyline'}, {'start': '1660.160', 'end': '1665.040', 'text': "details to match Valve's original vision.\n\u200bProject: City 17 The mod revives and reimagines"}, {'start': '1665.040', 'end': '1669.840', 'text': 'the beta version of the iconic City 17 chapter.\xa0\nThe mod aims to restore the lost content from'}, {'start': '1669.840', 'end': '1674.560', 'text': 'the Half-Life 2 beta leak, presenting a universe\xa0\nwith a darker and more unique aesthetic. \u200b'}, {'start': '1674.560', 'end': '1678.800', 'text': 'The development team has painstakingly\xa0\nreconstructed various maps and environments'}, {'start': '1678.800', 'end': '1682.160', 'text': 'that were originally envisioned\xa0\nduring early development.'}, {'start': '1684.640', 'end': '1689.120', 'text': 'Each map is crafted to match the vision of the\xa0\noriginal beta, including detailed textures,'}, {'start': '1689.120', 'end': '1693.760', 'text': 'atmospheric lighting, and intricate layouts.\nAlso, to avoid making the video longer,'}, {'start': '1693.760', 'end': '1696.960', 'text': "I'll quickly mention other mods\xa0\nthat are also worth mentioning."}, {'start': '1696.960', 'end': '1702.640', 'text': 'Half-Life 2: E3 mod, meticulously recreates\xa0\nearly demos of the game that may or may not'}, {'start': '1702.640', 'end': '1708.800', 'text': 'have been shown at E3, showcasing cut content\xa0\nand development changes. And The Thing Remaster'}, {'start': '1708.800', 'end': '1713.600', 'text': 'revives one of the first Half-Life 2 mods,\xa0\nupdating it for modern systems with improved'}, {'start': '1713.600', 'end': '1719.680', 'text': 'assets and optional beta aesthetics while\xa0\npreserving the early modding history.'}, {'start': '1719.680', 'end': '1724.480', 'text': 'The Half-Life 2 Beta is a rare glimpse into the\xa0\ncreative chaos that six years of development led'}, {'start': '1724.480', 'end': '1729.360', 'text': 'to, and the game’s atmosphere was completely\xa0\nrewritten, but behind one of the greatest'}, {'start': '1729.360', 'end': '1736.153', 'text': 'games ever made. From abandoned mechanics and\xa0\nterrifying cut chapters to reworked characters and'}, {'start': '1736.153', 'end': '1741.600', 'text': 'entire environments, the beta reveals a darker,\xa0\nmore experimental vision of Half-Life 2. While'}, {'start': '1741.600', 'end': '1746.640', 'text': 'much of it never officially reached players,\xa0\nthe community has kept it alive – modifying,'}, {'start': '1746.640', 'end': '1751.760', 'text': 'restoring, and reimagining what could have been.\xa0\nThe mods themselves prove that the beta’s legacy'}, {'start': '1751.760', 'end': '1757.760', 'text': 'is far from forgotten and is quite beloved by\xa0\nmany players. In the end, the beta isn’t just a'}, {'start': '1757.760', 'end': '1763.600', 'text': 'footnote – it’s an integral part of the Half-Life\xa0\nseries’ history, bridging the gap between raw'}, {'start': '1763.600', 'end': '1769.600', 'text': 'imagination and polished reality. \nAnd now in 2025, after the 25th anniversary'}, {'start': '1769.600', 'end': '1776.880', 'text': 'of Half-Life in 2023, the 20th anniversary of\xa0\nHalf-Life 2 in 2024. In the documentary itself,'}, {'start': '1776.880', 'end': '1781.760', 'text': 'where the developers not only fearlessly talk\xa0\nabout the development, along the way even shows'}, {'start': '1781.760', 'end': '1785.840', 'text': 'gameplays that no one has seen before. Gabe\xa0\nNewell himself is no longer afraid to talk'}, {'start': '1785.840', 'end': '1790.400', 'text': 'about the reason for the non-release of Half-Life\xa0\n2 episode 3 and also demonstrating the mechanics'}, {'start': '1790.400', 'end': '1795.440', 'text': 'in the third episode itself. According to rumors\xa0\nthat were found in the source 2 codes and in'}, {'start': '1796.080', 'end': '1800.720', 'text': 'the projects for the Deadlock, CS2 and Dota 2.\xa0\nIt can be assumed that Valve is really cooking'}, {'start': '1800.720', 'end': '1806.640', 'text': 'something for the upcoming release, which is\xa0\ncalled HLX. But we know how Valve itself works'}, {'start': '1806.640', 'end': '1811.100', 'text': 'with their playtest, Valve time and how many\xa0\ncancelled and frozen projects there were. We do'}, {'start': '1811.100', 'end': '1816.560', 'text': 'not yet know exactly what will be announced\xa0\nin 2025, but according to all the news,'}, {'start': '1816.560', 'end': '1824.000', 'text': 'we can assume that Valve is definitely preparing\xa0\nto show something, as was with Half-Life Alyx.'}]