Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb, he's not your big friend, and he generally wishes you'd just shut up before he has to make you shut up.
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man - if he even is a man.
The day Ian Fleming invented penicillin. The day scientists invented the moon landing. The day Sir Isaac Newton distracted the policemen investigating his wife's murder by discovering gravity. All of these historic moments have two things in common. They helped steer the course of human history. And they're all days you'll skip past in future history books to get to today: the day Team Fortress 2 became available for Mac users.
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Our first idea had Medic returning to the TF2 team after a long vacation. During his absence, of course, the mercs have been getting slaughtered but can't figure out why. Showing the Medic returning from his time off via train gave us the opportunity to have some fun with the opening, as you can see from this animated storyboard. For a long time, we'd wanted to play around with the cornball "Don't you die on me!" scene you tend to see in a lot of super-serious movies. This scene would have eventually had full string accompaniment, playing out as melodramatically as possible, until getting pantsed by the Medic's speeding locomotive in a not-so-super-serious nod to TF2's more tongue-in-cheek approach to death. Why It Got Cut: The Medic's vacation, and the mercs' confusion with their subsequent poor performance, was taking a long time to set up in order to deliver a simple premise: The TF2 team needs the Medic to win. Since the big battle finale was shaping into a real keeper with successive iterations, and expressed pretty much the same message, the whole Medic vacation storyline was starting to feel redundant. So we killed it. But that now meant there wasn't any connective tissue for the train in the opening. The scene, while funny, didn't have anything to do with everything that came after it.
Eager to keep the opening, we decided to leave Medic on the train. But rather than eat up a lot of time having him catch up with the team post-vacation, we'd use the train sequence to interview our star talking directly to the camera about the finer points of his profession, as in previous Meet the Team shorts, with flashbacks to more action-oriented scenes. This new flashback structure gave us a chance to tell more of an origin story—something we hadn't tried yet with a Meet the Team short—and the origin story we thought we wanted to tell was the birth of the Medic's magical device that heals people, the medigun. We figured the best way to show the gun's genesis was to create a need. To this end, our flashback gave the viewer a Medic before the invention of his gun, dealing with the day-to-day chaos of healing people on a battlefield as busy as TF2's. One unintended side effect of showing Medic's frustration in this scene was that some playtesters thought he was weak and ineffectual because he was having such a difficult time doing his job. You never hear the Engineer complaining, after all. We tried a few iterations with the Medic acting more competent and unflustered, but instead of fixing the issue it just seemed to confuse it: Did the Medic need a healing gun or not?
The solution came in the form of a sudden attack from the Spy. This let us keep the frantic, overwhelmed tone but gave Medic an early hero moment. It also let us include a beloved bit of business that we'd had lying around for ages and never had a place for: The Medic pumping the blood out of a body with his foot into another body. This next animated storyboard shows one of the many incarnations of our attempt to explain the medigun.
There was a great deal of internal debate as to how much of this discovery should be chance and how much should be due to the Medic's intelligence. This led to a "creation" animatic that showed the Medic applying a little brainpower to his discovery. Note the appearance of the Medic's new aide-de-camp, the Spy's severed head. The medigun built, our hero dons his gear and joins the war outside for the first time, segueing into the big battle scene from the version of Meet the Medic we ultimately released. Why It Got Cut: We'd made a fundamental error in judgment. Did we explain the birth of the medigun? Sort of. Did anyone want the medigun explained? Not necessarily. Playtesting made us realize that we'd invested a huge amount of screen time on the nuts and bolts of the birth of an inanimate object, when we should have been focusing on our star. We scrapped the origin story of the medigun and went back to basics. When people think of the Medic, what do they think of? What's the iconic image? The Medic, ubercharging a Heavy.
Engineer and Medic make an unsettling new discovery while experimenting with the teleporter. Meanwhile, Scout stops insulting Spy long enough to ask him an embarrassing favor; the Administrator's clerical assistant/cleaner/murder expert Miss Pauling races to bury some incriminating bodies; and Soldier makes a new metal friend.