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Valve something something
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ChoAnikiFan1994
tony hawk's pro messageboarding


Joined: 27 Aug 2007
Location: burger fortress

PostPosted: Thu Apr 08, 2010 12:26 am        Reply with quote

CubaLibre wrote:
ATLUS wrote:
btw fuck portal 2
fuck valve

What why.
fuck portal 2 because it's just going to be a straight rehash of the original, now with even more "wacky" characters. if they wanted to release an expansion with a bunch of new levels and no story, i'd be okay with that. but i honestly don't get the feeling they have any clever ideas for levels left. would love to be pleasantly surprised though!

and fuck valve in general for still caring about half-life 2 at all! or for ever caring about it really
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Mr. Mechanical
ontological terrorist


Joined: 04 Dec 2006
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PostPosted: Thu Apr 08, 2010 12:30 am        Reply with quote

Yeah there's totally no new ideas to be explored with portals in a co-op setting.
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ChoAnikiFan1994
tony hawk's pro messageboarding


Joined: 27 Aug 2007
Location: burger fortress

PostPosted: Thu Apr 08, 2010 12:42 am        Reply with quote

Mr. Mechanical wrote:
Yeah there's totally no new ideas to be explored with portals in a co-op setting.
didn't know it featured co-op thanks to not caring

welp

okay i can see how that's interesting 8|
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another god



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PostPosted: Thu Apr 08, 2010 12:53 am        Reply with quote

You're a worthwhile poster.
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ChoAnikiFan1994
tony hawk's pro messageboarding


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PostPosted: Thu Apr 08, 2010 1:07 am        Reply with quote

another god wrote:
You're a worthwhile poster.
changing the world one post at a time

i think co-op is something they could add in an expansion pack as well and just not bother with more new annoying story half-life 2 tie-ins whatever they're planning, and would prefer that. of course everyone loves cake jokes and annoying AIs and valve is gonna make bank on that, and i'm in a pretty big minority in hating glados, and that alone still turns me off the game. but i'll still end up playing co-op i'm sure.

can't wait to see how many jon coulton songs they include
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Thu Apr 08, 2010 2:14 am        Reply with quote

in terms of the general evolution of selectbutton posters ATLUS seems pretty normal so far!

Isfet wrote:
never actually played it! i thought it was never released or something and this was going to be its "debut." or...wait, was there a GBC Shantae and that was the original?

ah, google says this is the case and that i've mixed up some facts. yea, never played GBC Shantae. is it worth playing at this point?

judging from the videos above, it seems like something that could be a lot of fun with proper level design, but eventually boring if too easy.


I'd say Shantae is definitely worth playing - it's easily one of the best GBC games, and definitely the best one developed in the West (although there admittedly isn't a lot of serious competition). Once you understand that it's not a straight platformer or metrovania-alike but in fact meant to be a modern update of Simon's Quest, things will slide in to place.

also why are you judging the GBC game based on the DSiware game being released some eight years later? It's not like there isn't Youtube footage of the GBC game.


ATLUS wrote:
i think co-op is something they could add in an expansion pack as well and just not bother with more new annoying story half-life 2 tie-ins whatever they're planning, and would prefer that. of course everyone loves cake jokes and annoying AIs and valve is gonna make bank on that, and i'm in a pretty big minority in hating glados, and that alone still turns me off the game. but i'll still end up playing co-op i'm sure.


it honestly sounds like way more of a sequel than Left 4 Dead 2 did:

Code:
Game Informer identified two examples of this: one was the ability to use air currents created by a series of transport pneumatic tubes through a set of portal openings to push a turret over or to draw objects into the suction.  The second example was to use the power of tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas. The game also introduces special "paint" that can be used to impart certain physical effects to a surface (for example, one identified by Game Informer is an orange paint that when stepped on will impart high speed to the player). The player will be required to determine how to transport that paint to appropriate surfaces using portals in order to progress.  This paint can also be applied to objects, such as the Weighted Storage Cube crates that affect their own physical nature  In addition to the Storage Cube, there are new types of objects that assist the player, including Redirection Cubes with mirrored surfaces, Aerial Faith Plates, and Weighted Storage Balls, which made a brief appearance in the original game, in one of the advanced chambers.


Code:
Portal 2 takes place hundreds of years after the first game. Despite her apparent destruction at the end of Portal, GLaDOS remains functional. The player controls Chell, the same protagonist from Portal; retroactively patched, the ending for the first game shows Chell being dragged away by an unseen figure with a robotic voice, where she has been placed in stasis over the years.  The game will take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature.  The player will interact with many of the numerous personality cores (which were seen activating in the post-credits scene from Portal), which have become active in the intervening years, using the automated systems of Aperture Science to create their own microcosms within the facility.  The cores themselves are unable to move save through overhead rail systems. Chell is awoken by one of these, Wheatley, who has become concerned for the state of decay and seeks to correct it. Wheatley acts as the player's guide during the tutorial and initial stages. Soon, the two are introduced to GLaDOS, who is quick to accuse Chell of murdering her years ago.

Two new characters will be introduced for the two player cooperative mode, which will have its own unique plot and setting. These two yet-to-be-named characters include a modified turret gun and a personality core; both units are bipedal and equipped with their own portal guns. Though once part of the networked facility, they have become separate entities, and are treated to similar abuse by GLaDOS as Chell is, being put through a series of complicated test chambers.


http://en.wikipedia.org/wiki/Portal_2

TMYK, dude.



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CubaLibre
the road lawyer


Joined: 02 Mar 2007
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PostPosted: Thu Apr 08, 2010 3:02 am        Reply with quote

Whatever you think of their game design, accusing Valve of creative stagnation is breathtakingly myopic. I can't even begin to wrap my head around it.
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Toups
tyranically banal


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PostPosted: Thu Apr 08, 2010 6:29 am        Reply with quote

I'm hoping they don't bring back the companion cube
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Broco



Joined: 05 Dec 2006
Location: Headquarters

PostPosted: Thu Apr 08, 2010 6:35 am        Reply with quote

Mr. Toups wrote:
I'm hoping they don't bring back the companion cube


They're clearly not as enamored with it as the fanbase, so I think your wish is pretty likely. In the commentary, they talk about it as mainly as a technical solution to convince the player to carry a block around in a stage and teach the mechanic used to fight the boss.
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Winona Ghost Ryder
lives in a monochromatic world


Joined: 04 Dec 2006

PostPosted: Thu Apr 08, 2010 5:33 pm        Reply with quote

Valvonaut Resistance Force:
Booji
Moose
James
Atlus
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Dracko
a sapphist fool


Joined: 06 Dec 2006

PostPosted: Thu Apr 08, 2010 5:45 pm        Reply with quote

Cocaine Socialist wrote:
Valvonaut Resistance Force:
Booji
Moose
James
Atlus

guardian
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glossolalia



Joined: 04 Mar 2008

PostPosted: Thu Apr 08, 2010 6:19 pm        Reply with quote

i'm looking forward to Portal 2. i assume OMM is doing the story and i think i trust them to be better than fanservice humor. they're probably as sick of cake and companion cube references as anyone. that art looks pretty wonderful, too.

Last edited by glossolalia on Thu Apr 08, 2010 6:46 pm; edited 1 time in total
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Thu Apr 08, 2010 6:32 pm        Reply with quote

I'm looking forward to Portal 2, actually, as long as Valve can avoid falling into the meme-pit formed by part 1.
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klj5j6li
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PostPosted: Thu Apr 08, 2010 7:15 pm        Reply with quote

CubaLibre wrote:
Whatever you think of their game design, accusing Valve of creative stagnation is breathtakingly myopic. I can't even begin to wrap my head around it.


I think people accuse them of creative stagnation because they never really do anything new?

half life and half life 2 play pretty much exactly the same, except the latter is less interesting with the level design, and the HL2 "episodes" really aren't anything more than campaign extensions.

anything really interesting that's come out of valve has just been them buying someone else's idea and polishing it a little bit

see: portal, team fortress, counter-strike

Valve's big "innovation" is those awful cutscenes, and from how pissed everybody got about Heavy Rain, I'm really surprised this game generated any interest at all.
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idle
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Joined: 10 Jun 2007

PostPosted: Thu Apr 08, 2010 7:27 pm        Reply with quote

Interstellar Dinghy wrote:
Valve's big "innovation" is those awful cutscenes, and from how pissed everybody got about Heavy Rain, I'm really surprised this game generated any interest at all.


i don't see how there's any comparing the two

valve's cutscenes are still just that, cutscenes, even if you can walk around in them... there's still actual gameplay to enjoy outside of them

heavy rain is some pretentious twat stringing a bunch of cutscenes together and calling it a video game
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Broco



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PostPosted: Thu Apr 08, 2010 7:29 pm        Reply with quote

Interstellar Dinghy wrote:
half life and half life 2 play pretty much exactly the same, except the latter is less interesting with the level design


breathtaking missing the point

Gamasutra had a pretty good thread on HL2 earlier this year, better than the discussions we're had around here lately: http://www.gamasutra.com/view/news/27702/Analysis_On_HalfLife_2__Build_It_And_They_Will_Come.php

I especially like this guy's comment:

Bart Stewart wrote:
What I've found most striking about the writing about Valve's single-player games is that, other than passing mentions of the gravity gun or Portal's "portal gun," remarkably little attention is given to gameplay mechanics.

Instead, we rave about the worlds brought to life in Valve games -- the environment, the characters, the story. How many comment threads in how many discussion forums all over the world continue to focus on just the enigma of the G-man? Can you count the number of times you've read or heard someone say "the cake is a lie?"

It's fascinating to see the developers of virtually all other games focus obsessively on refining and honing and polishing mechanical gameplay elements: how fast should bullets fly? do we need to let the character kick or curb-stomp enemies? have you tweaked the spreadsheet that stores the DPS numbers? aggro range? snares? buffs?

And then there's Valve. While there obviously must be some gameplay mechanics, in Valve games they are not loudmouthed superstars -- they are members of the chorus. Valve games, almost uniquely, are not just refined at the low level of mechanics; they are refined at the high level of vision where coherence is king. Someone clearly is exercising editorial power to insure that every piece of a Valve game serves the vision of that game. Every feature contributes, or it's out.

After the great leap in character-based storytelling in HL2 Episode 2, and with the likely inclusion of a version of Left 4 Dead's AI Director, it's almost terrifying to imagine how good HL2 Episode 3 may be.

And not primarily because of gameplay mechanics, but because the worldy features of environment and characters and story have been turned up to 11.

I wonder what, if anything, other game developers will make of that?
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Dracko
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PostPosted: Thu Apr 08, 2010 7:33 pm        Reply with quote

half-life 2 is like half-life except with only one good setpiece (the bridge)

black mesa: source will own
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boojiboy7
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PostPosted: Thu Apr 08, 2010 7:34 pm        Reply with quote

...
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klj5j6li
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PostPosted: Thu Apr 08, 2010 7:40 pm        Reply with quote

idle wrote:
heavy rain is some pretentious twat stringing a bunch of cutscenes together and calling it a video game


To me, Half-Life 2 seems like some fat twat throwing some boring scenes over a bad FPS. This is the comparison I guess?

I don't want to sound like venomous about this but it really bugs me that there's apparently something here "I don't get".

Quote:
breathtaking missing the point


Is the point the "character driven story"? By design, the main character has literally no character, and most of the other characters are just nameless NPCs that you could just kill in the first one, NOW WITH NAMES, that are just in the game to build things for you to get through the game.

Half-Life 2 doesn't have a single interesting character in it, so I don't get how the point could be its "character driven story".

I feel like I'm not even playing the same game as y'all. Someone please explain this to me.


edit: I didn't comment on the "finely-tuned mechanics" because I don't know what he's talking about. What are the interesting mechanics in that game? The shooting is bad, the vehicles feel like shit, the gravity gun is alright I guess, but it kind of runs against that quote since they talked the HELL out of it.

Is there some deeper level to this you could point out to me?
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idle
QUAD DAMAGE!!!


Joined: 10 Jun 2007

PostPosted: Thu Apr 08, 2010 7:48 pm        Reply with quote

Interstellar Dinghy wrote:
idle wrote:
heavy rain is some pretentious twat stringing a bunch of cutscenes together and calling it a video game


To me, Half-Life 2 seems like some fat twat throwing some boring scenes over a bad FPS. This is the comparison I guess?


HL2 still has a FPS in there somewhere though.

Heavy Rain doesn't have anything beyond its cutscenes.
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Broco



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PostPosted: Thu Apr 08, 2010 8:05 pm        Reply with quote

Interstellar Dinghy wrote:
Quote:
breathtaking missing the point


Is the point the "character driven story"? By design, the main character has literally no character, and most of the other characters are just nameless NPCs that you could just kill in the first one, NOW WITH NAMES, that are just in the game to build things for you to get through the game.

Half-Life 2 doesn't have a single interesting character in it, so I don't get how the point could be its "character driven story".

I feel like I'm not even playing the same game as y'all. Someone please explain this to me.


No, I actually completely disagree with him that HL2 is any good at a "character-driven story" (and was going to edit my post to note that), that whole side of it is just cheap melodrama.

It's about the organic illusion of a world. The core of it is the fantastic art and sound direction, but every element of gameplay, level design and plot is also carefully controlled to cohere into a seamless whole. HL2 may not be that great at many things (including the mechanics you're myopically focusing on), but in terms of transporting you into an alien, dangerous yet paradoxically familiar and believable space, Valve is in a different league from everyone else -- the only comparable game is Eric Chahi's Another World.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
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PostPosted: Thu Apr 08, 2010 8:27 pm        Reply with quote

Interstellar Dinghy wrote:
half life and half life 2 play pretty much exactly the same, except the latter is less interesting with the level design,


this is ridiculously not true
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Dracko
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PostPosted: Thu Apr 08, 2010 8:31 pm        Reply with quote

Broco wrote:
the only comparable game is Eric Chahi's Another World.

Broco, don't do this.
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Broco



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PostPosted: Thu Apr 08, 2010 8:45 pm        Reply with quote

I'd say Another World is more soundly designed in that it naturally keeps you tightly on the rails and there's no expectation of freedom, whereas HL2's great weakness is that the organic feel of the world is constantly threatened by a player trying to go off the beaten path and failing, or staying in place and noticing that the sense of danger disappears completely.
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klj5j6li
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PostPosted: Thu Apr 08, 2010 9:15 pm        Reply with quote

Broco wrote:
in terms of transporting you into . . .believable space, Valve is in a different league from everyone else


Broco wrote:
the organic feel of the world is constantly threatened by a player trying to go off the beaten path and failing, or staying in place and noticing that the sense of danger disappears completely.


See this seems contradictory to me

I was mostly focusing on the game's mechanics since that what most of the discussion of the game I've seen has been about, and it's also one of the two things the article you quoted mentioned.

I guess this might just be a matter of taste then, really. Mostly I never felt like I was in a world because of how inhuman everything about the people in it seemed to be, but really a whole lot of it I think is just due to how much I dislike the aesthetic of both Half-Life 2 and the original.


I really don't want this to seem like I'm trying to turn this into one of "those" threads by the way. I'm just legitimately curious as to why this game and Valve are held in such high esteem. You've kind of shown me, but I still honestly don't see it.
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Dark Age Iron Savior
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PostPosted: Thu Apr 08, 2010 9:24 pm        Reply with quote

Interstellar Dinghy wrote:
how inhuman everything about the people in it seemed to be


uh, compared to what?
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Dracko
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PostPosted: Thu Apr 08, 2010 9:31 pm        Reply with quote

please tell me more about your ideal not-too-ethnic woman gaben
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Dark Age Iron Savior
king of finders


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PostPosted: Thu Apr 08, 2010 9:48 pm        Reply with quote

Dracko wrote:
please tell me more about your ideal not-too-ethnic woman gaben


oh no girls are gross and have cooties but what about that hunky alien <3
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Toups
tyranically banal


Joined: 03 Dec 2006
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PostPosted: Thu Apr 08, 2010 9:49 pm        Reply with quote

What I mostly admire about Half Life is the way the mechanics fade into the background. The appeal of the game is that it's convincing escapist fantasy -- it's designed to let me forget that I'm playing a videogame. Of course, if you're willing to go out of your way, it's still easy to run into things that take you out of the experience... But if you're willing to play along with the game's unobtrusive requirements for immersion, it's awesome.

So I might play God Hand and try and tear apart the game's finely tuned rules, because that's what they're there for.

To draw a loose analogy, people like listening to a variety of different types of music. One song might consist of a series of intricate and difficult to perform parts which create a spectacle when played proficiently; so you might enjoy hearing the technical ability of the performers. Another song might be based on simple patterns and parts that do not do much on their own, but when arranged correctly produce a certain pleasurable mood or emotion; so you might just enjoy that song because of how it moves you internally.

When it comes to the "legitimacy" of videogames, there is a tendency to only value the former approach... Games which use the latter idea are often rightly considered to be shallow and designed for disposable, mainstream consumption. But Valve's games exhibit unusual talent in arranging basic elements to create a larger feeling, and I think they achieve something special compared to say, your average God of War or Tomb Raider. It's for this reason that I'd broadly classify Half Life 2 with survival horror games like Silent Hill or even Resident Evil instead of other action-oriented first person shooters like Quake or Halo... These are games in which the mechanics are hardly the point and only exist to contribute to mood. The problem with Half Life 2 is it uses a format that is associated with a highly specific genre... First person shooters are almost universally in the "technical" camp, even including things like Deus Ex or System Shock. And yet it embraces aspects of that format that are largely ignored by most first person games.

Of course there are games like Bioshock or Resident Evil 5 that try to both without really knowing how to do either.

I guess I'm kind of just collapsing"pongism" onto a simple spectrum.
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Dracko
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PostPosted: Thu Apr 08, 2010 9:56 pm        Reply with quote

Unobtrusive requirements for immersion like having no body, not being able to talk and having the barest minimum ability to physically affect people.
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Dark Age Iron Savior
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PostPosted: Thu Apr 08, 2010 9:58 pm        Reply with quote

FPS is designed like 95% of FPS games, news at eleven
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Mr Mustache
Mean Mr. Mustache


Joined: 04 Dec 2006
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PostPosted: Thu Apr 08, 2010 10:00 pm        Reply with quote

The body thing never bothers me. I at least prefer it to looking down and seeing a body that isn't mine.
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Toups
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PostPosted: Thu Apr 08, 2010 10:06 pm        Reply with quote

Those are all genre conventions for a reason. And in Half Life 2's case, allowing more interactivity with the environment or NPC's would inevitably introduce design problems that would hamper the sensation they're going for...

All games involve playing roles. The difference is that in Half Life, your role is more defined.

I'd say Gordon Freeman is more of a Mario than a JC Denton.
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Toups
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PostPosted: Thu Apr 08, 2010 10:08 pm        Reply with quote

The point about Half Life 2 is that it creates an appealing and effective illusion. I feel like most criticisms of the game boil down to pointing out the many (often obvious) ways in which it's an illusion. You go into the experience knowing it's an illusion. That's what's fun about it.
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Toups
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PostPosted: Thu Apr 08, 2010 10:10 pm        Reply with quote

About him not talking... what would he say, really? Is there any point in the game where he'd actually have any meaningful input? The only thing I'd imagine him saying is "hell no, I'm not doing this anymore". But if he ever really had cause to say that, there'd be no point in playing. So of course -- it's assumed that he's earnestly trying to help these people out. His motivations don't matter... That's why people are always talking about what an infamous hero he is... to set up the fact This Is Just What He Does. For the kind of story that Half Life 2 is, the protagonist is almost irrelevant.
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Deadcat



Joined: 02 Mar 2010

PostPosted: Thu Apr 08, 2010 10:15 pm        Reply with quote

Interstellar Dinghy wrote:
anything really interesting that's come out of valve has just been them buying someone else's idea and polishing it a little bit

Yeah, I hate it when people improve on good ideas to make something worthwhile. How dare they.
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Dracko
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PostPosted: Thu Apr 08, 2010 10:17 pm        Reply with quote

Dark Age Iron Savior wrote:
FPS is designed like 95% of FPS games, news at eleven

ya that makes it not special good job devil's advocating
Mr. Toups wrote:
The difference is that in Half Life, your role is more defined.

no pretty sure you're a floating gun without a shred of personality

ps all entertainment are about creating illusions
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Dark Age Iron Savior
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PostPosted: Thu Apr 08, 2010 10:25 pm        Reply with quote

dracko this battle of insipid one-line posts won't work with toups here

what do you suggest we do about him
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Dracko
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PostPosted: Thu Apr 08, 2010 10:27 pm        Reply with quote

you could try shutting up and know what you're talking about 8)
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Broco



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PostPosted: Thu Apr 08, 2010 10:38 pm        Reply with quote

Interstellar Dinghy wrote:
Broco wrote:
in terms of transporting you into . . .believable space, Valve is in a different league from everyone else


Broco wrote:
the organic feel of the world is constantly threatened by a player trying to go off the beaten path and failing, or staying in place and noticing that the sense of danger disappears completely.


See this seems contradictory to me


Yeah it is, it's a tension in the game. Valve does recognize the problem and they go to great lengths to mitigate the problem via psychological trickery (though this can itself backfire by feeling manipulative) and making it an element of the plot (train tracks, the G-man).

The problem really exists in lots of games, but the common solution is just present it as blatant "gameyness" -- i.e. not even trying to create a cohesive world, so that arbitrary elements don't really come across as a flaw. (Incidentally, Valve's own Left 4 Dead takes this route with its prominent HUD and magically resurrecting closets.) Half-Life 2's whole point in life is to integrate everything into a seamless game-world context, so that's why there's a much stronger tendency to get annoyed when it fails to do so.

Interstellar Dinghy wrote:
I guess this might just be a matter of taste then, really. Mostly I never felt like I was in a world because of how inhuman everything about the people in it seemed to be, but really a whole lot of it I think is just due to how much I dislike the aesthetic of both Half-Life 2 and the original.


I could understand that, I'm in basically the same position w.r.t. Earthbound. Could you elaborate on what you dislike about the aesthetic though?


Last edited by Broco on Thu Apr 08, 2010 10:45 pm; edited 2 times in total
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Touran



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PostPosted: Thu Apr 08, 2010 10:42 pm        Reply with quote

Valve made a shooter that at least feels like it was built from the ground up so that all the pieces fit together. While not an amazing feat by any means, there just aren't that many games (let alone an FPS) that can also make that claim.

The actual shooting mechanics are pretty boring, and so are the other physical interactions allocated the player. The major sticking point is that it all works together, the seams and lines are cleverly hidden or difficult to spot so uh, I guess Valve is fantastic at whatever is the videogame equivalent to editing in movies.

OR

There's a shit ton of FPS games out there - most of them are terrible so anything that's competent in all departments is automatically amazing.
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Man, I'm sorry.


Last edited by Touran on Fri Apr 09, 2010 5:42 am; edited 1 time in total
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