Separator
The Half-Life 2 "Flatline" Sound
Default_picture
Wednesday, July 01, 2009

Editor's Note: An interesting analysis of a simple sound effect and how it plays into the overall design of an enemy character. -Shoe



I wanted to take a moment to point out one of my favorite sound effects in all of gaming: the Combine "flatline" sound effect in Half-Life 2.

(Check out this fantastic short movie based on HL2, Escape from City 17, to hear the effect I'm talking about.)

The flatline effect is the alarm that sounds when a Combine soldier is killed, and it serves two very distinct purposes. Most players, I'd wager, only consciously pick up on the first and obvious: That soldier is dead.

Oftentimes in Half-Life 2, you find yourself fighting multiple Combine soldiers at once -- and frequently at great distances. Without this sound, there's a good probability that players would be left wondering if a particular enemy was dead. It's a small detail that greatly enhances the flow of the game.

The second purpose for this sound is much more subtle but is one that it performs just as beautifully as the first. It serves as an excellent counterpart to the overall Combine design -- it dehumanizes these enemy soldiers....

 

You assume the Combine are human because they have human shape: two arms and two hands with five fingers each, two legs, a head, proper height, etc. However, you never see any flesh (save Barney, the one Combine soldier who turns out to be your best friend incognito), and their voice is modified like a protected witness' in a murder trial. The intimidating mask hides any possible facial recognition and with that, any emotion that these soldiers could be showing.

Compare this to the resistance fighters that you encounter along the way. With the exception of the Vortigaunts, each one has a human face and a human voice. Because of this -- and the flatline sound effect -- it's easier to vilify the Combine, and the hero Gordon Freeman is free to heedlessly kill as many Combine soldiers as he needs to get the job done

When the sound goes off, it also illustrates that the Combine care not so much about the soldier's death, but more about locating where you -- the threat -- are located. It paints the Combine as a cold, heartless force...one that is more concerned with maintaining its superiority than about human life, and it does it masterfully.

 
0
BITMOB'S SPONSOR
Adsense-placeholder
Comments (9)
Why__hello
June 30, 2009
I personally think that the Half Life series in particular has some of the best sound production in the industry. Valve does brilliant work in general, but whether it's the foreign, yet familiar sound of the health recharger in Half Life, or the musically flamboyant sounds of secondary explosions after a well-placed grenade in Half Life 2, it's all amazing.

It's nice to see fellow HL fans appreciating the minutae of the games. Good on ya'
Bm_luke
July 01, 2009
It's the quality of the original sounds that truly makes Escape from City 17 so awesome - it's the excellent integration of that audio that really immerses you.
Default_picture
July 02, 2009
Valve are the masters of subtle character design. They take the generic soldier enemy, and with an amazing attention to detail, turn it into the fearsome and callous Combine.

I think an important detail in FPS games is for the user to know when they make a kill. It's necessary for one to be effective on the battlefield, to make the best use of one's time and reflexes.

I first noticed this cognitive element of game design while playing Call of Duty 4. A kill resulted in a very visible spurt of blood from the fallen enemy. When I saw that cue, I knew it was time to face my attention on another enemy. I knew when my targets were no longer a threat.

The Combine's flatline sound in Half-Life 2 has the same benefit; you know exactly when what's trying to kill you is dead.
Default_picture
July 02, 2009
That reminds me I should probably go back to Half-Life 2..... and maybe play through episodes 1 and 2 too >.>. I played through most of Half-Life 2 at my brother's during the first week after it came out and never played it again. All I remember is loving every minute of it.
Default_picture
July 02, 2009
From a design perspective, I love the idea of a sound indicating when the player has completed an objective (be that killing an enemy, solving a puzzle, etc.). Games that use audio touches like this rarely get praise for it, but it's one of the more subtle things that good games do (Gears of War) and not-so-good games don't (Army of Two).

I'd disagree on a more superficial level in that I don't think the piercing sound dehumanizes the combine at all. On the contrary, it reminds me of a flat-lining heart-rate monitor, and the realization that, inside, these guys are actually humans. That point is furthered by the fact that one of the first combine you meet actually turns out to be a friend -- these are real dudes behind the masks.

For me, that sound showed the humanity of my enemies and partly got me to empathize with them. Though, isn't the beauty of art that it can be taken in many different ways?
Default_picture
July 02, 2009
At first, I was going to post on how you were thinking you were reading too much into a simple sound, but after I thought of the 25 or so hours I played Half-Life 2 for, I see what you are talking about. Thanks for posting this!
Default_picture
July 03, 2009
I remember thinking that the sound was pretty cool after I killed the first Metro Cop. Combined with the dispatchers voice relaying information (in a kind of garbled fashion), it really sold the idea that there was a city-wide hunt for the player.

I don't recall the actual Combine Soldiers emitting the flatlining sound upon death, but what made them creepy to me was the electronically warped groan they'd make when they were killed. Valve totally nailed the sound of those guys.
Default_picture
July 03, 2009
Never realized how much I enjoyed that sound. The audio throughout the series is fantastic. I've always played it through stereo headphones for that reason.

Great write up.
Default_picture
July 03, 2009
I remember that sound, but always thought it was feedback from their radio. Thinking of it as a flatline sort of ruins it for me.
You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.