Why is the Source Engine so unsettling?
ฝัง
- เผยแพร่เมื่อ 26 ส.ค. 2024
- In this video, I talk in detail about how 3 Valve games, specifically Portal, Half-Life 2 and Garry’s Mod mix with the Source Engine to create an unsettling atmosphere in these games.
This is my first attempt at a video like this, so sorry if it isn’t the best.
The only creepy things about the Source engine are how well it's aged and how it runs on anything.
Goes to show how greatly designed and complicated the source engine is
Or if you're a programmer/mapper/SFM artist/TF2 player, Source Spaghetti.
Yes but i cannot get a simple model imported into the game properly it’s too hard
How the fuck am i supposed to put 3 textures on a model when there’s only one png file for 1 texture and the other textures don’t use a png file
@@mercce6750 I was gonna mention that. You can tell it was stretched from older tech
This is all really just about level design, for levels meant to be creepy.
It's not about the game engine. I think the Source engine tends to look unnatural because of how lighting works. It never looks right. Maybe something weird with the normal maps.
the source engine came in that age where videogames started to look realistic enough that they could kind of start to blend with reality, but they were still very clearly a simulation, we are far away from those early CGI graphics that looked like hyper saturated flat shapes put one on top of each other but also we are not quite there with out modern hyper realistic near photo realistic graphics with real time shadows with ray tracing and 8k textures everywhere, there are shadows but they are flat and not realistic enough, the games also have a sort of tint that its hard to describe
other thing is that source engine games completly lack is any kind of props, there are things here and there but like for example half life 2 houses are basically completly empty save for a couple of like TVs and sofas, everything is empty and alone even if there are NPCs here and there, compare for example most houses in half life 2 to the houses and building in half life alyx to see the diference that props make
so in that regard source engine games fall in the middle not quite unrealstic enough that your brain simply ignores it as fully fiction but not quite realistic enough that its able to believe it as something that exists, its the uncanny valley
@@carso1500 very well put. Uncanny valley for locations instead of people
there's a lot of different aspects that people have theorized that contribute to the eeriness. the fact that in singleplayer Gmod, maps are quite empty, quiet, and abandoned. the fact that Half-Life 2 has very creepy ambiance, which is sometimes subtle and sometimes quite alarming. the fact that the areas dont look very natural in HL2 and Portal 1. you dont really hear about this too much with Portal 2, and when you think about it, much of the main campaign of Portal 2 is quite talkative with characters and the design looks a lot more natural, in some cases quite literally, goofy, and with more explicitly memorable locations (the overgrown chambers, the spheres). But being goofy is not a saving grace on its own, as playing a lot of TF2 maps with no bots gives similar feelings in HL2 and Gmod.
@@carso1500 Lack of props in HL2 is part of the story, the violent and oppressive combine regime probably destroyed most stuff without option to buy a new one. When you enter apartment complex in start of the game the tipsy guy asks if it was you knocking because he didn't know they still have a door. Referring to combine raids destroying and taking away things from home. HL Alyx has much more props because it was in the earlier stage of combine oppression, and most props are found in the quarantine zone. At least that's what I think it is since source engine does not have a problem with having more props inside rooms.
X-ray engine from S.t.a.l.k.e.r series is the the most unnatural and has the most uncanny feeling to it IMO, (also, the bugs and crashes adds to the sheer horror)
There’s a lot that goes into actually making this atmosphere.
Valve notoriously doesn’t use a lot of music in their games and aren’t afraid to leave the player in silence. Half life and portal are filled with scenes where the player is left with nothing but ambient noise and the sound of their own actions. And when valve does add music, it’s often slow, alien, and atmospheric.
It’s not all just valves design decisions though. There’s some elements inherit to the source game engine that contribute to the atmosphere. The lighting is a big one. It’s hard to describe but source games just have a certain “feel” to them that gold source and source 2 games don’t share. They often have cooler lighting and the brightest parts of a scene often aren’t really all that bright. Source games kind of feel like you’re in the shadow of a perpetual eclipse. The world is just slightly duller than you’d expect.
Source games are also often very desaturated. Just look at the comparison screenshots between CS:GO and CS2. CS2 is so bright and colorful and over saturated while CS:GO has this very gritty and ominous feeling to the environments.
It’s interesting to analyze what goes into actually crafting a games atmosphere to make the player feel a certain way.
I think it's the uncanny combination of high quality textures and an approximation of photorealism etc, with the flat blocky square nature of the maps, and the lighting being kinda too simple for the realism. That's something inherent in the engine. The more work gets put into the maps, however, the more it goes away. Like the map Cascade in CSGO, that feels very organic and "warm".
but for example half life 2 is supposed to be like that with the textures its supposed to be unseteling thats a huge part of the plot about how scary the combine truly is
@@ANANAS1K007 at the time they were doing their best attempt at stylized realism. Nothing is "low resolution on purpose" or whatever. All the textures start out high resolution, and then they shrink them until the engine can handle it. If it's not performing well it gets shrinked more. I HL Alyx they increased both realism AND style from what they did in HL2. If they had modern technology back then though, they would definitely have made HL2 super realistic instead, as pushing the technology was their thing back then.
I don't know about you, but the way they pulled off that "combination of high quality textures and an approximation of photorealism" made all the textures look/feel dirty and grimy in a way no other games/game engines do. Somehow in more modern games, (especially once ray tracing became more common) dirty stuff became as shiny and clean looking as stuff that was supposed to bevl clean
It looks like a 2004 render from blender at all times
Half-life and the portal series will forever be my favourite games... everything about them tickles my fancy in every way possible.
Same here. For over 20 years
Agreed
bro said tickle my fancy
I love this about Half Life series, they literally made a fantastic universe. The loneliness in the game is something that makes it creepy, and it makes us the game better. Literally the world is destroyed, aliens came, and when the aliens were gone, other aliens came and destroyed most of the humanity.
I always felt really lonely while playing Half-Life 2, there are a lot of levels which are completely empty, you feel like you're on empty server.
Great first video, which is why I was saddened when it came to an unexpectedly abrupt end, especially given the expectation established by that title: I thought you were going to attempt to answer the question "why" this game engine feels creepy, not merely provide examples of said creepiness. I was enjoying the presentation and soon as I thought you were about to begin with an analysis segment, the video sadly ended. I hope you make a part 2. Looking forward to more. Subscribed either way.
every time someone makes a video about source being unsettling, a kitten DIES. think about that
This is true I'm the kitten
While the the quietness and extreme calm of the Source enviroments when there's nothing else going can be freaky, I always quite liked it, specially in places like warehouses and industrial spots. Some make me think of my childhood of the times I went to my dad's work at the local brewery.
Dude this is a great video. If this is your first time doing something like this i can only imagine what you'll do with more experience under your belt!
Genuinely thought this was a documentary with a huge budget until the end. Really amazing for your first video, though the ending is a little bit rushed, otherwise amazing!
The ending definetly was rushed imo, but it only a couple of seconds of not as good to 8-9 minutes of brilliant
For a first video, the production quality is really high and you articulate yourself very well while explaining - keep it up and you'll surely rack up a lot of subscribers! Well done, man!
i think a part of it is the uncanny-ness of it. high quality textures, lighting, and reflections pasted onto lower poly models, everythings flatter and less alive - while still being immersive and breathing. everythings intentionally muted and dirty. it *looks* dystopic, even in times it's just on its own.
Source always was a bit spooky when playing alone
I felt really lonely in Half-Life 2. Sometimes I felt like the sky in HL2 is a dome painted blue. Even opened areas feels like you are in the large buildings under the 200 meters of concrete.
Great episode, from the atmosphere to the narrative, you have talent dude :3
I guess what you actually wanted to say is that with source engine, unsettling maps can be made. Game engine is just displaying what you create in it. Despite it's ability to show depressing and dark and lonely maps, Half-Life 2 is really beautiful game and the graphics and overall design of the game stood the test of time like nothing else, its emphasis on characterization moves it to whole another level, you get to see Alyx, the Vortigaunts, Barney, resistance rebels, old Black Mesa scientists and more. Intuitive explanations provided by characters and lack of cut scenes. Even most games today don't come close. And as others mentioned before, you can run it on anything, even on computers that predate the game's release by quite a bit. Got a Celeron 800 MHz from 2000 with Geforce MX card? Or you got newest i9 with 4080? No worries, Valve got you covered. This game is just so well optimized.
Good work! For a first attempt I think you have a good foundation for these types of videos.
i think the reason why the source engine is so unsettling is because it was meant to be unsettling.
take games like half life 2 and its episodes and the portal series.
both have very dark themes and atmosphere, therefore they would require dirty and grim textures.
since these textures were carried over to garrys mod, it gives garrys mod a unnerving feeling.
the combination of the textures and being alone just creates this ominous feeling like someone is else there
Source engine is cozy and settling.
Since Half Life as a series is a grim and horror setting, and more so in their alpha conceptions, the GoldSRC and Source Engine were tailored for it.
X-ray engine from S.t.a.l.k.e.r series is the the most unnatural and has the most uncanny feeling to it IMO, (also, the bugs and crashes adds to the sheer horror)
nah xray just looks like engine from 2005. source is weird.
"Victory candescence" is the best euphemism for murder I've ever heard.
Here before you got 1K subs, you're definitely getting to 1 million subs in a year or so based on the quality of this video.
Portal:aperture labs
Half life:blackmesa
I have seen other videos on this toppic and i feel they did a pretty good job on describing what makes the engine itself fell unsettling. I like that you tried to give it a personal twist but there is some room for improovement. However i do not want to discourage you. Please keep up making videos! Try to concentrate on things others might have missed.
Imo maps that are intentionally trying to be creepy and have aspects like fog and fancy lighting which isnt in the main source engine games is a bad example for the source engines creepiness. if you want the real deal you got to have maps that arent intentionally trying to make you feel uneasy (asheville), like an empty multiplayer map. the best examples I can think of are rp_downtown, gm_bigcity, hometown_1999, ttt maps, tf2 maps, & css maps.
Hi pal.
Some tips for your consideration:
- get a decent audio interface + condenser mic to record your scripts and try to get your hands on Ableton (usually it ships with those focus rite cards).
- learn some audio leveling
- learn some basic audio mixing guidelines
I'm in music myself so it's very different type of mixing but the idea is the same. There's just less to mix in your case which is nice. Cut up your script in parts and do a few takes and listen them back and note down what you want to change about how you say things / pronounce them etc.
They do those starter kits from focus rite for about 300eu (there's probably cheaper gear if you're strapped for cash) or so which is good gear but it depends on what you can spend budget wise. You gotta spend money to make money I guess hah.
The music, at times, was too loud suddenly. Way louder and it made it hard to follow what you were saying. You used what I'd guess is a headset mic or something similar that was laying around which are really hard to record with and edit later on. You really need that gain control.
Keep up the good work! Script wise it was great it just needs some polishing on the editing side.
The bandicam logo immediately cracked me up!
This british sounding man needs more subscribers
My first guess would be Scottish but I'm no expert
I already commented on a very similar video a while back, but I think it has to do with the fact that Source was created for Half Life 2 when the game was still much more horror focused, so it transpires this intention.
tldr: just enough life to be deathly instead of sterile, just enough substance to be emptied rather than empty.
mom said its my turn to make a why soruce is spooky video
I don't get what's so creepy about it. I so wanna live on most Source maps, they look like such wonderfully cosy places to live!!
Especially TF2 maps.
Something about those textures and lighting…almost uncanny valley feeling of unease
This was more about the games that are made with the source engine than anything about the source engine itself.
I like how the video is very organized with a plan, arguments and exemples to back up your point, with a lot of description.
Great start for a first
Really nice video actually I quite enjoyed it hope to see more videos from this channel
Not bad at all. I look forward to see your channel grow, just put more Valve related stuff.
Your did really good :3 Keep creating, big man.
Love, Nathaniel Adams
Nice video! You do a good job of describing why Source games are so unsettling.
I think it's because of the assets used to create the games. Left 4 Dead, HL2, and Portal all have some level of post apocalyptic/isolation theme to them, so when you're working with assets, models, textures etc used to make games like that, some of that uncanny and unsettling mood inevitably creeps in.
Mate, class first video! Can tell the passion involved, subbed! Keep it up!
wow for a first attempt this was a really good watch i hope you'll make more of these types of videos
Cry of Fear will remember this
Nice vid, even for a first one. I was playing portal earlier and this was on my mind bro
the really scary thing is the bandicam logo lol
This was a great video, especially considering that ots your first
Also I just have to ask, is that a northern irish accent?
New sub! Your content is massively underrated man, keep it up!
this is high quality content how do you have only 400 subs
Great content! you just earned yourself a new sub
Honey wake up. A new video essay TH-camr dropped.
great video dawg. keep it up
Got this same feeling playing disney infinity, the ever repeating low toned song got so earie after w while
Portal 1 is so scary i havent even got to the part with the incinerator because i stopped playing out of fear of an umbrella man attacking me
dis aint interloper don be skared!
Keep going ur video got promoted on tiktok thats how i found it
@@mrdylanmm Sadly not because I unfavourited the video after I saved all thoose recommended essays he had and I forgot to like it too sorry
Playing on a lot of Gary's mod maps always felt off and uneasy to me, like someone was always watching
This video has some kind of a pull that I have not felt in similar videos before tho I have watched plenty. It might be the "a bit rough around the edges"-charm but I like it. Thank you and I expect to see your works in the future :)
GM construct was always a freaky feeling map, I always felt like there was going to be a jump scare around every corner. Heaps unnerving
I don't feel you answered the question of "why source engine game are creepy". You gave us a few examples, and gave some context, seemingly as an explanaison. But none of that context specifically related to the source engine.
I believe a better argumentation would be like: source engine maps have an uncanny appearance, an odd mix of very realistic, and very video-gamey details. Like simple geometry coupled with state of the art lighting and physics.
Not sure if that's true, it's a conjecture or a hypothesis to be tested, which puts important aspects of the game engine into play.
You've definitely answered a question, but something more like "what text and sub-text is used to make game levels creepy" looking at source engine creations.
Another thing that could benefit your argumentation, is trying to identify predominant styles for some engines (which I believe is more the case of proprietary engines, thus often big game franchises). And using those as points to contrast with.
Maybe compare what boss rooms look like, or the "big visual moments" like building collapses, the color palets, most of all how each make you feel. (we can only go so far to prove a feeling)
The choices in music will also be important, and the general sound scape. I feel source games sounds creepy too.
You got good presentation, keep it up.
wow, your video was:
1) interesting and nice to watch when destroying a big mac
2) well made for a first video, and pretty successful!
3) agreeable
also i might repeat myself but OBS studio would be a good replacement for bandicam's watermark
something you missed is Left 4 Dead
where if you play alone it feels even creepier and scarier given how you're alone in a zombie infested world
good job on your first video dude, nailed it
The first fast zombie encounter...
Unregistered Bandicam. It really makes me nostalgic. So does the "unregistered Hypercam 3" in some videos
really loved your thoughts on this, subbed immediately. keep going dude
Keep it up man, I wouldn’t notice that it was your first video, awesome
Keep the videos up dude, love Valve Half Life content on youtube! Subbed.
Excellent work honestly.
Be proud and keep going!
*mrdylanmm* underground mine
*me* yes i tottaly needed that information... i could never have guessed the mine was underground
great video, glad there's others that felt the same way about this subject lol.
loved the video, keep up!
i've thought about this too. It hits harder when there is no life around a particular map. Heck even a counter strike map feels creepy af when there are no bots/players
Garry's Mod really does feel like agoraphobia the game
Source engine’s rendering is a mix between realistic graphics and old ps2 graphics, thus making it feel disturbing
tbf, Portal was supposed to be an unsettling, abandoned complex.
Meanwhile, TF2 is a group of idiots fighting over gravel around fake buildings
dude i was afraid of playing gmod alone for the longest time
i always feels weird when i join a empty tf2 server,it's just so strange seeing nobody there
@@mrdylanmm no,but I have cs go and I think it has a similar feeling
Very nice. You have a talent for a fine video editor. Keep it up. I will sub to see more to support your efforts.
This may just be the quietest video ever uploaded to TH-cam
For a first time, you actually did pretty well
I agree with you. In Half life 2 and portals, I felt off. Weird. After playing for some time, I felt that I didnt want to play that day.
you sir earned a new subscriber this first video I think is pretty good for a first video
@@mrdylanmm your welcome hopefully you can get a lot of subscribers good luck man
he even put the bandicam to sell the feel of old source games
@@mrdylanmm it does give the video the unsettling feel
I can provide a keymaker for that unregistered babdicam my dude.
they are not considered spoilers anymore AFTER 15 FKING YEARS since release.
Oh look at that empty woom it’s so scawy!
Source was visually outdated that made it look strange. The biggest issue was regular use of real photos placed onto models that were oddly low poly even for 2005 and the maps are mostly devoid of props probably as compromise to make everything a physics object. Team fortress fixed most of it with its design but it still feels very dead without many ambient details.
Keep doing this broo
some source 2 games just have this eeriness and scariness that I don't experience with any other thing. I really do wonder if there's some more in depth stuff to the engine that explains why, because I realise that I even get that same feeling with games like The Stanley Parable. If I'm correct, that game was a half life 2 mod right? I could be wrong tho
yes it was
The bandicam watermark took me back.
Great video man, keep going! Only recommendation is to watch out for the audio levels, it was very low on my end compared to any other video I have seen today.
Garry's mod is a behemoth of it self, you could say, it's the multiverse of source engine games
You may need to go more in-depth about why it's creepy instead of just "This is creepy".
But the comment section is right. Lighting always looks weird for some reason and the games such as Portal and Half-Life are meant to give off an eerie feeling, so the audio and textures used give that feeling.
Then again... I played on a Starwars Clonewars RP server on Gary's Mod for hours and hours, and whenever I am running around the ship alone, it still feels... eerie...
This video discussed nothing to do with the engine. You should retitle it to: why are valve games so unsettling ? If discussing the unsettling natures of the games in general what this video should have discussed is lighting, textures, liminal spaces, dark atmosphere, cosmic horror, ominous sound design, loneliness, desolation, and eerie feelings generated by map design.
I definetly think that u deserve at least 50k follows man.
You forgot to mention about asheville that it was made with the implication of a zombie apocalypse
You can even find piles of zombie bodies beyond certain fences and barriers
04:52 an engine failure cant just down a modern plane like that tho
I think it has to do with the limited capabilities of the source engine placing the environment and characters particularly low in the uncanny valley.
If you look at team fortress 2 you really don't get any of this uneasiness. That's because the environment and characters were deliberately made to look cartoonish. But once you started to demand the engine to produce more realistic elements we start to pick up on it and feel uneasy. The generation of games that came after these source engine games were when we started to get past the lowest part of the uncanny valley where now it's becoming increasingly more common that a particular scene or element from a contemporary game can actually look real. I remember a years after is when some racing game and sports game made me do a double take during a cut scene because they looked like actual live action video for a moment.
To avoid the watermark and extremely low quality, please use OBS.