La trama de Half-Life 2: Ep 3 a sido revelada.

Lugar dedicado a hablar sobre cualquier tipo de videojuego distinto de Resident Evil y otros Survival Horror.
Responder
Avatar de Usuario
Spike
Don't Panic
Mensajes: 5828
Registrado: 02 Feb 2003 21:54
Puntos de Vida: 10 de 10
Ubicación: Lake Bodom
x 71

La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Spike » 25 Ago 2017 22:11

Pues si, despues de años de espera los golpeados y maltratados fans de Half Life al menos podemos cerrar este capitulo.

El escritor principal de Half Life, Marc Laidlaw, abandono Valve a principios del 2016, lo que significo para muchos el ultimo clavo en el ataud del ep3/HL3. Como sabran algunos Half Life 2 ep 2 termino con un cliffhanger enoooorme que nos dejo a muchos al borde del asiento.
Una decada mas tarde finalmente sabemos como acaba esto, gracias a que el Acuerdo de Confidencialidad que tenia con Valve finalmente expiro, por lo que publico una sipnosis de la trama del episodio 3.

http://www.marclaidlaw.com/epistle-3/

Como veran, los nombres estan cambiados, obviamente para protegerse de acusaciones de violacion a derechos de autor y similares.
Por ejemplo:
Gertie Fremont = Gordon Freeman
Mr X = G-Man
Alex Vaunt = Alyx Vance, etc...

Aqui en spoilers esta la version completa del texto con los nombres oficiales de Half Life:

Oculto:
Episode 3

Dearest Player,

I hope this letter finds you well. I can hear your complaint already, "Gordon Freeman, we have not heard from you in ages!" Well, if you care to hear excuses, I have plenty, the greatest of them being I've been in other dimensions and whatnot, unable to reach you by the usual means. This was the case until eighteen months ago, when I experienced a critical change in my circumstances, and was redeposited on these shores. In the time since, I have been able to think occasionally about how best to describe the intervening years, my years of silence. I do first apologize for the wait, and that done, hasten to finally explain (albeit briefly, quickly, and in very little detail) events following those described in my previous letter (referred to herewith as Episode 2).

To begin with, as you may recall from the closing paragraphs of my previous missive, the death of Eli Vance shook us all. The Research & Rebellion team was traumatized, unable to be sure how much of our plan might be compromised, and whether it made any sense to go on at all as we had intended. And yet, once Eli had been buried, we found the strength and courage to regroup. It was the strong belief of his brave daughter, the feisty Alyx Vance, that we should continue on as her father had wished. We had the Arctic coordinates, transmitted by Eli's long-time assistant, Dr. Judith Mossman, which we believed to mark the location of the lost research vessel Borealis. Eli had felt strongly that the Borealis should be destroyed rather than allow it to fall into the hands of the Combine. Others on our team disagreed, believing that the Borealis might hold the secret to the revolution's success. Either way, the arguments were moot until we found the vessel. Therefore, immediately after the service for Dr. Vance, Alyx and I boarded a helicopter and set off for the Arctic; a much larger support team, mainly militia, was to follow by separate transport.

It is still unclear to me exactly what brought down our little aircraft. The following hours spent traversing the frigid waste in a blizzard are also a jumbled blur, ill-remembered and poorly defined. The next thing I clearly recall is our final approach to the coordinates Dr. Mossman has provided, and where we expected to find the Borealis. What we found instead was a complex fortified installation, showing all the hallmarks of sinister Combine technology. It surrounded a large open field of ice. Of the Hypnos itself there was no sign…or not at first. But as we stealthily infiltrated the Combine installation, we noticed a recurent, strangely coherent auroral effect–as of a vast hologram fading in and out of view. This bizarre phenomenon initially seemed an effect caused by an immense Combine lensing system, Alyx and I soon realized that what we were actually seeing was the research vessel Borealis itself, phasing in and out of existence at the focus of the Combine devices. The aliens had erected their compound to study and seize the ship whenever it materialized. What Dr. Mossman had provided were not coordinates for where the sub was located, but instead for where it was predicted to arrive. The vessel was oscillating in and out of our reality, its pulses were gradually steadying, but there was no guarantee it would settle into place for long–or at all. We determined that we must put ourselves into position to board it at the instant it became completely physical.

At this point we were briefly detained–not captured by the Combine, as we feared at first, but by minions of our former nemesis, the conniving and duplicitous Wallace Breen. Dr. Breen was not as we had last seen him–which is to say, he was not dead. At some point, the Combine had saved out an earlier version of his consciousness, and upon his physical demise, they had imprinted the back-up personality into a biological blank resembling an enormous slug. The BreenGrub, despite occupying a position of relative power in the Combine hierarchy, seemed nervous and frightened of me in particular. Wallace did not know how his previous incarnation, the original Dr. Breen, had died. He knew only that I was responsible. Therefore the slug treated us with great caution. Still, he soon confessed (never able to keep quiet for long) that he was himself a prisoner of the Combine. He took no pleasure from his current grotesque existence, and pleaded with us to end his life. Alyx believed that a quick death was more than Wallace Breen deserved, but for my part, I felt a modicum of pity and compassion. Out of Alyx's sight, I might have done something to hasten the slug's demise before we proceeded.

Not far from where we had been detained by Dr. Breen, we found Judith Mossman being held in a Combine interrogation cell. Things were tense between Judith and Alyx, as might be imagined. Alyx blamed Judith for her father's death…news of which, Judith was devastated to hear for the first time. Judith tried to convince Alyx that she had been a double agent serving the resistance all along, doing only what Eli had asked of her, even though she knew it meant she risked being seen by her peers–by all of us–as a traitor. I was convinced; Alyx less so. But from a pragmatic point of view, we depended on Dr. Mossman; for along with the Borealis coordinates, she possessed resonance keys which would be necessary to bring the vessel fully into our plane of existence.

We skirmished with Combine soldiers protecting a Combine research post, then Dr. Mossman attuned the Borealis to precisely the frequencies needed to bring it into (brief) coherence. In the short time available to us, we scrambled aboard the ship, with an unknown number of Combine agents close behind. The ship cohered for only a short time, and then its oscillations resume. It was too late for our own military support, which arrived and joined the Combine forces in battle just as we rebounded between universes, once again unmoored.

What happened next is even harder to explain. Alyx Vance, Dr. Mossman and myself sought control of the ship–its power source, its control room, its navigation center. The ships's history proved nonlinear. Years before, during the Combine invasion, various members of an earlier science team, working in the hull of a dry-docked vessel situated at the Aperture Science Research Facility in Michigan, had assembled what they called the Bootstrap Device. If it worked as intended, it would emit a field large enough to surround the ship. This field would then itself travel instantaneously to any chosen destination without having to cover the intervening space. There was no need for entry or exit portals, or any other devices; it was entirely self-contained. Unfortunately, the device had never been tested. As the Combine pushed Earth into the Seven Hour War, the aliens seized control of our most important research facilities. The staff of the Borealis, with no other wish than to keep the ship out of Combine hands, acted in desperation. The switched on the field and flung the Borealis toward the most distant destination they could target: Arctica. What they did not realize was that the Bootstrap Device travelled in time as well as space. Nor was it limited to one time or one location. The Borealis, and the moment of its activation, were stretched across space and time, between the nearly forgotten Lake Huron of the Seven Hour War and the present day Arctic; it was pulled taut as an elastic band, vibrating, except where at certain points along its length one could find still points, like the harmonic spots along a vibrating guitar string. One of these harmonics was where we boarded, but the string ran forward and back, in both time and space, and we were soon pulled in every direction ourselves.

Time grew confused. Looking from the bridge, we could see the drydocks of Aperture Science at the moment of teleportation, just as the Combine forces closed in from land, sea and air. At the same time, we could see the Arctic wastelands, where our friends were fighting to make their way to the protean Borealis; and in addition, glimpses of other worlds, somewhere in the future perhaps, or even in the past. Alyx grew convinced we were seeing one of the Combine's central staging areas for invading other worlds–such as our own. We meanwhile fought a running battle throughout the ship, pursued by Combine forces. We struggled to understand our stiuation, and to agree on our course of action. Could we alter the course of the Borealis? Should we run it aground in the Arctic, giving our peers the chance to study it? Should we destroy it with all hands aboard, our own included? It was impossible to hold a coherent thought, given the baffling and paradoxical timeloops, which passed through the ship like bubbles. I felt I was going mad, that we all were, confronting myriad versions of ourselves, in that ship that was half ghost-ship, half nightmare funhouse.

What it came down to, at last, was a choice. Judith Mossman argued, reasonably, that we should save the Borealis and deliver it to the resistance, that our intelligent peers might study and harness its power. But Alyx reminded me had sworn she would honor she father's demand that we destroy the ship. She hatched a plan to set the Borealis to self-destruct, while riding it into the heart of the Combine's invasion nexus. Judith and Alyx argued. Judith overpowered Alyx and brought the Borealis area, preparing to shut off the Bootstrap Device and settle the ship on the ice. Then I heard a shot, and Judith fell. Alyx had decided for all of us, or her weapon had. With Dr. Mossman dead, we were committed to the suicide plunge. Grimly, Alyx and I armed the Borealis, creating a time-travelling missile, and steered it for the heart of the Combine's command center.

At this point, as you will no doubt be unsurprised to hear, a Certain Sinister Figure appeared, in the form of that sneering trickster, G-Man. For once he appeared not to me, but to Alyx Vance. Alyx had not seen the cryptical schoolmarm since childhood, but she recognized hi, instantly. "Come along with me now, we've places to be and things to do," said G-Man, and Alyx acquiesced. She followed the strange grey man out of the Borealis, out of our reality. For me, there was no convenient door held open; only a snicker and a sideways glance. I was left alone, riding the weaponized research vessel into the heart of a Combine world. An immense light blazed. I caught a cosmic view of a brilliantly glittering Dyson sphere. The vastness of the Combine's power, the futility of our struggle, blossomed briefly in my awareness. I saw everything. Mainly I saw how the Borealis, our most powerful weapon, would register as less than a fizzling matchhead as it blew itself apart. And what remained of me would be even less than that.

Just then, as you have surely already foreseen, the Vortigaunts parted their own checkered curtains of reality, reached in as they have on prior occasions, plucked me out, and set me aside. I barely got to see the fireworks begin.

And here we are. I spoke of my return to this shore. It has been a circuitous path to lands I once knew, and surprising to see how much the terrain has changed. Enough time has passed that few remember me, or what I was saying when last I spoke, or what precisely we hoped to accomplish. At this point, the resistance will have failed or succeeded, no thanks to me. Old friends have been silenced, or fallen by the wayside. I no longer know or recognize most members of the research team, though I believe the spirit of rebellion still persists. I expect you know better than I the appropriate course of action, and I leave you to it. Expect no further correspondence from me regarding these matters; this is my final episode.

Yours in infinite finality,
Gordon Freeman, Ph.D.
Lord Emperador Chingon Cabron del ala jurídica de una asociación civil.

Imagen

Avatar de Usuario
Caleb
Master of Unlocking
Mensajes: 21210
Registrado: 10 Mar 2004 18:56
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil 2
Steam ID: vonkalev
Ubicación: Ördögház
Argentina 
x 1966
Contactar:

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Caleb » 26 Ago 2017 01:10

Lo voy a leer más detenidamente luego, pero coño, lo del Borealis era una realidad. Es una pena que Valve nunca haya al menos concluido esta historia de manera oficial.

A estas alturas ya no creo que lo hagan. Para haber sido una de las principales franquicias en lo que a FPS se refiere, es un poco penoso ver que todo termine de esta manera.
Imagen

Avatar de Usuario
Jmfgarcia
Personalizado (manda MP a beltran)
Mensajes: 7949
Registrado: 20 Nov 2006 20:25
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil Remake
PS3 Network ID: Jmfgarcia
Steam ID: jmfgarcia
México 
x 785

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Jmfgarcia » 27 Ago 2017 18:18

Como ya he comentado en otros sitios, esto abre la opción de que la comunidad haga su propia versión del Episode 3 usando como base este guión. Solo cambiaria ese final por algo más cerrado porque nos deja en las mismas XD

Sobre un hipotético Half-Life 3, sí un juego tan anacrónico como Doom pudo volver en todo su esplendor y esencia pura, no veo que con Half-Life no pueda pasar lo mismo, siendo su formula bastante más vigente. El problema no es de Valve, sino de que por el flujo de trabajo de la compañia, que permite que cada quien se meta en los proyectos que más le interesen, nunca se juntan suficientes desarrolladores para hacer un Half-Life con condiciones y el proyecto simplemente no avanza.

Avatar de Usuario
Caleb
Master of Unlocking
Mensajes: 21210
Registrado: 10 Mar 2004 18:56
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil 2
Steam ID: vonkalev
Ubicación: Ördögház
Argentina 
x 1966
Contactar:

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Caleb » 27 Ago 2017 20:07

Pero de todas maneras el revival está siendo muy localizado, o sea, muy apuntado a una comunidad. Hemos visto volver a Shadow Warrior, Serious Sam, Duke Nukem, Doom, Wolfenstein y Quake pero los cuales se concentran sólo en unas pocas compañías (Flying Wild Hog, Machinehead Games, iD Software con Bethesda y Devolver Digital, etc.)

Si hubiera un impulso más fuerte ya tendríamos que estar hablando de un nuevo Duke Nukem (en lugar del remaster que lanzaron del DK3D), y así como Half-Life también debería estar regresando Blood.

Pero el caso con Blood es que los dueños de sus derechos sólo los retienen para ganar demandas y no están interesados en que se haga ningún juego. Salvando las distancias, creo que en Valve pasa algo similar: No están interesados en hacer otro Half-Life.
Imagen

Avatar de Usuario
Jmfgarcia
Personalizado (manda MP a beltran)
Mensajes: 7949
Registrado: 20 Nov 2006 20:25
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil Remake
PS3 Network ID: Jmfgarcia
Steam ID: jmfgarcia
México 
x 785

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Jmfgarcia » 27 Ago 2017 22:51

La diferencia es que vivimos en la era Half-Life, todos los shooters están cortados con la misma tijera que Half-Life. Precisamente Doom, Quake, Wolfenstein y Shadow Warrior viven un revival porque en su tiempo fueron sepultados por Half-Life y su revolución narrativa, revolución que seguimos viviendo hoy en día.

El problema de Valve con Half-Life es que nunca se junta suficiente gente interesada para continuar la saga, y es que en el modelo de negocio de Valve los directivos no apuntan a los desarrolladores por dedazo a determinados proyectos, ellos deciden en que trabajar. Es por eso que más que continuar sagas, Valve es una taller de ideas.

Avatar de Usuario
Caleb
Master of Unlocking
Mensajes: 21210
Registrado: 10 Mar 2004 18:56
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil 2
Steam ID: vonkalev
Ubicación: Ördögház
Argentina 
x 1966
Contactar:

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Caleb » 28 Ago 2017 02:53

Jmfgarcia escribió:La diferencia es que vivimos en la era Half-Life, todos los shooters están cortados con la misma tijera que Half-Life. Precisamente Doom, Quake, Wolfenstein y Shadow Warrior viven un revival porque en su tiempo fueron sepultados por Half-Life y su revolución narrativa, revolución que seguimos viviendo hoy en día.

El problema de Valve con Half-Life es que nunca se junta suficiente gente interesada para continuar la saga, y es que en el modelo de negocio de Valve los directivos no apuntan a los desarrolladores por dedazo a determinados proyectos, ellos deciden en que trabajar. Es por eso que más que continuar sagas, Valve es una taller de ideas.
¿Sepultados? ¿Juegos que aún asi continuaron sacando actualizaciones y hasta secuelas en años siguientes?

Y bueno, lo demás es otra manera de decir lo mismo. A pocos desarrolladores les interesa hacer Half-Life 3.
Imagen

Avatar de Usuario
Fury
Xenomorph
Mensajes: 4656
Registrado: 13 Sep 2005 20:36
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil
Ubicación: Sky Lagoon
Uruguay 
x 179
Contactar:

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Fury » 29 Ago 2017 03:45

Half Life tuvo un boom importante porque cada juego (exceptuando las expansiones) revolucionaban en algun apartado tecnico, en el primero fue el gameplay y en el segundo fueron las fisicas y las expresiones faciales gracias al motor Source. La historia si que fue un buen acompañante para la saga pero nunca ha sido nada nuevo, System Shock es un FPS/RPG-ish y tiene tanto o mas poder narrativo que Half Life 1, Bloodlines es un Action RPG/FPS-ish que en narrativa barre el piso con Half Life 2, por ende "sepultar" no es algo que la serie de Valve haya conseguido jamas.

Doom acabo en el olvido (por un tiempo) porque las mecanicas de los primeros dos titulos ya estaban desactualizadas para cuando se planteo Doom 3, creo que el nuevo Doom funciono porque vivimos en una era de shooters sin "alma", revivir una mecanica arcade obsoleta para los estandares del presente dio un poco de aire fresco en una industria estandarizada en las super producciones clase-b (aun siendo "triple A").

Respecto a una continuacion de Half Life 2, Valve no esta interesada en sacarla (eso es mas que obvio) por ende no creo que a futuro se inclinen por concluir la historia. Sobre Half Life 3 ya lo dije en otra ocasion, cada nuevo Half Life ponia sobre la la mesa dos o tres mecanicas tecnicas revolucionarias, hoy en dia practicamente todo esta inventado, el foto realismo por si solo no va a ser razon para un nuevo Half Life (por mas bonito que se vea) y la realidad virtual esta lejos de ser "guay", asi que practicamente no tienen nada nuevo que ofrecer, nada que este a la misma altura que la super revolucion de las fisicas en Half Life 2. Ademas sumemosle el hecho de que el hype por una tercer entrega es ENORME y Valve debe saber muy bien que por mas esfuerzo que pongan en el juego, el publico SIEMPRE va a sentir que "no cumple las espectativas", debido a la semejante paja cosmica que el publico consumidor se ha hecho con la franquicia. :/

Avatar de Usuario
Jmfgarcia
Personalizado (manda MP a beltran)
Mensajes: 7949
Registrado: 20 Nov 2006 20:25
Puntos de Vida: 10 de 10
Resident Evil Favorito: Resident Evil Remake
PS3 Network ID: Jmfgarcia
Steam ID: jmfgarcia
México 
x 785

Re: La trama de Half-Life 2: Ep 3 a sido revelada.

Mensaje por Jmfgarcia » 30 Ago 2017 05:19

Fury escribió:Half Life tuvo un boom importante porque cada juego (exceptuando las expansiones) revolucionaban en algun apartado tecnico, en el primero fue el gameplay y en el segundo fueron las fisicas y las expresiones faciales gracias al motor Source. La historia si que fue un buen acompañante para la saga pero nunca ha sido nada nuevo, System Shock es un FPS/RPG-ish y tiene tanto o mas poder narrativo que Half Life 1, Bloodlines es un Action RPG/FPS-ish que en narrativa barre el piso con Half Life 2, por ende "sepultar" no es algo que la serie de Valve haya conseguido jamas.
Con narrativa no me refiero al guión (que igual es bastante bueno), sino a los medios usados para contar una historia y que todavia se usan. Half-Life y System Shock (saga que me conozco bastante al dedillo, varios en el foro pueden dar fe de ello) tienen tres elementos en común que son consideradas buenas prácticas narrativas:

1.- No interrumpen el juego en ningún momento para contar la historia.
2.- No son expositivos: Muestran, no cuentan.
3.- Integración entre la narrativa, diseño visual y gameplay.

Sin embargo Half-Life lleva los tres puntos a un nivel completamente diferente.

En ambas sagas el jugador percibe el tiempo del mismo modo que lo haria el personaje sin necesidad de cinemáticas, que son elementos externos al lenguaje del videojuego. Sin embargo System Shock se basa en los audiologs y los email para contarte la historia (que puedes escuchar tranquilamente sin interrumpir el juego) mientras que Half-Life apuesta por dar vida a todo lo que sucede alrededor de Gordon Freeman por medio de scripts, que a diferencia de otros títulos modernos, estos no son invasivos a menos que lo que te vaya a mostrar sea realmente importante. Este aspecto fue tan importante, que incluso en System Shock 2 apostaron por añadir esto.

System Shock nos muestra lo que ocurrió con la nave atraves del diseño de escenarios y de los audiologs, los cuales no son simplemente el personaje en cuestion contandote en tiempo pasado como si fuese un diario, son los personajes documentando como viven la situación de Citadel yendose a la mierda y en ningún momento suena artificial. Sí, hay algo de exposición, pero es comprensible dada las limitaciones de la época. La diferencia es que en el caso de Half-Life nosotros vivimos desde el minuto uno como es que Black Mesa se va a la mierda y como el personal lucha desesperadamente por no morir y tratar de ayudar a Gordon Freeman a arreglar el embrollo o por lo menos pedir ayuda, nadie nos cuenta nada, de hecho queda bastante patente que no hay mejor testigo de lo ocurrido que nosotros, mientras muchos personajes viven en completa ignorancia de lo que realmente está ocurriendo.

¿Por que Half-Life es considerada la precursora de una revolución narrativa y System Shock no?. Porque System Shock pasó bastante desapercibido y de hecho muchas de sus grandes inovaciones en el mundo de los videojuegos no se popularizaron hasta que Bioshock las reutilizó en 2007, y si me apuras, alguno tomó nota de System Shock 2 (ejem, Doom 3). Half-Life fue un boom desde el primer momento y aunque no todos los juegos imitaron todo lo que hacia tan grande a este título, mostró que los videojuegos podian contar grandes historias usando un lenguaje completamente propio del videojuego como medio, sin necesidad de pedir prestamos. Es el equivalente a cuando el cine dejó de ser obras de teatros grabadas en un rollo a desarrollar su propio lenguaje mediante el montaje y la fotografía

Responder