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When Half Life was released in 1998, its scripted sequences set a new bar for immersive story elements in first person shooters. It’s fascinating to remember that Half Life’s scripted sequences are rooted in the Quake 1 engine. Let's explore how Valve transformed Quake technology to revolutionize immersive 3d shooter storytelling. Timestamps 0:00 Intro 2:38 How story elements were typically presented 4:52 Motivations for scripted events in Half-Life 6:09 Anatomy of Scripted Scenes 8:34 Quake background 15:13 What Valve changed 17:17 Revisiting the retinal scanner scripted scene 20:00 Closing Main references and related readings/videos worth looking at: Half Life 25th anniversary documentary: • Half-Life: 25th Anniversary Documentary Gamespot’s articles on the Final Hours of Half Life: https://valvearchive.com/Publications... Shacknews on the making of QuakeTeam Fortress: https://www.shacknews.com/article/103... The early days of Half Life from Monica Harrington: / the-early-days-of-valve-from-a-woman-inside Source engine map compiling theory: https://developer.valvesoftware.com/w... Half Life 1 engine source: https://github.com/ValveSoftware/half...