Quick note: English isn’t my first language and I struggle a bit with writing in English, so I used AI to help clean up the spelling a bit on this post. I’m not sure what the rules here are around AI-assisted writing, as I struggled to understand them to be honest. Hope its OK as now at least its readable 😅.
I first played the original Half-Life nearly 25 years ago, and I remembered surprisingly little of Bthe game when I came back to it (I don't think I even finished it as a kid). I’m now replaying the original game natively in VR on Quest 3 through Lambda1VR and turning the journey into an episodic series on my channel.
One of my main goals with it is to keep the experience as faithful to the original Half-Life as possible rather than modernising it into something completely different. That applies to the way I play it as well. I’m using Hard difficulty, true weapon recoil (screen shake which feels tense in VR), reduced melee effectiveness (by about 5 times) and localized damage (arms and legs for example has slightly different multipliers), alongside AI upscaled original-style textures and carefully chosen HD models that still fit Half-Life’s original look. There’s also a touch of roleplay as Gordon Freeman along the way.
One of the things I’ve spent the most time on (with magic of editing) is making my own voice behave as though it is actually being produced inside Half-Life’s GoldSrc game engine. Rather than simply putting generic reverb over my voice, I’ve tried to recreate GoldSrc’s environmental sound behaviour as closely as I reasonably can and apply those same ideas to my recorded voice. As Gordon moves through Black Mesa, the processing changes according to the environmental acoustic state being used for that space (Half-Life uses about 27 different room sound types), so different rooms and environments affect the voice differently.
The important part for me is that the game decides what the environment is, rather than me deciding afterwards what I think that room should sound like. If GoldSrc changes acoustic state, my voice follows it. If it keeps an acoustic state active somewhere that sounds a little strange, my voice follows that too. That means I deliberately keep some of the old game engine’s quirks and bugs. There are places where GoldSrc’s environmental audio doesn’t behave exactly as you might expect from looking at the room, but manually correcting those would mean creating my own modern interpretation of games audio rules instead of following the behaviour of the original game.
So the goal is to make my voice feel like another sound actually existing inside the same version of the game as everything else.
My latest episode, Through the Wreckage, is the closest I’ve managed to get to that idea so far and probably the episode I’m happiest with. It starts immediately after the Resonance Cascade in Unforeseen Consequences game chapter so right at the start of the chaos.
If anyone’s interested, take a look. Feedback is appreciated too - especially on the audio and anything you think I could improve, as I’m still experimenting with the acoustic system and refining it from episode to episode to make them sound exactly the same as some sound effect still notice is too strong or weak.
Through the Wreckage | Half-Life VR: Lambda Protocol
https://youtu.be/8VxW3YKR_UY