Reason why Half-Life 2 art director left Valve

Agreed.

At the time of release we were submerged in pretty similar looking FPS zones. The high tech Doomesque worlds were pretty much the staple of FPS games.
HL2 gave us something new and pretty, which was great.

So some of you are saying that you’d exchange places like Ravenholm for something that looked ‘more black mesa’? (despite having played through BM in HL, OP and BS)

You could say the exact same thing for aiming down the sights, as all it does is increase your accuracy. Hell, you don’t even need a weapon view model right? After all you could just have an icon telling you what weapon you have out and it would serve the same purpose.

Dark Messiah actually used it in conjunction with the melee system to give the combat a more grounded feel, and I’ve yet to see a game with more fun sword combat.

I guess disappointed was the wrong choice of words, as it doesn’t really make me like the game any less, it’d just be something that would be nice to have, as Arkane have already shown before they can implement it without hindering the movement mechanics of your character like a lot of other games do

It’s most likely a nostalgia thing, as a lot of people want to see the things they so fondly remember from their childhood in a new form rather then something completely different, even if it involves sacrificing a completely new experience that could be potentially great if you accept it. It’s the same shit you even see with Black Mesa and people complaining about layout changes or any aesthetic changes. Those people would probably be happy if Black Mesa was basically Half-Life 1 with the same exact environments but with a ton of detail in them. It doesn’t matter if things don’t make sense, they just want that same feeling and that overshadows everything for them.

A certain amount of this is okay of course, it’s why we replay a lot of older games. But there’s people who are way too much of a purist to tell the difference between good and bad.

I personally liked HL2’s art style a ton, when I first played the game the design of a lot of the places had a pretty big impact on me, and it’s one of the reasons I found HL2 to be pretty damn memorable.

Half Life 2 art style was good, but it gets too much when you judge it 8 years after release.

I don’t even know what that means.

gasps I know why he left… so he could fuck his girlfriend or wife more… XD

:hmph:

Seriously, please stop posting.

HL2

every other 2002-5 game

I don’t think anyone ever told you what innovative actually means.

from an artistic stand point…portal 2, tf2, hl1,tfc…shit on hl2.

portal2, tf2, hl1, tfc…even l4d and cs1.6 have extremely diverse and distinctive art styles in and of themselves where as hl2 just feels like a mash up of art styles and concepts thrown into 1 bland package that loses its identity somewhere in the middle.

like a fucking girl talk song. yea i love girl talk, shits legit…but the shit girl talk mashes up and releases is not the same as the original songs that he uses to create his music.

you lose the individuality since youre just using other peoples ideas.

the combine’s logo, branding, architecture, design scheme…EVERYTHING…looks like it was ripped off the death star, and enslaved by the borg.

you can argue the combine’s design, style and architecture is the way it is because the combine just go to different dimensions, enslave massive populations of people and deplete a planets resources so they dont really have an identity to begin with…and their identity is that of their captives…but it just does not feel original.

City 17 itself was even designed and modeled after some anonymous city in eastern europe.

anatonov also sounds like he talks out of both sides of his mouth.

“I’m interested in a certain level of creative risk taking and a certain energy that can be compared to jazz, jamming or rock n’ roll, where it’s small, it’s intense and it’s about making revolutions in the media.”

yeaa…anatonovs job description for working as zenimax’s visual design director is the exact opposite of the reasoning behind why he left valve in the first place.

im glad he left.

Boosts in accuracy are usually done in exchange for something else, like movement speed or field of view. It actually affects the way the player plays the game, full-body awareness does not. At best it creates a false sense of the player’s collision.

and an un-false sense of looking fucking awesome. When done right and the camera pivots at the waist and not the neck. Plus, it’s really good for not looking like it came out in fucking 2001 either. It’s also pretty good for being a standard fucking modern feature. It’s also useful for the context as playing as a fucking character WHO HAS LEGS. It’s not bad for having FUCKING LEGS either. Personally, I’d rally behind it because I have fucking legs, and I’m not a fucking idiot who can’t stand when IK isn’t 100% physically accurate and a foot oversteps a ledge by two fucking centimeters, while still having the balls and sheer GAUL to have legs in real life.

I’m glad he’s working.


mmmm

If they could have managed that level of detail in the final game it would have beeb ok. HL2 Lost Coast comes a little bit close to that.

Not just the Lost Coast, but most of the Half Life 2 beta come close to that in terms of what they were going for – graphical limitations aside. It’s still obscure to me why Valve didn’t at least make the concept of the Half Life beta into it’s own title. The game was so dark and the atmosphere was so drenched in evil… it was unlike anything I have ever seen before.

To this day I’m depressed at the idea of something so visually elegant getting tossed aside. Especially when Valve is the only company that could have pulled that off.

I’m guessing that could be another reason why he left. He really poured his heart out into that project and less than half of it made it into fruition.

Good point.

I liked Half Life 2’s atmosphere… I guess it could be made a little darker but hell, it still is a very atmospheric game.

Gabe stated that the next Half Life will be darker and scarier then the current ones, so I’m looking forward to this :3

its concept art for a reason.

He wasn’t just some commisioned-off-the-side concept artist, he was the ART DIRECTOR. THE DIRECTOR OF ART. The art DIRECTOR is supposed to oversee the creation of every single game asset. You know, direct. The rug was swept out from under him. It’s as simple as that. He singed on for a long term project, did 3 years of work(more or less), and half of it actually made it into the game. If he was pissed, he had every reason to be. Also, concept art is part of an iterative process. A design shouldn’t just take a 180 degree spin when the modelers open turn their computers on. This does happen, and when it does, you can tell. There are steps taken to bring a vague idea into something that is 100% workable. Viktor was HIRED to oversee every single one of those steps, and while lots of it made it in, key points were ripped right out of the game. Of course the changes made were logical with the evolution of the script. Seeing as most of his work seemed to revolve around the whole atmosphere processing and pollution aspects of the script which ended up being cut, most of his work had to go. I’m not saying it isn’t fair. I’m saying he has every right to be bitter about it. I’d be pissed if I spent years of work on something that was only exposed through a shitty leaked broken beta too.

You seem to have something against the guy.

I probably would of torched the building and devoured a few small children along the way.

hes selfish.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.