Ey noclick, it is completely ok as most people say. Like cmon this video is great and every newer (aka the ones with voice) videos is also great, due to effort. *sorry for bad english because i'm vietnamese*
The reason the citizens are running from Gordon in that one part is because there’s a consul cast during the helicopter sequence saying that Gordon is a dangerous murderer or something.
I think it makes sense that the citizens run away from Gordon. Everywhere he goes, combine soldiers are soon to follow and destroy everything. The citizens just want to save themselves. There are also these broadcasts from the consul where he says Gordon is dangerous and they should hide and report him. The guys at the canals help you because they are rebels. Maybe the mod devs could give them different clothes to make this more obvious
to be fair, OpFor did a great job in giving them different uses and making a valid case for the usage of each one. In fact ironically in the OpFor multiplayer, it's actually quite easy to pull knife kills due to the damage boost.
The reason why the citizens in this mod run away is because youre literally a dangerous criminal for them, Would you not be scared if a man in metal armor, armed with guns, running through town shooting at the local police force Would he not be a threat? and afterwards in the canal sequence you meet the vortigaunt and the other 2 rebels, theyre rebels, they know you are one of them and arent scared of you
Well because you never see them the whole time in the game expect for first chapter Only time you see a citizen with your hev suit is those guy who gets beaten by the metrocop and a woman who tells you to get out of here in route kanal
I'm fine with the stun stick. If you remove it, players are going to complain that they can't pick it up and use it, if you add it in, players are going to complain why we need two melee weapons. It's just a world building weapon. 15:50 I don't mind, it's a taste of what's to come. 16:37 HL1 weapons made sense, IDK why HL2 weapons are all over the place. You get an AKM in an American setting (NYC most likely), but it's removed in retail where it made sense, but the MP7 is still there.... in an Eastern Europe setting. 28:32 Woah, I really like this, mods should do this more often. It's taking the OP4/BS idea of different perspectives in the same events but in just one game rather than 3.
about the weapons i think it's kinda accepted that the combine took a bunch of human weapons, modified them and turned them into standard issue for the whole overwatch military and civil protection. that's why you can find mp7's, usp match's and spas 12's all over city 17.
i have a proposition to the second timestamp, the combine in retail love to take something a species already has and then modify it in ways that the combine sees as more efficient, that's why instead of using easier more alien vehicles to transport things they use human trains and trains of they're own design, they don't have to do much extra work setting up infrastructure for these new vehicles and they look familiar to the citizens of earth which provides some comfort. so i believe the combine took inspiration from these human weapons and made they're own standard issue guns for the garrison of earth.
I find it interesting how this illuminated City 17 matches the one we saw from the top of the Citadell during the end of Half Life 2 more than the vanilla version.
The reason why Half-Life 2's Beta Remaster is so good is because it does something new and not just tries to recreate the entirety of the beta but combines elements from the beta and the final build of the game. Wishing it best of luck to see it reach the final release one day.
Yeah, Half-Life modders are obsessed with beta recreations for some reason but RTBR is a clear cut above the rest. There are plenty of original ideas in there and it's also well made on a technical level -- you can see the effort put into it. I still prefer retail HL2, but RTBR is so impressive in its own right that it genuinely feels like the game Valve wanted to make in 2002 or so. It's like the overly ambitious ideas inside the devs' brains became real in some parallel universe, and now we get to see it.
13:02 This is just speculation but I think it might have something to do with you being visibly armed and being chased by many combine units. I know I wouldn't want to be around some guy bringing that kind of trouble.
Gordon Freeman: throws every gas canister he sees with his gravity gun noclick: "Ravenholm is now on fire... aand I don't think Gordon did all of this."
My understanding of why citizens run away from you is because you're Gordon. They know you're going to cause trouble, and that the combine are after you. Which means trouble for them that they want to avoid. Therefor, avoid Gordon. And even if they didn't, I'd probably run away from some dude with a gun and some clunky orange suit too. The Rebels don't care because Barney told them you were coming, and they already signed up for trouble by being Rebels in the first place. As for why they don't talk sometimes, I assume that's just a result if this being developed by such a small crew and it being considered an "Unnecessary detail we can give attention to later." Personally, I found Ravenholm in this mod scarier than the original, the original just never really got scared by the original one. But with Redux, I found myself thinking "I REALLY don't want to be here anymore" because the area was getting to me. Really wish I could mercy kill the gonarch. I had a great time with Redux and I'm excited to see this updated more.
The whole scene when you step out of the train is such a 'vibe' the sunset and the looming tower with the lighting...it's oddly cozy and nostalgic for me, like when I was a kid and there's a afternoon sunset. Also, I think the citizens that don't respond could easily be improved if only their heads look wistfully up at you and then back down again, as if they are soo down-trodden they ain't got motivation to speak.
You losing all your weapons during particle storm makes sense to clear you out of certain weapons, that fin the theme of previous chapters and replace them with identical weapons that fit the theme of future chapters. In this exact example both AKM and OICW fill the same role of AR2esque weapon, a powerful high damage rifle. During particle storm you lose AKM to get it replaced by OICW later.
I really like it when at the start of the game,you encounter an enemy which is way to strong for you to beat him,and then at the rather end,he appears again and you completely obliterate him like in the scene were the cremator appears and you easily kill him at 34:42,becasue it feels like you are actively progressing.
I love the Alyx and Episode 2 inspirations for this mod. Hopefully more people look outside of base HL2 for art inspiration since Valve has really developed the style.
The citizens before the combat don't talk to you or ignore you because it draws attention from the combine. Once you get your weapons the Combine will try to kill you and may associate the citizens with you, bullets flying, you are holding guns, announcements from Admin, etc etc. The citizens in the canal are rebels, of course they would help you. This is one thing I noticed while playing the original Half-Life 2: Why do all the citizens fully support you? They are risking their lives for some random guy in an orange suit showing up 20 years later from a science experiment gone wrong. Some people could be twenty years old when Freeman shows up, having no knowledge of the events besides aliens invaded and now they took over our world. Anyways, great video!
Wow this mod is fantastic. I really like that they leaned into that bizarre surrealist horror of the beta at 5:02, that sequence was absolute perfection! Hope there's going to be more where that came from.
tbh in the beginning part I'm enjoying that some of the npc's ignore you. It gives them more realistic attitudes. not everyone in world like this is gonna want to talk to you.
I don't mind having the stun stick. In fact is the one thing I loved from MMOD it made unusable but existing weapons into useable. I always use stunstick to the metro cops and the crowbar to break boxes and planks
14:37 that PURGE screen is an Easter Egg. It is from the Ridley Scott movies Alien (1979) and Blade Runner (1982), in which it appears on computer screens in both films.
i think i actually did that and nothing happened - also there is no infinite supply of grenades nearby so i don't think that's what i was supposed to do
@@noclick There actually *_is_* an infinite grenade dispenser, though it looks like a random Combine prop blending into the setpiece. I didn't notice it until my third playthrough. Bit of an odd choice to include both high tech dispensers *_as well as_* wooden supply boxes for the same "ammo" type.
What's amazing to me is the gargantuan difference between the beta and the final game in terms of look and feel, how the scenes tell the story, story elements...It's as if separate teams were working on two totally different games with some similar assets.
The Barney voice sounds like someone doing an impression of a completely different character. Like they are trying to make the pitch of their voice really low, even though Barney doesn't have a low voice even in the first Half Life. Really one of the last things I would have expected to hear when he opened his mouth.
Played this mod and I mostly liked the part where we we're in city 17, the whole place reminds me of the Mombassa streets from Halo 3 ODST, it's oddly satsfying.
You know about the intro, I really liked RadHaz's interpretation of GMan's original intro scene since it shows how it might've looked in action and I agree that it is kinda.. dull in some aspects I also really love a lot of the points you made, some of the un-interactable citizens were a pretty huge bummer and at the very least should've looked at you if you did try interacting with them like in retail. You're not wrong about Water Hazard's chapter considering is did drag and some sections were while fun very objective based and you did have to stop in many chapters. [Also there's some funny irony with your dislike of the beta voice since the vorts you meet in Division 3 have unique voices, one resembling the HL2 Beta's version and the other especially more in-line with HL2's retail pre-episode 2 voice. Just thought that was a little funny] I think the mod is at it's best is during Ravenholm, the areas were extensive but understandable and fun. You're correct with saying it's probably even better than the original, although one nitpick I had is that to me Grigori's head is not that great looking although it's not terrible to look at. I know it's trying to look like the original leak head where Grigori looked like some famous painter or king but to me his voice doesn't match his face I guess. But it's subjective and anyone else doesn't have to think the same way. I also had a few fun facts about the VA's, Barney's voice actor is the same as Colbert's from Thunder's Leaves and the male Metrocop's voice actor seems to be Bec's voice actor from EZ:2 and EZ:Uprising. Overall I wish this team some great luck on this. I know that it might take years for RTB:R to get fully done but I'm certain it'll get better from here. Division 3 looks good and although I know the Hunter's are a hassle I don't mind them, challenging enemies to me can be fun. Great video again noclick!
one thing that i keep thinking about is that both the beta for half life 2 as well as the finished version of half life 2 both work as sequels to the original game
i seriously want to play HL2 beta and i didnt do it before because i was afraid to accidentaly get a russian virus soo thanks noclick thanks for showing this! edit: The FBI wants to arrest me and make me pay for everything I've done
My religious autism is coming out now because I have to point out that they made Father Grigori appear to be Catholic instead of Orthodox. The church looked byzantine Catholic with its confessional and latin cross.
The 2 different melee weapons are because they both do different types of damages. You also have other rifles based on how they would make sense like the AK and AR3.
15:44 in the original script, Ravenholm was before Eli's lab. If they want to keep this loadout but also be true to valve, they should play around with the idea of switching your weaponry more. Making your choose between weapons (So players that want the Crowbar can keep it, and chads that like the stun stick can use that) 31:34 Ravenholm was a minerary town. That's why there's a giant mineshaft under it. Probably XEN infected it. I wish the modders take time to not make the Combine this super-overpowered faction, and instead make them just another faction you have to fight. Maybe more intelligent than the alien grunts you encountered in hl1, but i'd be happier if they discarded the whole 7 hours war shenanigan. from a writing perspective is perplexing to say the least (this wouldn't make them any less of a threat, it would just make Freeman plausible).
sorry for not posting for a whole month, procrastination got to me
Ey noclick, it is completely ok as most people say. Like cmon this video is great and every newer (aka the ones with voice) videos is also great, due to effort.
*sorry for bad english because i'm vietnamese*
OK
Gg bro
Would you talk about Coterminus?
i feel ya
Why is "Why is Half-Life 2's Beta Remaster So Good?" So Good?
Why is "Why is "Why is Half-Life 2's Beta Remaster So Good?" So Good?" So good?
Aw sh!t, here go again.
Why is "Why is "Why is "Why is Half-Life 2's Beta Remaster So Good?" So Good" So Good" So Good?
Why is "Why is "Why is "Why is "Why is Half-Life 2's Beta Remaster So Good?" So Good" So Good "So Good? So Good?
Why is "Why is "Why is "Why is "Why is Half-Life 2's Beta Remaster So Good?" So Good" So Good" So Good?" So Good?
I didn't know that Mark Laidlaw was 12 years old when he wrote G-man speech.
precocious writer
I didn't know Marc Laidlaw was 6 years old when he wrote Half-Life 1
@@sanitylost4271i didnt know marc laidlaw was -18 years olf when he first started writing
@@sanitylost4271 real.
I didn’t know that mark laidlaws parents weren’t even born before he began to understand what writing even was as a concept
Noclick: “What’s the point of having two melee weapons?”
Literally the Half - Life 2 Beta: *Has over 47 weapons like overcharged*
it was a beta for a reason lol.
The difference is that in HL2:Beta you would lose all of your weapons a coulpe of time during the game.
@@dankovskimark4540 This was additionally done in the final version, only they were individually the commencement for each episodes.
Opposing Force as well
@@ema4020hl2 beta got too much praise
The reason the citizens are running from Gordon in that one part is because there’s a consul cast during the helicopter sequence saying that Gordon is a dangerous murderer or something.
He was calling Gordon a terrorist.
The reason the walking section in the beginning is so long is because that’s how it was supposed to be during the dark and gritty era of development.
dark and griddy
@@southernbrain691dank and griddy
@@southernbrain691 Brother
Luckily they changed it in Half-Life 2 Vanilla, honestly it was going to be boring otherwise
@@xArxck omg
I think it makes sense that the citizens run away from Gordon. Everywhere he goes, combine soldiers are soon to follow and destroy everything. The citizens just want to save themselves. There are also these broadcasts from the consul where he says Gordon is dangerous and they should hide and report him. The guys at the canals help you because they are rebels. Maybe the mod devs could give them different clothes to make this more obvious
The rebels wear bullet-proof vests like those from Retail HL2, so they're already visually distinct from the orderly citizens
having the HEV suit helps
"Why are we have a stunstick when we have the crowbar?"
Opposing Force would like to talk with you about the Wrench and Knife.
to be fair, OpFor did a great job in giving them different uses and making a valid case for the usage of each one. In fact ironically in the OpFor multiplayer, it's actually quite easy to pull knife kills due to the damage boost.
The reason Alyx sounds like that is because that’s how her voice in the original beta leaked voice lines sounds
I wonder if they used voice cloning or just found an actress who'd do the lines for the mod?
There are a lot of VAs who'd probably kill for a half life project on their CV so maybe it's legit.@@unfa00
16:00 You struggled on this puzzle because the HUD Would've hinted about grenades. There was a grenade-giver(?) nearby.
didn't see one? maybe i'm just blind?
@@noclick 11:20 probably because the HUD was disabled lol
@@althegamr It ain't a Source Engine mod review until the reviewer's bizarre personal preferences start causing issues lol
The reason why the citizens in this mod run away is because youre literally a dangerous criminal for them,
Would you not be scared if a man in metal armor, armed with guns, running through town shooting at the local police force
Would he not be a threat? and afterwards in the canal sequence you meet the vortigaunt and the other 2 rebels, theyre rebels, they know you are one of them and arent scared of you
Well because you never see them the whole time in the game expect for first chapter
Only time you see a citizen with your hev suit is those guy who gets beaten by the metrocop and a woman who tells you to get out of here in route kanal
ravenholm is a mining town thats why there's a mine bud
makes sense
They did a very good at replicating Eli's and Alyx's placeholder voices
I'm fine with the stun stick. If you remove it, players are going to complain that they can't pick it up and use it, if you add it in, players are going to complain why we need two melee weapons.
It's just a world building weapon.
15:50 I don't mind, it's a taste of what's to come.
16:37 HL1 weapons made sense, IDK why HL2 weapons are all over the place. You get an AKM in an American setting (NYC most likely), but it's removed in retail where it made sense, but the MP7 is still there.... in an Eastern Europe setting.
28:32 Woah, I really like this, mods should do this more often. It's taking the OP4/BS idea of different perspectives in the same events but in just one game rather than 3.
about the weapons i think it's kinda accepted that the combine took a bunch of human weapons, modified them and turned them into standard issue for the whole overwatch military and civil protection.
that's why you can find mp7's, usp match's and spas 12's all over city 17.
i have a proposition to the second timestamp, the combine in retail love to take something a species already has and then modify it in ways that the combine sees as more efficient, that's why instead of using easier more alien vehicles to transport things they use human trains and trains of they're own design, they don't have to do much extra work setting up infrastructure for these new vehicles and they look familiar to the citizens of earth which provides some comfort. so i believe the combine took inspiration from these human weapons and made they're own standard issue guns for the garrison of earth.
@@ema4020 The Combine have really expensive taste in firearms.
I find it interesting how this illuminated City 17 matches the one we saw from the top of the Citadell during the end of Half Life 2 more than the vanilla version.
Eu real oficial não esperava te ver aqui KKKKKKKKKKK.
Te assistia quando eu era mais nova uns bons anos atrás.
@JazzSicaa meus pesames
The reason why Half-Life 2's Beta Remaster is so good is because it does something new and not just tries to recreate the entirety of the beta but combines elements from the beta and the final build of the game.
Wishing it best of luck to see it reach the final release one day.
Yeah, Half-Life modders are obsessed with beta recreations for some reason but RTBR is a clear cut above the rest. There are plenty of original ideas in there and it's also well made on a technical level -- you can see the effort put into it. I still prefer retail HL2, but RTBR is so impressive in its own right that it genuinely feels like the game Valve wanted to make in 2002 or so. It's like the overly ambitious ideas inside the devs' brains became real in some parallel universe, and now we get to see it.
13:02 This is just speculation but I think it might have something to do with you being visibly armed and being chased by many combine units. I know I wouldn't want to be around some guy bringing that kind of trouble.
Gordon Freeman: throws every gas canister he sees with his gravity gun
noclick: "Ravenholm is now on fire... aand I don't think Gordon did all of this."
Victory mine exists due to the fact both in retail hl2 and RTBR Ravenholm is a quarry town.
31:50 It's the thing that kills Squidward!
It's not a airboat or a mudskipper, it's a propellerboat (TM)
Virgin mudskipper/airboat vs chad propellerboat
"boat"
yes
Gigachad boat enjoyee
Actually It Is A prop_vehicle_airboat
One thing I can think of for the stun stick, it could make for an interesting electricity puzzle.
Do NOT let this man cook ever again
31:44 NO WAY THEY ADDED THE MACHINE THAT KILLS SQUIDWARD
I love how you say metrocop. It’s not that you say it weird, it just sounds cooler when you say it.
7:53
As someone who's the fish i really hope your stepson doesn't eat me
26:36 "UH, NOPE!" actually made me laugh lol 😂
26:31
My understanding of why citizens run away from you is because you're Gordon. They know you're going to cause trouble, and that the combine are after you. Which means trouble for them that they want to avoid. Therefor, avoid Gordon.
And even if they didn't, I'd probably run away from some dude with a gun and some clunky orange suit too.
The Rebels don't care because Barney told them you were coming, and they already signed up for trouble by being Rebels in the first place.
As for why they don't talk sometimes, I assume that's just a result if this being developed by such a small crew and it being considered an "Unnecessary detail we can give attention to later."
Personally, I found Ravenholm in this mod scarier than the original, the original just never really got scared by the original one. But with Redux, I found myself thinking "I REALLY don't want to be here anymore" because the area was getting to me. Really wish I could mercy kill the gonarch.
I had a great time with Redux and I'm excited to see this updated more.
The whole scene when you step out of the train is such a 'vibe' the sunset and the looming tower with the lighting...it's oddly cozy and nostalgic for me, like when I was a kid and there's a afternoon sunset.
Also, I think the citizens that don't respond could easily be improved if only their heads look wistfully up at you and then back down again, as if they are soo down-trodden they ain't got motivation to speak.
You losing all your weapons during particle storm makes sense to clear you out of certain weapons, that fin the theme of previous chapters and replace them with identical weapons that fit the theme of future chapters.
In this exact example both AKM and OICW fill the same role of AR2esque weapon, a powerful high damage rifle. During particle storm you lose AKM to get it replaced by OICW later.
13:48
love hearing rad's manhack arcade song at the same moment you mention it
7:52 are those system of a down lyrics?
I really like it when at the start of the game,you encounter an enemy which is way to strong for you to beat him,and then at the rather end,he appears again and you completely obliterate him like in the scene were the cremator appears and you easily kill him at 34:42,becasue it feels like you are actively progressing.
Berney from "Blaaack Messsssa"
This could be a sequel to the Half-Life 1 Remake Black Mesa 😂🧡.
I really love HL2 Beta's aesthetics, and I really wish we got a proper, full game with it. I'll check this mod out at least.
1:24 "THIS GUY" IN A GMAN SPEECH IS INSANE WORK 😭💯💯💯💯💯💯💯💯💯
Why "Why is Half Life 2's Beta Remaster so good?" so bad?
its incredible how noclick mixes humor with dark and grittying
There is an error in the title, its supposed to be "remake" not "remaster"
it's pretty much both at the same time, so i went with "remaster" because youtube likes that word more
6:40 This is like some beat for beat Pianist awesomeness.. I love the little touches
16:14 You give up and just NOCLICKped?
lel xd
i like the new subtitles, they're less thin.
31:42 "I find whatever this thing is called..." - It's a vehicle from the vaporware, 'Half-Life: The Flintstones'
Nitpick of this mod, the Vortigaunts give me serious trypophobia
I love the Alyx and Episode 2 inspirations for this mod. Hopefully more people look outside of base HL2 for art inspiration since Valve has really developed the style.
“I’m not calling it a mudskipper”
*”you has trigger richter overtime fan⚠️”*
english please
@@MrUberIsReal tf you mean english please
You have triggered the Richter Overtime fans*
7:59 is The Deep from The Boys
The citizens before the combat don't talk to you or ignore you because it draws attention from the combine. Once you get your weapons the Combine will try to kill you and may associate the citizens with you, bullets flying, you are holding guns, announcements from Admin, etc etc. The citizens in the canal are rebels, of course they would help you. This is one thing I noticed while playing the original Half-Life 2: Why do all the citizens fully support you? They are risking their lives for some random guy in an orange suit showing up 20 years later from a science experiment gone wrong. Some people could be twenty years old when Freeman shows up, having no knowledge of the events besides aliens invaded and now they took over our world. Anyways, great video!
everything is so smooth and round looking lol
Wow this mod is fantastic. I really like that they leaned into that bizarre surrealist horror of the beta at 5:02, that sequence was absolute perfection! Hope there's going to be more where that came from.
3:29 noclick is such a rizzler!
FYI the Ravenholm vehicle is called the "Squidward Crusher". Hope this helps!
i like this new intro, it looks great
tbh in the beginning part I'm enjoying that some of the npc's ignore you. It gives them more realistic attitudes. not everyone in world like this is gonna want to talk to you.
The best "Hello guys!" so far xD
it is nice seeing you switch content, from comparisons to a semi-review content, keep up the good work !
Also the zombine aren't soldiers in this mod, they are metrocops I'm pretty sure going by a radio conversation between the metropolice
I don't mind having the stun stick. In fact is the one thing I loved from MMOD it made unusable but existing weapons into useable. I always use stunstick to the metro cops and the crowbar to break boxes and planks
33:40 This is the worst thing you can possibly say to a half life modder/dev lmao
14:37 that PURGE screen is an Easter Egg. It is from the Ridley Scott movies Alien (1979) and Blade Runner (1982), in which it appears on computer screens in both films.
Sucks that Noclick missed the secret Flaregun in Ravenholm, cause god that thing works so much differently in this mod then the in original beta XD
Someone needs to replay Hunt down the Freeman. Comparing these two projects is crazy
2:47 me who always uses button-3: sure it's not gonna work u need to use button-3
That dropship coming right us💯🔥
Richter overtime fans will get upset for not calling it a Mudskipper
damn noclick nice intro love it
adam in the comments explaining everything in multiple comments made me chuckle for some reason
the stun baton looks different than the original. still like the RTB style
16:10 you was supposed to throw a grenade to vortiguant cell
i think i actually did that and nothing happened - also there is no infinite supply of grenades nearby so i don't think that's what i was supposed to do
@@noclick There actually *_is_* an infinite grenade dispenser, though it looks like a random Combine prop blending into the setpiece. I didn't notice it until my third playthrough.
Bit of an odd choice to include both high tech dispensers *_as well as_* wooden supply boxes for the same "ammo" type.
oh well that explains everything
What's amazing to me is the gargantuan difference between the beta and the final game in terms of look and feel, how the scenes tell the story, story elements...It's as if separate teams were working on two totally different games with some similar assets.
The Barney voice sounds like someone doing an impression of a completely different character. Like they are trying to make the pitch of their voice really low, even though Barney doesn't have a low voice even in the first Half Life. Really one of the last things I would have expected to hear when he opened his mouth.
Played this mod and I mostly liked the part where we we're in city 17, the whole place reminds me of the Mombassa streets from Halo 3 ODST, it's oddly satsfying.
Can't wait for this mod to be finished, i also hope it comes to steam like a few other mods that are already on steam
You know about the intro, I really liked RadHaz's interpretation of GMan's original intro scene since it shows how it might've looked in action and I agree that it is kinda.. dull in some aspects
I also really love a lot of the points you made, some of the un-interactable citizens were a pretty huge bummer and at the very least should've looked at you if you did try interacting with them like in retail.
You're not wrong about Water Hazard's chapter considering is did drag and some sections were while fun very objective based and you did have to stop in many chapters.
[Also there's some funny irony with your dislike of the beta voice since the vorts you meet in Division 3 have unique voices, one resembling the HL2 Beta's version and the other especially more in-line with HL2's retail pre-episode 2 voice. Just thought that was a little funny]
I think the mod is at it's best is during Ravenholm, the areas were extensive but understandable and fun. You're correct with saying it's probably even better than the original, although one nitpick I had is that to me Grigori's head is not that great looking although it's not terrible to look at. I know it's trying to look like the original leak head where Grigori looked like some famous painter or king but to me his voice doesn't match his face I guess. But it's subjective and anyone else doesn't have to think the same way.
I also had a few fun facts about the VA's, Barney's voice actor is the same as Colbert's from Thunder's Leaves and the male Metrocop's voice actor seems to be Bec's voice actor from EZ:2 and EZ:Uprising.
Overall I wish this team some great luck on this. I know that it might take years for RTB:R to get fully done but I'm certain it'll get better from here. Division 3 looks good and although I know the Hunter's are a hassle I don't mind them, challenging enemies to me can be fun. Great video again noclick!
"Why do we have stun stick when we already have a crowbar?"
Real Half life 2 beta:Am I a joke to you?
1:03 i hate Gman after hearing his Unused lines (Actor ¯\_(ツ)_/¯)
At about the 16 minute mark where you had to noclip, the puzzle requires you to throw a grenade in with the vortiguant.
one thing that i keep thinking about is that both the beta for half life 2 as well as the finished version of half life 2 both work as sequels to the original game
From the creators of "The Sun is Leaking"
Zombis. 🗣️🔥
i seriously want to play HL2 beta and i didnt do it before because i was afraid to accidentaly get a russian virus soo thanks noclick thanks
for showing this!
edit: The FBI wants to arrest me and make me pay for everything I've done
5:35 there's a way to make npcs able to climb obstacles
Gmod add-ons are incredible
I really like this guy accent very very fun to hear
Something secret steers us, an interloper from beyond the veil
Dark and griddy
Looks crazy for a mod, I haven’t played it yet though so I don’t know what the mood is like
very dark and griddy
dank and griddy
My religious autism is coming out now because I have to point out that they made Father Grigori appear to be Catholic instead of Orthodox. The church looked byzantine Catholic with its confessional and latin cross.
Catholic Grigori? Holy based
The 2 different melee weapons are because they both do different types of damages.
You also have other rifles based on how they would make sense like the AK and AR3.
Now that Father Grigory voice was FUCKING SOLID. Deviates enough from the original to have it's own flair of craziness.
15:44 in the original script, Ravenholm was before Eli's lab. If they want to keep this loadout but also be true to valve, they should play around with the idea of switching your weaponry more. Making your choose between weapons (So players that want the Crowbar can keep it, and chads that like the stun stick can use that)
31:34 Ravenholm was a minerary town. That's why there's a giant mineshaft under it. Probably XEN infected it. I wish the modders take time to not make the Combine this super-overpowered faction, and instead make them just another faction you have to fight. Maybe more intelligent than the alien grunts you encountered in hl1, but i'd be happier if they discarded the whole 7 hours war shenanigan. from a writing perspective is perplexing to say the least (this wouldn't make them any less of a threat, it would just make Freeman plausible).
This mod makes me dark and gritty because its dark and gritty.
I love how they have the same kick and gonome anims as EZ2, two of the best mods ever
why am i looking at vending machines were parodies of our actual soft drinks?
"This thing works like a crossbow with alternate fire that does this: *dies*"
Yeah, I think I'll limit myself to shotgun :D
man, the fact that such project even exists and is being developed warms my heart, im not a big fan of half life but i adore beta atmosphere
12:08 i like this poster very much, such a nice looking man
Beta Gordon’s to-do list:
Shoot gun
Kill combine.
Walk.
Walk.
Walk.
Walk.
Walk.
Walk.
Walk.
Shoot more gun.
Kill more combine.
Walk.
Wa-
Noclick and Lucia teamup when
7:52 is that a soad reference ? x)
don't eat the fish
@@noclick When we're crying for our next fix
@@momo_hl i was not expecting so many people to get this