The Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft.
The third chapter of the period story proposes to build a great looking set that is a fitting place to finalise the story from the fist two episodes that were built by myself with some excellent input from a small group of talented individuals.

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Blog RSS Feed Post news Report abuse Latest News: Another belated update

4 comments by Quinjet on May 4th, 2014

Hi folks,

Sincere apologies for the long time between updates but if you have been reading these infrequent pieces of news, you can probably guess what I am going to talk about.

As usual it is a tale of SDK woe that I have to tell, because with the Source 2013 update my Hammer was broken again and stayed that way for a long time. For a very brief period I actually toyed with the idea of moving to the latest 2013 SDK but the thought of converting many hundreds of custom assets to a new format was just too daunting. I know some mods have managed to move over to the new regime but until there is some kind of batch converter, I'm not changin!

I was at quite a low ebb after that last update and even thought of throwing in the towel and releasing the mod as an unfinished project but thankfully after a long cooling down period, I decided I was not ready to give up just yet.

So it is suffice to say that in a deep dark corner of my computer their is now a functioning version of the Valve SDK that shall not see the light of the internet for fear of updates and it is here I am working when I get the time.

I know you are thinking 'Well is it done yet?' and I have to say sadly no. About the time of the last update I began a new real-world job and unfortunately it is a very demanding one. Lots of long days and a few working weekends, as well as studying for new qualifications are required to keep my new bosses happy. This has left this poor Dev rather short of time and inspiration.

It's not all doom and gloom though as during holidays and long weekends when I'm not working (I love bank holidays), I have found the energy to continue development. So, I am pleased to announce that a large chunk of work has been accomplished in the last month or so and given a fair wind it could soon be time to flesh out the script and start searching for voice actors. This is not a promise as things always seem to come along that halt the work but I am feeling very positive about the current rate of progress.

Here's hoping I have more good news before many more months pass.


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The Intern's Story (Redux)

The Intern's Story (Redux)

Feb 11, 2012 Full Version 8 comments

he Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft. The Intern's...

Post comment Comments  (60 - 70 of 172)
LordXamot(Cavou) Feb 28 2012, 8:12pm says:

Part 1:

I remember playing The Intern's Story almost exactly 2 years ago, and that was before I was introduced to Lovecraft's works. I remember thinking about finding some of Lovecraft's works in a book store somewhere, though, after a quick Google search on while I left the game quickly to get the solution to where the keys were at the beginning of the mod, once I heard the mod was based on his mythos.

Replaying the game now, in it's "redux" form, I remembered fully some of the flaws I pointed out on my original playthrough. First, a critique that is the most prevalent throughout the mod, is the use of the basic Half-Life 2 scrolling text to deliver what the character is thinking. This is a preference, but I do think it takes from the immersion a bit. The fact that, while the flashlight is in the player's possession, the text changes font, turns opaque, and becomes so large it is even more jarring than before. An alternative would be adding a journal activated by pressing a specifically bound key, so that the main character's comments would be optional to read and always accessible. I know some of them aren't mandatory or helpful to read, like the main character humming lyrics, but such lines could be voiced, such as dialogue with characters (although transcripts of the dialogue would also be available in the journal to refresh peoples memory on past events if they would wish so). I understand, though, if there is a story related reason that dialogue of the main character isn't done, so they remain very enigmatic in a way. Such a thing would be a large effort, requiring more voice acting and scripting, but it would improve the overall quality of the mod greatly, I assure you.

+2 votes     reply to comment
LordXamot(Cavou) Feb 28 2012, 8:13pm replied:

Part 2:

Another critique I have is the lack of direction in some areas. Finding the key in the beginning and opening the secret door to where Mother is can be frustrating to find. In this playthrough, I found the key easily due to memory but could not remember how to open Mother's chamber. There could be a journal entry or otherwise some indication that there is something of note beneath the stairs, and perhaps make an alternate way of opening the door to other's chamber. Another problem I have with the game is the re-using of Father Grigori dialogue near the end of the second portion is very corny and the mod would benefit from either removing the dialogue altogether, or replacing it with more relevant custom dialogue. That scene also feels drawn out, but it wouldn't anymore with interesting (yet still cryptic) dialogue.

Also, two odd details I noticed were how the credits momentarially flashed at the point where part 1 would normally end, the rock you were supposed to throw at the star-shaped gong was floating over the bowl it's supposed to be sitting in (but knowing this game it might be intnetional), and the transition between the strange mountains and the dock is jarring with the path to it as a 2-D image (but, once again, it may be intentional).

However, those details don't hold back this mod very much, but they are preventing it from being as amazing as it could possibly be.

+2 votes     reply to comment
Quinjet Creator
Quinjet Feb 29 2012, 9:45am replied:

Thanks for making such a detailed comment, it's about time I was given a dose of reality.

I was tempted by the idea to have the revisited TIS voice acted but as the exercise was simply to get this old version up and running before returning to the real project, I chose the simple and slightly messy option. It would also have revealed a twist to the tail I am not ready to give away yet. As to the use of a journal, it's a great idea and if you now how to implement one in HL2, I would love to learn it.

The brick in the wall puzzle was actually made more subtle because of tester comments, sorry if it became too oblique.

The use of the Grigori dialogue was a speech made in heaven as far as I'm concerned, the references it makes are so very Mythos related it was too good to turn up. I attempted to disguise it with altering the pitch and echo but clearly not enough to provide the illusion that it was another character who was actually speaking the words through the supervisor. :(

Quote: "Also, two odd the credits momentarially flashed at the point where part 1 would normally end, the rock... was floating over the bowl... (but knowing this game it might be intnetional)"

I was not aware that either of these happened, The rock sits in the bowl for me as well as the testers and as for the flashing credits phenomenon... Most weird, appologies.

Thanks again for taking the time to comment, even if I have only confirmed the inconsistancies you mention.


+3 votes   reply to comment
LordXamot(Cavou) Feb 29 2012, 6:13pm replied:

I don't know of a journal script anywhere, but I remember hearing that the developer of Underhell was going to use something like that in Underhell chapter 1 for keeping track of found journal entries. I myself have little experience in scripting, so I can't be of much help.

+2 votes     reply to comment
Ankido Feb 23 2012, 9:59am says:

Right okey thanks, I will keep tracking then!

+2 votes     reply to comment
Fujjin Feb 21 2012, 4:48am says:

I can't wait to play Part 3. :D Awesome mod. Very creepy in some parts. Corny in others like the guy with the crowbar. xD All in all, a great mod.

+2 votes     reply to comment
Ankido Feb 20 2012, 8:09pm says:

So when is chapter 3 coming out?

+2 votes     reply to comment
Quinjet Creator
Quinjet Feb 21 2012, 4:22am replied:

That's a question I cannot honestly answer at the moment. :(

I'm reviewing the maps now and will hopefully be able to post some sort of report in the next week.

+2 votes   reply to comment
Quinjet Creator
Quinjet Feb 15 2012, 9:30am says:

It has come to my attention that I have not made it clear that there is a slight pause between the end of TIS part One and the start of TIS part Two. Doh!

When the screen fades to black, hang in there as the next chapter will kick in soon.

Please accept my apologies for not pointing this out in advance.


+2 votes   reply to comment
DarkShift Feb 13 2012, 5:09am says:

For activating the community rating, you have to change the "TBD" to the day the mod was released.
The community rating function will then activate automatically.

+2 votes     reply to comment
Quinjet Creator
Quinjet Feb 13 2012, 8:56am replied:

Thanks for the help. It can now be slated or rated. :)

+2 votes   reply to comment
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Released Feb 2012
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Highest Rated (5 agree) 9/10

Cool mod with nice ambiance, it's worth the play.
EDIT : Part 2 is even cooler, this mod is a really nice piece of work, I was really pleased to play this, and can't wait for part 3 :D

Feb 13 2012, 9:34am by DarkShift

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