Black Mesa Research Facility

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Black Mesa Research Facility
Black Mesa logo.svg
Logo of Black Mesa
First appearanceHalf-Life
Last appearanceHalf-Life: Decay
Created byValve Software
GenreFirst-person shooter
Information
TypeLaboratory
LocationNew Mexico, United States
CharactersGordon Freeman, Barney Calhoun, Adrian Shepard, Eli Vance

The Black Mesa Research Facility (also simply called Black Mesa) is a fictional underground laboratory complex that serves as the primary setting for the video game Half-Life and its expansions, as well as its remake, Black Mesa. It also features in the wider Half-Life universe, including the Portal series. Located in the New Mexico desert in a decommissioned Cold War missile site, it is the former employer of Half-Life's protagonist, Gordon Freeman, a theoretical physicist, and a competitor of Aperture Science. While the facility ostensibly conducts military-industrial research, its secret experiments into teleportation have caused it to make contact with the alien world of Xen, and its scientists covertly study its life-forms and materials. An "anti-mass spectrometer" experiment conducted on Xen matter causes a Resonance Cascade disaster that allows aliens to invade Earth, and is the catalyst for the events of the series.

Half-Life was critically praised for both its storytelling and level design. At the time, the integration of narrative in the form of interactive cutscenes and NPCs was considered groundbreaking for a first-person shooter.

Development[edit]

The monorail sequence that introduces the player to the Black Mesa facility was initially intended as a tech demo. Series writer Marc Laidlaw stated that when a programmer implemented a new type of game object called "func_tracktrain", which allowed trains to branch onto different tracks, as well as bank and pivot into turns, Laidlaw decided to incorporate a train into the game's story. The path of the monorail itself is made up of six different map files without individual loading screens, adding hallways as transition areas to give the illusion of level streaming.[1]

Reception[edit]

The starting monorail sequence became well-known for allowing the player to walk freely around the train and look at whatever they chose, rather than be locked in place.[2] Other scripted events that were notable for allowing the player to retain full control include the Resonance Cascade disaster.[3]

The design of Black Mesa was characterized by critics as "mundane", and representing "workaday normality", however, its designers also gave its corporate environments "terrifying potential" by making it possible for aliens to spawn even in apparently empty areas. This allows for numerous potential places of ambush. Its visual design was called dystopian, featuring large amounts of solid-state hardware, much of which is malfunctioning or in disrepair even prior to the alien invasion.[4] Scenes in Black Mesa have been described as "industrial disarray" and "bureaucracy run amok",[5] while the facility itself was called "an amalgam of every top-secret military-scientific installation ever created or imagined".[3]

The Resonance Cascade in Black Mesa was noted as being a metaphor for how the laboratory destabilizes the difference between "inside" and "outside". Its teleportation experiments caused Black Mesa's features to be reproduced upon "the planet at large".[6]

Legacy[edit]

Black Mesa's design has been credited as inspiring future cinematic shooters, including the Battlefield, Modern Warfare and Black Ops series, being called a "revolutionary step" for the genre.[5]

References[edit]

  1. ^ Yang, Robert (2018-11-19). "Half-Life is 20: why everything you liked about Valve's classic was a secret train". PC Gamer. Retrieved 2022-03-22.
  2. ^ Fox, Matt (2013). The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962-2012 (2nd ed.). Jefferson, N.C.: McFarland & Company, Inc., Publishers. ISBN 978-0-7864-7257-4. OCLC 817736712.
  3. ^ a b Aubrie, Adams (2017). 100 Greatest Video Game Franchises. Robert Mejia, Jaime Banks. Lanham, Maryland: Rowman & Littlefield Publishers. p. 78. ISBN 978-1-4422-7814-1. OCLC 972802924.
  4. ^ Atkins, Barry (2003). More Than a Game: The Computer Game As Fictional Form. Manchester, UK: Manchester University Press. pp. 63–85. ISBN 1-4175-7805-X. OCLC 57756796.
  5. ^ a b Boluk, Stephanie; LeMieux, Patrick (2017). Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. University of Minnesota Press. ISBN 9781452954165.
  6. ^ Milburn, Colin (2018). Respawn: Gamers, Hackers, and Technogenic Life. Durham. ISBN 978-1-4780-0278-9. OCLC 1026288675.