Half-Life (Dreamcast) - Unused Intro Cinematic
Gearbox Software's unreleased-yet-leaked Dreamcast version of Half-Life contains a plethora of mysterious content. This video demonstrates a map that was left in the Blue Shift directory simply called "cam1.bsp". The level, actually a non-interactive cut scene, cinematically showcases the beginning of Barney and Gordon's day at Black Mesa prior to the incident, namely just as the player gains control of them in their respective titles. It is unclear how this was to be implemented in the game, if at all. The map would not likely have played before either Half-Life or Blue Shift since it overlaps between both stories, not to mention it exhibits the very parts the player should have control over. It might have been intended to run as sort of a demo if the player remained idle at the menu screen, but the Dreamcast's notoriously long loading times for this game would have made that technically unfeasible. The only other possibility I could imagine is that these scenes were created specifically for promotional trailers. Although several commercials did surface for the Dreamcast version of Half-Life, few actually used footage from the ill-fated console port they were advertising. Later trailers for the PC version of Blue Shift failed to utilize this level as well. Thus, this enigmatic map has simply existed unused for years with no discernible purpose. However, it does answer the question of where some of the extra character animations from Blue Shift were used. Recording notes: 1. The models shown here are not the Dreamcast models nor the High Definition Pack. Rather, they're from my own collection of customized high definition content, mainly enhanced stuff from the PlayStation 2 port of Half-Life created by members of the Half-Life Improvement Team community and a few things by myself. For you purists, these may not be the original models, but they're still based heavily on Valve and Gearbox's stuff. 2. The model stuttering you see, particularly on the characters inside the moving trams, is result of Valve's poor porting of the GoldSource engine to Steam which is exacerbated even further by Fraps. Unfortunately, this issue occurs during any form of recording, including the game's built-in demo function. There's just no way to avoid it.