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You can see that there is a light source where the player needs to go: This is used from the start of Ravenholm to the end. Therefore, players will naturally walk toward light sources, and since Valve knows how to guide a player through a game, they will put light sources where the player needs to go to progress closer to the mines of Ravenholm. Light sources are an effective way to tell a player where to go, since our brains have evolved to tell ourselves to stay in the light. This allows the developers to easily guide the player by using lights. Watch the entire Noclip Arkane Studios documentary for more on the history of one of the more fascinating game studios out there.The entire chapter of We Don’t Go To Ravenholm is very dark. The documentary does not share the exact reason why the game was never completed, but Arkane Studios founder Raphael Colantonio chalks it up to a business decision. For example, the player could fire nails out that could be used to chain electricity across a gap and activated a spinning blade.ĭespite Arkane's enthusiasm for the game and a significant amount of work, Ravenholm was eventually canceled by Valve. While accompanied by Half-Life 2's most prolific trap-master Father Gregory, the player would have been able to set and activated traps in a variety of physics-based ways.
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Prior to the documentary's release, very few people were even aware that the game existed. Titled Ravenholm, the game featured Half-Life: Opposing Forces protagonist Adrian Shephard as the player character and would reintroduce Half-Life 2's most popular character, Father Gregory.Īs a precursor to Arkane's immersive-sim games Dishonored and PREY, Ravenholm took the setting and gameplay of Half-Life 2 and layered in a series of interesting weapons and mechanics that would lead to exciting emergent gameplay. Youtube game documentary channel Noclip premiered a new film on the history of Arkane Studios yesterday which revealed the existence of a canceled Half-Life 2 spin-off.
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