Local Motive: Definitive Edition

for Half-Life 2: Episode Two

20th April 2021

On the outskirts of City 17, Gordon is found on a train in the middle of a Combine outpost by a man named Levi. Gordon and his newfound ally must run, think, and shoot if they wish to live to see another day. Featuring high quality voice acting, custom animations, and more of that Half-Life 2 gameplay that you love. Local-Motive is a treat for all Half-Life fans!

Local-Motive is a free Half-Life 2 modification originally released in 2016 as a RunThinkShootLive exclusive. This remastered version features updated visuals, polished gameplay, and an all new commentary system to provide insight into the development of both the original and the Definitive Edition.

Basic Details
  • Title: Local Motive: Definitive Edition
  • Filename: sdk-2013-sp-local-motive-de.7z
  • Size : 167 MB
  • Author: Northfell Studios
  • Date Released: 20 April 2021
  • Related: Local Motive (Classic)

Download Options

Download to your HD [167 MB]

Manual Installation Instructions
  • Make sure you have the Upcoming branch of the Source SDK Base 2013 Singleplayer installed in Steam and run at least once. (Properties – Betas – select upcoming from the dropdown list).
  • Copy the “localmotive” folder into your SourceMods folder.
  • Restart or start Steam.
  • Half-Life 2: Local Motive (Definitive Edition) should now be listed in your Library tab.

Screenshots

WARNING: The screenshots contain spoilers.

1600 x 900

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Reader Recommendations
Avoid It!
Think Twice
Maybe
Play It Later
Play It Now!

6 recommendations, average score: 4.83 (out of 5), standard deviation: 0.14 (what's that?)
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Meta Review Data
Statistics based on 8 comment(s) with meta review data.

Installed:
Using Gauge: Users
Manually: 7 Users

Time Taken:
Average: 1 Hours, 1 Mins
Shortest: 0 Hours, 45 Mins by ShawnHL
Longest: 1 Hours, 20 Mins by geezer1857
Total Time Played: 8 Hours, 6 Mins
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8 Comments

  1. Play It Now!

    A lot of good action with great graphics and story. Play it now, because it turned out great. Keep going with the development of new mods Northfell Studios. I am looking forward to finding others that you designed.

  2. Play It Now!

    It’s just as great as the original! The animation quality is a lot better than before. It’s a really good short mod and pretty fun. Also, are they teasing a sequel perhaps? Nice! Just being honest, because it was a while since I played the original, I didn’t notice too many changes. I’ll have to go back and play it again.

    Still a really good mod, the gameplay was fun, the level design was great, and the voice acting was also done pretty well, which isn’t something I’ve seen often. Good work!

  3. Play It Later

    A short experience with all the factors of a good Half Life mod, a chase sequence, puzzles and a final combat scenario where you make a mad dash for a train cart – It won’t take you too long to finish this mod, but for the short while you’ll be playing it will have you hooked. It has fairly decent voice acting and the enviroments are gorgeous, definitely a higher quality mod in my list.

  4. asterixer

    A big improvement to the original. It plays more fluent. The voice acting has also improved.

  5. Personal Favourite

    This is my first review and first custom map so here we gooo

    The level has some really cool setpieces the story premise is honestly pretty cool and the puzzles made me have a jimmy neutron brain blast moment. The voice acting was neat for a mod and I did get confused at the first half of the mod but overall a very solid experience if this is what to expect from the half-life 2 modding community then yeah I’m 100% down to play a bunch more mods.

  6. Really loved the story and the mapping, keep up the goodwork!

  7. Play It Now!

    5/5

  8. Play It Now!

    Like it quite a lot, played twice being the second time for the developer commentary. The acting went good to decent, the battle on the courtyard is nice and the added companionship for the li’l ride was well-fit.
    However, since listening to the dev commentary, I have some things to say about that (don’t worry, nothing there affected the rating):
    About the scene where you needed a barnacle to pull a barrel to show it to the players… would you believe I missed it twice? I only heard it the first time, and only saw a glimpse of the end in the second time because I played the dev commentary there. Maybe, instead of having a barnacle pull a barrel, it would’ve been better if something fell from up there to indicate that someone’s up? Then again, I could be just dumb and missed it like a dumbass twice.
    About the turret room, I did charge at the turrret instead of taking the vent, which is still a viable option if you wanna do it and it’s good that the player’s not prohibited to pick a barrel, use it as a shield, and blast the turret however you desire. However, about the pipe and the vent, the trick you guys pulled off could’ve been more effective if there were metal sheets protecting that L room from the turret and/ or flipping the pipe/ vent position, where the pipe starts lower to the ground then goes up to the vent at the end of the L room. Having the vent in the middle of that small corridor, with or without light, is pretty easy to miss, since the corridor’s flow – where the door’s located for both the next and the previous room as well as the turret – goes against the player’s instinct of looking up. The pipe being white and the red light in the vent does help to notice the right path to take, but only at second glance, not first, and that is if the player doesn’t pay that much heed to the turret firing at’em (which it’ll still fire at you while you climb the pipe)
    About the “Ashley syndrome”, that happens not because of how the dialogue’s acted on, but how the dialogue is used in the project. If I make a character spout phrases at every given moment, without giving a space to breathe, even the most stellar acting will sound repetitive and annoying. So, in the end, it’s not really the actor’s fault there. Though having a bit of concern over what you’re reading in the script, how it would sound in the scenario presented and have all that not sound annoying isn’t bad.
    Lastly, the audio for the developer commentaries were very quiet, and the script for the mod kept going instead of stopping and giving priority to the commentary, making it even harder to hear it. Maybe I’ve broken it while speeding through the game, I did use noclip for the elevators to get to the nodes faster to hear them; this, however, only excuses one problem I had with them, they were still quite quiet.

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