the cutting room mirror

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;

"[...] After you've explored this area, you can return to the game by removing your headset or proceeding forward to the exit".

This suggests there may have been a planned sequence tied to it, but it was likely scrapped along with the track.
It's interesting to note that, aside from the Half-Life 2: 20th Anniversary Update, this is the only Valve title where the famous quote "[...] a commentary node may take control of the game, in order to show something to you" isn't used, which could perhaps support this idea.

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 Brassbound.

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#

Watch on YouTubeWatch on YouTubeThere 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 purposes.

All the dialogue for the final scene of Episode Two, which includes the full raw voiceover and an alternate take for Alyx's pietà (which includes extra unused dialog) as well as two additional callouts for when Eli is grabbed by Advisors, is also present under the directory

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

Notes

Alyx Vance

01_01154.vsnd

So, Dad's okay, right?

01_01205.vsnd

Russell, what did you guys find back there?

Eli Vance

02_01101.vsnd

Open your eyes, honey. Open your eyes.

This is the only voice line without an in-game counterpart.

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!

Combine Soldiers#

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

Sound

Filename(s)

Purpose

Transcript

combine_throw_grenade_01

For when a Combine soldier
throws a granade.

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

(Unclear)

Target ineffective

combine_taunt_02

Bodypack holding

combine_taunt_03

Leader Zero, full active

combine_refind_enemy_01

Lost sight of the player

Target Freeman three, go active, intercept

combine_quest_01

(Unclear)

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

Player took damage

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

Player perished

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

Zombie spotted

Necrotics!

combine_monst_zombies_02

Necrotics Inbound

combine_monst_parasites_01

Headcrab spotted

Call contact, parasitics

combine_monst_bugs_01

Antlion spotted

Confirm, sector not sterile

combine_monst_character_01

Generic Enemy spotted?
(Unclear)

Target, priority two escapee

combine_monst_character_02

Outbreak status is code hurricane

combine_monst_citizens_01

Citizen spotted

Outbreak!

combine_monst_01

(Unclear)

Confirm, sector not sterile (reused)

combine_monst_02

Visual one exogens

combine_man_down_01

Combine ally took damage

Heavy resistance

combine_man_down_02

Overwatch request reinforcement

combine_lost_ short_01

Lost an Combine ally
(Difference between "short" and "Long" is unclear)

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

Last man standing

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

Generic response to killing an enemy NPC

Zero, clean

combine_kill_monst_02

Zero, sterilized

combine_idle_01

Idle combat chatter

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

(Unclear)

Bouncer, bouncer!

combine_gren_02

Flare down!

combine_go_alert_01

(Unclear)

Alert one

combine_go_alert_02

Leader zero, executing full response

combine_flank_01

Flanking callout

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

(Unclear)

Displace

combine_danger_02

Displace two

combine_danger_03

Ripcord, ripcord

combine_cover_01

Requesting for medical aid

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

(Unclear)

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

Looking for the player

Stay alert, report sightlines

combine_check_02

Report, all positions clear

combine_check_03

Report, all radio free

combine_assault_01

Player spotted

Contact, Freeman three

combine_assault_02

Contact confirm, prosecuting

combine_assault_03

Contact confirmed

combine_answer_01

Answer chatter

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

Player spotted?
(Unclear)

Designate target as "Freeman three" (reused)

combine_alert_02

Contact confirm, prosecuting (reused)

combine_alert_03

Contact confirm, designate target as "Freeman three"