We don't go to Ravenholm': the story behind Half-life 2's most iconic level
Briefly

"As Freeman stumbles through these first few levels of Half-Life 2, the player acclimatizes to the horrible future laid out before them. It's hardly the most cheerful setting, but there are some friendly faces... It feels safe. It feels fun. It feels familiar."
"[Ravenholm] was a totally different environment from what the player had been in until that point... an outlier of a map set that survived from a pretty early build of the game, borne from a need to give the newly introduced Gravity Gun a place to shine."
Read at www.theguardian.com
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