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


"So, we began experimenting with a tighter FOV and ultimately landed on 75 degrees. It took some adjustment from both us and players, and it required an additional FOV for viewmodels, which are the player's weapon held at the bottom of the screen. Their models were originally built with 90 degrees in mind, so they looked distorted at 75. But this change succeeded in doing what we wanted: Putting our characters front and center in the game."


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