Waxy.org
Waxy.org is the sandbox of Andy Baio, an independent journalist and programmer living in Portland, Oregon. I created Upcoming.org and some other stuff too.

Contact Me: log@waxy.org or waxpancake on AIM

Half Life 2's Developer Commentary

Posted Sep 5, 2006

Over Labor Day weekend, I got around to finishing Half Life 2: Episode One, the deeply satisfying expansion pack that picks up the storyline of Gordon Freeman as he tries to escape from City 17.

As great as the game was, I was blown away by the in-game Developer Commentary system. Each bit of audio is a "commentary node," a little floating speech icon that can be activated by aiming at it and hitting the "use" button. The dialogue then plays, with additional information about who's speaking and the length of the clip. (See videos below.)

Most of the game's 115 nodes are audio only, pointing out interesting tidbits about the scene you're currently in, such as the visual design, character dialogue, or gameplay. Some of the best examples discuss the iterations a stage or puzzle went through, why original versions didn't live up to expectations, and how they reached their final design. It's a fascinating glimpse into the minds of the developers, very much like sitting next to them as you play through at your own pace.

But a few commentary nodes do much more, taking over the player's view to show them something hidden or entirely new. I've captured video from some of my favorites.

Here, in the Citadel's Core control room, you can see three separate commentary nodes. The first two were from earlier in the game, referring to the first time I was in this room. The third node -- my favorite of the game -- whisks you away to an entirely hidden part of the map to explain how real-time TV displays are made. Note how the color of the third icon changes after it's activated, marking itself like unread-to-read mail.

In this turret scene, the first commentary node explains Alyx's behavior and how the turret design was modified after playtesters complained. The second turns on a hidden "node graph" layer and discusses how designers can use it to improve NPC's movement and combat. Note that the player is invulnerable to damage for the duration of each clip, so as not to distract from gameplay.

This final video explains Alyx's dynamic fighting animations by taking over the player's perspective and cloning multiple copies of Alyx and a zombie, which creates a Mortal Kombat-style walkthrough of several variations. Fun!

There have been a couple earlier attempts at in-game commentary, most notably the "Developer's Cut" of The Chronicles of Riddick: Escape from Butcher Bay (2004), a game that sounds awful but is widely considered one of the best modern first-person shooters. Valve was clearly inspired by Riddick, but has refined and improved the idea, making it so vital and interesting that it easily added four hours of replay value to my $20 purchase.

Sadly, according to Valve's game statistics, only 15% of players have ever turned it on. So, try it out and help raise that number (it's buried in the audio options). I really hope this feature becomes more popular in new games, or even as special edition reissues for older games. Hearing the original developers discuss, in context, games like Ico, Deus Ex, or (gasp!) Day of the Tentacle would be a dream.

Also, if you've finished HL2:EP1, this 47-minute fan-made commentary is thoughtful and funny. Highly recommended.

19 Comments (Add Yours)

Sep 5, 2006
9:39 AM  
Geek wrote:

I, too, completed HL2:Ep1 over the Labor Day weekend and was a little sad to see it end. Thanks for the reminder to play through one more time with the developer commentary on -- something I had completely forgotten about.


Sep 5, 2006
10:38 AM  
MrBlank wrote:

I hope this feature makes its way to the XBOX 360 version. Since my PC is dead and there isn't a Mac port the XBOX is my only way to HL2.


Sep 5, 2006
11:37 AM  
dave bug wrote:

Excellent idea, and seems to be very well thought out. I wish it muted the game noise a bit more, as sometimes the character dialog and explosions made it hard to make out the commentary.


Sep 5, 2006
11:43 AM  
Andy Baio wrote:

Normally, I don't go running into combat while listening to the commentaries... I usually sit quietly and listen, but I think I felt obliged to do something interesting while capturing the video. :)


Sep 5, 2006
12:47 PM  
Rico wrote:

Yeah, this is a nifty little feature. HL2, however, is not the first to implement it. The little-played and much ignored Chronicles of Riddick: Escape from Butcher Bay had this feature, once the game was finished.


Sep 5, 2006
1:00 PM  
Andy Baio wrote:

Yeah, I mentioned that in my post. It was only available in the PC port, which I think also limited its visibility.


Sep 5, 2006
2:55 PM  
Rico wrote:

Whoops, completely missed the text underneath the embedded vids. I remember when Valve released the Lost Coast map, also with embedded developer's audio commentary. Mostly they explained the HDR procedure, and why and how it looks the way it does.

All in all, I think it's a feature that most (if not all) medium- to large-budget games should implement from now on. Like you say, it does nothing but add value to what may otherwise be a disappointing (or over-priced) game.


Sep 5, 2006
3:12 PM  
Mike wrote:

The commentary bubbles really are an excellent replay incentive for the game. Valve first used them in their playable Lost Coast tech demo to explain the new HDR effects and other Source engine upgrades.

Coincidentally, I was also playing through Episode One over the weekend, and I just realized, from comparing your clip of Alex fighting the zombies to my gameplay sequence, that Valve did not script which animations would play during the commentary. True to form, the animations demonstrated during the commentary clip must be selected based on random placements of Alex and the zombie. Cool!


Sep 7, 2006
12:27 AM  
brian wrote:

awesome, I wish more games were worthy of this kind of attention. thanks for providing it.


Sep 7, 2006
1:26 AM  
MackanZoor wrote:

Neat bonus for the players. I myself am waiting for the "second episode" to come out until I play the first one. That way I can enjoy the H-L universe twice as long (sort-of) and also won't have to buy a new graphics card just yet (my old one died a couple of months after I played H-L2 and I now only live on a GeForce4 Ti 4400).


Sep 7, 2006
5:41 AM  
Geoff wrote:

I wonder if it's possible to find where the Combine are "broadcasting" from in some of the other videos. I always assumed they were pre-rendered. Someone could make a pretty interesting guide by documenting all of these locations.


Sep 8, 2006
8:37 AM  
evan wrote:

Rogue Squadron: Rogue Leader had it also


Feb 20, 2007
12:36 PM  
Angulo wrote:

A propos Day of the tentacle and adventures: Are they ever gonna develop a new Monkey Island game? I loved those!!!!


Feb 20, 2007
12:42 PM  
Angulo wrote:

A propos Day of the tentacle and adventures: Are they ever gonna develop a new Monkey Island game? I loved those!!!!


Feb 25, 2007
3:17 AM  
berni wrote:

I don't think so, check out http://www.scummbar.com/games/monkey5/ they are often the first ones to know. I have also been waiting for that but I don't think it will ever be released...


Mar 1, 2007
4:37 AM  
grazitaly wrote:

Monkey Island is very cool!!


Mar 1, 2007
7:36 PM  
berni wrote:

It is! We should try and make a campaign: The more people ask Lucasarts for another game, the faster it might appear. I have already sent them an email some weeks ago, but without any response :-(


Apr 18, 2007
8:40 AM  
Runa wrote:

I never tried to play this game but looking at the the videos I'd love to!


Jun 6, 2007
1:49 AM  
Eli wrote:

I had NO idea the commentary even existed! I'm going to replay HL2 (i miss it anyway) and check it out.

BTW, I wish that had left the even turret knock-over "bug" in; those things were a bitch!


 

Leave a comment





Waxy Links
Ads via The Deck
July 18, 2008
The Quirkbook — Rands polls Twitter for everyone's odd quirks and mildly OCD mannerisms
Jane McGonigal on Werewolf at Foo Camp 2008 — ideal strategies, a sneaky all-villager variation, and the impact of the werewolf metaphor
Google interviews the creators of WarGames — great trivia about the making of the film and its impact on tech culture
July 17, 2008
Logan Aube's Hockey Night theme — Something Awful goons tweak an online contest with funny results (via)
July 16, 2008
Sean Tevis is running for Kansas State Representative, XKCD-style — help a computer geek defeat the incumbent, a hard-right, anti-privacy Creationist; he's trying to get 3,000 to donate $9 each
How to Fake Being a Wine Snob — there might be supertasters out there, but most people are just faking it
The Economist responds to Freakonomics co-author's pasty/pastry mixup — tasty response to this original post (via)
Mike Arrington interviews Evan Williams at Foo Camp — great interview; thoughtful questions and brimming with information, without the sensationalism
Rick Trooper — The Empire rolls you.
Mocha VNC Lite, free VNC client for the iPhone — link opens in iTunes; like others, I'm hoping an SSH client is next
Annalee Newitz on Dr. Horrible's Sing Along Blog — exceeds the hype; the site's been down all day, so I just bought the season in iTunes for $3.99
July 15, 2008
The Sound of Young America Live interviews Ze Frank — strange interview, but talks about the end of The Show and current projects; see also: Jay Smooth from Ill Doctrine (via)
Defender of the favicon — staggering hack puts a playable Defender clone in your browser's 16x16 favicon; Firefox and Opera only
Twitter officially acquires Summize — search.twitter.com is now live
July 14, 2008
Deep Note, the Guitar Hero bot — it got 820k points and 98% playing Through the Fire and Flames; amazingly, some humans can still beat it, for now (via)
Unofficial RSS feed of newly-added App Store applications — until Apple adds their own, I've been keeping tabs using this
Daily Mail tries to unmask Banksy's secret identity — unconfirmed, but definitely seems likely
Trailer for August, indie drama about the dot-com bubble — the fictional dot-com is called Land Shark, but they never explain what they do (via)
Lee Byron maps walkability in San Francisco — built using Walkscore, Google Maps, and Processing
Radiohead releases dataset for House of Cards video — 370MB of CSV point data, Processing code, and a 3D viewer of Thom Yorke's face (via)
July 11, 2008
Preview video of Last.fm's iPhone app — no scrobbling from your iPod, but an outstanding streaming player (via)
Wall-E Down to Earth — fan film takes a Wall-E toy on a tour of real life
Ask the Pilot covers his recent experiences with the TSA — they wouldn't allow a pilot to carry a butter knife used for in-flight meals
Techcrunch runs the numbers on App Store's first day pre-sales — sadly, Apple removed the download counts this evening
Patton Oswalt's commencement speech at his old high school — "There Is No Them." (via)
July 10, 2008
I Eat Beats — drum sequencer built with webcam, Processing, and a bag of Skittles
Journalist examines America's rail system on an 85-hour trip from NYC to Oakland — nobody cares about the railroads anymore (via)
Bush jokes about America's pollution record to G8 world leaders — "Goodbye from the world's biggest polluter!"
iPhone 3G or Millionaire — the choice is easy
Flickr user hit by lightning while recording a rainstorm — "because you insisted, here's the unedited screaming version."

Andy Baio lives here. Some rights reserved, for your pleasure.