RE:BIND finds itself in dire straits. Find out how you can help »

RE:BIND

looks aside, I swear it is fun..

Sven Co-op is almost old enough to drink in the US, having recently hit it’s 20th anniversary this past week.

Sven has a special place in my heart, it was the core bonding ritual of myself and many others during our younger days. Friends from other gaming communities would meet together in a plethora of maps, stretching from banal puzzle solving dungeon crawlers to absurd scenario based maps. Sven was outlandish and highly pulpy, at times coming off as a cross between Mixed Media and Video Games. Whatever tools and assets a level designer had at their disposal were fair use, and it was open season on the most exaggerated, cartoonish elements of the Half-Life mod universe.

With the precedent set by these pioneering mappers, Sven became home to a gigantic community, producing over a thousand freakishly thoughtful crafted maps full of fast paced gunplay and brain-bending exploration. Server-side mods with grappling hooks and other ad-hoc features were cooked up by the community to provide a way to help overcome some of Sven’s functional shortcomings.

Sven has a legacy that stretches far beyond it’s own GoldSrc domain, with its influence extending far into the Source Engine despite never garnering a sequel. Obsidian Conflict and Synergy tried to pick up where Sven left off, answering the call of fans for a successor in the new engine, but Sven, instead, chose to wring every drop of creativity and technical excellence out of GoldSrc rather than wade into unfamiliar territory.

gravity gun-to-table

Synergy and Obsidian Conflict weren’t without their own gusto however. Obsidian Conflict was a personal favorite of mine with an emphasis on interesting mini-game maps. Whether it was treasure hunting with boards, farming in the Harvest Moon tribute map, or card battles against friends summoning NPCs, there was no shortage of creativity.

Returning back to Sven, a small sub-genre of custom maps were puzzle maps dedicated to carving up every inch of terrain with a crowbar until it finally revealed hidden items. It sounds fatiguing and boring, which it often was, but with ten friends frantically searching for the next clue, being the one to find it was a fantastic rush. Five hours of play time on a binge of guesswork only to discover new, extensive parts of the map you had no idea were there. No walkthroughs, no guides, just an indomitable will to explore.

It’s rare nowadays to find a game that could capture this variety with such accessibility. Half-Life was such an easy game to obtain on sale for pennies, and this market saturation was, at the time, the closest thing we had to a free-to-play game.

Sven gave us so many late nights of using the in-game text or voice communication like an impromptu chatroom. It connected lovers across the globe and solidified friendship in nightly bonding rituals. Sven was the living room of many people for a brief era, like so many games before and after it. It stood apart for the vision it harbored, the impressive skill and love poured into it from a dedicated team of enthusiastic Modders.

Those Modders weren’t afraid to push the boundaries of what GoldSrc could do, leaving a monument to the magic of user created content that stands to this day. If you haven’t ever played it but have a copy of Half-Life handy, I highly encourage you to gather some friends and give it a go.

Such Half-Life mods captured an ephemeral spirit of an era that is starting to fade, but even 20 years later it’s hard to fully measure the enormous impact it left on the entire industry.


Emily Rose is an indie developer who writes for rebind.io and resides in the pacific northwest. She’s often seen in the local VR arcade and developer community participating in pushing the medium’s horizons. You can find her on twitter @caravanmalice