![]() Wilson is only one of several impressive features expanding the Half-Life sandbox in Entropy: Zero 2. I think that's why the bond we try to create between Wilson and the player works so well.” You're making a choice to lug this heavy, talking, sympathetic piece of metal around with you for the whole game. ![]() Some people say he is a pain to carry - but that's kind of the point. You can leave him behind or take him with you - it's up to the player and that choice has huge implications. He's almost like the protagonist of the story in disguise. “Wilson is the key to everything in Entropy : Zero 2 when you think about it. That map quickly grew into its own chapter.” This turret would talk and provide you with some comic relief during what would be a pretty stressful time for the protagonist. I suggested some kind of key the player would have to find - but then CW came up with the idea of having a turret companion for the map. ![]() We were planning a dark and spooky section with some kind of monster (which became the Gonome). Originally what is Chapter 3 today was just going to be a single map in Chapter 2. “The concept kind of blossomed as we ran with it. “I believe Wilson was CW3D's idea initially,” Richardson recalls. Not to rest on this achievement alone, the team would go further with an optional companion fans of the mod have grown fond of: Wilson the defective Aperture Science turret. Rather than restricting player expression, Bad Cop embodies himself as you want him to. Even decisions that might cause a Game Over - such as killing VIP targets you’re meant to escort - have unique lines. Be merciful, and he’ll behave begrudgingly kind to the handful of allies he can rely on. If you choose to be callous, he’ll get grumpier. RELATED: This 25-Hour RPG Is Just As Good As A 100-Hour One We wanted to make people engaged in the combat whilst also being invested in the fate of the characters within the narrative.” It’s an immense effort aiming to improve upon one of Valve’s most widely praised games.Īs David “Kralich”, Asset Creation Lead, puts it: “The main goals of EZ2 were twofold - to tell a story, and to revitalize HL2’s gameplay. The mod’s horror-tinged third chapter in particular grew and focused across multiple iterations, becoming a standout mixture of puzzle-solving, stealth, and horror. Thorough focus testing was implemented at all stages. Over the following years, many aspects would be iterated over time. Players wanted a continuation, so I drafted one.” This time, Richardson would assemble a team to help him fulfill the vision, collaborating and reworking the new campaign with a gameplay-first mentality. "After stepping away from Source and Hammer completely for six months, the itch returned. “In 2018 I got really unwell, and I was out of action for a while," Richardson says. He even produced his own custom campaign, The Hartley Asylum. He’d become active in the scene, known for his Garry’s Mod maps in the early 2000s, most notably the GM_Ghosthunt Trilogy, a series of maps users could roleplay or goof around on with randomly scripted events. Where many would be looking towards brand-new triple-A releases, Richardson was enamored by the Half-Life modding scene, which was full of expansive, user-made campaigns both serious and silly. RELATED: The Half-Life Orange Box For Dreamcast That Never Was In the years shortly after, I discovered mods when my family got broadband.” “I was very young so didn't really make anything amazing at the time, but I was getting my footing with the concept of world-building. It was during that time I dabbled with mapping, and I was overjoyed when I discovered 'Worldcraft' ,” he tells me. For as grand a success as Entropy: Zero 2 is now, for Johnny “Breadman” Richardson it all came from humble beginnings.
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