Half-Life 2 storyline evolution
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The Half-Life 2 storyline went through many versions. This article attempts to gather them in the best chronological order possible.
Contents
Overview[edit]
Half-Life 2 began development in June 1999. The first couple of years were concentrated on developing the Source engine and the game's story was very much uncertain (described in Raising the Bar as a "stack of index cards bearing nothing but the names of potential places"). Many ideas were floated, such as introducing a female protagonist, having Gordon wear a leather suit or having the game start next to a stranded icebreaker. The game was envisioned as globe-spanning, with the player potentially visiting Washington D.C., the Middle East and an alien fortress city among others.
Eventually a general outline was settled upon, narrowing the story to perhaps a dozen locations on a circular route going through City 17, although the details remained vague. Concept art was created and story vignettes were written. As the Source engine matured certain setpieces were even made into demo and test maps beginning in late 2000. Numerous prototype maps were then produced, but Half-Life 2 only began to cohere into a complete start-to-finish game sometime around 2002.
The most important difference between this early prototype phase and later stages of development are in the setting, evolving from a very dark American setting to a brighter Eastern European one. Characters also evolved greatly, with examples such as Breen being only known as "the Consul", Alyx being the daughter of Captain Vance, Eli simply being named Eli and not related to Alyx,[1] among others.
During this time, the game was to span four days instead of three (disregarding the time spent by Alyx and Gordon between the two teleports in Half-Life 2).[2] This was cut down and many early plot ideas were abandoned or heavily modified before 2003, the year Half-Life 2 was leaked. By then, the game was already quite similar to the final product. Nevertheless, some of these earliest concepts are included in this article, based on information taken from the book Raising the Bar, developer commentary, the 20th Anniversary Documentary, as well as numerous development files leaked over the years, such as the WC map pack.
Although it is possible to determine a rough outline, there is no such thing as a consistent Half-Life 2 "original storyline". Not all cut concepts and plot elements were created at the same time or developed to the same degree; many were only ever on-paper art and vignettes, others are unknown and/or lost forever. Many early maps were disjointed prototypes of a singular idea and only a few were clearly intended to connect to other maps, making for a very fluid and possibly inconsistent order of events. Therefore one must be careful to not speculate too much when attempting to make out anything like a cohesive plot. Still, even though it can be difficult to draw a consistent story from all the available data, many things can be logically deduced.
Storyline items, in rough chronological order[edit]
Train ride[edit]
Gordon awakens beside the G-Man who shows him parts of what happened over the last 10 years, but without actually telling much. Gordon then finds himself on the Wasteland Train and encounters Samuel, a citizen who tells him some information about life under Combine rule and gives him some hints about what is going on. He also gives him a spare gas mask, as the air is toxic because of the Air Exchange.[1]
The train ride allows the player to view the Wasteland outside City 17, with ruins, wrecks, Houndeyes, Bullsquids, and other unknown fauna. Another nearby train is seen being attacked by a Gargantua, but the monster is destroyed by the heavy engine.[1]
The Wasteland Train then proceeds into the city, surrounded by a huge concrete wall protecting it from outside hazards. Creatures can be seen killing themselves on the barricades. Gordon catches glimpses of Citizens in their apartments. The train arrives at last at the station, and Cremators can be seen cleaning around the train, eliminating Bullsquids and Headcrabs that managed to get inside the perimeter.[1]
Notable info about its use in retail
Heavily trimmed. Samuel has been removed but his face was recycled as a simple Citizen and for Counter Strike: Source. Home life, originally only glimpsed, can now be seen first hand when Gordon actually travels through residential buildings. The city walls are later seen at the end of Episode One, but serve a largely decorative purpose.
City 17[edit]
The earliest known prototype maps and concept art showed City 17 to be much darker, both figuratively and literally. Most City 17 maps were to take place in the evening or at night, and lent themselves to a stronger sense of hopelessness and despair. In these early versions, the Combine were to be gradually altering Earth's atmosphere via facilities such as the Air Exchange, forcing citizens to walk around wearing gas masks. The city also featured large skyscrapers and a generally American-inspired architecture, which were abandoned as part of the transition to an Eastern European setting. The skyscrapers in particular were cut to put more emphasis on the Citadel, while the gas masks were abandoned to better display the Source engine's facial animation technology.
Early drafts had City 17 divided into an "Old City" and "New City". The "Old City" was to be filled with ruins from the Seven Hour War, which the player would see during the train ride and their journey through the canals. The "New City" was the the section of the city occupied by the Combine, surrounded by a huge concrete wall protecting it from Wasteland hazards.
The developers experimented with several intra-city transportation methods to be seen in the game, including elevated railways, trolleys and school buses.
A lengthy exploration journey through City 17 was planned, where Gordon would visit many different locations, including multiple plazas, the Combine Factories, a construction site, the Manhack Arcade, a radio tower, the city's protective wall, and several anonymous buildings and entire areas completely cut from the retail version of the game.
Trainstation[edit]
There is no available information as to what Gordon were to see or do upon arriving at the City 17 trainstation in the earliest versions of the concept; in Old Friends, Gordon stumbles upon Barney in the Manhack Arcade.
Judging by available leaked maps it appears that it was settled sometime around 2002-2003 that Gordon should meet and be saved by Barney in the trainstation. Barney then contacts and consults Dr. Kleiner before instructing Gordon to head for the Terminal Plaza and seek out citizens wearing a lambda symbol. Alyx is not mentioned, as she was not originally present in the introductory chapters of the game.
Notable info about its use in retail
The trainstation itself went through some map and dialogue differences but the overall concept remained the same. Instead of leaving through a back door, in the final game Gordon exits the building through the main entrance, completely cutting the industrial section of the city.
Combine Factories[edit]
Instead of exiting through the main entrance as in the retail game, Gordon leaves the trainstation through a back door which leads to City 17's industrial section, featuring an elevated railway, a Door Tower and glimpses into the citizens' daily lives, watched over by Metrocops and Combots. Gordon walks by several factories filled with citizens performing various forms of slave labor for the Combine. These include the Cremator factory, where child workers can be seen manufacturing Cremators, as well as the stenographer's chasm, where citizens work above a bottomless pit.
Notable info about its use in retail
Completely removed, although some of its elements were later reused in Half-Life: Alyx. While some ideas sounded good on paper, the developers found themselves unable to find satisfying gameplay for this section. Like the Manhack Arcade, this area did not serve a strong enough purpose to be kept.
As the concept of human reproduction being disabled by a Combine suppression field evolved and the Cremator failed to mature into a satisfactory enemy, the idea of child labor was cut. Removing all depictions of children from the game also avoided any potential issues with censorship laws.
Terminal - Trainstation Plaza[edit]
According to early drafts, dialogue and map names, the trainstation plaza itself was originally called Terminal Square or Terminal Plaza. It was possibly a separate location from where Gordon would encounter a Breencast-like device, sometimes referred to as the Consul Plaza.
Gordon walks into the plaza from a side street or alleyway and gets to see the trainstation main facade and Citizens being abused by Civil Protection. The player's path through the plaza went through many iterations during development, although Gordon is almost always expected to ascend to the rooftops via elevator, ladder or stairs, where he might ride a rope-pulled Gondola across the plaza. Gordon would then proceed to the commercial district and the Manhack Arcade, passing through unknown areas, possibly including apartment buildings and/or a construction site.
The E3 2002 versions of the map feature a parade of various Combine units, including Combine Soldiers, Striders, Combine Assassins and Combine Guards.
Some later versions feature a citizen catching up with Gordon, identifying himself as Barney's scout and escorting Gordon through the plaza before being caught and beaten up by Metrocops. Gordon then proceeds through a truncated version of the apartments before being let into the rooftops area by another citizen. Gordon is not chased by Civil Protection as he is in the retail version of the game, but is instead given a leisurely view of City 17's streets from above, including a scene of Vortigaunt slaves being led around by a Metrocop.
Notable info about its use in retail
Although the overall concept remained the same, the plaza itself was completely remade sometime around 2003, streamlining and shrinking the area the player was to explore. The plaza also absorbed several setpieces and ideas that were originally to appear in the Industrial and Commercial sections of the city (e.g. the Breencast and what would eventually become Combine Barricades). The general direction the player is expected to take – ending up on the rooftops after going through the plaza – also remained the same, although the citizens' apartments were greatly expanded upon, and the rooftops lead directly to Kleiner's lab instead of taking the player through the Manhack Arcade. The entire rooftop sequence was also transformed into a high-intensity chase.
The Combine parade as featured in the E3 2002 demo possibly inspired the glimpses the player gets of Striders walking by the plaza in the retail version.
Business - Commercial / Manhack Arcade[edit]
Gordon walks through some sections of City 17, including a construction site and a street featuring a view of a large concrete wall, before ending up in the commercial area of the city. Gordon walks into an area sometimes referred to as the "Consul plaza" (later merged with the trainstation plaza), where he encounters what would later evolve into the Breencast. A Metropolice station is also found here, alongside the Manhack Arcade, an entertainment place where Citizens play a video game consisting of controlling Manhacks and killing enemies for fun, ignorant of the fact that the Manhacks they control are real and the enemies in the game are actual fugitives.[2][1] Gordon meets up with Barney – possibly for the first time – who works undercover as a Metrocop, and the two proceed to Kleiner's Lab together. In some versions, Gordon and Barney go through the sewers (nicknamed "steam" in Raising the Bar, while the WC map pack map is named subt).
Notable info about its use in retail
Completely removed, as the developers didn't find it very fun, even if it sounded good on paper. The location of Barney's introduction was pushed back to the trainstation, although it is still possible this is where Barney were to catch up with Gordon after their first meeting. The sewers/"steam" map was pushed forward to what would eventually become Route Kanal.
Kleiner's Lab[edit]
Gordon reaches Kleiner's Lab[1] where Kleiner is astonished to see him. Kleiner is upset at Barney for bringing Gordon to his lab, fearing it would draw unwanted attention from the Combine, and wishes to send Gordon away as soon as possible. An argument then breaks out over where to send Gordon, with Barney suggesting Gordon should travel to Eli's place and Kleiner insisting Gordon would be of more use as a research scientist at Kraken Base.
Gordon puts on a modified HEV suit, and a relatively extended tutorial section follows, with Kleiner presenting and explaining suit power and health items.
The three contact Elena Mossman who agrees Gordon should join her at Kraken Base, describing Eli's place as "more suitable for mechanics than research scientists". Mossman then suggests Gordon should be directly teleported to Kraken Base, a suggestion Barney balks at, questioning the reliability of the teleporter (later mentioning how he had to turn a cat "right side out again" after a previous failure), but is overruled by Kleiner and Mossman.
The teleportation fails due to Lamarr's interference and Gordon is sent back to Kliener's lab a few seconds after arriving at Kraken Base. Gordon is then possibly teleported around other locations, including Breen's office, before ending up someplace around Kleiner's heavily damaged lab. It is possible Kleiner is injured or even dies during the teleportation sequence.
Gordon must then flee on foot to Eli's scrapyard.
Notable info about its use in retail
Earliest known complete versions of the lab are located inside a warehouse-like structure, with a large separate room containing the teleporter. Surviving dialogue lines also seem to indicate the sequence was to more closely mirror the Resonance Cascade experiment from Half-Life, including references to "rotor coils" and a "crystal insertion device". The lab was shrunk down to a layout very similar to the one seen in retail as early as 2002, and the parallels with Anomalous Materials were eventually scaled back to mere thematic nods.
Kleiner's character was somewhat different. Perhaps more closely inspired by Black Mesa's scientists, he is more ditzy and less competent than his retail counterpart. His early model (later recycled for Counter Strike: Source) was also markedly different, appearing older, which may also be reflected in Harry S. Robins' less energetic line delivery in much of the pre-release dialogue. Despite these changes, Lamarr was already present as Kleiner's pet headcrab as early as 2002 versions of the scene.
While somewhat cut down and shortened, the general gist of the scene and even some specific dialogue lines (albeit re-recorded) remained unchanged from 2002 to the game's release in 2004, with two notable exceptions. First, Gordon was to teleport to Kraken Base instead of Black Mesa East. Second, Alyx was completely absent from the scene, meaning Gordon's teleportation was the first and only attempt.
Sewers / Canals[edit]
Gordon begins his journey out of City 17, going through a short section of railway track before meeting Boxcar Phil. Gordon then proceeds into the city sewers, where he fights his way through Metrocop ambushes and encounters with Barnacles, Manhacks and perhaps Hydras. At one point Gordon finds a small camp occupied by three Citizens named Fludd, Pettigrew and Regis. The camp is attacked by a large group of Manhacks, which Gordon avoids with the help of an unnamed fourth citizen that activates an explosive trap.
The sewer section ends with Gordon crossing a large chasm before riding an elevator up to a platform near the top of the great concrete wall surrounding the New City. Gordon then descends back down to the ruins of the Old City and follows a series of canals which lead him out to the Wasteland. In early versions Gordon goes through the canals on foot, fighting Bullsquids and Houndeyes along the way. In later versions Gordon rides a Jet Ski, and later still an Airboat.
Near the end of the chapter, Gordon is pursued by an early version of the Hunter-Chopper, which he then destroys with the help of a Citizen named Odell by firing propane tanks out of Odell's barge.
Notable info about its use in retail
The sewer sections were heavily trimmed, with many areas completely removed. One of the maps was moved forward in the timeline and repurposed as d3_c17_08 in the Anticitizen One chapter of the retail game. The large concrete wall which the player stands on in the beginning of some early canals maps was scrapped, and the canals themselves were gradually expanded and enlarged, especially after the introduction of a vehicle to the section. Bullsquids and Houndeyes were eventually completely removed from the game. The idea of having the chapter end with a confrontation with a helicopter was kept, although the idea of launching propane tanks from a barge was cut.
The Wild - The Wasteland - The Scrapland[edit]
Earliest depictions of the regions outside City 17 showed a dried up ocean floor, complete with rusted out ship hulls and whale bones. It was essentially a vast desert, with no water or greenary whatsoever, demonstrating the brutal effects the Combine occupation had on Earth's environment. The lack of water was explained by large portals placed by the Combine at the bottom of Earth's oceans, draining them away for an unknown purpose. The idea was greatly scaled back during development and the presence of at least some remaining seas was implied by the existence of the Borealis and Kraken Base; by 2003, these early Wasteland prototype maps and concept art gave way to rough versions of Highway 17 and the coast. Nevertheless, the idea persisted in reduced form all the way to release, as evidenced by the abnormally low water levels seen throughout the finished game.
For most of the game's development, what would eventually become Ravenholm was to take place before meeting Eli and acquiring the Gravity Gun. Instead, the player was to go directly from the canals into the town, with Eli's den taking the place of Shorepoint Base.
Very early versions of the story would then have the player board a train which would be intercepted close to the Depot. This mid-game train journey was abandoned alongside (and possibly before) the dry seabed conception of the Wasteland, to be replaced with a lengthy vehicle section.
The player's journey through the Wasteland originally intended to culminate at the Air Exchange. The Depot and the small prison preceding it were little more than brief stops along the way, but both would be expanded during development into what would eventually become the Entanglement and Nova Prospekt chapters, respectively.
The Wasteland featured Antlions from the beginning. A special type of Scanner was to be seen patrolling it, searching for any non-Combine humans. Alyx was to be introduced in the Wasteland, either as part of the Wasteland train journey (as depicted in the Alyx vignette), or at Eli's den, or possibly in the Air Exchange chapter alongside her father Captain Vance.
Quarry - Town - Quarrytown - Traptown - Phystown - Zombie Town[edit]
Ignoring very early prototype maps of possibly unrelated small towns, the earliest versions of what would eventually become Ravenholm took place in a daytime desert setting. Gordon were to enter the town following the canals chapter, possibly passing through a flooded quarry. Later versions would replace the desert quarry with a flooded canyon more reminiscent of the retail version's Wasteland environments. Gordon would climb out of the quarry/canyon and enter the town riding a suspended minecart.
Early in development the town was revised to a late evening or nighttime setting and the quarry concept was cut. Instead, Gordon enters Ravenholm from a lake with a pier, presumeably connected to the canals chapter. Gordon walks the pier and through a small lakeshore area before entering the section where he first meets Father Grigori above a large fire. The town is filled with Zombies, which Gordon uses various elaborate traps to kill.
Gordon's intended path through the town as well as many puzzles and sequences all went through many iterations. At one point Gordon rides a suspended cart that plows through multiple zombies before crashing into a wooden barrier, dumping Gordon into the section where the car trap is first seen in the retail game.
Father Grigori is introduced dumping a corpse into the large fire below, elegizing for the now-deceased man named Sampsa. Grigori shows up again later and warns Gordon of the state of the town before wondering aloud whether Gordon is the answer to his prayers and "a companion to make this place again a haven". Grigori urges Gordon to seek the town church so they may work together in cleansing the town.
Gordon proceeds through Ravenholm, encountering Fast Zombies for the first time. Grigori appears again and instructs Gordon to pick up a shotgun hidden behind some pallets. Much as in the retail game, Gordon walks into a dead end before circling back and being reprimanded by Grigori who again instructs him to head for the church.
Early prototype maps show the entrance to the mines to be in a building inside the town itself. The exact sequence of events after Gordon arrives at the church is unknown, although judging by the names of some of Grigori's prerelease voice lines it is safe to assume the two were to go through the church yard. Other voicelines seem to imply Grigori escorts Gordon into the mines, telling Gordon to "find the heart of evil and drive a stake through it". One way or another, Gordon ends up in the mines where he must use the Digger to destroy the Combine Big Momma Pod, ending the Headcrab infestation.
Notable info about its use in retail
Much of the early layout of the town was kept, including remnants of cut sequences, rooms, traps and puzzles. Most traps were removed, leaving only a handful. The sequence where the player has to ride a suspended minecart was cut, to be replaced by simply walking on some boardways above the town streets, but a simplified version of the concept was kept as part of the transition into the graveyard. Many sequences – such as turning off an electric fence to proceed – were present as early as 2002, albeit in heavily modified forms. Father Grigori remains almost unchanged.
The pier and its immediate surroundings were cut when the chapter order was reshuffled, to be replaced by the small section where the "Ravenholm" sign is seen in the finished game. The mines were simplified and the Digger and Big Momma Pod were cut, removing what was presumably meant to be the climax of the chapter. Instead of sending the player into the mines to defeat the "source of evil" (hence "cleansing" the town of the "evil [that] spawns in the depths"), Grigori simply escorts the player through the graveyard and out of town.
Scrapyard / Eli's Lab[edit]
Before Kraken Base was cut, Black Mesa East was known as "Eli's den", "Eli's lair", "Eli's place", "Eli's scrapyard" or simply "the scrapyard". At this point in development, Eli, also known as the Junkman and possibly Eli Maxwell, was quite different from Eli Vance from the retail version of the game. He had no familial relation with Alyx, and was a ragged survivalist rather than a former Black Mesa scientist. His "den" was not a science facility but a cramped semi-underground junkyard full of old machinary and trash. It is also implied that the scrapyard is not as distant from City 17's center as Black Mesa East is in the final game, instead located just on the outskirts of the Wasteland proper.
Gordon arrives at the scrapyard after going through the Ravenholm mines, and is possibly intercepted by Dog, Eli's decrepit old robot companion. Eli proceeds to present Gordon with a slideshow explaining the events that have transpired since the Black Mesa Incident, showing scenes of Xen fauna disrupting regular Earth life, followed by the Seven Hour War, Combine takeover and the Consul's rise to power. Eli also warns Gordon of Particle Storms, describing how he lost his leg to one. Gordon is given the Physgun then leaves the scrapyard and heads out into the Wasteland.
After Kraken Base was cut, much of its role in the story was tranferred to Eli's place, which evolved to become Black Mesa East. The sequence as it appears in the 2003 leak plays out very much the same as the retail version, with a few notable differences. First, Eli is the one who hands Gordon the Gravity Gun while they wait for Alyx to come down into the lab. Second, Eli's abduction is revealed by a Vortigaunt immediately after Alyx, Dog and Gordon re-enter the facility. Finally, Gordon is sent out to rescue Eli from Nova Prospekt directly from Black Mesa East instead of going through Ravenholm and Shorepoint Base first.
Notable info about its use in retail
The early scrapyard version of the level was somewhat preserved in the final game as the area where Gordon plays with Dog after acquiring the Gravity Gun. Dog himself is changed from Eli's companion to Alyx's pet, and is given a more friendly and less menacing personality. Some of the exposition from the original slideshow was also reintegrated as newpaper clippings present in the lab.
The 2003 version of the scene was heavily trimmed down and a lot of superfluous dialogue was either removed or rewritten into Eli's optional voice lines while the player explores the lab.
Antlion Caves[edit]
The developers prototyped antlion-infested caves or canyon featuring early versions of Antlion Grubs. The caves were meant to culminate in a fight against a massive creature known as the Antlion King. The exact location of the caves within the Half-Life 2 storyline is uncertain; it would have possibly been between the Ravenholm mines and Eli's den, immeidately following Eli's den, as a mid-journey stop during the coast chapter, or at the end of the chapter, taking the place of the Vortigaunt Camp and the fight against the Antlion Guard.
Notable info about its use in retail
The concept never made it past the early prototype stage before being cut. It eventually returned in the form of the Victory Mine in Episode Two.
The Coast[edit]
Railway / Highway[edit]
From the earliest phase of development railways were established as a central theme for the Wasteland, linking various Combine bases to each other and to City 17. Railway depots provided pit stops for trains transporting mysterious cargo to and from facilities such as the Air Exchange.
In early versions of the story, Gordon sneaks aboard one such Wasteland Train headed for the Air Exchange. The train stops at a large Depot, or is perhaps intercepted by Alyx, and Gordon is forced to continue on foot.
With the development of the Scout Car, this railway journey was replaced by a vehicle section. Early demo maps had Gordon drive across a dry seabed. Later during development, Gordon drives down what is recognizably Highway 17. On his journey he encounters and is possibly chased by a Gunship. Gordon then reaches a small rebel base where he meet a citizen known as RPG Guy. RPG Guy proceeds to run out and attack the Gunship using his titular RPG, dying in the process, allowing Gordon to pick up the weapon and finish off the Gunship.
Notable info about its use in retail
The original open seabed areas seen in the earlier prototype maps and concept art were scrapped, although the presence of beached shipwrecks remained. Once established, many setpieces and the overall course of the highway persisted in recognizable form throughout the development process. RPG Guy was replaced by Odessa Cubbage.
Depot / Prison - Gulag[edit]
Gordon's journey through the Wasteland – whether by train, car, or on foot – was to originally culminate at the Air Exchange. Earliest prototype maps of the Depot were little more than a small train station guarded by Combine troops, Stalkers and Cremators. Functionally it was only a short setpiece, on the scale of any other Gordon encounters during his journey through Highway 17. If Gordon were to travel across the Wasteland by train, it is probably here that he would disembark before proceeding to AirEx on foot. If so, it is also possibly where Gordon first meets Alyx. In the Alyx vignette, Alyx is the one who intercepts Gordon's train a short distance from the Air Exchange. It is therefore possible that the Depot was originally conceived of as an introduction for the AirEx chapter.
Later during development the small train station would be replaced by a large compound towering above a dry seafloor chasm. Gordon climbs out of the chasm and up a lighthouse while being harassed by a Gunship. From the top of the lighthouse Gordon gets a vantage view of the facility below. The Depot itself is a large structure of distinctly Combine architecture, and is attached to a small prison the Combine have repurposed as a guard outpost. In later versions, the chasm is widened to become an open seafloor area, implying the entire facility is sitting atop what used to be an island. It is worth noting Nova Prospekt was explicitly inspired by the real-world Alcatraz prison.
Gordon fights his way through the prison yard before entering the prison proper, where he encounters more Combine soldiers and Antlion Guards, as well as many Combine turrets. At some point during development it was decided that Gordon would break into the compound with an army of Antlions, although the exact details of when and how Gordon acquires the Bugbait remain unknown.
Gordon exits the pre-war prison and discovers the Gunship Bays in front of the Depot proper, where Gunships can be seen being serviced in facilities reminiscent of drydocks. Gordon makes his way through the bays and rides a cargo conveyor up to the top of the Depot. Once inside, Gordon finds himself in a large and open vertical structure. Gordon must proceed underground, climbing down ladders and riding elevators, all while fighting Combine troops along the way. It is uncertain how Gordon were to leave the Depot, although it is possible he is to board (another) train found at the bottom of the facility.
Notable info about its use in retail
This section of the game was greatly expanded from the earliest prototype maps, progressively growing from a short setpiece, to a large facility, to what is in all likelihood the longest chapter of Half-Life 2.
As the prison section grew increasingly long and the story was reworked following the removal of the Air Exchange, Captain Vance and Kraken Base, the later parts of the prison were thematically separated and designated as their own (sub-)chapter called Entanglement. Alyx was added as the player's companion in these later maps, and breaching into the facility turned into an objective onto its own, with the goal being rescuing Eli Vance. Mossman's betrayal was changed from active sabotage in Kraken Base to a dialogue-based reveal in her conversation with Dr. Breen.
The early concept of the Depot as a vertical fight arena the player must pass through was entirely cut, although the general design was preserved in the Our Benefactors and Dark Energy chapters of the final game. The Gunship Bays were reworked into a visual briefly seen during the pod ride inside the Citadel. While no longer an explicit location, the Depot model can still be seen from outside the prison in the retail version of the game.
While the exact means by which Gordon was to arrive at the Depot are unclear, the idea that the player must climb up rocks to reach the facility persisted through to the final game. The lighthouse originally seen outside the compound was repurposed for Lighthouse Point.
Originally it was the assault on the Air Exchange that served as the signal to begin the uprising against the Combine. In the final game that role moved to Gordon and Alyx's infiltration of Nova Prospekt. The concept of a delayed teleport was introduced to account for the time that the player would have otherwise spent in the cut arctic regions. Furthermore, the chapter was changed from a late afternoon to a nighttime setting as the story's timespan was cut down from four days to three.
Air Exchange - AirEx - Air Conditioner[edit]
One way or another, Gordon arrives outside the Air Exchange – a large industrial complex operated by the Combine. The exact purpose of the Air Exchange is nebulous and was not decided upon before the entire chapter was scrapped. While sometimes conceived of as a facility the Combine were using to replace Earth's atmosphere with noxious gases, the idea became redundant as City 17's design evolved and the developers decided against all citizens wearing gas masks. An alternative explanation was for the AirEx to function much like a hydroelectric power plant, using teleporters to move air from Earth to a lower-pressure dimension and having the induced draft spin power-generating turbines.
Regardless of its purpose, the facility is full of innumerable pipes, some of which stretch out to the Wasteland outside. Gordon uses some of these pipes to cross a chasm and sneak into the facility. Once inside, Gordon passes through various corridors, yards and industrial chambers, evading deadly machinery along the way in a manner highly reminiscent of the Residue Processing chapter of Half-Life. At some points Gordon utilizes air vents and currents to get to otherwise inaccessible areas.
Gordon eventually reaches a control room where he possibly meets Alyx's father, Captain Vance. Vance is the leader of Earth's remaining military forces, now forcibly conscripted into the Combine's service, hence referred to as the Conscripts. Vance is tasked with protecting the Air Exchange facility, but has also been secretly organizing a resistance against Earth's occupiers. The Conscripts rebel against the Combine at some point during the chapter, and with Gordon's help destroy the central reactor at the heart of the facility, rendering the Air Exchange inoperable and marking the beginning of the Uprising.
Gordon leaves the Air Exchange aboard a tugboat piloted by Odell.
Notable info about its use in retail
Completely cut sometime around 2002. The removal of the Air Exchange (alongside the arctic regions) marked a turning point in the development of Half-Life 2's story, as it coincided with other pivotal changes such as the merging of Captain Vance with Eli into Eli Vance, the scrapping of the Conscripts, the creation of Black Mesa East and a major overhaul to Mossman's character. Notably, the role of the AirEx's destruction in triggering the Uprising was transferred to Gordon's assault on Nova Prospekt.
Arctic regions[edit]
From very early on Half-Life 2 was to feature a journey through arctic environments. Indeed, demo_arctic was one of the very first playable maps ever created in the Source engine, and in some of the earliest drafts the player was even meant to begin the game aboard an icebreaker. Despite this, the entire section of the game ended up being cut during development. Valve would bring the concept back for the Episodes; first glimpsed in Mossman's message in Episode One, then directly referenced with the Borealis's reveal in Episode Two. Episode Three was to be set at least in part in the arctic, but as that game ended up being quietly cancelled, the arctic regions remain the single largest concept ever substantially developed for Half-Life 2 to have never been officially released.
The Borealis - Hyperborea[edit]
Perhaps the most infamous portion of the cut arctic regions is an icebreaker ship known as either Borealis or Hyperborea. Being one of the first concepts ever created for the game, the ship's role within the story remained in flux throughout development. The ship was originally meant to be the first location visited by Gordon in the game, possibly either finding it stranded in ice or arriving at City 17 aboard it.
In some of these earliest iterations, the Hyperborea was a ship used by the Resistance to run supplies for Kraken Base and an unidentified "ice station". The ship's captain (possibly Johanson) and scientist crew refused to pull out of the "ice station" before the ship became icebound. They were then attacked by "warships" that pelted the Hyperborea with "tick pods". An engineer named Odell or Owen figured out the Sackticks were vulnerable to cold and so shut off the main generator, letting the entire ship ice over. It is possible that Gordon's journey were to begin in the "ice station". Gordon would then enter the Hyperborea through a breach in the hull, where he would meet Odell and the two would board a submersible which takes them down to Kraken Base.
In later versions, Odell was apparently not a member of the original crew, and the ship is set adrift in the middle of the ocean rather than being stuck in ice. Gordon and Odell reach the ship via tugboard and board it together, only to find the entire crew has been slaughtered.
The exact circumstances that had left the Hyperborea/Borealis stranded are unclear. Odell makes many ominous comments regarding the ship's cargo and the scientists' intentions. The presence of holding chambers for Zombines and Headcrabs, as well as Assassin tanks and what appear to be early versions of Stalker pods, all seem to imply the scientists onboard were carrying dangerous specimens for study. It is therefore possible that the ship has experienced some sort of containment breach, although the presence of Combine Soldiers onboard imply the Borealis was directly assaulted by the Combine at some point, or perhaps has been a Combine vessel all along.
Odell and Gordon listen to a radio distress call coming from Kraken Base. In some versions of the story, Gordon helps Odell commandeer the ship and steer it towards the arctic before it is assaulted by the Combine. Either way, the two make their way through the dilapidated and partially burning ship to board a submarine which they use reach Kraken Base.
Notable info about its use in retail
Brought back for Episode Two in the form of a lost Aperture Science vessel.
Props from the Borealis still exist in the final game and the Episodes (for example, there is still a model folder called "props_borealis" containing items such as a water barrel). Odell's model was reused for Odessa Cubbage.
Kraken Base[edit]
Kraken Base was to be a secret Resistance research base hidden at the bottom of the ocean. Much like the Borealis (with which it is inexorably linked), it is one of the earliest concepts to have been developed for Half-Life 2, and its role in the story underwent major changes before finally being cut.
In its earliest conception, Kraken Base was to be the introductory chapter for the entire game. Gordon would arrive at the base alongside Odell aboard a submarine and is placed in a sick bay. After having woken up, Gordon and Odell meet up with Kraken's director Elena Mossman. Mossman is revealed to be a traitor to the Resistance, springing a trap that creates a rupture in the base's walls and killing Odell in the process. Gordon must then swim to safety, pick up the HEV suit, and chase Mossman through the base as it is being flooded and assaulted by the Combine. At one point Mossman attempts to destabilize the base's power core, but is thwarted by Gordon. Mossman then flees Kraken Base aboard an escape pod, but not before sabotaging a second pod, forcing Gordon to narrowly escape aboard a third one.
Quite early in development the chapter was moved forward in the story to become a mid-journey stop, taking the place Black Mesa East does in the final game. Gordon teleports directly from Kleiner's lab to Kraken Base, but is immediately pulled away due to Lamarr's interference in the teleportation sequence. Gordon must then make his way to Kraken on foot, train, car, etc., finally arriving at the base sometime during the third day of his journey aboard a submarine piloted by Odell. The events that transpire after Gordon arrives are unknown, but it is highly probable the sequence was to closely mirror the introductory chapter version outlined above, with the base being flooded by Mossman, killing Odell and forcing Gordon to escape back to the surface.
Notable info about its use in retail
Completely removed. The idea of restabilizing a sabotaged core by solving some sort of puzzle is echoed in the Direct Intervention chapter of Half-Life 2: Episode One.
Weather Control[edit]
Gordon escapes Kraken base and makes his way to a large Combine facility called the Weather Station or Weather Control. Very little is known about it, except that it features a large dome and is the scene of a major battle between Captain Vance's Conscripts and the Combine. Alyx is to be present at the battle, and would accompany Gordon in the subsequent flight back to City 17.
Notable info about its use in retail
Completely removed.
Flight of the C-130[edit]
Gordon and Alyx travel back to City 17 aboard a C-130 airplane that crashes into the Skyscraper. C-130 might be the "cargo plane" briefly mentioned in the Weather Control vignette. Later in development this was changed to a helicopter (possibly an Osprey).
Notable info about its use in retail
Completely removed. The concept may have been recycled as the helicopter seen at the end of Half-Life 2: Episode Two.
Back in City 17[edit]
Skyscraper - Vertigo - Palace[edit]
The aircraft carrying Gordon and Alyx crashes into a skyscraper in the middle of City 17. Civil Protection are present in the building and converge on their location. Alyx is injured in the crash and is probably kidnapped by the Combine. Gordon must then fight his way down through the building, possibly seeing or battling Striders outside. Gordon eventually escapes to the city rooftops, where he witnesses citizens throwing Molotov Cocktails at nearby structures. The rebelling citizens may assist Gordon by attacking Combine units chasing him.
The actual building Gordon and Alyx crash into changed during development. Very early versions had the two crash into an Art Deco style skyscraper in what appears to be an American city. As the Half-Life 2 setting evolved, this was changed to a distinctly Stalinist building apparently modelled after the Palace of Culture and Science in Warsaw. Early versions of the building appear to be a hotel of sorts, which was changed to a museum interior later in development. Fans often refer to these two distinct versions of the Skyscraper as "Vertigo" and "Palace", after the map names as found in the leaked files.
Notable info about its use in retail
The sequence involving an airplane crashing into a skyscraper was cut in response to the September 11th terrorist attacks. Instead, the player would teleport back to Kleiner's lab and leave through locations previously visited during the introductory chapter. Despite this change, the Skyscraper was not entirely cut at first. The remodelled version based on Eastern European architecture remained all the way through 2002. This latter "Palace" version still seemed to feature a crashed helicopter, but as the idea of teleporting back to Kleiner's was already present and under development, the Skyscraper's exact role in the story is uncertain.
The Skyscraper was eventually completely removed, but the general concept of fighting through a monumental pre-war structure persisted in the form of the Overwatch Nexus, which can be seen as an indirect successor to the Skyscraper. Many textures and models originally created for the cut Skyscraper have also made their way into the Nexus. The horse statue seen at the end of the "Follow Freeman" chapter was reused from one of the early Skyscraper prototypes.
Street wars + Under[edit]
Gordon starts the street wars with the Conscripts on the rooftops at the foot of the Skyscraper, then finally reaches ground level, where a sniper has pinned down Conscript forces.[2][3] At some point, Gordon manages to join Vance's headquarters and then proceeds behind the inner gates of the Citadel's outer wall.[2] He also journeys again in the City 17 underground, where he confronts many Hydras.[2] Among others, Rebel forces fight Striders with tanks and RPGs.[2]
- The battle in C17 was to be provoked by the destruction of the AirEx, but when it was deleted, the impetus was moved to the destruction of the Depot.
- The Rebels were to have commandeered enemy vehicles during the rebellion, as seen in the sniper series of maps in the WC map pack.
- The player was to travel through the rooftops and battle enemies such as Stalkers, but this was removed for more ground-based fighting.
- Most of the fighting was to be spearheaded by rebelling Conscripts, not citizens.
- In early versions of the Street War, one of the player's goals was to meet Captain Vance at his temporary HQ, which was a bombed out building with a few APCs parked outside of it.
Notable info about its use in retail
The overall concept was kept, except for Vance's headquarters. The new journey through the sewers was heavily trimmed, the Hydras being cut in the process. The sniper episode was kept for Barney.
Consul Plaza[edit]
The battle continues. Gordon is back at the Consul Plaza and proceeds to the Citadel.[1]
Notable info about its use in retail
Recycled as the Trainstation Plaza.
Citadel[edit]
Gordon proceeds through the Citadel to finally reach the Consul office. There he confronts the Consul and finds Alyx being kept prisoner and discover that Elena Mossman betrayed them.[1] The outcome might be the Consul being defeated and Gordon surviving somehow. The original fate of Alyx Vance, Eli, Captain Vance and Elena Mossman are unknown.
- The Citadel went through multiple changes. The earliest Citadel design was a gigantic spire, as seen in concept art in Raising the Bar. However, the earliest in-game version was nothing more than a gigantic, blocky metal tower, mostly because it was made out of brushes. Later brush-based Citadels became much rounder and had large sheets of steel surrounding the bottom of the Citadel. When the team was able to put models into the game, the Citadel became a round spire. This was then changed to the Citadel as seen in the final version.
- The rows of pods inside the Citadel were originally just cages with prisoners inside them.
- Of note is that the journey though the Citadel would feature areas that were never used or reused for Episode 1. Both the Core and the Advisor areas, which were prominently featured in Episode One, were being developed long before the final game came out.
- The confrontation with Breen in early versions of the story was extremely similar to the final one. Concept art from RtB shows Mossman holding Alyx (who was captured at the Skyscraper) at gunpoint while Gordon holds a gun to Breen. Some dialogue from an early version of the scene, found in the leak (sound/temp/alyx/citadel1-3.wav) shows that Alyx talked to Breen.