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“We would have followed the Half-Life pattern. Would we have seen an open world version of Ravenholm in Junction Point’s Episode? Spector says no. Meanwhile, Spector’s own games have always been geared toward letting the player explore and interact with the environment in numerous ways. Stand on the I-beam, fire a magnet ball at the far wall, the beam swings across the gap, walk off it, done."Īlthough Half-Life has always been a linear shooter, Half-Life 2's Episode Two expansion experimented with a slightly more open-ended structure, especially toward its conclusion. Or you could be trying to get across a high-up open space with an I-beam hanging from a cable in the middle.
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Or you could be fighting two robots and hit one with a magnet ball and they’d slam together making movement or combat impossible for them. You can imagine the effect on anything approaching you in the alley – either squashed or blocked. "You could fire it at a wall across an alley from a heavy metal dumpster and wham! The dumpster would fly across the alley and slam into the wall. Spector cites several colourful examples of how this could have been used. Instead of drawing objects into the player’s grasp, it would attract metal objects to a remote location designated by the player via firing the magnetic balls at a surface. The magnet gun was Junction Point’s twist on the gravity gun idea from the original Half-Life 2. "It went through several iterations, but the one I remember was one where you’d fire a sticky magnetic ball at a surface and anything made of metal would be forcefully attracted to it." "If I remember correctly, it was team lead Matt Baer who came up with the idea for the magnet gun," he says. What Spector can recall, and in considerable detail, is the magnet gun, and how it would have functioned. Instead of drawing objects into the player’s grasp, it would attract metal objects to a remote location.
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