It's been 20 years since Half-Life 2's incredible demonstration was revealed at E3 2003. I recently came across it again, and there are still parts of this demo that I've rarely seen being tried in a game, or it's been implement fairly artificial, not ad flexible/dynamic ad this demo wants to present. Some stuff that would be considered today as "downgrade" (which I personally don't believe in, something things just don't work out), because a lot of stuff in this demo from a mechanics and systems point of view are missing in the retail release.
But in this demo, specifically the 'Traptown' section, you can see 'Immersive Sim' type improvisational tactics being used. Utilizing a dynamic environment and the AI reacting to this changing environment:
(Another part of that impressive demo showing the promise of a -seemingly- reactive environment and NPC's that games still don't do to this degree. And just to show your how incredibly ahead of it's time Valve was in that era)
What are some unfulfilled game concepts/systems/moments you remember, and never got to play?
But in this demo, specifically the 'Traptown' section, you can see 'Immersive Sim' type improvisational tactics being used. Utilizing a dynamic environment and the AI reacting to this changing environment:
- Pushing physics in front of the door, AI reacting by suppressing/shooting through the windows, while another one kicks the physics away.
- The combine surrounding the building, the player improving by pulling a radiator of the wall as a shield.
- Blocking AI from coming upstairs by shoving physics down the staircase.
- Being pinned down, and using a grenades to destroy two supports to drop a big container.
(Another part of that impressive demo showing the promise of a -seemingly- reactive environment and NPC's that games still don't do to this degree. And just to show your how incredibly ahead of it's time Valve was in that era)
What are some unfulfilled game concepts/systems/moments you remember, and never got to play?
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