Push Half-Life 3 to the back of your mind, where it surely spends most of its time these days. How about some new Half-Life 2? Indie dev Richard Seabrook has spent the past two years working on a continuation of Gearbox's Half-Life 1: Opposing Force story, and the result, Prospekt, is said to match Half-Life 2: Episode One in length. February 11 is the big day.
At one point in Prospekt's development, Seabrook loaded it onto memory sticks, packed them in a briefcase adorned with the lambda logo and dispatched it to Gaben. He did not hear back. After passing through Greenlight, however, Prospekt gained Valve's nod of approval for the licence and assets.
As Gordon Freeman is cornered in Nova Prospekt, the Vortigaunts teleport US Marine Adrian Shepherd into the fray to give him a fighting chance. That's you. In total, Prospekt has 13 levels (including a return to Half-Life 1's Xen, which the long-running Black Mesa project is still working on) and upgrades the visuals of the original setting.
Prospekt will cost 7.50/$10. You don't need to own Half-Life 2 to play, but I'm saying that you should own Half-Life 2, you strange maverick.
Pining for Half-Life 2: Episode 3 is so passe. I'm more interested in Episode 4, which was being developed by Arkane until it was killed for being too good for this world. Or, for sensible reasons as revealed by Valve's Marc Laidlaw three years ago. It was to return players to Ravenholm, hence the name 'Return to Ravenholm', and some legit-looking screenshots seemed to bear that out.
I'm not just bringing this up to open old wounds—some new screenshots have been unearthed courtesy of those scamps at ValveTime. There are 11 of the beggars, purportedly taken from the portfolio of one Robert Wilinski, a Senior Environment Artist who was at Arkane between 2007 and 2008. You've already seen one above, but here are a few extra of the more interesting ones. (Having said that, they're all a bit boring—damned sewer levels.) Click this link, or watch the following video, for the others.
There are also a couple of images reportedly of Arkane's similarly cancelled The Crossing. It wasn't Half-Life related, but at least it wasn't set in a bloody sewer.
No one wants to end up in jail, but there’s something fascinating about life in the clink. There have been some great fictional prisons in literature and cinema—and video games too. The following hoosegows are some of the toughest, most brutal, and hardest to escape from in gaming. Some horrible prisons, both new and old, have made their way onto this list since we first wrote it.
From freezing Russian labor camps to max security space-jails, these are scariest imaginary prisons on PC.
B.J. Blazkowicz had to shoot an awful lot of Nazis to escape from the labyrinthine Castle Wolfenstein. As prisons go, Wolfenstein does offer some perks: ample access to weaponry, secret Nazi treasure, and delicious, hearty meals. On the downside, the dogs aren't very friendly and there's a giant Nazi with two machine guns standing between you and the exit. If you take too many bullets, you'll have to resort to eating dog food. Yuck.
Batman famously has one of the best rogue's galleries in comics, and his nemeses inevitably end up in Arkham, Gotham's prison for the criminally insane. 2009's brilliant Arkham Asylum makes the prison itself the star, imagining it as a densely interconnected 3D playground in the vein of Super Metroid. As Batman gains new bits of equipment he opens up new ways to explore and unlocks new shortcuts. In the end, Arkham Aslyum has some great depictions of Batman's villains and the dark knight's abilities, but mastering the asylum is the true joy.
The Souls series has some of the toughest prisons in gaming. Dark Souls starts you off in one, the Undead Asylum, which is guarded by an overweight demon that ruins newcomers on the reg. Dark Souls 2 has the Lost Bastille, a prison made entirely of cold grey stone, patrolled by undead knights and exploding mummies, and wraps with a boss battle against three nimble suits of armor. But Dark Souls 3’s Irithyll Dungeon is the prison-iest of all (most prison-y?). It glows a sickly green and greets you with the Jailers, spooky robed guards that lower your max health just by looking your way. Explore the cells and eventually you’ll run into the wretches, grotesque human-dragon hybrids, botched experiments of the Lothric family. Deeper in you’ll find giants taken prisoner, massive sewer rats looking for a snack, a downright mean basilisk ambush, some items that sound off a large scream when picked up to alert nearby enemies, a gluttonous humanoid with an enlarged hand for a head called—what else—the Monstrosity of Sin, and some sewer centipedes. Don't Google them.
It’s an awful place that folds over on itself in a disorienting search for one key after another, delaying your escape just beyond its rows and rows of thick iron bars. Get in, save Siegward, and never return.
Protagonist Vito Scaletta gets busted for selling stolen ration stamps and ends up in the clink. This is an act break of sorts, separating the game’s 1940s and 1950s chapters. The slow walk through the gates, being yelled at by jeering prisoners, is straight out of The Shawshank Redemption. You pass the time by punching people and scrubbing toilets, before emerging into a terrifying world of quiffs and rock and roll.
JC Denton defects from UNATCO and becomes a wanted man. He’s captured and wakes up in a mysterious underground cell. With the help of a creepy AI calling itself Daedalus he manages to escape, only to discover that the sinister prison facility is located below UNATCO’s Liberty Island headquarters. Most people who mess with Majestic 12 end up dead, but JC uses his nano-powers to break out and flee to Hong Kong.
Butcher Bay is a space-prison for the galaxy’s toughest, gruffest space-bastards. Escape From Butcher Bay sees the titular Riddick, played by Vin Diesel, breaking out of this maximum security sci-fi prison by stabbing, choking, shooting, and sneaking past its small army of guards. But, even though escape is his top priority, he still finds the time to enter bare-knuckle boxing matches and shiv other prisoners.
“It used to be a high security prison,” says Alyx Vance, gravely. “It’s something much worse now.” She always was good at introductions. Nova Prospekt is an old prison that the Combine have converted into a facility for processing any ‘anti-citizen’ who fights against their tyranny. ‘Processing’ meaning being turned into a hideous half-machine monster. A grim place indeed, but no match for Gordon’s gravity gun.
The Suffering is a mostly forgotten 2004 shooter from Midway, set on the twisted Carnate Island off the coast of Maryland. The penitentiary itself, where you're on death row, is just the beginning—the whole island has a dark history, including an insane asylum and a whole lot of executions. Hell breaks loose immediately when an earthquake calls up hordes of twisted monsters, who proceed to wreak havoc on the prison. It all may sound like standard horror fare, but The Suffering stood out thanks to some fabulously creepy designs by Stan Winston Studios. Those are monsters we would not like to be trapped on an island with.
Probably the toughest prison on the list, Vorkuta is grim Russian labour camp and one of the most memorable levels in Black Ops. With help from Viktor ‘Gary Oldman’ Reznov, your fellow prisoners, a mini-gun called the Death Machine, and giant slingshots loaded with explosives you battle to freedom and destroy half the prison for good measure. Shame about that rubbish vehicle section at the end.
The prison ship Purgatory, operated by the Blue Suns mercenary company, is where unstable biotic Jack finds herself. Commander Shepard, hunting for the galaxy’s baddest asses, flies there in order to recruit her. Before it was a prison, the ship was used to transport animals, which explains the tiny cages masquerading as cells. It’s not all bad, though: if it gets crowded, the Blue Suns will dump you on a nearby planet.
This desert prison used to be a peaceful coal mining town, but now it’s a hellish jail. Cloud and co. are dumped here after a misunderstanding, and have to earn their freedom by entering, and winning, a chocobo race in the Golden Saucer theme park that looms over the prison. As far as I know, this is the only time in gaming history where you escape from jail by riding a giant chicken. Hopefully it’s not the last.
That’s not a very nice name. Why not Warmridge Prison? Dishonored protagonist Corvo Attano is sent here after being wrongly accused of murdering the Empress he was charged to protect. It’s an imposing building—designed by the same guy who dreamed up Nova Prospekt, Viktor Antonov—and serves as the game’s tutorial. Murderous inmates, brutal guards, and rats are among this foul place’s residents.
This Alaskan military base isn’t technically a prison, but Solid Snake finds himself imprisoned in a cell there during the first MGS. There are a few ways to escape, but my favourite is spilling a bottle of ketchup and lying down next to it. The idiot guard thinks you’ve killed yourself and rushes in to help, giving you a window to break out.
Only slightly harder to endure than listening to the band Bastille, this famous French prison was notorious for its brutal treatment of prisoners. It’s here that the foppish hero Arno Dorian learns how to fight, and ultimately becomes an assassin. After the French Revolution it was demolished and replaced with a monument, but it will live forever in the decidedly average Assassin’s Creed Unity. C’est la vie.
Hell's Prison, posted on Reddit, is just one of thousands of devious, depressing prisons concocted by Prison Architect players. There's probably a harsher prison lurking on a hard drive somewhere, but Hell's Prison is a good example of how totalitarian Prison Architect lets you be as a warden.
"At any given time about 90-100 prisoners are in the initial stages of starvation and taking damage," reads the description. "The entire prison is one giant infirmary so that doctors automatically tend to them. Prisoners who are close to death are brought to the medical beds by the guards. I have yet to lose a prisoner to starvation."
Prison Architect's Steam Workshop is also full of fantastic creations and recreations, like Alcatraz. Now that's a tough prison.
One of the most famous video game prisons, this is where you start your adventure in Oblivion. You don’t know what your crime was or how you ended up there—you’re supposed to fill in the blanks—but a fateful encounter with the Emperor of Tamriel leads to your escape and transformation into a hero. You can return later and take the opportunity to teach gobshite Valen Dreth some manners.
When I saw the release trailer for Half-Line Miami, I assumed it was a gag whipped up by somebody bored with the wait for Half-Life 3, or a set of skinned levels built in Hotline Miami's level editor. It is neither. Half-Line Miami is a free, fully playable mash-up of Hotline Miami and Half-Life 2, complete with the G-Man introduction, and it's really good.
The actual gameplay is straight out of Hotline Miami, but the maps, enemies, and sound effects are taken from Half-Life 2. And instead of the usual assortment of blunt objects and firearms, you're equipped with the gravity gun, which works exactly like it does in HL2: Pick something up—explosive barrels included—and then fire it at your enemies to turn them into pulp.
There are eight levels in all, one for each area in Half-Life 2. For players who are into the DIY thing, it comes with a level editor as well. The soundtrack by Sung is pretty fantastic too. And it's free!
"I made this game as a declaration of my love for these 2 games, and as an experiment in game design," creator Thomas Kole explained.
Grab it—trust me, it's worth your time—at Itch.io.
In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Phil praises the Half-Life 2 soundtrack.
I sometimes hear it argued that the best soundtracks are the ones that go unnoticed. The theory is that a good soundtrack should work in tandem with the work its attached to—subconsciously enhancing a game or movie without going out of its way to reveal itself. The reasoning seems sound, but I don't agree. I'm perfectly capable of noticing music while simultaneously appreciating a stunningly realised set piece or top notch wall texture, thank you very much.
I mention this because, to me, most FPS soundtracks do go unnoticed—moreso than perhaps any other genre. Partly its because shooters are designed to offer tense firefights that sharpen your focus until survival and the elimination of your enemies is all that matters. Partly, though, it's because so many FPS soundtracks borrow from each other to the point that they all blur into a haze of hurried orchestral suspense, deep, rumbling guitars and that dark ambient soundscape that seems to state, "hey, war is all technological and complicated now. That's cool, right?"1
This, basically.
There are a lot of great things about the Half-Life 2 soundtrack, most of which are tied to how and where each individual track is used within the game. But on a broader level, the thing that I love about it is that it sounds like nothing else.
Half-Life 2's soundtrack isn't afraid to make itself known. In addition, it's not afraid to make itself scarce. Valve is content to let long stretches of the game go without an accompanying track. Instead, they let the sound design come to the fore. By trusting in the strength of the sound design, Valve is able to hold back the soundtrack for those moments when it's needed. When the music does appear, it's usually for a reason. Shit has, is, or is about to go down.
It's not just that the songs are good, it's that each is perfectly tailored to the moment it's used in.2 Take the obvious example: Hazardous Environments.
It comes at the point where Gordon is finally able to take some control over his surroundings. We're never privy to Gordon's state of mind, but the opening of Half-Life 2 must be a disorientating experience for the physicist. He's awoken from stasis, dumped onto a train arriving at the dystopian centre of an unrecognisable world, and forced to escape a brutal police force operating under the orders of an alien collective.
Now, finally, he's among friends, and in possession of the suit that helped him survive the last deadly situation he found himself in. It's an artefact that links that world to this one, and so it's fitting that it's accompanied by the corresponding song from Half-Life 1. It's nostalgic, slow and assured.
Throughout Half-Life 2, the soundtrack plays with elements of techno, drum-'n-bass and industrial, and never lets itself get tied down to one genre. Just as one chapter of the game may play differently from another, so a music track can stand apart while still somehow feeling cohesive. It helps that the music is artificial throughout—perhaps as a parallel of the story's ramshackle resistance force, and how they repurpose and rebuild old machines and enhance them through the stolen tech of the alien race now subjugating them.
Take Ravenholm Reprise, which builds on the dark horror of that chapter with what essentially amounts to an extended electronic howl. It's unnatural and unnerving. Earlier in the game, players are treated to CP Violation—a perfect accompaniment for the Civil Protection, in that it sounds like an alarm that builds in intensity as you're hunted through the city's abandoned tunnels, warehouses and sewers.
My favourite track isn't tied to action or foreboding, but quiet reflection. It's called Triage At Dawn, and it plays shortly after Ravenholm, as you stumble across a recently attacked resistance outpost.3 Someone's been hit. It's Winston.
In isolation, the scene is kind of ridiculous, but it's effective in game—a reminder that the Combine's actions aren't simply limited to the isolated horror of Ravenholm, but affect everyone fighting for their freedom. Death hangs over them all. Or just being injured a bit. Winston's probably fine.
It's the music that sells this moment. It's a haunting, sad refrain that lends poignancy to the action. It's a manipulative shortcut, sure—the scene is otherwise too short to make anybody care about Winston—but then, that's a soundtrack's job. And Half-Life 2's soundtrack does its job exceptionally well.
1Yes, this is an exaggeration. But I'd argue that there is a noticeable homogeneity among military shooters in particular—a phenomenon that is perhaps ironically fitting, given the stories that tend to lay at the heart of these games. That said, even noting this, the individual compositions can be excellent. It's a shame that in adhering to a particular style, so many of these pieces are lost. Outside of this one particular sub-genre, though, there are plenty of distinct sounds. Borderlands 2's electro-Southern rock strikes me as an obvious example.
2Valve is continually a master of this, and I could have easily written this piece about any of their games. Of particular note is Portal 2, the music of which nicely mirrors the plot of the game. Its music sounds broken and chaotic, as if degraded by thousands of years of disuse. Portal 2 is also worth praising for its use of dynamic music—giving it a playful quality as it reacts to your interactions with the game's puzzle elements.
3My favourite track from the Half-Life 2 series as a whole is Sector Sweep, from Episode 2. It comes at the perfect time, after a tense encounter with a Combine Advisor. It's such a driving, adrenaline-building instrumental that it makes what could be a difficult fight in tight hallways feel like a liberating licence to take out your frustration on the Combine forces. It's the sort of song that says, "no, no, get the shotgun out for this bit."
I've never played the Killzone games, owing to the fact that I don't possess the precise living room box required, but now at least I've gotten a taste of the Helghast. Killzone Source doesn't recreate an entire Killzone game in HL2, but provides a particular mission called Strange Company.
It represents several years of work by Moddb member zombiegames, and while I can't personally vouch for its representation of Killzone, it's pretty cool and looks great. With an AI companion, you fight your way through the interiors of a multi-floor building, battling Helghast at every turn, then proceed outside for more gunplay. You can carry a pistol and one of several rifles, use frag grenades, and are also armed with a knife. The Helghast look great, and I don't know if this is true of the original game, but they scream entertainingly when they die. Every time. I couldn't get enough of it.
They're tough as hell, too. Even on normal difficulty they killed me repeatedly. I had to disable AI using the Source console just to get close enough to them to take their pictures. At one point a dropship appeared over a shattered courtyard and they rappelled down on ropes in front of me. They're also pretty good at using grenades.
My AI companion was a little worthless in a fight, but she's still cool to hang out with. While I was remapping my keys (the default keybindings are a little odd) she helped herself to a soda from a vending machine.
The guns are fun to use, and plenty challenging due to recoil, and the maps are dressed with various bits of detail like Helghast propaganda. There are some other touches, like flying enemy drone that I presume has roots in the original game.
To play, you just need a Steam account and to have the opt-in beta of Source SDK Base 2013 Singleplayer installed. For the beta, right-click the SDK base on Steam, select properties, open the Beta tab and choose '-upcoming' from the list. (You don't need to input a beta access code.)
As for the mod itself, here's its page on Moddb. If you've tried it, and you have experience with the Killzone games, I'd love to hear if you think it's a faithful recreation of the mission.