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Literally around the corner from that, there is a pair of sawblades blocking the players path.
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At the beginning of Ravenholm, there is an old workshop with a zombie's torso held up by a sawblade with it's legs under it, showing that sawblades are effective at killing zombies. In Ravenholm, ammunition is scarce but props are plentiful, therefore encouraging the player to use the gravity gun instead of a weapon that consumes ammunition when fired.Īlso, here's an environmental tutorial for you. Ravenholm's main population are slow moving zombies, which are perfect practice for the Gravity Gun before Gordon gets dropped into a battle with Combine Soldiers. After this there is a combine attack on Black Mesa East that forces Gordon into Ravenholm. In the chapter before Ravenholm, Black Mesa East, Alyx awards you the Gravity Gun and gives you some practice in a safe environment with Dog, Alyx's companion. You can see that there is a light source where the player needs to go: Gravity Gun Practice This is used from the start of Ravenholm to the end. Therefore, players will naturally walk toward light sources, and since Valve knows how to guide a player through a game, they will put light sources where the player needs to go to progress closer to the mines of Ravenholm. Light sources are an effective way to tell a player where to go, since our brains have evolved to tell ourselves to stay in the light. This allows the developers to easily guide the player by using lights. The entire chapter of We Don't Go To Ravenholm is very dark. I'm not a game designer so this shouldn't be taken as advice for making maps. This guide is just what I think is good design from developer commentary and stuff. I'm not going to act like I know all about game design, because I don't. Ravenholm is an objectively good chapter, even if I don't find it fun. I just admire all that Valve put into it for it to not be worse. I don't have fun whenever I play through Ravenholm.
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