My translation of the "new" GR article!

Alec_85

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I was bored so I decided to translate this "new" article from the Swedish site / paper called GameReactor (from now on known as GR). Keep in mind, this is my first translation & I'm tired :D English aint my primary language either. Swedish is. So bare with me (don't think that will be neccessary) okay?

The text is hereby courtesy of GR I guess:

By Petter Engelin (translated by me)
Gordon rules

Mr. Freeman returns by the end of summer when the world?s most wanted follow-up premieres. Gamereactor visited the developers...

The footsteps echoes muffled inside the marble dome. The light from the chandeliers reflects in the bright stone. An impressive view, taken from a lost, a little more elegant age. The room radiates power, a residence, city hall or a cout of law building perhaps? In the middle of the grandness, Gordon Freeman stands & looks around. He is tightly watched. Cameras & guards at every corner. A big videoscreen looms on the eastern wall of the dome, an elderly man talks with a calm, almost hypnotising voice.

?The world we live in changes, the people develop?. Some frases are repeating more than others, almost like a mantra. The man talks about genetic immortality, order & harsh justice ? He talks about City 17. The echoes of history roars soundless through the marble hall.

Two men from the local population are standing in front of one of the receptiondiscs in the hall. They are wearing white, numbered overalls & look like a couple of model inmates from the nearest prison. Gordon stands behind the two men, without knowing whats happened, happens & what?s coming. Completely set to zero. The window closes when the two men have been served & Gordon looks around himself once again. The man on the screen keeps preaching his mantras & the hall is empty except for four masked guards who guards an exit. Gordon moves towards the west part & towards one of the guards. The guards raises his baton, which sparkles of 50k Volt, muscleparalyzing currents, & takes two quick steps forward. Gordon retreats calmly, while the guards yells commands about complete obedience towards him through the breathingholes on the mask that resembles a skeleton. All of a sudden, the doors swing open & the sun?s ruthlessly bright beams dances across the shiny marble floor. Gordon is dazzled by the sunlight when he steps out on the stairway & gazes across a square. Welcome to City 17, Mr. Freeman.

The questions are many, the answers seems to be few. What really happened to Gordon Freeman after the first game?s final sequence? Did Gordon accept the job offer that the mysterious G-Man offered on the way away from the crisisstruck Black Mesa? What is City 17? How did we get there? Who are these guards with batons & why are they guarding every alley, every street & every door in the city that we just arrived to?

Gordon walks over the square. A repressed, numbered, citizen asks if they haven?t met before when a huge mechanical eye stops in the middle of the air above my head. The eye buzzes slightly & blinks before it takes a photograph of both of us & then floats away across the square. Gordon must be careful, somebody is listening to everything that happens in City 17. The citizens are under severe surveillance & the stench of fascism & nazism oozes through the screen.

I back up, pull the mouse backwards & look up above the lightbeige, grey & yellow stonehouses that surrounds the square & the centrally placed, emptied fountain. The buildings are old & tall, beautiful in the morningsun?s strong beams. They remind of a more beautiful & a more free past. The atmossphere breathes Eastern Europe, the beautiful drowns by the anxiety & the suspiciousness. If it weren?t for the hissing guards hi-tech uniforms & the floating eye, I might?ve been in Warzaw, 1940. Nazi Germany have invaded Poland, the polish jews are transferred to the center of the city core. Where they are watcher over by german soldiers, an extreme oppression, genocide, the death of socialism. First then, I notice the huge, black tower that rises above the horizon. Like a monster, it has wriggled down the streets, swallowed entire blocks & occupies large parts of the eastern part of City 17.

The gaze is again broken by the mechanical eye, two new pictures are taken. I head towards an alley to perhaps get a better view of the black, enormous citadel when a huge, mechanical, spider appears. In an alley on the other side of the brick wall, it climbs over a smaller rooftop, stamps over the carwreaks, to then disappear in the morning fog. Where am I? What was that? The feeling of grandness just like mystique & foreign objects is just as strong as it is welcome. I shudder & feel how the will to explore struggles with the fear for the unknown in my mind. Welcome to City 17, Mr. Engelin (The original author).

After the first hour inside the world?s most wanted game, I understand why Valve have been so extremely quietive about the game?s story. I understand that since the first game?s manuscript was written down on paper, there have been plans for a grand sequel with a much deeper message.

I arrive at Valve?s office just before lunch. It?s a hard working, much larger team than five years ago that I meet after I have taken the elevator to the wrong floor once or twice. Valve have half a floor to their own in one of the higher companybuidlings in Bellevue, 15 minutes outside Seattle. I am greeted by a enormous park of cups that decorate the companie?s reception wall where all the prizes Half-Life have won are located. Then Doug Lombardi, Valve?s Cheif of PR shows up & shows me to a isolated testroom where the start-up screen for Half-Life 2 already is on display on one of the screens. After a while of wanderng in City 17?s apparently huge city core, the first test session of the day is interrupted when Valve?s founder & producer, Gabe Newell, enters the room. Gabe have managed to spill some sort of sauce on his lightred T-shirt that he tries to wipe off as he introduces himself. He talks a little bit about the primary mission in the beginning of the game & about how much time they have spent on trying once again to tell a story that really make the player take an active interest in.

Doug reaches forward & enters a command in the game?s console that loads a chapter called ?The Graveyard? (might be The Semitary too... Don?t know). Gordon is in a dark ravine, it?s night. In front of him, a bald priest is standing with a machine gun, he spits & swears with an Italian accent. His face is very detailed & it looks very believable in the way he moves his eyebrows, chinmuscles, wrinkles his forehead & blinks with his eyes while he curses something, what I never understand. The priest runs off towards what looks like a shed further into the night. I gaze forward & see how a whole horde of zombified, archtypical Half-Life enemies rises up through the ground. The priest have already begun emptying clips after clips in the corpses. They all carry the same headgear like the scientists i the first game. A lightbeige, very hostile facehugger that has always lead my thoughts to the Alien-movies. After shooting a couple of half-living enemies, I run out of ammo. The panic comes crawling. Unlike the first game where you could meet up to a maximum of four zombies at a time, I now have more than 15 hungry, grunting enemies in front of me. Gordon takes out his faithful crowbar, the most distinguishing feature of the entire series & already a cultclassical weapon. But despite eager wavering, the horde of living dead is unstoppable & to the tones of the priest?s wild swearing, Gordon dies a far too early death. Doug Lombardi turns to me & says: ?The only thing that counts in this map is some creativity?. New try. The priest barks, the corpses crawls up through the ground & the whole situation reminds more of a mixture between Serious Sam & Resident Evil than something Gordon would be part of, but hte pulse is high & purely graphical, the scenario is quite delicious. Even this time, my ammo runs out quickly but now I have discovered that there is something large lying over by the bushes.

Its form reveales it instantly, the anti-grav gun that became the big topic after last year?s cheered E3-showing of the game. Beside me, fittingly enough, there?s a pile of sawblades. A smile spreads across my face. Next second, I have loaded the anti-grav gun with spinning, razorsharp, sawblades & start firing it shortly thereafter towards the even larger horde of enemies which has almost sent the priest to his maker. The first blades chops four zombies in half, whose torsos start crawling on the ground. The sawblades run out, but with them at least 10 enemies have lost important organs & the situation seems to be under controll for now. Gordon stumbles over a few grenades on the way to teh graveyard?s farther half where the wild priest have taken shelter behind a altar. With his back against a larger tombstone, he continues to shoot while the ground once again opens up for a new horde of zombies. This time I lack both ammo & sawblades so I take out the grenades I recently found & aim well justt in front of the first group of grunting zombies while the priest empties his 20th clip. The grenade lands about a meter in front of five unknowing deadies who climb over the still moving torsos. Bang! A handful of zombies is blown to pieces while at least as many catches fire. A classical gaming moment stays in my memory when 20 burning zombies including a collection of burning torsos light up the nightblack graveyard.

End of part 1.
 
Start of Part 2.

Doug reaches forward over the keyboard & exits the game. ?That?s enough for that map, we don?t want to reveal too much of the story?. When the next chapter have loaded, Gordon is standing next to a rusty sandbuggy & holds a big, fully automated machine gun with laser crosshair. The nightblack graveyard have been switched with a postcardview with green grass, brown hills & supernice water. I jump into the buggy that start as soon as I have taken seat behind the wheel. The buggy is easily controlled with the arrow-keys & is even equipped with some sort of futuristic weapon on the hood that can be fired while driving. After jumping over some seaweed & almost tipped over because of a couple of unnecessarily big rocks, I reach what appears to be a dried up harbor. A big oiltanker lies stranded, tilting, on the beach & some gulls nests on the broken bridge. Gordon parks the buggy & climbs up on the sporadically placed boards that leads up to the harbor?s mainbridges. When finally up & after checking the surroundings out, the confusion is a fact. How am I supposed to get to the other side? The harbor?s dock lies like a big, dried-up gap & the big metalbridge that can take me over is up & chained. I wander around at random & try to find alternative ways when I realise that the dock have a big, yellow crane with a magnet at the bottom of the winch. Flash of genius! Gordon climbs up the poor metalladder up to the crane & start lowering the magnet into height of the bridge. I swing the winch hard enough for the bridge to fall thus making it possible for Gordon to reach the other side. Mission complete, but as soon the bridge falls down with a bang, the door to one the larger warehouses in the area opens & four masked solider, all dressed in black, comes out. Before I manage to get out, the four soldiers fire at me with all the power of their machine guns. ?Logic is important everwhere in Half-Life 2? Doug says & talks shortly about Valve?s designed intentions concerning for example, the game?s physics. ?We give the player clues & tips on how he can use certain moments in more than one way?. I hardly have time to listen since the soldiers are still shooting & since I?ve been hit by a couple of shots. While Doug takled, I noticed a big container, which I guess will do more damage than my rifle. I lift it up with the crane over the enemies. SMACK! All four of them is crushed under the 3 ton container. Before Gordon is finished with the crane, I let him lift over the buggy to the other side as well, Might come in handy later on, I think. ?Good thinking.? Says Doug & grins.

When Half-Life 2 was shown at last year?s E3, time stood still. Two delays & a sourcecode leakage later, Valve?s shortly ready to release the continuation on the world?s greatest game & it shows clearly what ambitions that have driven the project forward under these five years. Gabe Newell becomes almost too clear when he points out that their main goal have been to tell an exciting & engaging story. ?We made lots of money with Half-Life, a lot of it were thansk to the modscene & the enormous interest among the audience to further develop our game. We are very aware of this & have therefore been extremly keen to listen to what our faithful audience want, we have done the game everyone wants?. Gabe is, just like the rest of the team, very sure of himself but still very sensitive about Half-Life. I ask if a sequel was planned all along, from the moment the first game was completed & gabe nods & adds: ?We hade, for starters, lots of things we never had time to put in Half-Life that we really wanted to realize, then Marc Laidlaw, manuscript writer & designer, lots storybased deepdivings that we wanted to tell people about even further?. Here I take the chance to talk a little more deeply about Half-Life?s story, hoping to get some answers to some of the eternal questions about the undertones in the game. Why does the Lambda-sign symbolise homosexuality? Is it true that Gordons surname (right now I don?t know the difference of the English terms for names. They are talking about ?Freeman? anyway.) together with his dorky appearance &the fact that he lacks friends at Black Mesa shall symbolise the oppressed man & his liberation? Gabe smiles with his whole face & is pleasantly surprised over my questions. He looks at Doug Lombardi, where they both start giggling together. ?You?re on the right track, but to get the answers to these questions, I want you to play Half-Life 2?.

After my hours with the preview & the day with the team, at least one thing is clear. My extreme anticipations for the sequel to the world?s greatest game (GR made a top-50 list or so a couple of issues back which HL won.) are now even higher, something I didn?t think was possible. Gamewise, a lot feels the same & comfortable while a lot have changed with Gordon & the world that surrounds him. The story takes place around 10 years after the first game & most questions are still unanswered. Graphically, the design convinces the most even though the technical parts naturally slips behind a game like Doom 3. City 17 is at first glance, everything I have waited for since the first game. By the end of the summer, Gordon Freeman returns & I?ll be first to be there at the city square to yet again, save the world.

The End.

That's it. I like the way Petter draws the reader into the text. Not that hard to translate either. I found the questions at the end quite interesting as well. That's it for now :)

Edit: It seems this text editor doesn't like characters like " & '... Anyone care to edit it? ;)
 
Thank you, sir! Really nice to translate the whole article, I can imagine the hard work. Thanks!
 
Hehe took a few hours yeah. Thankfully noone posted it before me :) Watched the movie "The Skulls" in middle as well.

Might add that I didn't really read it through before posting it so there might be errors in my grammar... In fact there are a lot of them.
 
Two words.

AWE!!!! SOME!!!!!!!!! :D

Whoever wrote this article is very talented!

Edit: "Why does the Lambda-sign symbolise homosexuality?"
Uhhh. What?
 
Wait, no scans of articles but we're allowed to type them out?
 
"Why does the Lambda-sign symbolise homosexuality?"

Lmfao..

Dang... you beat me to it.
 
Feath said:
Wait, no scans of articles but we're allowed to type them out?
I asked Abom about this & he said it was okay. Combine that with the fact that Gameractor printed this in their FREE magazine that can be found all over Scandinavia & the fact that Gamereactor is in first hand a website.
 
Alec_85 said:
I asked Abom about this & he said it was okay. Combine that with the fact that Gameractor printed this in their FREE magazine that can be found all over Scandinavia & the fact that Gamereactor is in first hand a website.

Ahh, didn't know it was a free magazine. Ta for clearing that up.

EDIT (so I don't end up triple posting): Father Grigori Italian? The magazines don't seem to agree what accent he had. PC Gamer UK even said he was Southern US. Which is a bit silly.
 
Heh that's weird yes. But I guess GR got that info directly from Doug. Seems logical.
 
Why does the Lambda-sign symbolise homosexuality? - Have I missed something completely???
 
Starfish said:
Why does the Lambda-sign symbolise homosexuality? - Have I missed something completely???

Some pro-gay organisation uses it, other than that it means nowt!
 
Homosexuality / pedophilia was a large part of ancient Greek life, and I know the lambda symbol was involved with it (loosely).
 
The ancient Greeks were apparently all bisexual and if you were either pure gay or straight they would regard it as rather odd.

I suppose from their prespective it will be a bit like us just playing Half-Life 2 OR Doom 3. Why not just enjoy both?
 
ummmmm..... interesting. I shall make a point of not entering any gay marches with my half life 2 t-shirt, when they become available.

Now I must drink beer and watch the football - excuse me!
 
Father Gregori sounds like he has a Russian accent, especially when he says "Follow me, Brother".
 
FoB_Ed said:
Father Gregori sounds like he has a Russian accent, especially when he says "Follow me, Brother".

I was thinking that as well.

Especially since it's set in the East of Europe.
 
Right, first thing that came to my mind when he said that line was 'Soviet'

-edit-

Grigori is also the Russian usage of the name "Gregory"
 
he seems to be from eastern europe to me
 
"(B)ig, fully automated machine gun with laser crosshair."

He's probably referring to the MP7's sight but, if there's a rifle with a laser-dot sight, I'mma in happytown. :)
 
lambda a sign for homosexuality?

yea...right....

*Digs in google*

In More Man Than You'll Ever Be by Joseph P. Goodwin (Indiana University Press:Bloomington, 1989) on page 26, Goodwin writes:

The lowercase Greek letter lambda carries several meanings. First of all, it represents scales, and thus balance. The Greeks considered balance to be the constant adjustment necessary to keep opposing forces from overcoming each other. The hook at the bottom of the right leg of the lambda represents the action required to reach and maintain a balance. To the Spartans, the lambda meant unity. They felt that society should never infringe on anyone's individuality and freedom. The Romans adopted the letter to represent "the light of knowledge shed into the darkness of ignorance." Finally, in physics the symbol designates and energy change. Thus the lambda, with all its meanings, is an especially apt symbol for the gay liberation movement, which energetically seeks a balance in society and which strives through enlightenment to secure equal rights for homosexual people.


---------------------
So it's a symbol of balance, which the homosexuals want. Meaning the homosexual edge has NOTHING to do with half life.

Freeman, is obviously the human need to be free from rule.

labda, taken for it's meaning of balance, dictates that there is a balance in the universe, in HL1 it was the balance between Earth and Xen, the scales of the universe needed time to adjust to regain balance. the Lambda core incident tipped the scales, and teh story was the period of adjustment.

In HL2, it is the new balance between the Combine and the Humans, the cosmic scale once again has ben nudged, and Gordon is there to aid in the period of adjustment.
 
Alec_85 said:
Edit: It seems this text editor doesn't like characters like " & '... Anyone care to edit it? ;)

Okay, I tried my best, but it is late (at least for me), so a few errors probably slipped past. There are some grammatical "errors" that I knowingly let by as I was unsure of what was trying to be said and did not wish to alter what the orginal author intended to say.

I must also thank Alec_85 for taking all that time to translate that long article; great job!

----

By Petter Engelin [Translated by Alec_85]
Gordon rules

Mr. Freeman returns by the end of summer, when the world’s most wanted follow-up premieres. GameReactor visits the developers...

The footstep’s echoes are muffled inside the marble dome. The light from the chandeliers reflects in the bright stone. An impressive view, taken from a lost and more elegant age. The room radiates power, a residence, city hall or a court of law building perhaps? In the middle of the grandness, Gordon Freeman stands and looks around. He is closely watched. Cameras and guards are at every corner. A big video screen looms on the eastern wall of the dome, an elderly man talks with a calm, almost hypnotizing voice.

“The world we live in changes, the people develop”. Some phrases are repeated more often than others, almost like a mantra. The man talks about genetic immortality, order and harsh justice? He talks about City 17. The echoes of history roar soundless through the marble hall.

Two men from the local population are standing in front of one of the reception desks in the hall. They are wearing white, numbered overalls and look like a couple of model inmates from the nearest prison. Gordon stands behind the two men, without knowing what’s happened, happening and what’s coming. Completely set to zero. The window closes when the two men have been served and Gordon looks around himself once again. The man on the screen keeps preaching his mantras and the hall is empty except for four masked guards who guard an exit. Gordon moves towards the west part and towards one of the guards. The guard raises his baton, which sparkles of 50k volts, muscle paralyzing currents, and takes two quick steps forward. Gordon retreats calmly, while the guard yells commands about complete obedience towards him through the breathing holes on the mask that resembles a skeleton. All of a sudden, the doors swing open and the sun’s ruthlessly bright beams dances across the shiny marble floor. Gordon is dazzled by the sunlight when he steps out on the stairway and gazes across a square. Welcome to City 17, Mr. Freeman.

The questions are many, the answers seems to be few. What really happened to Gordon Freeman after the first game’s final sequence? Did Gordon accept the job offer that the mysterious G-Man offered on the way away from the crisis that struck Black Mesa? What is City 17? How did we get there? Who are these guards with batons and why are they guarding every alley, every street and every door in the city that we just arrived to?

Gordon walks over the square. A repressed, numbered, citizen asks if they haven’t met before when a huge mechanical eye stops in the middle of the air above my head. The eye buzzes slightly and blinks before it takes a photograph of both of us and then floats away across the square. Gordon must be careful; somebody is listening to everything that happens in City 17. The citizens are under severe surveillance and the stench of fascism and Nazism oozes through the screen.

I back up, pull the mouse backwards and look up above the light-beige, grey and yellow stone houses that surround the square and it’s centrally placed, emptied fountain. The buildings are old and tall, beautiful in the morning sun’s strong beams. They remind me of a more beautiful and a freer past. The atmosphere breathes Eastern Europe; the beautiful drowns by the anxiety and the suspiciousness. If it weren’t for the hissing guard’s hi-tech uniforms and the floating eyes, I might’ve been in Warsaw, 1940. Nazi Germany has invaded Poland, the polish Jews are transferred to the center of the city core. Where they are watched over by German soldiers: extreme oppression, genocide, and the death of socialism. First then, I notice the huge, black tower that rises above the horizon. Like a monster, it has wriggled down the streets, swallowed entire blocks and occupies large parts of the eastern part of City 17.

The gaze is again broken by the mechanical eye, two new pictures are taken. I head towards an alley to perhaps get a better view of the black, enormous citadel when a huge, mechanical, spider appears. In an alley on the other side of the brick wall, it climbs over a smaller rooftop, stamps over the car wrecks, to then disappear in the morning fog. Where am I? What was that? The feeling of grandness, just like mystique and foreign objects, is just as strong as it is welcome. I shudder and feel how the will to explore struggles with the fear for the unknown in my mind. Welcome to City 17, Mr. Engelin [Trans -- The original author].

After the first hour inside the world’s most wanted game, I understand why Valve has been so extremely quiet about the game’s story. I understand that since the first game’s manuscript was written down on paper, there have been plans for a grand sequel with a much deeper message.

I arrive at Valve’s office just before lunch. It’s a hard working, much larger team than five years ago that I meet after I had taken the elevator to the wrong floor once or twice. Valve has half a floor to their own in one of the higher company buildings in Bellevue, 15 minutes outside Seattle. I am greeted by a enormous park of cups that decorate the company’s reception wall where all the prizes Half-Life have won are located. Then Doug Lombardi, Valve’s Chief of PR shows up and shows me to a isolated test-room where the start-up screen for Half-Life 2 already is on display on one of the monitors. After a while of wandering in City 17’s apparently huge city core, the first test session of the day is interrupted when Valve’s founder and producer, Gabe Newell, enters the room. Gabe has managed to spill some sort of sauce on his light red T-shirt that he tries to wipe off as he introduces himself. He talks a little bit about the primary mission in the beginning of the game and about how much time they have spent on trying, once again, to tell a story that really makes the player take an active interest in.

Doug reaches forward and enters a command in the game’s console that loads a chapter called “The Graveyard” [Trans -- might be “The Cemetery” too... Don’t know] Gordon is in a dark ravine, it is night. In front of him, a bald priest is standing with a machine gun; he spits and swears with an Italian accent. His face is very detailed and it looks very believable in the way he moves his eyebrows and chin muscles, wrinkles his forehead and blinks with his eyes while he curses something, which I never understand. The priest runs off towards what looks like a shed further into the night. I gaze forward and see how a whole horde of zombified, archetypical Half-Life enemies rises up through the ground. The priest has already begun emptying clip after clip into the corpses. They all carry the same headgear like the scientists in the first game: A light-beige, very hostile face hugger, which has always led my thoughts to the Alien-movies. After shooting a couple of half-living enemies, I run out of ammo. The panic comes crawling. Unlike the first game where you could meet up to a maximum of four zombies at a time, I now have more than 15 hungry, grunting enemies in front of me. Gordon takes out his faithful crowbar, the most distinguishing feature of the entire series and already a cult-classic weapon. But despite eager wavering, the horde of living dead is unstoppable and to the tones of the priest’s wild swearing, Gordon dies a far too early death. Doug Lombardi turns to me and says: “The only thing that counts in this map is some creativity.” New try: the priest barks, the corpses crawl up through the ground and the whole situation reminds more of a mixture between Serious Sam and Resident Evil than something Gordon would be part of, but the pulse is high and purely graphical, and the scenario is quite delicious. Even this time, my ammo runs out quickly, but now I have discovered that there is something large lying over by the bushes.

Its form reveals it instantly, the anti-gravity gun that became the big topic after last year’s cheered E3-showing of the game. Beside me, fittingly enough, there’s a pile of saw blades. A smile spreads across my face. Next second, I have loaded the anti-gravity gun with spinning, razor sharp, saw blades and start firing it shortly thereafter towards the even larger horde of enemies which has almost sent the priest to his maker. The first blade chops four zombies in half, whose torsos start crawling on the ground. The saw blades run out, but with them at least 10 enemies have lost important organs and the situation seems to be under control for now. Gordon stumbles over a few grenades on the way to the graveyard’s farther half, where the wild priest has taken shelter behind an altar. With his back against a larger tombstone, he continues to shoot while the ground once again opens up for a new horde of zombies. This time I lack both ammo and saw blades, so I take out the grenades I recently found and aim just in front of the first group of grunting zombies while the priest empties his 20th clip. The grenade lands about a meter in front of five unknowing deadies who climb over the still moving torsos. Bang! A handful of zombies are blown to pieces while at least as many catches fire. A classical gaming moment stays in my memory when 20 burning zombies, including a collection of burning torsos, light up the night black graveyard.

[CONTINUED IN NEXT POST]
 
[CONTINUED FROM PREVIOUS POST]

Doug reaches forward over the keyboard and exits the game. “That’s enough for that map, we don’t want to reveal too much of the story.” When the next chapter has loaded, Gordon is standing next to a rusty dune buggy, and holds a big, fully automatic machine gun with laser crosshair. The night black graveyard has been switched for a postcard view with green grass, brown hills and beautiful water. I jump into the buggy which starts as soon as I have taken seat behind the wheel. The buggy is easily controlled with the arrow-keys and is even equipped with some sort of futuristic weapon on the hood that can be fired while driving. After jumping over some seaweed and almost tipping over because of a couple of unnecessarily big rocks, I reach what appears to be a dried up harbor. A big oil tanker lies stranded, tilting, on the beach and some gulls nest on the broken bridge. Gordon parks the buggy and climbs up on the sporadically placed boards that lead up to the harbor’s main bridges. When finally up, and after checking the surroundings out, the confusion becomes a fact. How am I supposed to get to the other side? The harbor’s dock lies like a big, dried-up gap and the big metal bridge that can take me over is up and chained. I wander around at random and try to find alternative ways when I realize that the dock has a big, yellow crane with a magnet at the bottom of the winch. Flash of genius! Gordon climbs up the poor metal ladder to the crane and starts lowering the magnet toward the height of the bridge. I swing the winch hard enough for the bridge to fall, thus making it possible for Gordon to reach the other side. Mission complete, but as soon the bridge falls down with a bang, the door to one the larger warehouses in the area opens and four masked solider, all dressed in black, comes out. Before I manage to get out, the four soldiers fire at me with all the power of their machine guns. “Logic is important everywhere in Half-Life 2,” Doug says and talks shortly about Valve’s designed intentions concerning, for example, the game’s physics. “We give the player clues and tips on how he can use certain moments in more than one way.” I hardly have time to listen since the soldiers are still shooting and I’ve been hit by a few of the shots. While Doug talked, I noticed a big container, which I guess will do more damage than my rifle. I lift it up with the crane over the enemies. SMACK! All four of them are crushed under the three ton container. Before Gordon is finished with the crane, I let him lift over the buggy to the other side as well, might come in handy later on, I think. “Good thinking,” Doug says while grinning.

When Half-Life 2 was shown at last year’s E3, time stood still. Two delays and a source code leak later, Valve’s nearly ready to release the continuation on the world’s greatest game, and it shows clearly what ambitions that have driven the project forward under these five years. Gabe Newell becomes almost too clear when he points out that their main goal has been to tell an exciting and engaging story. “We made lots of money with Half-Life, a lot of it was thanks to the mod scene and the enormous interest among the audience to further develop our game. We are very aware of this and have therefore been extremely keen to listen to what our faithful audience wants; we have done the game the way everyone wants.” Gabe is, just like the rest of the team, very sure of himself but still very sensitive about Half-Life. I ask if a sequel was planned all along, from the moment the first game was completed and Gabe nods and adds, “We had, for starters, lots of things we never had time to put in Half-Life that we really wanted to realize, then Marc Laidlaw, manuscript writer and designer, had lots deep storylines that we wanted to tell people about even further.” Here I take the chance to talk a little more deeply about Half-Life’s story, hoping to get some answers to some of the eternal questions about the undertones in the game. “Why does the Lambda-sign symbolize homosexuality?” “Is it true that Gordon’s surname [Freeman], together with his dorky appearance and the fact that he lacks friends at Black Mesa, symbolizes the oppressed man and his liberation?” Gabe smiles with his whole face and is pleasantly surprised by my questions. He looks at Doug Lombardi, where they both start giggling together. “You’re on the right track, but to get the answers to these questions, I want you to play Half-Life 2.”

After my hours with the preview and the day with the team, at least one thing is clear. My extreme anticipations for the sequel to the world’s greatest game [Trans -- GameReactor made a top-50 list a couple of issues back or so, which Half-Life won], are now even higher, something I didn’t think was possible. Game-wise, a lot feels the same, while a lot has changed with Gordon and the world that surrounds him. The story takes place around 10 years after the first game and most of the questions are still unanswered. Graphically, the design [immerses you] the most, even though the technical parts naturally slip behind games like Doom 3. City 17 is, at first glance, everything I have waited for since the first game. By the end of the summer, Gordon Freeman returns and I’ll be first to be there at the city square to yet again, save the world.

The End.
 
Article translation finished. Download it here

I have just finished translating the "new" article from the swedish gaming magazine "Game Reactor" presented in the latest issue #17

PLEASE NOTE - this material is NOT available online (afaik). This material is NOT the same visit and interview posted earlier as a translation from Game Reactor. This article covers gameplay in a graveyard level and a few other things you might not have heard of.

If this already has been revealed though, I apologize. I'm just taking a shot at showing you stuff you might not have seen before (though most of the pictures in the article are old screens). Please download the file from the link below and give feedback as you see fit. The article is in .doc format and modem:ers beware - the file is approx. 350 kb. Happy reading.

Half-Life 2 article from Game Reactor #17

If the above link doesn't work, here's the address:

http://home.ljusdal.net/~michael/Mixed/halflife2article.doc
 
"Gabe has managed to spill some kind of sauce on his light-red T-shirt which he tries to wipe away whilst introducing himself. "

Haha! God, I love that guy! =)
 
Like i said its nothing new.

Pc Gamer and PC Zone both had the exact same playtests as this magazine did.

2 months ago.
 
Great thanks. I noticed the errors too late so I couldn't edit the first two posts...
 
Nicely written - too bad the absence of new information made me not care about this article.

Just a rehash of the interview they made earlier - aside from the writers personal experience its exactly the same.... :(
 
Wow, I was grinning like a madman while I was reading about the graveyard scene. :D
 
LMAO

Alec_85 - I can't believe how similar we have translated this article ! Please have a look at mine and you'll see what I mean.

Great work pal ! :thumbs:
 
Alec_85 said:
Hehe took a few hours yeah. Thankfully noone posted it before me :) Watched the movie "The Skulls" in middle as well.

Might add that I didn't really read it through before posting it so there might be errors in my grammar... In fact there are a lot of them.


Hey i saw that movie too! Nice job translating :thumbs:
 
Excellent consideration and translating Alec & Incoming. Appreciated.

Wish i could speak multiple languages.
 
Thanks I appreciate it very much :) I'll check your translation later Incoming.

Edit: Kudos to you Incoming for scanning the pictures etc. It did occur to me but I don't have any equipment for that :( Semi-nice placement of the pictures combined with text in the file too.
 
Alec_85 said:
Thanks I appreciate it very much :) I'll check your translation later Incoming.

Edit: Kudos to you Incoming for scanning the pictures etc. It did occur to me but I don't have any equipment for that :( Semi-nice placement of the pictures combined with text in the file too.

Hehe, thanks. Although, I don't have any scanning equipment either. I just took those pics with a digital camera (that's why the bad quality), edited them in PS and tried to make the best outta 'em. :E

One thing I hadn't heard before was the text under the pic of the Strider telling about the rumour that Gordon maybe gets to control one of those later in the game. MAN, that wouldda been awesome ! :bounce:
 
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