Hello, this is Ben Truman. I'd like to explain my role as writer/designer on the Black Mesa team .
I received this opportunity by attending the Art Institute of Pittsburgh for Video Game Art & Design, where I met many of the team members. When I first came aboard, I had a lot of wild ideas concerning how I would make Black Mesa the perfect link between Half-Life, Opposing Force, Blue-Shift, Decay and Half-Life 2. I wanted to throw in Dr. Breen, Dr. Green, Dr. Mossman, everything and everyone. The further I went along with these ideas, the more it seemed that I was hijacking the original story rather than improving upon it. I went back and retooled (or removed) those scripts after realizing that this wouldn't be true to the computer game that everybody remembered so fondly.
As for a lot of gamers, Half-Life's form of storytelling was the games biggest appeal. The original scripted sequences have all been preserved, but enhanced to utilize the tools that the Source Engine provides for producing dramatic scenes. Since the generic security guard and scientists have evolved into their respective roles as Barney and Dr. Kleiner in HL2, I've tried to maintain the essence of those personas. Kevin Sisk and Mike Hillard have tapped further into these characters and brought tons of personality to every scene. No longer will NPCs stand around waiting for the player to arrive. They will be involved with their surroundings and establish their individual context in the game world. They interact with their environments, realistically express a wide range of emotions and talk with each other and the player while following him around the facility.
There will be additional scenes, though. The height of the development experience for myself has been creating new scripted sequences within the original narrative framework. I've included an audio-demo from one of my favorite chapters, Office Complex. Once a script is finalized and the scene is recorded, Kevin will assemble a radio-play so that we can get an advanced preview to help visualize how the scene will pan out. You may recognize where this scripted sequence originally takes place. The player comes across a security guard beckoning for help behind a locked gate. Upon approaching, both come across a frightening discovery:
It took a while for me to find my groove, but it allowed my style to mature immensely. Hearing the scripts voiced, edited and implemented has been extremely rewarding as each character within the facility has been brought to life. The new and extended scenes also fit organically into the story. They serve to increase the excitement and drama without jarring the sense of nostalgia that makes this mod so great. Each sequence stays true to form, true to character, and - most importantly - true to Half-Life.