German artist Aram Bartholl describes the role of the crate in first person shooters as ’a generic, duplicatable and locationless object.’ Indeed, it is a common trait of modern gaming to lazily use such generic objects to fill space, create obstacles and provide cover from opposing forces. Half-Life: Crate edition pokes fun at the status quo and offers a light-hearted revamp of one of the genre’s most beloved examples. Almost all of the textures in the 1998 classic have been replaced with various low resolution crate textures. The result is both humorous and disorientating.

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