THE SOURCE ENGINE
PC Gamer US Edition|July 2021
The beautiful tension of an engine caught between eras.
Nat Clayton
THE SOURCE ENGINE

There’s a dead end junction, late in Half-Life 2’s airboat segment, that’s fairly easy to miss. It’s nothing special to look at. A concrete run-off with a few shanty houses and a handful of zombies. But this corner, with its distant chirping of crickets and the sunset baking the paneled walls in just the right way, is special enough that I always stop by for a visit when returning to the game. It’s a corner that perfectly captures the fleeting, uniquely melancholy beauty of Valve’s Source Engine.

The Source Engine, the software that drove all of Valve’s games from Half-Life 2 through Counter-Strike: Global Offensive, came at a uniquely transitory moment in game development. It was the mid-2000s, and 3D games were starting to look pretty damn good. Ten years earlier, and games were merely suggesting spaces through blocky corridors. A decade later, and we’re looking at games that are near photorealistic.

Source bridged that gap. It’s at once the last gasp of things like BSP-based terrain, baked lighting, and the entire field of level design, and a peek at the lush, living words of games to come. Over the past ten years, developers have gotten good at wringing spectacular landscapes out of the engine—but they’re doing so with a level editor built-in 1997, using limitations laid down in 2004.

It’s a bizarre tension, but one that gives Source maps a strange, almost haunted feeling. There’s an intangible quality to the way Source levels are lit. Sounds all echo just a little more than you think they should. Hop into an empty Garry’s Mod map, and the sense of isolation is overbearing.

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