Valve has finally vanquished a few more bugs in Half-Life 2. We might never get to play the conclusion, but at least we can rest easy knowing that NPCs can blink once again.
Half-Life 2's NPC have been stuck in this nightmare since 2014, when Steam switched to the SteamPipe content distribution system. The change caused problems for a lot of Source mods and games, but the absence of blinking was definitely the most eerie.
Despite the visibility of the bug and the mountain of threads bringing it up year after year, Valve seemed content to let its NPCs stare for eternity. Unofficial patches solved the issue, but now Valve's finally put out an official fix. An update went out yesterday and deals with a few other lingering issues.
Half-Life 2: Episode One and Two, Lost Coast and Half-Life: Source have also been updated.
I just started a new game to see for myself, and both the G-Man and the NPCs on the train have full control over their eyelids again. Revolutionary! I'm sure they're very relieved.
Cheers, RPS.
Valve has fixed NPCs not blinking in Half-Life 2, its 15-year-old shooter that may never see a sequel.
That's not all. Valve has also fixed missing sounds on Combine soldiers, fixed a hitch when saving games, and fixed SteamVR running when entering the settings menu.
The update is for Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Half-Life 2: Lost Coast, and Half-Life: Source. So, all the Half-Life 2s!
Oof, imagine not blinking for half a decade. My eyes shiver at the thought. But this is what the NPCs of Half-Life 2 have been suffering. The dry eye epidemic was first reported to Valve’s GitHub repo back in 2014 and since then it turns out only a select few have felt the joy of smashing their eyelids shut. But after almost five long years, City 17’s tortured citizens can finally blink again, thanks to a small official update.
It’s been eight years since Valve released a singleplayer game. Hopes of seeing the Half-Life series completed have all-but vanished, and we’re unlikely to see another Left4Dead or Portal. Yet while Valve the developer may have turned toward enormously successful MOBAs and enormously unsuccessful card battlers, its last great singleplayer game still has a surprising amount of life left in it, courtesy of its community.
Since Portal 2 made its debut in April 2011, the community has designed more than half a million custom test-chambers, with dozens of new chambers being added every day. The majority of these are singleplayer chambers (although that still leaves over 100,000 cooperative chambers if you and a buddy have got a lifetime to kill). It’s an enormously prolific community, to the point where it can be hard to know where to begin expanding your Aperture adventures. Hence, I’ve selected a handful of the best chambers to showcase what the community offers.
When starting out your extracurricular Portal 2 activities, you’re best off looking for multi-part campaigns rather than individual chambers. It’s the easiest way to ensure a consistent quality in the chambers, with the puzzles evolving and changing based upon earlier ideas the designer had. There are plenty such campaigns to choose from, but a handful are a cut above.
12 Angry Tests sees you guided through a suite of elegantly designed test-chambers by a dysfunctional turret gone rogue. A full-fledged campaign with its own story, 12 Angry Tests boasts a healthy mixture of the various Portal 2 environments, and plenty of inventive puzzles that make full use of the mechanics that Portal 2 offers (including some excellent use of light-bridges).
What makes it stand out, however, are all the Valve-like moments that occur along the way. It begins with a fun, Valve-style cold-open that plays out almost like a parody of 2017’s Prey. There’s also a fantastic sequence where you ride a particle- elevator through a vast vertical chamber lined with turrets.
Designed For Danger is a similarly accomplished adventure. It kicks off in the middle of Portal 2’s vanilla story, segueing cleverly into a side-campaign where a rootin’-tootin’ AI core called Rick takes you on a thrilling (and extremely dangerous) series of test-chambers. Puzzle-wise, there a strong focus on cube manipulation, but it also has a real eye for grandeur. There’s lots of exploring the space between the walls, while a later chamber that takes you into Aperture’s dilapidated underbelly is truly breathtaking.
Another campaign well worth checking out is Refreshing Course. Unlike the previous campaigns I mentioned, this one doesn’t have much of a story. Instead it has large and hugely detailed chambers absolutely crammed with puzzles. These start out as short, individual vignettes, gradually broadening into elaborate multi-stage chambers where you need to work out the puzzle’s sequence step by step. Quick word of warning, however, the last chamber has a devious trick puzzle that implies you need to do some complex portal-jumping when you actually don’t.
All these adventures are very well made in a general sense, but they basically exist for people who want a little bit more of the Portal 2 campaign. If you’re after something a bit different, there are a couple of alternatives. One of the most aesthetically pleasing map campaigns around is Decay, a short campaign in three parts that doubles down on the ramshackle style of Portal 2’s first third. It’s a relatively challenging set of levels, with puzzles that revolve mainly around lasers. But each test chamber looks beautifully grimy and unkempt, including some fabulous use of vegetation. If you’re a fan of the moodier elements of Portal 2’s atmosphere, Decay is a must.
If, on the other hand, you’re more into Portal for the surreal spatial manipulation, then you should check out Unreal Chamber, another three-part campaign that focuses on a specific element of Portal 2. Unreal Chamber is particularly interesting because it uses the portal technology in new ways. A typical example is a room with an archway in the centre which alters the layout of the room depending upon which way you enter it. Later on, Unreal Chamber introduces ‘Portal Frames’ windows into another room which, when you press your nose against the glass, will transport you instantly into the room you were looking in. It’s a very clever twist on Portal 2’s main mechanic.
As for individual chambers, well, few Portal 2 maps are truly individual ‘chambers’. The community seems implicitly aware that players are less likely to download a map that only lasts a few minutes.
Hence, the majority of individual chambers will comprise two or three puzzles at a minimum.
Nonetheless, there are plenty of individual chambers worth checking out. The best tend to focus on a specific theme. I particularly liked Ben 77’s Connection and Conversion chambers, as they make heavy use of the gels and the 1950s Aperture Science areas, both of which seem quite under-used by the Portal 2 community. I also enjoyed Expendable Human Launch Vehicle, a lofty and atmospheric map dedicated to punting yourself through portals like a fleshy Nerf dart.
The community’s desire to cram as much into a single Source map as possible has led to some fascinating designs. A recurring theme in Portal 2 map design is puzzle ‘towers’, collections of puzzles stacked vertically in order to get the most out of the map’s available space. One of the best vertical puzzle designers is Skyferret, who has designed at least three puzzle towers. The best is Verteron 2, a gloriously moody- looking map wreathed in electric blue. Not only does it have a wide variety of puzzles neatly balanced in terms of challenge, it’s also stuffed full of secret areas, and even features a cameo from everyone’s favourite idiot AI, Wheatley.
Speaking of Wheatley, the blue-eyed moron features regularly in community maps, and is even the face of several campaigns. This includes a Skyferret-designed campaign called Wheatley’s Reprisal. This is well worth a look both for its puzzles and the way it uses Portal 2’s destructibility and animation. Floors crumble beneath your feet, chambers smash into walls and other chambers. It’s filled with the dramatic environmental manipulation that was so impressive when Portal 2 originally launched.
Be warned, however, the way Wheatley’s Reprisal re-uses Stephen Merchant’s lines from the game may cause you some aural distress.
All the available Portal 2 maps can be easily downloaded through the Steam workshop. It’s worth downloading a few at once, as even the biggest maps won’t last you more than ten to twenty minutes, and Portal 2 lets you load up a new chamber once you’ve completed it. Also, once you’ve finished a map, delete it, as the more maps you have downloaded, the longer it takes the list to fill up each time you boot the game.
What’s interesting about Portal 2’s maps is how well most of them fit into the broader fiction of Portal and Aperture Science. It rarely feels like you’re playing a mod, and more like you’re exploring another nook of Aperture Science’s impossibly vast underground labyrinth.
It’s also a stark reminder of just how fantastic Valve’s worldbuilding is. It says a lot that most maps which attempt to take Portal out of Aperture Science don’t really work, which is why I’ve focussed on maps that stay within the confines of Chell’s scientific prison.
Portal 2 is still the best first-person puzzler around. But thanks to the community, it’s also now the biggest, offering literally hundreds of hours of chin-scratching fun. It’s not quite the same as having a new, good-old-fashioned Valve game to tear through, but a large portion of the community’s designs are surprisingly effective in providing that uniquely Valve blend of surprise, wonder, and humour.
Those of you chained to the churning wheel of the internet might have seen this facial recognition algorithm thingo doing the rounds. It’s called ImageNet Roulette, and it’s basically a website where you feed in a photo of your human face and see what the cybergods of our terrible future make of you. But it’s probably not safe to show the neurohive your real face. So we showed it 13 pictures of videogame characters instead, to see if the machine lords of the net realm can tell who they are and what they are all about. The short answer: not really, but sometimes. The neural net, it turns out, is a dangerous idiot.
The Half-Life 2 modding scene is alive, well and doing some exceptionally silly things. Hosted by Map Labs on Mod DB, Half-Life Abridged is the fifth and most recent in a series of themed HL2 mapping contests, challenging entrants to quickly produce a single level based around a specific theme. This time, it was based around the concept of boiling down an entire chapter of Half-Life (1 or 2) into a single bite-sized level, perfect for the Free Man on the go.
Breaking all prior records for Half-Life 2 jams, there were twenty-five entries in total, all bundled up and ready to play here. Many put tongue firmly in cheek, like Intrasslad by "Salamancer", which re-imagines the entire Nova Prospekt chapter of Half-Life 2 as a trip to Ikea, and replaces Alyx Vance with a lamp. It also won first place in the contest.
Also notable is HWY 17 by "ThatsRidonkulous", which takes the 'abridged' concept perhaps too literally by squashing down the entirety of Highway 17 into a single bridge, breaking all of space and time in the process. Does that make it an Einstein-Rosen bridge, then?
Fun fact: It is never wrong to use theoretical physics jokes in a Half-Life article.
While some play it straight, a bunch of the levels are elaborate jokes. Anomalous Materials by "iiboharz" and "Jackathan" is an easter-egg and secret-laden romp that abridges Half-Life 1's first chapter. Gordon slept in today, and there's only six minutes until he's fired. Get suited up and to the test chamber ASAP, even if the world does seem to be conspiring to slow you down.
Lastly, a personal favourite is Father Grigori's Wild Ride by "RockyB", squishing Ravenholm down into a deeply unsafe haunted house fairground ride. Comfortably sitting in your mine-cart, you can kick back and relax as an animatronic Father Grigori gives you a tour of the headcrab-laden town. You'll occasionally need to use your gravity gun to switch what track you're on, and decapitate some zombies with saw-blades, though. Please keep all limbs inside the car at all times..
Many of these maps have rough edges, on account of being developed with a time limit for a competition, but they're still some of the funniest and most creative levels I've seen for the game. This collection is well worth a look.
Getting all this set up is, thankfully, pretty quick and easy. You don't even need to own Half-Life 2, but you probably should, or you won't get half the gags.
Step 1: Pop open Steam, check the Tools section of your games library and download Source SDK Base 2013 Single Player.
Step 2: Right click on it in your Steam library, click Properties, Betas, and select the 'upcoming' branch.
Step 3: Download Map Lab #5: Abridged from Mod DB.
Step 4: Unpack it to your Steam\steamapps\sourcemods directory.
Step 5: Restart Steam and look for 'Abridged' in your game library. Have fun!