The Citadel wall |
Half-Life 2 is an excellent game on many fronts. One of most interesting (though not the only) aspects is the design for the game’s environments. Set in a dystopian future where humans are ruled by an oppressive alien force, the game does not simply present a world on the edge of destruction due to alien invasion, but rather creates locations which are uncanny in their familiarity. The designs are reminiscent of cities and sites which we may all know. The central locale of City 17 was reportedly designed with Eastern European, Soviet Bloc countries in mind. The city echoes the insipid kind of repression associated with modern oppressive regimes; its streets are empty a part from clusters of military police or slow moving civilians, their heads down often murmuring nervously. The alien-ness of the outerspace, or inter-dimensional, invasion is felt by the constant presence of the Citadel - like a monument to the faceless industrialism at the heart of the game’s enemies. City 17’s design creates an amazing sense of an organised invasion – not one of utter destruction – in which human dwellings and spaces are no longer pleasant; more spaces of necessity rather than for living.