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A Hand Wave explains that the crash at the end of Episode One broke the old flashlight, and the new one was an improvised replacement note the real reason is because Valve noticed that playtesters struggled a lot in the underground chase section, as they tended to leave the light on and that drained power until they couldn't sprint the devs didn't want players to stumble in the dark, so they separated the power gauges. Episode Two goes back to the first game's concept and downplays the trope, this time by separating the flashlight from the auxiliary power supply and giving the light its own, much longer-lasting energy gauge that recharges in less than 5 seconds.It's Played for Drama and horror in the " Lowlife" segment of Episode 1, where Gordon and Alyx have to go through a tunnel filled with monsters, and she will only shoot at the farther enemies if you're shining the light on them. suit and feeds off of a universal power cell, but how a light bulb drains power at just over half the speed as sprinting and pumping oxygen while underwater do is anyone's guess. Supposedly, the flashlight is attached to Gordon's H.E.V. A lampshade is hung on it in Episode One, and it was spoofed in the webcomic Concerned, specifically issue 20, along with the fact that in Half-Life 2, the flashlight for some reason uses the same power source as the " sprint" and " oxygen" functions. In Half-Life 2 and Episode One, it's played straight, draining quite fast and recharging just slightly faster.Same goes for Shepard's Night-Vision Goggles in Opposing Force. TRAUMA CENTER SECOND OPINION BIRTHDAY CANDLES FULLGordon's and Barney's lights have a limited runtime and recharge when off (all signified by the opacity of the flashlight's icon), though it can stay on for a good three minutes and recharges in less than a full one.
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