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Forums - Gaming - So I go back and play HALF LIFE 2

Half-Life 2 is a masterpiece, or at least almost it is. But it's not for me cos I feel the setting is depressing. I like lots of bad and negative stuff, but HL2's post-apocalyptic future industrial setting is depressing in a bad way. Reminds me of cold-war Eastern Bloc.



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Slimebeast said:
Mazty said:
...Anyone here played Crysis of STALKER: Clear Sky....
No matter what modding is done, an issue with the graphics for HL2 is the low poly count, something that DX11 will really show up (Tessellation looks ammaaaaazzing)

Is that a typo?

Cuase I have played Crysis and STALKER: Clear sky, but not Crysis of STALKER: Clear Sky.

Of course it's a typo....

Nice to see you posted a constuctive comment about HL2's polycount rather than a pedantic reply....



Slimebeast said:
Half-Life 2 is a masterpiece, or at least almost it is. But it's not for me cos I feel the setting is depressing. I like lots of bad and negative stuff, but HL2's post-apocalyptic future industrial setting is depressing in a bad way. Reminds me of cold-war Eastern Bloc.

Oh, that's done on purpose.  They were going for an Eastern European feel.

 

HL2 was a fantastic game.  I actually really liked the ending... and feel the episodes kinda ruined it (by removing a perfect bookend to the beginning)... but we'll see how Episode 3 turns out.



disolitude said:
HL2 + episode 1 and episode 2 are best single player experiences you can get in an FPS. So much variety, and freedom to tackle enemies as you wish... None of the COD BS of "pick up rocket launcher to stop the tank!!!" over and over...what if I don't want to get rocket launcher?

Anywho, HL2 and Halo 1 to me are 2 FPS games that will never be topped as far as single player campaign is concerned. The genre is too saturated now for anything to stand out as those 2 games did...

How dare you say Halo in the same breath as Half Life 2.  Halo was repetitive and boring compared to HL2.



Mazty said:

I'll keep this simple:

The only difference between say HL2 and Killzone 2 (ignoring the gameplay) is that in HL2 the main charater says nothing, and there are no 3rd person perspective cut scenes. That is it.

If we now compare Gordon to GTA3 guy, other than how the game is seen (1st person vs 3rd person) there is no difference in storytelling mechanics. So why is HL2 prasied so much?

You say the Half-Life player never loses control. That's because he is never given any. It's hardly a pro saying you have full control of a car when it's on bricks in the drive-way. In all honesty, you are never given any actual control in HL2. First thing I did when I saw an NPC I emptied a magazine into them, which they pleasently ignored and carried on chatting away, making them seem more like robots than humans.

The HL2 world is as limiting as every other generic FPS - go here, kill X, Y and Z. Congratualtions, move onwards. There is no room for invidiual choices what so ever. As I said, my experience of HL2 will be identical to yours, little jimmys etc.

Saying it's you moving around falls short when you can't do anything other than go along with what the NPCs/Valve want you to do. Just the same as every other generic FPS. Not to mention, very withdrawing from the game experience when you can only go where you want when the monologues have stopped. Granted I understand you never have to watch Gordon do something you wouldn't, but it's a moot point as you can't do what you may wish to do.

In portal granted it works well as there are no NPC's etc, but in a game where there are NPC's, either give the mian character, well, a character, or give the player at least some ounce of freedom, otherwise it's a waste of time aysing "Be yourself....but you have to play the game exactly as we want you to."

Half-Life 2 wasn't the revolutionary one, Half-Life 1 was.  At the time, FPS stories typically involved a slight bit of text at the end of the level that nobody paid attention too.  Half Life created an entire world that you were a part of... you start off on a train to work, not randomly dropped off in a maze full of demons/zombies/aliens/nazi's/whatever.

Scripted events, where you would enter a room and then something would occur... that was revolutionary at the time. It might not be, now... but you have to remember what FPS's were like in 1998.  And it was all done through the eyes of Gordon Freeman.

 

Half-Life 2 didn't introduce these, it used the same concepts as the first one.  But overall, the game (I felt) was improved, the gravity gun addition was incredible, the variety of levels, physics puzzles, was amazing.  The only real complaint about the game is that it's completely 100% linear... but... so what.  Not all games have to be non-linear. 



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HL2 is awesome for its atmosphere.
This is how video games' stories should be done. Not pretend to be movies, with long cutscenes, not pretend to be novels, with walls of text, just pure atmosphere, a world that tells its story just by surrounding you.



Mazty said:
Slimebeast said:
Mazty said:
...Anyone here played Crysis of STALKER: Clear Sky....
No matter what modding is done, an issue with the graphics for HL2 is the low poly count, something that DX11 will really show up (Tessellation looks ammaaaaazzing)

Is that a typo?

Cuase I have played Crysis and STALKER: Clear sky, but not Crysis of STALKER: Clear Sky.

Of course it's a typo....

Nice to see you posted a constuctive comment about HL2's polycount rather than a pedantic reply....

LOL! I didnt intend to be pedantic. I seriously wondered if you were talking about some kind of STALKER or Crysis mod who would borrow from the other game.



Mazty said:
Killergran said:

I believe you have missed the point entirely. The problem here is the difference between the character and the player. If the characters action on screen does not coincide with what the player wants to be doing immersion flies out the window. In Half-Life the player never loses control. All the actions and inactions of the character is the result of the player. There is never any distance between the character and the player.

The world around the player is limited, yes. It will always be, no matter how 'open' it is, there are always boundaries. No matter how well NPC's react to you they will always be scripted. You can always find ways to behave that are not tolerated or recognised by the game. The question is how tight to make the restrictions given the experience you want to produce.

In giving the player complete control over the character you set a different tone. It is no longer a character moving around in the world. It's YOU, moving around.There is never any break with this. You act like you want to, within the possibilities of the game. Never are you forced to watch your character doing something that you would not do.

I find Portal is the perfect example of this type of storytelling. Because it has no NPC's, the character has no reason to speak and the road is supposed to be completely linear anyways. It even gives you the illusion of free will wihtin this setting.

I'll keep this simple:

The only difference between say HL2 and Killzone 2 (ignoring the gameplay) is that in HL2 the main charater says nothing, and there are no 3rd person perspective cut scenes. That is it.

Killzone 2 has moments where you fully lose control of your character (being pulled up a wall) or your point of view is moved away (to look at a passing tank.) Half Life 2 never does this. Much like real life, if you're not looking in a certain direction, you can miss something amazing happening for a split second. While trapped in the teleportation device near the start of the game for example, you can simply stare at the floor if you want and miss the entire spectacle.

The same 'up to the player' game design exists when the player encounters puzzles. Unlike other FPS games where a particular weapon is presented to the player to achieve a specific task and the NPC's continue to shout and rant until you do, HL2 offers very little in the way of obvious clues or suggestions from NPC's how to pass by the next puzzle/barrier. This forces the player to carefully study his surroundings and apply logic to the situation, further engrossing him in the scene.

HL2 is also played, for the most part, at the speed at which you decide to progress. There's no on-the-rails moments or grenade spamming if you decide to hang back and not push forward. While it might not offer full freedom to the player, it's less restricting then most FPS in this regard. Especially taking into consideration the large sections of exploration and lulls in the fighting.

As for making a connection with the character, if he's mute it's hard to either hate or love him. You simply accept that he exists and that because he doesn't speak, he must be judged, therefore, by his actions alone. Which are yours to control.

The scripted reactions to your behaviour like "come along gordon" if you're lagging behind or "gordon stop that!" if you break something or hit them, further lend credit to the overall idea that your personality is shining through Gordon. You are Gordon.



 

max power said:
disolitude said:
HL2 + episode 1 and episode 2 are best single player experiences you can get in an FPS. So much variety, and freedom to tackle enemies as you wish... None of the COD BS of "pick up rocket launcher to stop the tank!!!" over and over...what if I don't want to get rocket launcher?

Anywho, HL2 and Halo 1 to me are 2 FPS games that will never be topped as far as single player campaign is concerned. The genre is too saturated now for anything to stand out as those 2 games did...

How dare you say Halo in the same breath as Half Life 2.  Halo was repetitive and boring compared to HL2.

While I respect your opinion...but Halo 1 when it came out in 2001 was anything but boring.

The game introduced so many new things like open/non corridor battles, regen shields,  vehicle combat, coop... that it even to this day feels very fresh and playable. Not many games from that time feel right when played today...try playing Unreal or Soldier of Fortune. 

Yes it had some pacing issues in the middle but combined with the fact it had amazing AI, very smooth gunplay and you could have coop with a buddy any time...I believe Halo 1 should be considered the best FPS single player campaign until HL2 came out.



Mazty said:
...Anyone here played Crysis of STALKER: Clear Sky....
No matter what modding is done, an issue with the graphics for HL2 is the low poly count, something that DX11 will really show up (Tessellation looks ammaaaaazzing)

the purpose of the source engine isnt poly count. Its the scalability of the engine.



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