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Opposing Force gets its own giant sign at E3. Oddly
it's still using the orange Half-Life background rather than the
re-colored green that would ultimately become associated with the game.
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This area appears in the final game, but the
radioactive waste on the ground is missing here. Two doors are also
visible that were evidently removed later on. |
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The first of many shots in what appears to be a test
level designed to show off the new monsters appearing in Opposing Force.
Here we see the world's first glimpse of the marine
zombie.
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The commander marine. Apparently he's wearing a red
beret, like the original HL commander marine, instead of a black one. Also, he's
appears to be using Barney's idle animation rather than any grunt
animation. |
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The first appearance of the drill sergeant. |
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Otis, the lovable, dim-witted security guard. This seems to be a
variation that did not appear in the final game. This Otis is wearing a
helmet and his face is slightly fatter. Although the Otis model in
singleplayer changed, this old version of Otis is what the multiplayer
model is based on.
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A clean suit scientist. Using a frame from his walking
animation while idle indicates that the model did not have any
animations at this time. |
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A different shot of the commander with another marine.
It's interesting to note here that they both are using a torso variation
with shotgun shells on it. This shotgun shell torso was removed in the
high definition pack for some reason, so this variation ended up being
mostly forgotten. |
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A Barney zombie next to the marine zombie. |
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The pit drone. Here it seems to have a mechanical
device on his head, and the texture on his face looks to be different. |
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Otis in an exhilarating combat situation. Although
Otis appears here in the final game, no marine zombies or pit drones are
present. They were probably all put in this area just to show off some
of the new monster entities.
It's worth noting now that many of these beta OpFor
shots have shadows on the models. This was an old feature in the
Half-Life engine that was eventually disabled during one of the updates
(Blue Shift uses this older version, though, so shadows can be still be
enabled in it).
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Run, Otis, Run!
The radioactive waste spilling from the door is now
visible, but nothing exists on the ground yet. Also, the player is
holding the glock pistol, which aside from having it earlier than
normal, to me it seems like a missed opportunity to show of one of the
new OpFor guns. Just a strange observation on my part, though. |
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This player model would eventually become the grunt model in
multiplayer, albeit with a smidgen more camouflage face paint.
Considering that a similarly posed picture appears on the back of the
Opposing Force box using the current Shephard model, this could imply
that the guy seen in this screenshot was what Shephard was going
to look like at one point. Alternatively, this model could have just
been a placeholder, or it wasn't intentionally meant to represent the
player character in any way to begin with. |
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A grunt takes on a pit drone. This is the old enemy Half-Life
grunt model being used rather than the newly created OpFor friendly grunts. |
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The mechanical device and the different face texture
on the pit drone can be seen very clearly here. Race X creatures and Xen
creatures almost never encounter one another in the finished game;
possibly intentionally. This pit drone being in such close proximity to
an alien slave is a bit of an oddity. |
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Another look at the old helmet Otis. He is actually
playing a scripted animation, so it's unlikely he is actually reacting
to the alien slave (which curiously has recently bled, but still appears
to be ignoring both the player and the Otis). Also, the door to the
tram isn't open and this area is long before the player gets the
barnacle weapon. |
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More shadows, mechanical devices, and different pit
drone textures. |
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Another use of the enemy Half-Life grunts as allies. |
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This is the area where the player has to push a small metal box around
in order to solve a series of puzzles. Although there is a blood spot on
the ground here, there is no scientist present in this part of the
hallway. |
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An odd scripted sequence that never appears in the
final game. The OpFor grunts don't even have these animations. This is
the area where the robotic walker is found stuck in radioactive waste,
although it's looking quite clean here. |
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The barnacle weapon being used in another part of the game before it's
possible to get it. |
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A marine zombie in the infirmary section and the player holding the
wrench before it's possible to acquire it. |
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Now this is an odd sight. The player is inside the room with the scripted
scene involving the marine zombie and the cleansuit scientist, but somehow there's already
a marine zombie outside the window. |
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A marine zombie throwing the cleansuit scientist through the window.
Nothing particularly beta-y here. |
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It's impossible to kill the marine zombie at this point, and it actually
won't even walk this close to the door to allow the Otis in the area to
shoot at it. There are also no Slick scientists in the area. |
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The Otis you find in this room is the non-bald, non-mustache version. |
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The pit drones have lost the mechanical device on
their head, but they still have the different face texture. |
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More shadows, but otherwise these areas appear to
be the same. |
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Another look at the helmet Otis. |
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This area has been altered slightly in the finished game. The door under
the emergency lights has been removed completely, possibly to make it
more obvious to the player that it's necessary to go through the vent. |
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The engineer originally had a beard, as seen in this Osprey intro level
screenshot. Incidentally, the grunt head variation with the bandana on
the right is not used elsewhere in the game, suggesting that this was
the original SAW grunt's head before being changed, but this occurrence
was left as it is. |
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Same as the above, only smaller and blurrier. |
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This scientist in the first screenshot appears to be walking in place, which indicates a missing animation
(Either performing the resuscitation or standing up). The broken table
in this room also seems to be missing, although it could be just a
little off screen. |
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Two medics in an area where there was only one. The
black medic (who appears to also have a beard like the engineer) was
never used in the game. |
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A clear shot of the engineer's beard. The maintenance door these two
grunts normally blow up can still be seen intact in the background.
Also, aside from the engineer, the other grunt you normally find is a
commander with a shotgun, not a gas mask grunt with a machine gun. |
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More shadow-y goodness.
There are a few anomalies in the screenshot with the male Black Ops
ninja assassin guy. It looks as if the player has already opened the
garage door leading to the wounded engineer. The boxes normally in the
room are missing hear, although they may have simply been destroyed
earlier. One thing that can't be easily explained is the fact that the
giant nuke missile appears to be floating in a somewhat random position
in this room pointing in a different direction that is seen in the final
game (Check the screenshot with the two medics above to see where the
missile is normally located). |
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The shock roach's spikes are white instead of yellow. |