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16 comments by Au-heppa on Jan 7th, 2013

With the announcement of From Earth people have been asking where the second episode of Human Error is, or what is even going on with it. Unfortunately, I have to say that another instalment of Human Error is very unlikely to happen at this point. It's not that I am not interested in continuing the story, or that I don't care about the characters. I would very much like to hear Phillip sing as Larson again. I'm sure we all would.

It's a problem of what I have time for and what I find most interesting. Making gameplay different from Half-Life 2, and setting the story in a world where I have no restrictions is more creative than doing a world set in the Half-Life 2 universe, where I always have to think around the Combine technology.

From Earth is currently becoming, I think, bigger and better than Human Error. It’s going to be more refined and polished than HE ever was. And even once that’s done -- which could take some time -- there is little chance of me being able to turn my attention back to HE. I have been working on mods a while now and I am starting to seriously consider my entry into the industry itself. After From Earth is done, I hope to be either working at a games company or on a small indie game of my own. I would probably have no time, energy, or permission to work on HE EP2, or any mod for that matter, at the same time.

Originally I planned to include a small section here detailing all the different design iterations for the second episode of Human Error, but after talking with other team members, we agreed that it would be better to leave it a mystery as to how the story would continue. We felt we owed the first episode its autonomy. One thing I would like to mention, though, is that even though I still like some of those ideas, most of them were very unfinished. Even the concept that I liked best was something that differed hugely from what you saw the first time, and I didn't really take it much further than a few descriptions on how it would work. Water, although having its own misgivings, was something that interested me and team members a lot more than what we had planned for EP2.

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Human Error Coop - Beta 1.0.6 Patch

Human Error Coop - Beta 1.0.6 Patch

Jul 31, 2011 Patch 6 comments

Fixes problems with HLTV and adds map voting. 1.0.5. REQUIRED. Install by dragging and dropping the unzipped files into your he_coop_beta folder in SourceMods...

Human Error Coop - Beta 1.0.5

Human Error Coop - Beta 1.0.5

Jul 14, 2010 Full Version 21 comments

Human Error Coop - Beta 1.0.5 includes two Traitor Mode maps. REQUIRES HALF-LIFE 2: EPISODE TWO AND SOURCE SDK BASE 2007 TO BE INSTALLED.

Human Error EP1 - Patch 1.0.3

Human Error EP1 - Patch 1.0.3

May 30, 2010 Patch 31 comments

This update fixes the crash on start up problem that came with the latest Steam update. It also includes some few changes to some of the maps, and includes...

Human Error 1.0.2

Human Error 1.0.2

Feb 7, 2010 Full Version 92 comments

First Episode of Human Error. Version: 1.0.2 Installation: Unzip and copy to your SourceMods folder. Requirements: Half-Life 2 Episode Two, etc.

Post comment Comments  (530 - 540 of 587)
Deremix Nov 5 2009, 11:34pm says:

Holy ******* **** titties batman. *tracking*

+2 votes     reply to comment
Lord_Grievous Oct 28 2009, 7:35am says:

What about Paradigm Decay, we haven't had any updates for a while. And no offence, but Human Error really does its name justice.

-1 votes     reply to comment
Nicklan Oct 19 2009, 8:30am says:

This mod is ****** awesome but the voice acting is ****** horrible dude,no offence.Also yeah he looks like hes from team fortress 2.

+1 vote     reply to comment
Kris015 Dec 30 2009, 5:25am replied:

I dont hear any voices?

+1 vote     reply to comment
james4761 Oct 18 2009, 4:40pm says:

Guys if you want to make this mod successful then you to do these two things (in my opinion):
1. Better voice acting (I can barely here him.)
2. Learn your Half-Life 2, make this mod as true as possible.
3. Work on the Noah model, he looks like he is from Team Fortress 2.
4. Make your own model for the Civil Protection hands, we don't want reskins they look to much like the HEV hands.
And here is the link to the Half-Life wikia:

+3 votes     reply to comment
JohnWiz Oct 18 2009, 9:04pm replied:

Those weren't two things :P, anyways, those things you listed necessarily aren't going to make the mod successful. The things you listed are improvements they could do, and I totally agree, but those things alone aren't going to secure the mod's success.

+1 vote     reply to comment
Rukus_ Oct 18 2009, 2:38am says:

The combine are stripped of all memories and emotions, why is this man speaking? Its not normal for combine, and if he was found speaking like that around others he would be arrested.

I'm sorry, but I couldn't possibly take your characters seriously. If you have a thick (the accent is about a 11 on the thickness scale, which is 1-10) accent and you want to be taken seriously as an actor, you have two options.

1. Take lessons from an accent coach, learn to thin your accent.
2. Play the role in your language of origin.

I suggest redoing the role in your language (I estimate russian or german) and having subtitles on by default. Otherwise I couldn't stop myself from laughing, even in serious moments.

-1 votes     reply to comment
Au-heppa Creator
Au-heppa Oct 18 2009, 6:21pm replied:

They are not Combine soldiers. They are metrocops. Here you can see what Marc Laidlaw says about metrocops:

Quote: "cp/metrocops are humans at the first level--basically unaltered volunteers. From here, if you are hardcore, you must volunteer for modification in order to become a soldier, so advancing in rank requires surrendering even more humanity."

Not sure what the wiki pages says about them and I don't care, because it's not written by Laidlaw or Valve.

I am not taking my self "seriously as voice actor". Even more the character is not serious either. That said, the role has always been open and is still open, and if we found someone better than me, then yeah, he would get that role. But the role has been open for quite some time now, so I am not sure if we are going to find anyone anymore. The other Metrocop actors are a lot better, I sure you.

+3 votes   reply to comment
EricFong Oct 18 2009, 2:55am replied:

Remember Barney? He still can remember Gordon, and they voice actor is choose theyself, no way you can tell them what to do.

+2 votes     reply to comment
ghost_rider Oct 18 2009, 2:38pm replied:

Barney isn't an actual cop, Jeff. He was under cover for the rebels.

+2 votes     reply to comment
Kage.Ookami Oct 18 2009, 7:32pm replied:

That shows that un-altered humans can be metro-cops...

0 votes     reply to comment
Rawket Oct 19 2009, 4:04am replied:

no, barney killed a combine, took his identity and the combine were none the wiser. Did you even pay attention the story?

metrocops have to take the memory wipe at the start, otherwise whats stopping them from helping the rebels. you think volunteers automatically start beating the crap out of the civis like that?

+1 vote     reply to comment
Au-heppa Creator
Au-heppa Oct 19 2009, 6:09am replied:

Not "automatically". There has probably been a lot of propaganda, a lot of training, a lot of conditioning. In human history there's a lot of examples of people turning against then own and taking that kind of roles.

In Human Error we go with the theory that their memories have not been wiped.

+1 vote   reply to comment
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Released Feb 6, 2010
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Highest Rated (4 agree) 10/10

the best mod!

Nov 26 2010, 1:14pm by Fantasmagory

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