Valve zoomed in Half-Life 2's FOV from the gold standard 90 so you could see all those pretty Source engine faces better

Close up of classic box art render of Gordon Freeman's face from Half-Life 2.
(Image credit: Valve)

PC gamers love tweaking our field of view sliders⁠, the extent of your in-game peripheral vision that gets rendered. Real heads tend to adopt a "the higher, the better," mentality, with 90 degrees being a commonly-accepted sweet spot. So why did PC gaming grande damme Valve saddle us with a miserly, dare I say console-like 75-degree default FOV in Half-Life 2?

"In Half-Life 1, we used a 90-degree field of view, or FOV, which was fairly standard for first-person shooters at the time. But during Half-Life 2's development, we grew unhappy with it," explained Valve developer Kerry Davis in the new 20th anniversary commentary mode for Half-Life 2. "With our game's focus on characters, we'd put extensive effort into detailed facial and body animations, but the 90-degree FOV didn't allow players to get close enough to fully appreciate that detail.

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Ted has been thinking about PC games and bothering anyone who would listen with his thoughts on them ever since he booted up his sister's copy of Neverwinter Nights on the family computer. He is obsessed with all things CRPG and CRPG-adjacent, but has also covered esports, modding, and rare game collecting. When he's not playing or writing about games, you can find Ted lifting weights on his back porch. You can follow Ted on Bluesky.

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