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Half-Life: Alyx/Unused Sounds and Dialogue

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This is a sub-page of Half-Life: Alyx.

Developer Commentary

Developer Matt Wilde, a Visual Effects Artist at Valve, has a commentary node that goes unused in the final game, in which he talks about how polishing the environment would cause players to spend more time admiring their surroundings. It’s unclear why this commentary wasn’t included, perhaps just a mere oversight. It's worth noting that developers Chris Emond and Thiago Vidotto also made similar comments, so it’s possible it was removed to avoid repeating the same point.

It’s also worth pointing out that this is the only commentary node that directly instructs the player to take some sort of action. This suggests there may have been a planned sequence tied to it, but it was likely scrapped along with the track.

Speaker Sound Filename(s) TF2 InfoSpeech.png Transcript:
Matt‎Wilde
a2_02_art_pacing
"Early graybox levels like this we use to start laying out spaces for players to explore and fight enemies early on in development. This allowed us to begin playtesting as quickly as possible. Players would move through these graybox spaces very quickly, pausing only to glance around for something interesting to interact with, grab some ammunitation, or fight enemies, before immediately moving on to the next space. It was fascinating to see this behavior change as soon as players encountered levels with more art and lighting. Suddenly, players were spending five minutes in a room exploring every corner, and it was not uncommon for a level to have its playtime doubled or tripled after art was added. The pacing change was so dramatic that we had to modify our levels to better account for this new behavior by adding more things to interact with in each space. After you've explored this area, you can return to the game by removing your headset or proceeding forward to the exit. "

Test Sounds

These can be found in 'sounds/test'.

Sound Filename(s) Transcript
sa_test_hello Hello! :D
tv_music

Hahn

Dialogue intended for the Combine scientist lady seen in the chapter "Revelations". According to The Final Hours of Half-Life: Alyx and several scrapped animations involving Eli, she was originally meant to play a more significant role in the story. It seems to have been recorded by a Valve developer as a placeholder.

Sound Filename(s) Transcript
test_dialog_hahn.vsnd We don't shoot our friends! Not unless they do something unfriendly. Save your enthusiasm for the inspection in [Location].

Doctor Breen

Test dialogue intended for the Breencast. While many more files were recorded, this is the only one that made it to retail.

Sound Filename(s) Transcript
test_dialog_breen.vsnd Why would you want to fight against equality? In all my communications with the combine, from negotiating our surrender, to listening to their plans for the future, they have been nothing but rational. Let's not forget, they have mastered interdimensional travel, they have all but whipped out the Vortigaunt menace, that we brought upon ourselves, and they are in the process of cleaning up the quarantine zone for us!

Eli Vance

There are many leftover lines from Half-Life 2 recorded by Eli's late voice actor Robert Guillaume, since they're part of a folder tree called 'sounds/test', it was liked only meant for testing porpuses.
All the dialogue for the final scene of Episode Two is also present, under 'sounds/vo/test/ep2_ending'.

HEV Suit

Despite the HEV Suit having only one line in the final game, every single voice line and sound effect associated with it was ported from the original Half-Life and can be found in the files.

Unused Dialogue

G-Man

These can be found in 'sounds/vo/gman'

Sound Filename(s) Transcript Notes
04_00201 That is a question with a multitude —
04_00503 Your glove, Ms Vance. This audio was intended to play if the player remains idle after
G-Man tells Alyx to save her father, but it goes unused.

Early Ending

These can be found in 'sounds/ambient/abstract/endgame/temp_noship'. It reuses lines heard throughout the final game and, given the ethereal effects, was likely intended for the final chapter, possibly during one of the vault sequences. Since the folder is labeled "temp_noship" (likely meaning "temporary, do not ship"), these were probably used as placeholders.

Speaker Sound Filename(s) Transcript
Alyx Vance
01_01154.vsnd So, dad's ok right?
01_01205.vsnd Russel what did you guys find back there?
Eli Vance
02_01101.vsnd Open your eyes honey, Open your eyes
01_01515.vsnd Go, go. Stay safe baby, I love you
Russel
05_00006.vsnd Alyx, put on the headset!
05_00052.vsnd I'm with you every step of the way
05_00156.vsnd So I was thinking I could talk to you about sandwiches, if you'd like
Vortigaunt
04_00206.vsnd I, love you too

The file '02_01101.vsnd' is the only voice line without an in-game counterpart.

Combine Soldiers

These can be found in 'sounds/vo/combine soldier'. Interestingly, all voice lines refer to the player as "Freeman".

Sound Filename(s) Transcript
combine_throw_grenade_01 Leader zero, extractor away
combine_throw_grenade_02 Leader zero, extractor is live
combine_throw_grenade_03 Leader zero, flash sharp zone
combine_throw_grenade_04 Leader zero, extractor away sharp zone
combine_throw_grenade_05 [6 second countdown] .. Flash Flash Flash!
combine_taunt_01 Target ineffective
combine_taunt_02 Bodypack holding
combine_taunt_03 Leader Zero, full active
combine_refind_enemy_01 Target Freeman three, go active, intercept
combine_quest_01 Ready weapons, hostile inbound
combine_quest_02 Prepare for contact
combine_quest_03 Sky shield reports lost contact, ready weapons
combine_quest_04 Stay alert
combine_quest_05 Weapons off safe, prepare for contact
combine_quest_06 Overwatch is a code APEX 0
combine_playerhit_01 Target compromised, move in
combine_playerhit_02 Affirmative, we got him now
combine_playerhit_03 That's it, wrap it up
combine_player_dead_01 Overwatch confirm, HDT contained
combine_player_dead_02 Overwatch, target one sterilized
combine_player_dead_03 Overwatch, stabilization team has sector
combine_player_dead_04 Overwatch, Freeman three is secure
combine_player_dead_05 Overwatch, Freeman three delivered
combine_player_dead_06 Overwatch, antiseptic administered
combine_monst_zombies_01 Necrotics!
combine_monst_zombies_02 Necrotics Inbound
combine_monst_parasites_01 Call contact, parasitics
combine_monst_bugs_01 Confirm, sector not sterile
combine_monst_character_01 Target, priority two escapee
combine_monst_character_02 Outbreak status is code hurricane
combine_monst_citizens_01 Outbreak!
combine_monst_01 Confirm, sector not sterile (reused)
combine_monst_02 Visual one exogens
combine_man_down_01 Heavy resistance
combine_man_down_02 Overwatch request reinforcement
combine_lost_ short_01 Target is at shadow four
combine_lost_ short_02 Ready, extractors
combine_lost_ short_03 Ready chargers
combine_lost_ short_04 Six sightlines, move in
combine_lost_ short_05 Containment proceeding
combine_lost_ long_01 Target blockout
combine_lost_ long_02 Leader zero, lost contact
combine_lost_ long_03 Motion check all radios
combine_lost_ long_04 Stay alert, report sightlines
combine_lost_ long_05 Overwatch, team deployed and scanning
combine_lost_ long_06 Overwatch, leader zero engaged in cleanup
combine_lost_ long_07 Ready weapons, stay alert
combine_last_of_squad_01 Overwatch, request preserve activation
combine_last_of_squad_02 Overwatch, sector's not secure
combine_last_of_squad_03 Leader zero is final team, you need backup
combine_last_of_squad_04 Overwatch, (team/king) is down.
combine_last_of_squad_05 Overwatch, sector overrun
combine_last_of_squad_06 Overwatch, request sky-shield
combine_last_of_squad_07 Overwatch, request winder
combine_kill_monst_01 Zero, clean
combine_kill_monst_02 Zero, sterilized
combine_idle_01 Designate target as "Freeman three"
combine_idle_02 Overwatch, report possible hostiles
combine_idle_03 Overwatch orders tree CCC stim boost
combine_idle_04 Stabilization team holding
combine_idle_05 Leader zero, standing by
combine_gren_01 Bouncer, bouncer!
combine_gren_02 Flare down!
combine_go_alert_01 Alert one
combine_go_alert_02 Leader zero, executing full response
combine_flank_01 Leader zero, closing
combine_flank_02 Leader zero, inbound
combine_flank_03 Move in
combine_flank_04 Leader zero slipping in
combine_flank_05 Cover me
combine_flank_06 Leader unit is closing
combine_flank_07 Leader unit is inbound
combine_flank_08 Leader unit is moving in
combine_danger_01 Displace
combine_danger_02 Displace two
combine_danger_03 Ripcord, ripcord
combine_cover_01 Cover,hurt
combine_cover_02 Displace, two
combine_cover_03 Leader zero, request medical
combine_cover_04 Leader zero, request stim dose
combine_clear_01 Leader zero is holding at code apex
combine_clear_02 Leader zero has negative movement
combine_clear_03 Affirmative, no vision
combine_clear_04 Sightline is clear
combine_clear_05 Leader, reporting clear
combine_clear_06 Sector secure, no vision
combine_check_01 Stay alert, report sightlines
combine_check_02 Report, all positions clear
combine_check_03 Report, all radio free
combine_assault_01 Contact, Freeman three
combine_assault_02 Contact confirm, prosecuting
combine_assault_03 Contact confirmed
combine_answer_01 Affirmative
combine_answer_02 Copy
combine_answer_03 Copy that
combine_answer_04 Affirmative two
combine_answer_05 Copy that, ghost apex zero dash zero
combine_alert_01 Designate target as "Freeman three" (reused)
combine_alert_02 Contact confirm, prosecuting (reused)
combine_alert_03 Contact confirm, designate target as "Freeman three"