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Back to MINERVA: Metastasis (Half-Life 2: Ep2)
Posted on February 10th, 2010 1 commentI hope you know your greek mythology because unless you have a clear understanding of who Minerva, Perseus and the Medusa are, you may find yourself without a chance to comprehend the plot of MINERVA. Much of the writing references these classical characters who share one of the more amusing legends – indeed, as you delve deeper into the mod, you might find steadily more obscure references that even the most diligent classics scholars might have trouble understanding. Normally such writing might make me scream, but in this case it seems to fit the setting that Adam Foster has worked so hard to create.
Much has been written about this mod already, and deservedly so, but to my recollection few people have dwelled upon the beauty and serenity of the plot. The choice to use simple walls of text that pop up on your screen was inspired. With a character such as Minerva there is a very real risk that a modder might choose to use a voice synth, or worse, attempt to find someone to do voice over work. Instead, the lack of a voice gives what the character says a certain gravitas. Furthermore, the writing is simply sublime; there is no doubt in my mind that the walls of text that appear on the top right of my screen as I play are the product of an extremely talented writer. I struggle to understand just who is sending these mysterious messages (it could be an alien, a machine or another human) but I never doubt that they exist in something other than my fevered imagination. I won’t spoil the story that you uncover as you descend into the depths of this island, but suffice it to say that it fits perfectly into the extant mythology of Half-Life.
The gameplay itself works seamlessly with the writing to make for an experience unlike anything I’ve ever played. Too many people have written about the use of space in this mod, particularly the fact that at no point is there a space that isn’t used to it’s fullest potential. You first notice this towards the end of the first episode (did I mention this whole thing is episodic – four parts in the first chapter: Metastasis) when you finally get round the whole island, overlooking the beginning of the story. This contrasts with the strictly linear approach taken by Valve who don’t seem to concern themselves with creating realistic environments, but rather focus upon building towards perfectly controlled set pieces. This recycling of space reaches a logical peak in the final episode where you go back through many old areas, this time they are ravaged and changed, but the maps are the same. You use the same path out as you used in, perhaps needing to apply a few tricks here and there to get past blocked entrances, but it is distinctly the same place.
The setting also makes excellent use of the physics engine that comes bundled with source. Puzzles are usually logical, and sometimes taxing, but again they make perfect sense within the setting. They make perfect use of the levels that have been created, usually pushing you to think in terms of using the space around you rather than looking for switches or hidden passages. For most of the third episode you don’t even have weapons, relying instead upon your mind to progress through the game. It is inspired and brave moments like that which make all the difference to this mod, setting it apart as the best user generated experience I have had the privilege of partaking in.
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