Ammunition| Animals & Creatures| Antlions| Beams & Lasers| Cables & Ropes| Clouds & Sky| Color Theory| Combat| Combine| Doors| Dust, Fog & Smoke| Elevators| Environmental Lighting & Weather| Explosions| Fire| Foliage| Glass| Headcrab| Health| Ladders| Lighting| Optimization| Physics| Retinal scanners| Sound & Music| Special effects| Terrain| Trains| Turrets| Water| Zombie
Fauna
Water creaturesfunc_fish_pool â CS:S only
trigger_waterydeath â Effect of leeches in the water visible to player while player in the trigger.
XenSample mapsSee Also
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=List_of_HL2_Animals_and_Creatures&oldid=224140'
This week weâre chatting with Mihail (MihailMods). Best known for his massive collection of creature mods for Skyrim and Skyrim Special Edition. Mihail is preparing to release a mega pack, containing over 100 of his creations in a single pack.Thank you for taking the time to speak with us Mihail. Before we get into your mods could you tell us a little about yourself? Hello, my friends from Nexus staff, and hello to all my friends from the Nexus community. I'm very happy to be here talking with you, itâs a big pleasure to give this interview, and has been a pleasure to be on this site for the last 2 years. Well, I'm the guy from my profile photo! My name is Mihail, Iâm 40 years old and I'm Romanian (but I was born in Mexico, the son of immigrants). I have lived almost all my life in Europe and now since 2008, I have been living in South American countries, currently Brazil, enjoying some sun and beach. I'm a former athlete and martial arts teacher, unfortunately, retired since 2008 due to 2 severe neck and back injuries contracted in 2001 and 2003 that shortened my professional life. Thanks to Akatosh, I can have a normal life with very little limitations, but if I return to the sport, I could end up in a wheelchair, so I need to stay retired. Video games were also a big passion. I started to modify games in 1998, and TES was a passion since the first title in 1994. Since I have lots of free time nowadays, modding is not only a fun hobby but also a form of therapy for me, since I had felt kind of useless and unproductive in this 10 last years in Latin America. If you think Iâm giving a lot to the community, be sure you are giving me a lot too, most importantly meaning to my free time. I do my modding activity daily, almost as a regular job, at least 8 hours per day. You have created an army of weird and wonderful creatures for Skyrim, where do you get your inspiration when choosing which beasts to bring to life? Thanks for the compliment, and well, my plan since the beginning has been to make all TESâ bestiary available, so many of my creatures are from TES official lore. Sometimes they can't immersively fit in Skyrimâs wilderness, so I make them as exotic pets, sometimes summons, but there is always a way. I also try to introduce more ârealisticâ animals, such as megafauna and farm creatures. And, as a big fan of Dark Sous, Bloodborne, and other RPGs, sometimes I also introduce to this series some creatures inspired by beasts from those games, always with immersive lore added to them. Since TES canon is very subjective and open, I used this to expand the TES universe, without breaking the logic or immersion for the players. Also, I'm a big fan of The Witcherâs world and creatures, and since CD PROJEKT RED is kind enough to allow the usage of their stuff, sometimes I bring to Skyrim some creatures directly from The Witcher's world too. I also do mythological creatures and accept suggestions too. For example, my recently released Gorons from the Legend of Zelda was a suggestion from a member of my Discord server. Do you have a favourite theme of creature to create (demons, monsters, (prehistoric) animals, etc.)? Or one particular mod that you are most fond of? I particularly don't like to do undead. I like the final result, but because of the necessity of transparencies, ghostly FXs, scary HD hounds, putrid parts, etc., I find this kind of tiring. I like to work on animals, humanoids, but especially Daedra. And if I need to choose amongst Daedra, Atronachs and Golems are by far my favourites to work on. Amongst my mods, my favourites are almost always precisely them, but I have a special love from my recently released Goblins, and my Centaurs. Are these creatures all your own creations or do you work with others? (If there is a team, please tell us about them.) I'm not the kind of guy that works well in groups because I always want to work quickly. I worked alone for more than a year on creature production alone. I started to take part in some collaboration in the beginning of 2018 on animals, specifically with Berkian from Dark Creations/ Beyond Skyrim, and other great authors, but it's still work to do since I commonly need to re-model them and animate the models. In creatures (undead, monsters, Daedra) unfortunately, I received no collaboration until 2 months ago. Recently I have started a partnership with my good friend SoN6of6TrediS, and you can already see some of our colabs in the mods where you find his name alongside mine on the author tab. Despite this, I have always had some great team members supporting me in other matters regarding MihailMods production. Since almost the beginning I have at my side my good friend Joseph Russell, now also releasing his own mods on the Nexus, who worked with me on some of my quest mods. Also since the beginning, I have had at my side my great buddy RustyShackleford69 too, helping me with the lore, my other good friend Lonenorseman, who worked with me founding my discord server, and my dear moderators from my Discord Server, Mara, Eboni, Zio and Spasticon1, who do an amazing job taking care of the MihailMods server and are also amazing friends to me, and great modders. Also, I think that a new partnership will start with my good buddy UrzumoghDrunkface. Your creatures are not only great standalone mods, but you also keep them fully open source - allowing others to include your animals in their own creations. What made you decide to release them this way? I worked in some mod projects for Skyrim with other authors until the release of Dragonborn DLC, and then I left and returned in September 2016. The plan was to make just quest mods this time, but I found that in all these years, less than 30 % of the TES bestiary has been done for Skyrim, nor mythological creatures, or even common animals. I tried to do my quests Sulfur and Fire, Corprusarium and Hall of Memories using the resources I had and those that were kindly offered to me by other creaturesâ authors, andIi thank them a lot for that, but they didn't have everything I needed. So I stopped the questsâ production and decided to make a big immersive creature pack, with really unique creatures, not only as a standalone creature mod for players but also as a big resource for all modders. You will find there all you need, and you can indeed use them in your mods, and focus yourself on making the quest, and not in digging for creatures, and claim permissions from, in many times, rude mode authors. That's the main goal, no one more will be unable to make the mods they want just because they canât get the creatures they need. Are there any mods made by the community, using your creatures, that you particularly like? I, unfortunately, see that only a few mods really use my creatures, and this makes me kind of sad. I know that are lots of mods being done using my creatures, but just a few already released. When I returned in 2016, I had forgotten about lots of things about modding, and there was a lot I had never known, especially to do with making unique creatures. Let's be fair - until them what was done in creature mods was to just re-texture a creature, or make a simple mashup, or just animated a creature exactly with the same body proportions of the vanilla creature that the animation is based on. I have a lot of respect for the authors who have done this, but I wanted something new and unique. So I started to explore the possibilities, making new body shapes to work properly, animate creatures with 4 legs and 2 arms, humanoid creatures with flapping wings, creatures with 4 arms, with many heads, etc., and I have succeeded on this, as you can see in my mermaids, centaurs, harvesters, hydras, land and sea dreughs, imps, etc. Also, I wanted them to have custom sounds, custom behaviour, loot, effects, spells, etc., and this all was very experimental, so, in the beginning, some of my first mods had many glitches, bugs, sounds too loud, sometimes creatures were not balanced properly, commonly too strong, etc., but I learned with the passage of time, and always corrected all my old mods, also releasing new models to the creatures. So I saw that sadly some people that experienced this issues in the beginning, never tried the updates or the works that came after, and just spread until now the same myths. This is sad, because I improved myself a lot in this last 2 years, and I've done a crazy effort to produce more and better each day for the community, for free. When making mods, tell us about the tools you use? (Which ones and why?) I use ZBrush for modelling and retopology, I use 3dmax for rigging and light modelling, Photoshop for texturing and the basics Nifskope and the creation kit. I think ZBrush is the best, not much to say, I think almost all modders agree, but on the rigging part, I think 3dmax is much more friendly. Not a big fan of Blender, I have used it for many years, but still, think itâs very alien. I know that there are very little tutorials about creating unique creatures for Skyrim, step by step, just a few on Blender and not complete, so I promise some complete tutorials for soon, from initial sculpt into the final settings on creation kit. To create a balanced game, what do you consider when setting up stats and abilities of new creatures? I think that things need to be immersive and logical. As Iâve said before, I made some initial errors on the stats and balance of my first creatures, and they are now fully corrected, but some of my creatures being especially powerful is not a mistake, it's fully intentional. I'm an old school gamer, and I don't like the idea of all being levelled. Sometimes you need to run from a creature until you reach a higher level. A game that gives you the chance to slaughter everything at any level does not make sense to me. So the stats, abilities and balance of my stuff is a mix between Morrowind/Oblivion, Skyrim and Souls series types of gameplay. I also believe that strategy is very important to the fun of playing a game, so my mini-boss and boss type creatures always have strategies that can be used against them, sometimes in the architecture of the place, or observing the types of movements they do, or some weakness they have, etc. Since all my creatures have special abilities, weaknesses, resistances, type of behaviour, etc., you must observe them before you engage in combat, and following this logic, you will usually deduce what strategy you may use against each specific foe. I also make a big effort to make the world alive, so you will see, for example, Goblins trying to take back their caves from bandit invaders, giant Terror Birds hunting deer on the tundra, angered Gorons attacking miners that disturbed their rest, Ghosts haunting crypts, Ogres assaulting travellers on the roads, and many more things that happen independently of you, and that makes the world looks much more alive. Also, Iâm against touching levelled lists and I hand-place everything, also when they are more than 100 individuals of a species, for example, a duck. I donât think I need to overpopulate your game with my creatures, and also doing this hand-placing and selective spawn of creatures, Iâm already running out of space. You also have a quest series âShadows of Dagoth Urâ saga in the works. What can you tell us about that? As I have said before, I hid The Corprusarium of Solstheim- Shadows of Dagoth Ur pt.1, Sulfur and Fire- Trial of Mehrunes Dagon and The Hall of Memories - Reencounters in Moonshadow precisely because I was not happy using creatures from other authors because they are not what I want them to be, so I hid them to make my own creatures for them. Now the 3 mods are released again to the public (or close to the release) by the time this interview is released, and you can see the big improvements that all the mods received, not only on creatures but on landscapes and on the quests themselves. Shadows of Dagoth Ur pt.2 does not have a title yet but will take place on an island off the province of Morrowind, on the sea between Mournhold and Necrom, approximately the size of Solstheim. An island of fishermen, with a volcano when the soul of Dagoth Ur managed to return and are again trying to conquer the world and spread Corprus. It's the continuation of the Corprusarium mod, and Iâm sure you will like it a lot. Do you have any advice to people wanting to get into creating mods like yours? Trust yourself, believe that you can, and you will do. Don't do what the others are already doing, do unique things, go far, and think out of the box. Thinking straight on this modding thing only will make you do things that resemble the vanilla game. You need to find other ways, have no fear of errors, you learn by making mistakes, and improving them after. Be very demanding with yourself, always being the biggest critic of your work, but also your biggest fan. Oh, one other thing: you will not please all the community, and you even if you make the best possible mod, you will also have people on your mods complaining about things that are not your fault. Letâs say that 50% of the community doesnât know how hard is to make a mod, especially creatures, so they donât understand the obstacles you find and the limitations you have in Skyrimâs engine, for example with new animations. So, don't let that get to you, because if you work with heart, you will receive the recognition, but remember, you will still need to prove yourself worthy in each new work. In the beginning, I heard many times that my work was garbage, bad, terrible, an offence to modding, including from other modders. I received many 'NO's when I asked for permission to use some of their assets. I was ignored many times when I asked other modders for help in some modding matter, I was told many times that I had no future in the modding scene. And now I'm here giving this interview as a form of recognition from the Nexus staff and the community, so, my good friend, you can do it, just understand that you must have the biggest respect for the community, never act in a selfish way, and always do your best. And thatâs it. Huge thanks to all of you, and letâs keep modding like crazy. A big thank you to Mihail for taking the time to speak to us! If there's an author or mod project you'd like to know more about, send your suggestions to BigBizkit or Pickysaurus. From Wikipedia, the free encyclopedia
The following is a list of creatures in the Half-Life series. Half-Life is a science fictionfirst-person shootercomputer game series which consists of two full games, two episodic games, and three third-party made expansions, as well as a number of demos featuring exclusive content. The series has been ongoing since 1998. Most games and expansions in the series were developed by Valve Corporation and published by Sierra Studios, although some expansions were produced by Gearbox Software. Electronic Arts also took over distribution of the games in the series from Sierra from 2005 onwards. The series was initially released for the PC, but console ports of most installments have also been released. The game's setting and use of characters was influential within the gaming industry, with The New York Times writing that with the innovative storyline 'Half-Life became the Citizen Kane of the genre.'[1][2] In Maximum PC's review of the original game the monster design was given a rating of 'excellent'. The complexity of the creatures progresses as the gamer advances through the game.[3]
Creatures from Xen
Xen is where the majority of the aliens in Valve's Half-Life series originate.
Vortigaunt
Main article: Vortigaunt
Headcrab
Main article: Headcrab
Gargantua
The Gargantuan, nicknamed 'Garg', is mostly blue in color, has a crocodile-like head, a thick back plating which resembles an armadillo, and has one yellow eye that glows red when it perceives a hostile unit. In place of hands, it has two claw-like appendages which can be opened to emit jets of intense heat. These claw weapons are designed to open vertically, not horizontally. Though the flamethrower weapon is short-ranged, it is still effective, known to blow up machinery, as in Half-Life: Uplink. Gargantuans can make loud roars that can damage structures. An example of the loud roars is in Uplink, near the ending sequence before the player gets trapped, the creature's loud roar made a vent collapse and the player is forced to go through and the next roar causes the vent to fall on to the platform the player gets stuck at in the start of the ending sequence. It can also send a shock wave towards its opponents by powerfully stomping the ground. This shock wave, which appears as a red dot that shoots red sparks behind it, increases in speed as it travels and can traverse vertical structures. The Gargantuan moves fast and is very strong: it can smash or toss large obstacles from its path with ease. Gargantuans are very determined pursuers, and wait patiently for their target to come out of an area they cannot reach for a considerable amount of time before moving on to do something else.
Gargantuans can be found on Xen, though their true origin is unknown. They share some physical characteristics with Vortigaunts, such as their backwards-jointed legs and hoofed feet. However, each Vortigaunt has three arms (two at the shoulders and one jutting from the chest) while the Gargantuan has four arms (two at the shoulder position and two spiked arms at the abdomen).
Gargantuans can be seen in Half-Life in the chapters 'Power Up', 'Surface Tension', 'Interloper', and 'Nihilanth'. In the Opposing Force expansion, a Gargantuan can be seen in the chapter 'Foxtrot Uniform' tied up on top of the hydroelectric dam, while marines and Race X Shock Troopers fight around and against it. A Gargantuan also appears during the final sequence of the Half-Life demo, Uplink, where it kills several Black Mesa personnel before slowly heading towards the cornered player, at which point the demo ends.
In Half-Life 2: Raising the Bar, an early script for the beginning of Half-Life 2 mentions that 'something that resembles the old Gargantuan' was going to be seen from the train ride in the opening scene of the game. However, this introduction scene was heavily cut down throughout development, and the Gargantuan is not in the final game.
Nihilanth
The Nihilanth is the primary antagonist and the final boss in Half-Life. In the game, the Nihilanth is the controlling intelligence behind the invasion of Earth. Hovering silently in an enormous cavern, it has been commanding the forces of Xen and holding open a dimensional rift connecting Xen to Earth, enabling its creatures to attack.
Physically, the Nihilanth resembles a gigantic, oddly-proportioned fetus with its head bigger than the rest of the body, and its brain cavity forming most of the head's bulk. Its legs, minuscule in relation to its body, appear either to be vestigial or the remains of amputation. The creature sits on a large mechanical levitating contraption consisting of a large base with spikes underneath. Like the rest of the intelligent Xen races, the Nihilanth has a third appendage protruding from the middle of its chest. Its unusually long arms end in disproportionately huge hands and fingers, and it wears metallic wristbands, which look similar to bands worn by the Vortigaunts.
The Nihilanth attacks by launching energy balls, which come in two types: a swarm of purple-colored electrical orbs that causes immense damage, and a slow-moving, green-colored orb (similar in appearance to the teleportation portals constructed in the Black Mesa Research Facility) which homes in on and teleports its target to other sections of its lair populated by Xen aliens. It also uses these green orbs to teleport Vortigaunts and other Xen creatures into its main chamber to help defend it against intruders. A series of gold-colored 'energy spheres' orbit around the Nihilanth's head, rendering it impervious to damage. These are consumed as the Nihilanth suffers damage from the player, but crystals resembling the one at the start of the game within the upper portion of its chamber replenish the spheres as they vanish.
Gonarch
A Gonarch is one of the creatures from Xen; only a single Gonarch is encountered by Gordon Freeman during the game. It is located within a chapter named 'Gonarch's Lair' set in the border world Xen, and acts as a boss in a protracted battle that takes place in the closing stages of the game.
Bullsquid
Bullsquids are bipedal, highly aggressive creatures that appear throughout the Black Mesa Research Facility due to a dimensional rift. Bullsquids appear to be able to survive, if not thrive, in environments that are unfriendly or even toxic to humans, including sewers and pools of radioactive, chemical, or biological waste. In Xen, Bullsquids are sometimes found near pools of an unknown liquid that has healing properties to humans.
The body of a Bullsquid is vaguely similar in appearance to that of a small theropod, with two short, muscular legs and a thick tail that tapers to a point. The thorax abruptly joins the creature's head with no neck or other visible separation. A typical specimen stands roughly one metre tall and about two metres in length. Two slit-pupiled eyes are mounted on either side of its head.
The Bullsquid's most striking feature, however, is the collection of bright red, tentacular protrusions which surround its mouth and allow it to grasp prey. Usually a Bullsquid will only attack by spitting globules of acid at enemies, but when in close range, the Bullsquid can also charge an opponent with surprising speed and force. The Bullsquid's skin is a sandy brown covered on its upper surfaces with dark spots. The tail features a pair of prominent, outlined spots, one on either side, that are noticeably different than the dark spots on its back. Bullsquids display a very territorial disposition, as they have often been seen attacking other creatures and even members of their own species. They viciously attacked Headcrabs in Half-Life, usually not stopping until all Headcrabs in the vicinity had been eliminated.
The bullsquid has an array of offensive capabilities: At close range, a hostile bullsquid will either maul its victim with its teeth, or suddenly spin around, delivering a powerful strike with its tail, often causing a gibbing. Additionally, the bullsquid is able to 'spit' a toxic, bile-colored substance from its mouth. While not overly accurate or fast, it causes moderate damage, even at long range.
Grunt
The Grunt is of Xenian origin and is one of the more intelligent species of Xen. It shows considerable sentience making it a formidible opponent. It sports the deadly HiveHand weapon, which fires vicious, small homing insects, and also has purple, organic shoulderpads and helmet. It is also roughly 7 to 8 feet tall, making it rather intimidating, unlike other species. They can work in squads or pairs as well making them one of the more dangerous enemies around.
Houndeye
The Houndeye, or Sound Dog, is one of the alien species which appears in Black Mesa following the opening of a portal to Xen, and has an appropriately alien appearance. Possessing three legs and only a thorax, the Houndeye is a faint yellow-green in color, with electric blue tiger-like stripes adorning the spine of the animal. In place of a head there is a large, black, compound eye that is protected by sideways-blinking eyelids. They apparently communicate through a series of high-pitched sounds somewhat similar to the barking of dogs.
The Houndeye is an example of a social animal in terms of pack hunting. While a shy and timid creature by itself, groups of three or more creatures display resonant behavior, emitting destructive harmonics capable of injuring those they attack. This behavior came about through Valve's original plan of Houndeyes being neutral or even friendly towards the player, until they realized playtesters shot them down regardless and dropped the idea.
Although they are not seen displaying this trait often, Houndeyes appear to be carnivorous creatures, as one is seen eating a dead security guard in Half-Life: Blue Shift. A Houndeye's mouth is located on the underside of its belly, close to the eye, filled with what appears to be fang-like incisors.
Chumtoad
A Chumtoad is a toad-like Xen creature; it was originally designed for the first game of the series, Half-Life, but not included in any official game until one cameo appearance in Half-Life: Opposing Force and two in Half-Life: Blue Shift. It has not appeared in any official game since.
Chumtoads are small, amphibious creatures found on Xen. Similar in morphology to Earth's toads, they are very low on the Xen food chain â serving as the favorite prey of many Xen creatures. Chumtoads have a bright purple coloration, and a single red, catlike eye, spiked backs, and long, blue tongues. Unlike most Xen creatures, Chumtoads are not inherently dangerous to humans. They tend to lounge on rocks until threatened, at which point they can teleport, vanishing in a puff of purple energy. Chumtoads maneuver with short, quick hops, and can swim and leap to great heights if startled.
The original role of the Chumtoad in Half-Life was as bait that a player could use to lure or distract enemy aliens. The bait idea was never developed, and the Chumtoad was eventually cut from the game. The unused model, however, was included in the game's files and fully coded as an item. Instead of bait, this version served as a weapon. Normally docile until picked up, the Chumtoad would begin attacking anything that strayed too close â including the player or allied NPCs if no other targets were available. This AI was implemented in the final game as the behavior of Snarks. The source files for the Chumtoad are included in the Half-LifeSDK, where it is referred to as a 'Chubtoad'. According to the textures provided, the Chumtoad was once planned to have six eyes instead of one, and would have had green, orange, and blue-colored variations.
Barnacle
Barnacles are scavengers that hang on the ceiling and drop down a very long, highly adhesive tongue. When something gets caught on their tongue, they retract it, in an attempt to eat it. If the object is edible, they consume it. If not, they drop it and await new prey. Barnacles appear in Half-Life and Half-Life 2. Barnacles are usable as a cross between a weapon and a biological grappling hook in Opposing Force.
Snark
Snarks are small, insectile beings of a deep red hue, approximately the size of a human hand. They have a single, green eye on the front of their body. Snarks have four legs, and a pair of pale blue-green pincers on the front of their bodies that they use to attack. In the game, the player is able to use snarks as weapons, by hurling them at enemies, and in the multiplayer version of the game, players can hurl snarks at each other, as in the single-player game. The creatures soon tear through seemingly most organic materials, and so they kill their human victims within a matter of seconds. They are fast and can leap very high, so as to bring down larger opponents. Snarks seem to be physically and chemically unstable, as they explode into a green goo after a set amount of time after being launched. Shooting or hitting them will also make them 'pop'.
On the multiplayer game map named Snark Pit (snark_pit), the eponymous snarks are contained within a metal pipe at the top of the area, which is made up of four levels, each of which can be accessed by stairs or ladders, as in other maps on Half-Life. The pipe overhangs successive holes which are in line with each other, and therefore anything dropped or thrown down will fall through the holes consecutively and reach the bottom area within a short amount of time (however, this is not recommended for players, since the impact of the fall will kill a player) The player can activate a button near to the pipe to open it and thus release snarks into the lower areas of the map, meaning that on multiplayer, anyone spawning or respawning at the bottom will almost certainly be chased by snarks. After a set amount of time, the snarks will explode and the pipe will close. For some unknown reason, the player only seems to be able to release the snarks once in a game.
Race X
Race X is a hostile, non-Xen alien race. They appear only in the Opposing Force expansion pack, and very little is revealed about them. Race X aliens appear late in the timeline of Half-Life, a few hours before Gordon Freeman teleports to Xen.
Pit Drone
Pit Drones are the second type of Race X aliens encountered in the game. They are short bipedal creatures with yellowish-tan skin and a small head with rows of sharp spines. A Pit Drone's arms end in long, scythe-like claws, which it can use to make vicious attacks. Fast and fairly intelligent, they tend to appear in groups of five or six, and are capable of making flanking movements and quickly surrounding their prey. They have two forms of attack: firing their head-spines like darts through acid jets when at long range, or charging towards the target to deliver a deadly slash with their claws. Some Pit Drones appear not to be capable of the head spine attack and, on closer inspection, have no spines in their head. It is notable that when Pit Drones are first encountered, they create light thumping footsteps while dashing through a long vent grate above a garage area.
Shock Trooper
Shock Troopers are the first encountered and most intelligent of the Race X aliens. Physically, they are humanoid with four arms and have a posture that makes them vaguely resemble Vortigaunts. Their bodies are covered in plate-like sections, similar in appearance to insect exoskeletons. Their skin is pale blue, and is not mottled or patchy like the skin of Xen creatures. They have a single large eye, Vortigaunts also have one eye. This eye is apparently part of a common morphology between Race X creatures - every Race X alien with a large eye (including the Pit Worm) has two eyelids which regularly blink horizontally across the eyeball and what appears to be 'tentacles' surrounding their mouth (which is under the head).
Their primary weapon is the Shock Roach; a living creature, similar to the Alien Grunts' hive-hand. The Shock Roach fires bolts of electricity, which it constantly recharges on its own. The Shock Roach cannot survive without a living host for very long; if its Shock Trooper dies, it will detach itself and pursue a new host. If it nears a player that already has a Shock Roach, it will attack before dying.
Shock Troopers also have the ability to regurgitate and throw spore grenades, which they tend to use against distant or concealed enemies; they also have a very lethal melee attack that is capable of tearing Shephard to pieces by scratching him with their arms. This 3rd attack is only used when approached toe to toe. Infant Shock Troopers will forcibly launch the same type of spore grenade when squeezed, and can thus be used as a Spore Launcher weapon. In one of the Spore Launcher's idle animations in Opposing Force, it emits an amphibious purr, at which point Adrian Shephard strokes the top of it back and forth as if it was his 'pet'.
Baby Shock Troopers are effectively tadpoles, an earlier stage that is only a head and torso, with tentacles trailing behind. Beyond the small size and lack of limbs, Baby Shock Troopers also have gills and two small eyes instead of the adults' single large one. They are amphibious, although immobile outside water. Baby Shock Troopers are first found in a tank in the Sector E Biodome Complex of Black Mesa. Shock Troopers are usually encountered in small groups, and fight together with other Race X aliens. Shock Troopers have a verbal form of communication. Shock Troopers use teleportation technology to travel in and out of combat. They also control the teleportation of Pit Drones and Voltigores.
Voltigore
Voltigores are gigantic, lumbering creatures serving as the race's heavy support infantry. Voltigores have four legs and two arms that end in scythe-like claws, and are distinguished by purple stripes on their bloated carapace similar to those on a houndeye, though in a different color. These aggressive creatures use their innate ability to harness electrical charges to create a devastating ranged energy ball attack, bearing vague similarity to the Vortigaunt's green energy stream, although the Voltigore's energy attack is purple, an avoidable projectile and is more powerful. At close range, they attack viciously with their claws. A player can recognize a Voltigore from afar by the unusual, electric-sounding bellows of the creature. When a Voltigore dies, its carapace explodes, causing massive damage to nearby creatures. Baby Voltigores appear later in the game. They are smaller, weaker, lighter in color, and use the energy attack in a lighter way.
Pit Worm
Encountered in a sewage processing area in the lower levels of Black Mesa, the Pit Worm is composed of a segmented body which supports a head dominated by a single large eye. This eye is the pit worm's primary weapon, capable of firing a searing energy beam at nearby enemies. If enemies get too close, the worm also has large claws to strike with. If the worm is shot in the eye, it recoils, shielding it with its claws for a few seconds before striking aggressively at the player.
Gene Worm
The Gene Worm is the final boss of Half-Life: Opposing Force. This life form is the equivalent of a 'biological resource management factory.'[4] It is capable of taking any of Earth's natural resources and assimilating them to make them useful to the aliens' needs. If one fully entered Earth and became productive, it would effectively alter the planet enough to become useful as a new homeworld for Race X.
Physically, the creature resembles a green, worm-like creature with many tentacles, with a beak-like protrusion similar in both shape and position to that of the Xen tentacle. The Gene Worm attacks with its tentacles and also ejects a deadly chemical stream from its mouth. Its outer hide is impervious to damage; in order to kill it, the player must blind the creature by shooting both its eyes with the mounted laser guns on either side of the worm. This causes it to summon reinforcements by opening its abdominal cavity, revealing a portal orb that a Shock Trooper will teleport through.
The Gene Worm is found deep underground in a seemingly abandoned industrial area of Black Mesa, and appears through a portal opening in a room there. The room itself has been fitted with mounted weapons which are powered by Xen energy crystals. The player character, Adrian Shephard, is sent down to the portal by a Black Mesa security guard, who remarks 'Some of your buddies went down earlier, and I haven't seen 'em since.' Ten years later Gearbox would re-visit the Gene Worm encounter as another final boss in their 2009 video game Borderlands.
Sprite
Taking on the appearance of what looks like a flying ball of light, Sprites are creatures that can be seen floating through the facility several times during the game, becoming more frequent in later stages of the incident. However, they cannot be harmed and do not hurt the player in any way. On occasions they even seem to be guiding Adrian. In the scenario where the Gargantua is trapped on the Sector G hydroelectric dam, sprites fly into a portal nearby which the G-Man then steps through. They eventually all lead to a massive violet portal that brings the Gene Worm in. At the time Gordon Freeman pushes the Xen crystal into the Anti-Mass Spectrometer, many Sprites fly towards and away from the resonance cascade, the former of which also happens when the portal to Xen in the Lambda reactor core is fully opened.
AntlionHalf Life Cut Creatures
Antlions are bugs from Xen, and first appear in Half-Life 2. Antlions are similar to ants in their 'hive' behavior. All types of Antlions are found in the Nest in Half-Life 2: Episode Two. Here are the types of Antlions that appear in the games:
Antlion
Antlions are green striped creatures that were discovered in beaches along the coast near City 17. Regular Antlions are not much of a threat alone, but endanger the player when in groups. Antlions appear to possess some intelligence in that they are the only non-human enemy that will actively try to flank or surround the player. In the chapter 'Sandtraps', it is discovered that, if the player steps on the sand, it 'drives the Antlions crazy' and makes them surface and attack. After the player kills the first Antlion Guard he or she fights, a Vortigaunt comes and removes the Antlion's pheropod, informally known as bugbait. The player can use the bugbait to call on the Antlions as allies, as they are attracted to the pheromones, and no longer see the player as a threat. In Half-Life 2: Episode One, Antlions come into City 17 because the Combine Defense field was destroyed. Antlions come through burrows like in the level Nova Prospekt.
Antlion Guard (Myrmidont)
Antlion guards, also known as Myrmidonts, are among one of the most feared creatures and the most powerful in the Half-Life universe. Their aggression surpasses that of the regular Antlion. They are larger and more armored, and faster than the regular Antlion itself. Antlion Guards prefer to charge at the player, and will attempt to headbutt the player. They are also able to throw physics objects like zombies can, and are the only organic NPC in the game that can't be destroyed with a single hit from the AR2's alt fire. A large part of Episode Two is spent running from a version of the Guard. See 'Antlion Guardian' for details.
Antlion Grub
Antlion Grubs are small, worm-like larva that usually reside in Antlion nests in Half-Life 2: Episode Two. They affix themselves to walls, ceilings or floors and do not move. Grubs are very weak, and they cannot attack. They are easily killed with one bullet, or even by being stepped on. When killed, they drop small yellow 'grub nuggets' that restore one to six points of health to the player, depending on the size. Killing every grub in Half-Life 2: Episode 2 will earn the player an achievement.
Antlion Worker
Antlion Workers or Acidlions are luminescent types of Antlions, though they are stronger, spit acid, and resemble termites. They also are somewhat more defensive in their attack strategy: they will stay at range and retreat when advanced upon, and are capable of flanking the player or leading the player into traps. Antlion Workers are usually found in the Antlion Nest in Half-Life 2: Episode Two. Like all Antlions, Workers also hate thumpers. Usually the Antlion Workers are the ones guarding the Grubs.
Antlion Guardian
Antlion Guardians are similar to the Antlion Guard, but are green and have a neural-poison attack when underground. The Guardian guards the path to the Extract, which is used by the Vortigaunts to heal Alyx Vance after she is wounded by a Hunter.
Hazardous Environment Combat Unit
The Hazardous Environment Combat Unit (HECU) is a US Marine Special Forces detachment in Half-Life created to deal with dangerous environments not suitable for ordinary forces. During the Resonance Cascade, they are deployed in massive force to the Black Mesa Research Facility to eliminate the alien threat, and cover up the incident by eliminating the Black Mesa staff. However, the job is too big for them. Running low on supplies and taking constant casualties from the never ending waves of Xenian Aliens, they begin an immediate retreat. All military personnel are ordered to evacuate the base. Unfortunately many don't make it to the rally point in time and are left to die. Of those left behind during the evacuation, Corporal Adrian Shephard is the only known survivor.
Equipment
The HECU use a variety of weapons and equipment to get the job done. They use M35 2-1/2 ton cargo trucks, M3 Bradley IFVs, and V-22 Osprey Helicopters to deploy troops. M1A1 Abrams MBTs, M6 Linebackers, and AH-64 Apache Helicopters are used as heavy support units. The Infantry primarily use MP5 SMGs (or M4 Carbine Rifles in the HD pack) with an M203 Grenade Launcher attached, SPAS-12 Shotguns, and in Half-Life: Opposing Force, M249 SAW LMGs. Infantry units are issued high tech Powered Combat Vests to protect them from a variety of hazards including gunfire, explosions, electrocution, and toxic chemicals.
Combine
Main article: Combine (Half-Life)
The Combine, also referred to as the Universal Union, is a fictional multidimensional empire, which serves as the primary antagonistic force in the Half-Lifevideo game series, developed by Valve Corporation. The Combine consist of alien, synthetic and human elements, and dominate Earth. They are regularly encountered throughout Half-Life 2 and its episodic expansions as hostile non-player characters as the player progresses through the games in an effort to overthrow the Combine occupation of Earth.
The Combine are frequently shown as harsh rulers over the citizens of Earth, suppressing dissent with brutality, policing using violence and using invasive surgery to transform humans into either soldiers or slaves. Throughout the games, the player primarily battles with transformed humans as well as synthetic and mechanical enemies that are the product of Combine technology. The atmosphere generated by the dystopian Combine state has been praised by reviewers, although the artificial intelligence of the transhuman Combine characters was thought to be inferior to that of other characters in Half-Life 2. In addition to their role within the Half-Life series, the Combine have been adapted for machinima productions and one synthetic enemy character of the Combine has been made into a plush toy by Valve.
References
The Combine is a multidimensional empire which serves as the primary antagonistic force in the 2004 video gameHalf-Life 2, and the subsequent episodes developed by Valve Corporation. The Combine consist of alien, synthetic, and human elements, and dominate Earth. They are encountered throughout Half-Life 2 and its episodic expansions as hostile non-player characters as the player progresses through the games in an effort to overthrow the Combine occupation of Earth. Good mods for fallout new vegas.
The Combine are frequently shown as harsh rulers over the citizens of Earth, suppressing dissent with brutality, policing using violence and using invasive surgery to transform humans into either soldiers or slaves. Throughout the games, the player primarily battles transformed humans as well as synthetic and mechanical enemies that are the product of Combine technology. The atmosphere generated by the dystopian Combine state has been praised by reviewers, although the artificial intelligence of the transhuman Combine characters was thought to be inferior to that of other characters in Half-Life 2. In addition to their role within the Half-Life series, the Combine have been adapted for machinima productions and one Combine character type has been made into plush toys by Valve.
Design[edit]
Artwork of a Civil Protection Officer
Some elements of the Combine's appearance, such as that of the Advisor, are inspired by the works of Frank Herbert.[4] The towering Striders seen throughout Half-Life 2 and its subsequent episodes are based directly on the Martian tripods of the H.G. Wells novel The War of the Worlds, where said Martians invade Victorian England, using the tripods as their main 'weapon'. The name 'Combine' itself is a tribute to Ken Kesey's novel One Flew Over the Cuckoo's Nest, which features a collection of authorities which mechanistically manipulate and process individuals.[4]
During Half-Life 2's development, various concepts for Combine non-player characters were cut. Female Combine assassins, similar to black ops assassins featured in the first game, were planned but later abandoned, although they appear in the Half-Life 2: Survivor arcade game.[4] Another non-player character, the cremator, was conceptualized as a Combine laborer who cleaned the streets of bodies after a battle with an acid gun and although removed from the game, its head was featured in Eli Vance's laboratory. Other cuts included a variety of alien Combine soldiers that would have complemented the trans-human soldiers in the game and a number of synthetic combat machines.[4] Many of Half-Life 2's Combine characters went through multiple redesigns; the Combine Overwatch soldier was subjected to at least twelve redesigns before the final appearance was settled on.[5]
Opera singer and actress Ellen McLain provides the voice for the Combine Overwatch announcer and dispatcher in Half-Life 2 and its episodic expansions,[6] while the various Combine soldiers throughout the games are voiced by John Patrick Lowrie.[3]
Attributes[edit]Society[edit]
Little is revealed of the Combine's role outside of Earth, but dialogue in Half-Life 2 states that they control worlds in different dimensions and inhabited by a range of species.[7] The Combine occupation of Earth, however, is shown to be a brutal police state. In City 17, an Eastern European city, Civil Protection units are seen frequently, often conducting random searches of apartment blocks, interrogating human citizens and engaging in random police brutality. The military Overwatch forces of the Combine are shown attacking human resistance bases in an effort to further solidify their control. The citizens themselves are all clad in blue uniforms and live in designated apartment blocks. Citizens are shown to be moved around to different cities or locales at the Combine's will, using passenger trains.[8]Vortigaunts, alien creatures from the original Half-Life, are also shown to have been enslaved, and are observed in various jobs such as janitors. According to Half-Life 2: Raising the Bar, the Combine are draining the Earth's oceans, minerals and resources to be used on other Combine worlds;[4] while in both City 17's waterways and the outskirt's coastal shores the water levels are greatly reduced.[9]
At the heart of the Combine's command structure in Half-Life 2 is the Citadel, an enormous structure of Combine construction, reaching approximately 2.6 kilometers (1.6 miles) into the sky from ground level,[10] and delving deep underground. Located within City 17, the Citadel serves as the primary headquarters of the Combine, housing both Combine Advisors and the office of the Earth administrator, Wallace Breen. Breen is frequently seen on large screens around the city from which he spreads propaganda. The Citadel projects an energy field that is able to prevent human reproduction,[11] as well as a field that keeps dangerous alien wildlife out of the city.[12] In addition, the Citadel contains a trans-dimensional teleporter which allows the Combine to travel between their native universe and Earth.[13] The Citadel also contains construction facilities for various synthetic Combine combat machines.
Depiction[edit]
The Combine is composed of various species and machines. The most commonly encountered enemies throughout Half-Life 2 and its expansions are the transhuman Overwatch soldiers and human Civil Protection officers. A variety of combat machines also encountered, ranging from APCs and helicopter gunships to a giant 'Smart wall' which encloses occupied cities and gradually destroys anything in its path. A number of weaponized alien 'synths' are also encountered by Freeman.[14]
Advisors[edit]
The Advisor's grub-like appearance was inspired by the works of science fiction author Frank Herbert.
Advisors are large larvae-like creatures which are virtually featureless, with no visible eyes, ears or limbs, though they do possess an eye-like mechanical device attached to the left side of their heads, and detachable mechanical arms.[15] Their faces are covered by a form of respirator, which is able to lift to reveal a mouth-like orifice from which extends a long flexible proboscis. With this, they can examine objects, or attack and kill enemies. Advisors appear to be feeding upon their victim during their attacks. It is implied that Advisors are the original master race behind the Combine, with the Earth administrator Wallace Breen answering directly to them.[15][16] Although Advisors are usually seen in protective pods guarded by Combine soldiers, they also possess telekinetic powers with which they are able to float through the air and immobilize enemies so that their proboscis can examine their victims without interference.[15] Their appearance was based on the Guild Navigators from the film Dune.[17]
Half Life 2 Creatures MovieCivil Protection[edit]
Civil Protection is the Combine's law enforcement agency on Earth, consisting of humans who have agreed to work on behalf of the Combine. Also referred to as metrocops, Civil Protection units wear light armor and gas masks, which heavily resemble a somewhat modified Soviet PMG mask. They are usually armed with electroshock batons and pistols, and are occasionally seen using submachine guns. Metrocops are brutal in their methods, keeping the local populace in line via intimidation and physical force. Interrogations, inspections, raids, random beatings, summary executions and acts of extreme police brutality are all used as a means of policing their respective jurisdictions; their methods are justified by their role as 'protectors of the civilians' well-being'. On the outskirts of City 17, Civil Protection units are observed patrolling for escapees from the city. Civil Protection officers are in constant contact with Combine Overwatch headquarters, which gives them objectives and situation updates. On the death of an officer, that officer's armor detects that its wearer is no longer alive and automatically informs headquarters of the fatality and advises nearby units as to the place of death.[14]
Overwatch[edit]
The Combine Overwatch is the primary military force of the Combine on Earth. It consists of biomechanicallyenhanced humans, who wear heavily padded long-sleeve body armor and gas masks. The markings on the suit change depending on each individual unit's assignment and rank. Elite Combine soldiers wear bright white armor with one red eye, while the majority of soldiers wear blue armor. Shotgun units wear similar armour to the standard Combine Soldier, but coloured brown with orange eyes. They are armed with a variety of firearms, including shotguns, submachine guns, sniper rifles and pulse rifles. Overwatch soldiers usually operate in small groups, using squad tactics and grenades to flush out and flank the player. They occasionally provide support to Combine synths, and often travel to areas by use of dropships. They use radios to communicate with each other and with Overwatch headquarters. Combine Overwatch soldiers are usually encountered outside City 17, and only appear in the city after 'The Uprising' near the end of Half-Life 2.[14]
Combine technology[edit]
The Combine use a large array of science fiction technology. They have access to teleportation technology, which takes them from their dimension to Earth. However, their teleporter technology is restrictive in comparison to that developed by Eli Vance, Isaac Kleiner and Judith Mossman in that it cannot be used to teleport to other locations on Earth without significant modification.[18] Throughout the games, various futuristic computer consoles, doors, power sources and weapon emplacements are encountered. In addition, the Combine employ the use of small airborne robots, scanners, to observe the citizens of Earth. The city variant merely moves about the streets, monitors individuals, and takes photographs, while the combat equivalent is capable of dropping mines into an area.[14] Civil Protection makes use of smaller airborne robots called manhacks, which fly using razor-sharp rotating blades with which they attack their targets to cause laceration injuries. These are often deployed in closed-in areas. The Combine also use two types of land mines; hopper mines throw themselves into the air and detonate when an enemy is detected nearby, while the spherical rollermines roll towards vehicles or other enemies, attach themselves and deliver damaging electrical attacks.[14] Combine technology is also used to transform humans into Overwatch soldiers or stalkers, deformed and mutilated humans with no memory of their past selves who act as slaves and maintenance workers in Combine facilities. Transformation into a Stalker is considered among the Combine's worst punishments for dissidents.[15][19]
Militarily, the Combine make use of both synthetic machinesâmachines powered by organic componentsâand traditional mechanical machines such as armored personnel carriers and attack helicopters.[14] The most prominent of the synthetic machines are the insect-like gunships; and Striders, 50-foot-tall (15 m) armored creatures that walk upon three legs, which are armed with a high powered warpspace cannon and a head-mounted pulse turret.[14] In Episode Two, a smaller equivalent to the Strider, the Hunter, is introduced. These 2.5 m (8 ft) tall, tripodal assault machines fire explosive flechettes at targets and are small enough to maneuver indoors. Other synths are seen near the end of the Half-Life 2, although their roles are not elaborated on. Sentry turrets are also used by the Combine.[14] The Combine also use headcrabs as a biological weapon against dissidents, firing artillery shells loaded with the creatures into areas and allowing them to infest the vicinity.[14]
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Appearances[edit]Half-Life series[edit]
According to the backstory presented during Half-Life 2, the Combine appear on Earth after the death of the Nihilanth, the boss character at the end of Half-Life. The death of the Nihilanth, a powerful creature controlling the dimensional rip between Xen and the Black Mesa Research Facility on Earth, causes the rip to worsen, resulting in 'portal storms' which spread the hostile wildlife of Xen across Earth. The Combine manipulate this tear in the spacetime continuum, widening it to allow access to Earth from their dimension. When it is sufficiently wide, the Combine invade in force, and in the subsequent Seven Hour War quickly defeat the forces of Earth and destroy the United Nations Secretariat Building in New York City. Earth's surrender is negotiated by Wallace Breen, who is then made the Combine puppet administrator of Earth, and uses City 17 as his base of operations.[20]
Two Overwatch soldiers in Episode Two, with a Hunter in the background.
The Combine's first appearance is in Half-Life 2. Through the early stages of the game, Combine Civil Protection units pursue Gordon Freeman through City 17 after he accidentally reveals his presence to Wallace Breen. Due to Freeman's actions in Half-Life, Breen sees Freeman as a major threat.[21] As Freeman escapes the city, Civil Protection units raid the resistance base of Black Mesa East and capture resistance leader Eli Vance, who is transferred to holding facilities at Nova Prospekt.[20] Freeman and Vance's daughter Alyx break into the facility to rescue him, but Eli Vance is teleported to the Combine Citadel by double agent Judith Mossman. However, the strike against Nova Prospekt is seen as the start of a revolution by the citizens of Earth, who take up arms against the Combine.[22] In response, Combine Overwatch are deployed to City 17, and heavy street fighting takes place. Freeman manages to infiltrate the Citadel but is captured and taken to Breen. Mossman allows Freeman to break free of his captivity, and Breen flees to the Citadel's trans-dimensional teleporter, intent on escape. However, Freeman destroys the teleporter's reactor before Breen can escape, causing a large explosion that destroys the top of the Citadel.
In Episode One, the destruction of the teleporter at the top of the Citadel has isolated the Combine forces on Earth, but also caused its primary reactor to begin to melt down. This forces Gordon Freeman and Alyx Vance to journey back into the critically damaged Citadel to temporarily stabilize its reactor while the city's inhabitants are evacuated.[23] The Combine forces, however, instead attempt to accelerate the meltdown in order to send a message to their native universe for reinforcements. After Alyx acquires an encrypted copy of the message to be sent, Overwatch forces desperately attempt to stop the pair from escaping the city, spurred on by Combine Advisors. As the pair escape on a train at the end of the game, the Citadel detonates, sending the message and destroying City 17.[24]
Episode Two opens with Alyx and Freeman discovering that the Citadel's destruction has resulted in the formation of a super portal to the Combine dimension, which is slowly progressing to a stage where the Combine can send overwhelming reinforcements.[25] They also discover that the data packet in the message they retrieved from the Citadel contains codes that can be used to close the portal, and so traverse the countryside to deliver the packet to the resistance headquarters at White Forest. As they progress, it becomes evident that the Combine Advisors escaped the Citadel's destruction, and that remaining Combine forces are regrouping, albeit under occasional attacks by Vortigaunts.[26] Aware of the resistance's plans to close the super portal, the Combine attack White Forest in force, but are repelled.[27] The super portal is destroyed after the resistance launch a satellite containing the appropriate data. However, in the game's closing scenes, two Advisors attack Freeman, Alyx and Eli Vance, and kill Eli before being driven off by Dog.
Appearances in other media[edit]
The use of sandbox applications like Garry's Mod have allowed for Combine non-player characters to be used in a variety of webcomics and machinima productions. The Combine are also referenced in the Portal series. In one webcomic, Concerned, the Combine are portrayed as a highly bureaucratic and often inept organization. One issue shows a Civil Protection briefing for attempting to capture the comic's protagonist Gordon Frohman, in which officers are instructed to cluster around explosive barrels, seek cover on unstable structures and rappel down from bridges in front of fast moving vehicles.[28] In another example, the machinima series Combine Nation follows Civil Protection officers in a similar style to police procedural documentaries. The officers perform their duties with various twists, such as the team's medical officer having an obsession with adhesive bandages and the legal consultant, an Overwatch soldier, favoring dramatic entries, such as throwing flashbangs, which often backfire on him.[29] Another web series, called The Combine, parodies the TV show The Office. This series attempts to portray the combine as an intergalactic corporation that suffers from everyday office issues and problems. One episode shows the soldiers attempting to bypass a webfilter so they can watch videos online instead of working.[30] Other media portray the Combine with more serious overtones, such as the live-action video The Combine Interview, which parodies an interview with Tom Cruise discussing Scientology. The video, described by ActionTrip as 'eerie, to say the least'[31] and by both Joystiq[32] and Kotaku[33] as 'creepy', instead presents an interview with a Civil Protection officer discussing the Combine's rule of Earth, adapting Cruise's words to fit the Combine theme. PC Gamer UK noted that 'the suggestion, of course, is that Scientology's purpose or self-image in some way resembles that of the homogenising intergalactic murderous alien collective'.[34]
Cultural impact[edit]Merchandise[edit]
The Combine have inspired the creation of several items of merchandise for the Half-Life series. A plush toy was created by Valve, based on the synthetic tripod Hunters introduced in Episode Two.[35] Sold and distributed via Valve's online store, the toy was released in February 2008.[36] In addition, Valve has produced t-shirts depicting the Combine's idea of humanity's evolution, from ape to Combine Overwatch soldier,[37] and a lithograph displaying twelve pieces of concept art for the Combine soldier.[5]
Reception[edit]
Collectively, the Combine expressed control over every aspect of human life, from assigned living quarters to an energy field designed to suppress human reproduction. [..] Have transformed humans into faceless soldiers, known as Civil Protection and mindless slaves known as Stalkers.
âIGN, The Top 100 Videogame Villains[38]
The Combine have received a positive reaction from critics. 1UP.com praised the 'epic feel' built up by the Combine and their harsh rule of City 17 in Half-Life 2, stating that this created 'a world governed by newspeak, decorated with urban decay, and lacking any hope'.[39]GameSpot echoed this praise, saying that the 'vision of a dystopian police state is chillingly effective'. PC Zone described the appearance of the Combine's soldiers as 'stormtrooper-like', but although stating that overall the artificial intelligence for the game was 'extremely competent', the Combine non-player characters 'could have used better survival instincts', citing their reluctance to take cover and tendency to charge at the player and into a shotgun blast.[40]
A number of reviews of Episode One were disappointed by the lack of new characters for the Combine,[41] although GameSpot praised the improved AI for Combine soldiers and the addition of new abilities, such as rappelling down buildings.[42] The addition of the Hunter in Episode Two was particularly well received by critics; Computer and Video Games stated that they were challenging to fight and were 'a very welcome addition' to the series,[43] while IGN stated that the Hunters were 'impressively designed.. [they are] sleek and powerful all at once and reek of malicious alien intelligence.'[44]
The Combine were ranked at #22 in IGN's 'Top 100 Videogame Villains' list.[38]The binding of isaac afterbirth mods hud.
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Combine_(Half-Life)&oldid=903965314'
Introduction
Welcome to this unofficial Half Life 2: Episode Two walkthrough. It consists of game solution and a few pretty helpful clues that can help You survive in Half Life 2 world. If You're looking for some advice concerning weaponry, You should try Half Life 2 walkthrough. The weapons in Episode Two are the same and there are very few differences about the enemies. What that means is the info from that walkthrough can also be used in Episode Two. That pretty much sums up everything. Reload Your gun and fight!
Marcin 'jedik' Terelak
Helpful clues
About Half-Life 2: Episode Two Game Guide & Walkthrough
Author : Marcin 'Jedik' Terelak for gamepressure.com
last update : May 11, 2016
Guide contains : 19 pages, 283 images.
Use the comments below to submit your updates and corrections to this guide.
Hot Topics of Half-Life 2: Episode Two Game Guide & Walkthrough
Half-Life 2: Episode Two Video GameHalf Life Cut Enemies
Half-LifeY 2: Episode Two is the second in a trilogy of new games created by Valve that extends the award-winning and best-selling Half-LifeY adventure.
As Dr. Gordon Freeman, you were last seen exiting City 17 with Alyx Vance as the Citadel erupted amidst a storm of unknown proportions. In Episode Two, you must battle and race against Combine forces as you traverse the White Forest to deliver a crucial information packet stolen from the Citadel to an enclave of fellow resistance scientists. Episode Two extends the award-winning Half-Life gameplay with unique weapons, vehicles, and newly-spawned creatures.
Half-Life 2: Episode Two PC version System Requirements
Recommended: Pentium 4 3 GHz, 1 GB RAM, graphic card 256 MB (GeForce 5700 or better), 5 GB HDD, Windows 2000/XP/Vista, lacze internetowe
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