That inspiration becomes more visible as the train pulls into a concrete station.Ĭity 17’s train station introduces you to Dr. The Eastern European architecture, the barbed wires - a world forever grey. Throughout Half-Life 2 it becomes apparent that City 17’s design found inspiration from the concrete jungles of Soviet bloc countries. As the train jostles you about, it’s hard to miss the graffiti, the filthy floors, the litter… “No matter how many times I get relocated, I never get used to this,” he despairs. Nervously clutching a briefcase, he’ll only interact with you when prompted. There is another man on the train with a simple purpose: to let you know that something is very wrong with this world. For veterans of the first game, this piques our curiosity. It’s a simple move, but putting everyone into the same boat of being clueless to the new surroundings is a friendly way of bringing new players unfamiliar with Half-Life into the series. Before we can truly explore City 17, it’s established that we’re in a world completely alien to us. The first man gives you a quizzical look, “I didn’t see you get on…” It is becoming clear to us we’ve just been plopped onto this train by G-Man. There are two men in the carriage with you. As the elusive G-Man’s words rattle in our head - wake up and smell the ashes - the sound of a train sounds off. This time it’s a quick trip, Valve providing players with the chance to interact with other characters instead of staring aimlessly out the window. Half-Life 2 begins on a train, an homage to the original game. Here are some of the landmarks and locations that bring you deeper into the gangrenous heart of City 17. That’s what makes Half-Life 2 an environmental storytelling wonder. From the Breencasts echoing throughout the streets, the rotting buildings, and the empty playgrounds, City 17 refuses to let you get comfortable. Not only can you interact with the world they have tossed you in if you take a step back and take in its cold, concrete sights, the world tells its own story. Valve takes storytelling even further in Half-Life 2. Players get a guided tour through City 17, except this time with your feet firmly planted on the streets where you can freely move around. In the opening segment of Half-Life 2, interactive storytelling is present from the very start. The criticism of this introductory sequence reached Valve, and they changed their approach in the next installment. You can ruin microwave meals, rummage through colleague’s lockers, eavesdrop on conversations, and leave workplace destruction in your wake. Thankfully, the next five minutes of the game make up for this. The first five minutes of the game doesn’t give players the freedom that Half-Life provides throughout the rest of the game. This is why the tram ride doesn’t align with Half-Life’s philosophy.
That’s great because that is your reaction to the world manifesting itself in the game thanks to the openness of the mechanics. But in most first playthroughs, you’re trying to find the exit before this rip in the time-space takes you for a ride.
You could stare unblinkingly at the beautiful, but terrifying light-show before you. For example, there is the scene where the Resonance Cascade (a cataclysmic quantum event) tears through Black Mesa and kills everyone except you. This creates an unprecedented connection with the game world in iconic moments.
#Welcome welcome to city 17 free
The player is an active part of every cutscene and is free to move around the world as events unfold.
Half-Life stood apart from other games, thanks to the strength of its interactive storytelling.