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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 03, 2007 2:56 am |
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| antitype wrote: |
| Cuba, I just read that whole thread at LPN. Well, the first page, anyway -- before it degenerated into a drama-fest (though the subsequent Xenogears discussion was nice. I've still got quite a soft spot for that game, imperfect as it is). Good stuff! You were pretty thoroughly on point for the whole duration, while this Megas guy was mostly jamming his fingers in his ears and screaming I'M NOT LISTENING LALALA (CAPS CAPS CAPS). Your efforts were noble and extremely articulate! Though you never convinced him, you were the true victor. |
Hah, well, thanks.
You gotta give Megas more credit. I love that guy. Really! His "combative" style is only semi-sincere; mostly he just makes you think out your arguments. And he's pretty funny. He's also autistic - no, really - which explains a lot. That's not an insult; it just informs a lot of his interactions.
He also really, really, really cares about videogames, and cares enough about them that he works overtime to destroy what he sees as the primarily American initiative to Storytron games to death in an academic sludge of "realism" and "player-based narrative." He's got a point and I don't begrudge him his wariness of Half-Life 2. _________________ Let's Play, starring me. |
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remote

Joined: 11 Dec 2006
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Posted: Tue Apr 03, 2007 3:23 am |
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I think I'll pay more attention to the LPN forums than I have, so maybe I'll come to like him, too! I came away from that thread with the impression that he is to the LPN forums what James is to the IC/SB crowd -- i.e. the Shouty, easily riled (though often well-spoken!) one. I did agree with his Xenogears-related insights, at least! I used to consider that to be my favorite videogame O.A.T. as well, up until as recent as three or four years ago, when my interests in videogame narrative and its possibilities shifted a bit (I guess I've become more fascinated with the western influence to which he's so diametrically opposed) -- so anyone who still loves that one despite yet not in denial of its flaws (and without crossing into embarrassing fanboy territory) is endeared to me. The name that I continue to use as my internet alias comes from it (though I like to leave it open to other interpretations), after all.
Hey, why isn't he registered over here, anyway? _________________
letterboxd | last.fm | steam
Last edited by remote on Tue Apr 03, 2007 3:28 am; edited 1 time in total |
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Aaron

Joined: 07 Dec 2006
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Posted: Tue Apr 03, 2007 3:27 am |
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| antitype wrote: |
| Being an FPS you get the illusion of freedom, but the focus and momentum of the story propels you forward and this gives Valve cause to add rails (i.e. obstructions in the landscape, and little events like Dog creating an opening for you) to keep you on track. These "rails" are naturally quite a bit further apart than they would be in a genuine rails shooter or lightgun game, but the narrative itself is what restricts you to essentially one path, and I don't think there's anything "artificial" about that |
Here it is! He's my main problem with HL2 because I think you're completely wrong, in that HL2 never grants me (past the opening sequence) an illusion of freedom. The rails are too clear and the narrative is actually too weak to provide the push that it should, since most of the time it's 'go there.' There's no clear direction where to go from any external force, except the fact that these rails make it impossible to go anywhere except in the proper direction. This force, this reality of the situation, only serves to remind me that I'm playing a game where all my actions are pre-determined. It's not so much a problem of there only being one route, as it is beating me over the head with it.
And I am not Gordon Freeman. I think Valve made a mistake by trying to have their cake and eat it to, that is clearly define both the look and the background of this character, and then leave him as an empty shell in the hands of the player to manage, but then limit the player in what he can do to such a degree that there can be no identification. I resent Alyx because she is the clearly marked love interest, the companion figure whose function is obvious from the outset. I never have a choice in regards to her, so I'd much rather Gordon do the interacting himself to shift this from an empty first person narrative to a fuller 3rd person one. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 03, 2007 4:29 am |
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| Aaron wrote: |
| Here it is! He's my main problem with HL2 because I think you're completely wrong, in that HL2 never grants me (past the opening sequence) an illusion of freedom. The rails are too clear and the narrative is actually too weak to provide the push that it should, since most of the time it's 'go there.' There's no clear direction where to go from any external force, except the fact that these rails make it impossible to go anywhere except in the proper direction. This force, this reality of the situation, only serves to remind me that I'm playing a game where all my actions are pre-determined. It's not so much a problem of there only being one route, as it is beating me over the head with it. |
What if that's the point?
In addition: I did not feel this way; I wanted to go where they wanted me to go, because I cared. I am very very curious as to why it struck me that way and so utterly failed for you. That isn't a veiled insult; I would really like to know! Unfortunately that's probably the sort of thing one doesn't discover on intertron message boards.
| Aaron wrote: |
| And I am not Gordon Freeman. I think Valve made a mistake by trying to have their cake and eat it to, that is clearly define both the look and the background of this character, and then leave him as an empty shell in the hands of the player to manage, but then limit the player in what he can do to such a degree that there can be no identification. I resent Alyx because she is the clearly marked love interest, the companion figure whose function is obvious from the outset. I never have a choice in regards to her, so I'd much rather Gordon do the interacting himself to shift this from an empty first person narrative to a fuller 3rd person one. |
To Valve's credit, Freeman's "look" is never established in the game itself. But I guess you can fault them for all the PR copy, yeah.
Alyx, too, is "obviously" the love interest but Valve only toys lightly with that angle and never really takes it anywhere. I mean, there are people always trying to kill you! Valve widely avoids the "love blossoms on the battlefield" bullshit so prevalent in other games. There are three specific one-liners that I can think of that have to do with Alyx's possible attraction to you: two of them are jokes and one of them is sincere and caring and not mushy at all (of course, you missed that one because you didn't play to the end) and ultimately has no romantic payoff; it is only a hint. As an added bonus, she's not sexualized at all. Sure she's attractive but like, in a normal way. I actually find her name's spelling and her "what race IS she?" multicultural pandering to be her most annoying attributes.
I guess my defense of Gordon's silence comes down to this: I can't think of anything for Gordon to say that would make the HL2 play experience, as it stands, any better. His silence is exactly what the game needs. If he talked, it would change the game to the point where it wouldn't be the same game - it wouldn't be saying the same things. That's okay in itself, but those are obviously not the things that Valve wants the game to say - or else they would have made Gordon talk! You know? _________________ Let's Play, starring me. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 03, 2007 4:34 am |
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| antitype wrote: |
I think I'll pay more attention to the LPN forums than I have, so maybe I'll come to like him, too! I came away from that thread with the impression that he is to the LPN forums what James is to the IC/SB crowd -- i.e. the Shouty, easily riled (though often well-spoken!) one. I did agree with his Xenogears-related insights, at least! I used to consider that to be my favorite videogame O.A.T. as well, up until as recent as three or four years ago, when my interests in videogame narrative and its possibilities shifted a bit (I guess I've become more fascinated with the western influence to which he's so diametrically opposed) -- so anyone who still loves that one despite yet not in denial of its flaws (and without crossing into embarrassing fanboy territory) is endeared to me. The name that I continue to use as my internet alias comes from it (though I like to leave it open to other interpretations), after all.
Hey, why isn't he registered over here, anyway? |
Oh uh, nothing happens on the LPN forums any more. I imagine he isn't registered over here because I haven't seen him make a post in months (check the date on his last post in that HL2 thread). _________________ Let's Play, starring me. |
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Aaron

Joined: 07 Dec 2006
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Posted: Tue Apr 03, 2007 4:44 am |
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| CubaLibre wrote: |
| In addition: I did not feel this way; I wanted to go where they wanted me to go, because I cared. I am very very curious as to why it struck me that way and so utterly failed for you. That isn't a veiled insult; I would really like to know! Unfortunately that's probably the sort of thing one doesn't discover on intertron message boards. |
That's a good question. I wanted to care at the beginning, but the game needed to meet me halfway, and I felt that it wasn't. There were too many stark areas with no real story, where I felt like nothing more than a rat in a maze. The atmosphere the game tried to create at the beginning had evaporated, and I was left un-engaged by the whole experience.
| Quote: |
Alyx, too, is "obviously" the love interest but Valve only toys lightly with that angle and never really takes it anywhere. I mean, there are people always trying to kill you! Valve widely avoids the "love blossoms on the battlefield" bullshit so prevalent in other games. There are three specific one-liners that I can think of that have to do with Alyx's possible attraction to you: two of them are jokes and one of them is sincere and caring and not mushy at all (of course, you missed that one because you didn't play to the end) and ultimately has no romantic payoff; it is only a hint. As an added bonus, she's not sexualized at all. Sure she's attractive but like, in a normal way. I actually find her name's spelling and her "what race IS she?" multicultural pandering to be her most annoying attributes.
I guess my defense of Gordon's silence comes down to this: I can't think of anything for Gordon to say that would make the HL2 play experience, as it stands, any better. His silence is exactly what the game needs. If he talked, it would change the game to the point where it wouldn't be the same game - it wouldn't be saying the same things. That's okay in itself, but those are obviously not the things that Valve wants the game to say - or else they would have made Gordon talk! You know? |
I find these related issues. How can you have a love interest in someone who doesn't react to you at all, that is from Alyx's POV. He's a guy who is a hero, but in their points of interaction he only stares. I suppose I'm supposed to imagine a form of reaction to fill the void, but the whole thing ends up feeling like a farce to me. If Valve isn't going to make Gordon react, humanizing him, at least give me as the player some way of doing the same in a consistent and demonstritive way. Games are all about interaction... so let me interact. Either motivate me by giving me some investment in the proceedings, or make Gordon speak to convince me I should have an investment. Meet me halfway here. |
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remote

Joined: 11 Dec 2006
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Posted: Tue Apr 03, 2007 4:56 am |
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| Aaron wrote: |
| I am not Gordon Freeman. |
See, maybe I'm wrong, here, but I think this demonstrates exactly where we're not seeing eye-to-eye. It might be because other aspects of the game fail to compel you in the same way that they compel me, but this all comes after you've decided whether or not you'll place yourself in Freeman's HEV suit -- figuratively speaking. A major part of my enjoyment of videogames comes from the way they bring you in and make you feel either a strong, almost symbiotic bond with your avatar or in the case of empty-vessel and/or (particularly) FPSs that you are that character -- and that character is you. Gordon Freeman is just a name and a face; he's the main character in the script, and you're there to play his part. If you can't play along, then the whole thing is going to be lost on you and you're going to feel like you're being dragged along. It's never going to click. Cuba nailed it: "I wanted to go where they wanted me to go, because I cared."
Maybe this is the game's fault. In my opinion it has a lot to do with the player's willingness to meet it half-way. I see from your post above that you feel it was the game that fell short, though, so. Huh. I think we're at an impasse here.
EDIT: I wrote that first paragraph before I saw your post above. I can't argue with your suggestion that giving the player some means of expression might improve things, though it might make Freeman's personality seem more canned and mechanical, like one of those little toys that says something funny when you press a button, than it actually humanizes him. And so yes, it remains left to your imagination.
Related: hey, maybe somebody should tell this guy to play HL2. Haha.
http://www.gamesetwatch.com/2007/04/_play_storytelling_bah_1.php _________________
letterboxd | last.fm | steam |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Tue Apr 03, 2007 5:54 am |
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| antitype did you read the part where I loled at megas and he went insane and then I loled again? |
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Tue Apr 03, 2007 6:31 pm |
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| Aaron wrote: |
| I find these related issues. How can you have a love interest in someone who doesn't react to you at all, that is from Alyx's POV. He's a guy who is a hero, but in their points of interaction he only stares. I suppose I'm supposed to imagine a form of reaction to fill the void, but the whole thing ends up feeling like a farce to me. If Valve isn't going to make Gordon react, humanizing him, at least give me as the player some way of doing the same in a consistent and demonstritive way. Games are all about interaction... so let me interact. Either motivate me by giving me some investment in the proceedings, or make Gordon speak to convince me I should have an investment. Meet me halfway here. |
This is a good point. Much as I love Half-Life 2 and everything about it, there were a few instances with Alyx where I wished I could do anything, no matter how small, other than just stand around staring at her. Off the top of my head, I could see one possible "solution" being some sort of general 'interact' button that is sensitive to the contexts in which it is being used, like in Resident Evil 4. The A button is the general go-to button, press it near a fence and you'll jump over that fence. Near a window and you'll jump through it, etc. I think something like that could be applied to the Half-Life games for characterization. Like, if someone says something endearing to you, you can press the button when you're close enough to reach out and pat them on the shoulder. I don't know, just a thought. _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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another coma NeoGAF Reject

Joined: 05 Dec 2006 Location: the wrong museum
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Posted: Tue Apr 03, 2007 8:27 pm |
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I know I messed around with Meryl/Emma/Eva whenever I had the chance. _________________
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remote

Joined: 11 Dec 2006
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Posted: Tue Apr 03, 2007 9:33 pm |
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Those are interesting ideas, Mr. Mech. I could see that working in certain situations; for example, say you're running through City 17 with your team of rebels and you press the 'interact' key -- Freeman lets out a cheer or an "Alright, everybody, now's our chance!" or something like that, and they respond in kind with boosted morale. It could be interesting. Then again, like I said before I'd worry that it would come off as too canned and it would do more to bring you out of the experience (you might end up thinking, "What the hell, I wouldn't do/say that in this situation," or something). I do believe that Valve's decision to make Freeman a silent protagonist was very deliberate: they want you to feel like it's all happening around you, and you're there, as much as possible -- and making Freeman anything more than the role that you play would take away from your experience and shatter the immersion. I think that's really important. "Point Insertion" might say something about that.
| Aaron wrote: |
| convince me I should have an investment. |
You know, now that I think about it, I think the simple fact that you're playing the game from your own perspective is supposed to make you inherently invested. It's true that you're playing the part of Gordon Freeman, but it's just that simple: from the moment you arrive in the train and that guy says, "I didn't see you get on," you're there. And that's it. If you don't connect with the proceedings then and there, well.
B coma, I think you just want to "mess around" with Alyx, am I right? _________________
letterboxd | last.fm | steam
Last edited by remote on Tue Apr 03, 2007 9:38 pm; edited 1 time in total |
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another coma NeoGAF Reject

Joined: 05 Dec 2006 Location: the wrong museum
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Posted: Tue Apr 03, 2007 9:34 pm |
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O_0 _________________
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remote

Joined: 11 Dec 2006
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Posted: Tue Apr 03, 2007 9:40 pm |
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Do you always make funny faces when someone makes a joke? Or did such a suggestion make you feel uncomfortable? _________________
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Aaron

Joined: 07 Dec 2006
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Posted: Wed Apr 04, 2007 3:13 am |
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| antitype wrote: |
| You know, now that I think about it, I think the simple fact that you're playing the game from your own perspective is supposed to make you inherently invested. It's true that you're playing the part of Gordon Freeman, but it's just that simple: from the moment you arrive in the train and that guy says, "I didn't see you get on," you're there. And that's it. If you don't connect with the proceedings then and there, well. |
Like I said before, for me the game can't have it both ways. It can't create a shell for me to occupy AND have a rigidly defined character whose perception in the world at large isn't really based on my actions but HIS actions, since as the player there are no choices open to me. It's as if I've possessed the body of Gordon Freeman, but I exist only as a motivator. If the entire game was on rails like Sonic game where all I had to do was push forward, it would be pretty much the same experience. I soon reach the point where I wonder why am I bothering to push up at all. Why don't I just go watch Children of Men (or whatever) and get a more immersive experience because the world is more richly concieved and detailed? Plus Clive Owen opens his mouth once and a while so I can empathize with his plight. |
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extrabastardformula millmuck holecutter

Joined: 01 Jan 2007 Location: The Nearest Faraway Place
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Posted: Wed Apr 04, 2007 4:26 am |
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were you unable to empathize when you watch The Brother From Another Planet? I'm just asking because it's one of my favortie films. As is Werewolf Song, though that is a bit further than BFAP. _________________
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Apr 04, 2007 9:57 am |
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Despite my strong feelings of praise for Half-Life 2, Aaron makes a very good objection when it comes to the notion of narrative interactivity with NPCs. It is an important flaw that the game does not allow for any kind of participation in the emotional content offered by characters like Alyx. Some kind of role-playing action is required here for the next step in design.
Regardless of that issue, I want to comment on the Children of Men issue. I just rented and finished watching the movie. To tell you the truth, it is hard for me to write this post, as I am slightly drunk and very upset. Movies have that effect on me, and Children of Men is a very good movie. I wept a great deal when the troops called for that cease fire. So, as I say, I am very upset after having just finished it. But it makes me think, the list of dystopian adventures that immediately rise to the top of my head is pretty short, and essentially constitutes The Pianist, Children of Men, and Half-Life 2. HL2 stands out as the work most distant from that genre's core, and I'm going to explain why right now.
Before I watched Children of Men tonight, I watched another movie I rented called Casino Royale. It led me to think about another trend I am recognizing in my young adult life. Badass-ness has taken a more sophisticated and subtle form than, say, Rambo, Die Hard, and the like. Somehow, in my mind, there is a definite line drawn in the history of art depicting badass characters, and it starts at the title screen of Metal Gear Solid 3. Some of you might understand that; some may not, I imagine. It is likely that my perspective on this matter is limited. I have enjoyed many films depicting badasses in my youth, but somehow my understanding of a badass changed when, very stoned, I first loaded MGS3 on my PS2 and spent half an hour watching the title screen. It wasn't even until later that I realized I could interact with that screen. That's not the point.
The young Big Boss as depicted in that slow motion montage of CQC events and the various trials of the game's plot (and my eventually superb performance) created something fundamentally new and different from what I had thought was a badass before. Watching Casino Royale tonight had me reflecting upon that. A real badass is subjected to terrible physical and emotional trials over the course of his coming-of-age saga, yet carries on exuding enormous strength of will as well as of body, cunning, intellect, attitude, etc. It's the will that does the trick. It seems to me as a young adult now that this essential matter is wrapped up in the will of the author, the deus ex machina that I know as a grown appreciator of media is the force driving that badass character's iron will. I am trying to say that, while my perspective has matured, I think something has stylistically changed. Characters such as those played by Samuel L. Jackson are not badass. They just yell a lot. Real badasses endure. You can see them becoming legends in front of you. I think I'm going to throw Batman Begins in with Casino Royale and MGS3. It is important to note that these are all origin stories.
The reason why I am talking about this in a thread about Half-Life 2 is this: HL2 is separate from dystopian adventures fundamentally because its protagonist is not only armed but extremely dangerous throughout that adventure. It's just not dark. You, as Gordon, act too much like a modern-day badass to match the mise en scene of the game's beginnings through-and-through. The game lacks a certain literacy of content -- and by literacy, I refer to a sort of quality that is hard to define. This was evident when I asked that open question at the beginning of the MMO thread. It doesn't mean that this content needs to involve words of any kind, nor be familiar with the language of related works to come before it. It is hard to find and describe what this quality is. I think that, in taking Half-Life 2 as an example of something that comes close or at least thrusts in an approximate direction, it would do great justice to the considerable artistic potential of our medium to seek a better understanding. My instinct tells me that comparison to Silent Hill 2, considering the strength but, perhaps, concurrent comparitive immaturity of HL2's internal language, would be helpful.
I spent some time earlier this evening angrily browsing through various videogame related periodicals at my local Barnes & Nobles, and these are my general thoughts at the moment regarding Half-Life 2 and the state of videogames. What I think is most important to note, however, is that, when being strongly moved by a film and sort of subconsciously asking myself what other works I have appreciated in its very specific "genre" which I may or may not have invented, a videogame, of all things, is on the short list. I am proud of Half-Life 2 for that, if nothing else. |
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Rucio
Joined: 06 Dec 2006 Location: oh HIGH oh
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Posted: Wed Apr 04, 2007 1:17 pm |
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Um, I just like playing with the gravity gun. And the story and stuff too.
I do think the game gives me an illusion of freedom, because I constantly feel as if I'm improvising a route rather than following invisible train tracks. _________________ "Say, that's a nice fez!"
"Thank you very much. Why do you like it?"
"It's better than a sharp stick in the eye." |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Wed Apr 04, 2007 8:59 pm |
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That was a great post, internisus.
I'm still not exactly sure about this interacting with Alyx thing. Can you imagine a Half-Life 2 where Gordon talked and have it be anything but cheaper and emptier than silence? That's one way I approach criticism: as an opportunity cost analysis. It's nice to wish for some sort of interaction, but what form would it take? Would it really be any better than what's there now?
Frankly, given my interpretation (that the game does this to you on purpose in order to make you feel lonely, isolated, and forced to take action with no other choice), making Freeman talk or even interact in any ways other than the ones they give you (shooting things, clicking on people) wouldn't just change the game, but fundamentally alter its nature and theme. Freeman developing into a character of his own is for after City 17. The whole point is that he is not his own man, but is redeemable because he succeeds where no one else can - he asserts his identity by being as powerful as possible within the hard limits that have been set for him. The Half-Life franchise could, if managed properly, present a mature thematic context head and shoulders above any other FPS: a "coming of age"; a self-discovery.
Is Valve developer enough to do it? I dunno; I'm not exactly confident, as it were. But if they can't, no one can, at least not yet. _________________ Let's Play, starring me. |
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Aaron

Joined: 07 Dec 2006
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Posted: Thu Apr 05, 2007 3:13 am |
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Have you played SMT: Nocturne? There's an avatar with an established appearance, but first of all, he has no real name. Thus is created as a shell. People speak to him, but it never feels appropriate for him to respond in return because there is an emotional isolation due to the circumstances of the game. Yet he is allowed to interact at key points, and make choices which effect the outcome of the experience. He is a clear part of the world he's in, an axis on which everything turns like Gordon Freeman, but he has no identity that you don't give him. He does not act really unless the player chooses to. While the direction of the game is essentially linear, there is an investment in the proceedings that drives the player to see it through to the end.
While HL2 flatters the player without caring about them at all. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Thu Apr 05, 2007 7:12 pm |
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I finished Episode 1 tonight. As I played, I found myself thinking about my inability to interact with other characters and came to the conclusion that, although I as Gordon cannot speak, I am nonetheless characterized by the NPCs that address me and by my reputation and revolutionary role, implicit in public broadcasts and radio chatter throughout Half-Life and Half-Life 2. It seems to me that this is a legitimate and well-developed technique for characterization. Could Valve have chosen to give the player freedom of expression? Sure. And that sort of thing is very attractive to me. I've often speculated on the role of such a narrative form of interactivity is important for future videogames. However, the non-interactive method they chose to use here is nicely fleshed out and a perfectly valid technique. I have a relationship with Alyx because of the way she talks to me. I am a badass because of the respect given to me by parties such as HL's marines and HL2's Breen broadcasts and acknowledgment by revolutionary citizens. I disagree with the sentiment that Gordon is a blank slate because all of this second-hand characterization is elaborately constructed and a consistent part of the first-person perspective that is so fundamental to the games' narrative design.
Another thought that occurred to me is that the title screens of Half-Life 2 and Episode 1, by portraying with carefully considered composition chapter-by-chapter stationary vistas complete with sound and movement, help to emphasize the games' focus on setting. For my buck, Episode 1 was worth it just for the moment when I emerged from underground to see the stormy citadel behind City 17's ruins, striders walking about, Combine corpses on the ground, and Dr. Kleiner broadcasting in Breen's wake. |
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Cossix submersible administrator

Joined: 21 Dec 2006 Location: San Jose
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Posted: Sat Apr 07, 2007 4:00 am |
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| Now that I've finished it, I think I really like that the game is kind of symmetrical, the whole citadel scene being a lot like the chase/escape at the beginning in reverse. Now to play/get Episode 1... |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Mon Apr 09, 2007 3:09 am |
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I watched Children of Men the other night, and was reminded of Half Life 2 the entire time. Then I rememberd internisus mentioned something about the movie in this thread.
Now, I didn't think it was an amazing movie or anything, but it was most certainly shot well, and the way it was shot reminded me of Half Life2. Like, how things were just...happening around Clive Owen's character. Not just random things either, but interesting things that divert your attention. The setting of the film was very real, and I think I can say the same about Half Life. I don't know, they both seemed to have the same feel about them, outside of the dysitopian thing, even. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 09, 2007 3:18 am |
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| antitype wrote: |
http://antitype.livejournal.com/463460.html
I'd change some things about that LJ entry if I wrote it now, but it was fun to notice the similarities back when I first saw Children of Men in January. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Mon Apr 09, 2007 1:43 pm |
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Maybe the original entry should be posted on The Action Button as a review? _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Mon Apr 09, 2007 6:56 pm |
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It's too long I imagine. Not that it couldn't be cut down, although it'd be a shame to see. _________________ Let's Play, starring me. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Sat Jul 14, 2007 12:14 am |
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I replayed this game over the past few days, and I have some new thoughts.
The most interesting thing about it, I think, is the way in which the railroading design sweeps you up into the resistance. Yes, your reputation from the Black Mesa incident opens all of those early doors for you, but what's so neat is that you wind up in league with these characters because the Combine flag you and come after you; for the first half of the game, as you're on the run and your evasion of their forces becomes more and more intense, there's a sense that your relationship to the resistance is implicitly building due to, I suppose, Newton's 2nd law.
The reason why this is interesting is more apparent if you take the plot points in their abstract. Imagine that the Combine are not genocidal tyrants. Imagine that the ruling government and the resistance differ primarily on a political level. Also, let's axe the scene where Alyx rescues you and brings you to Kleiner's lab. So, the regime becomes interested in you and starts to pursue you and the first half of the game is a long, convoluted chase in which you are increasingly aided by these people who keep low profiles underground. You implicitly fall in with them and become, reciprocally, sympathetic to their cause.
It seems to me that HL2's adventure works pretty much like that. What is interesting here is that the potential this reveals of such an interactive adventure to manipulate the player's allegiances works because of the intimacy it allows. If the whole thing were a film, you might sit back and say, well, I can appreciate that the protagonist is forced into this position, but really I find myself more sympathetic to the governing regime than the resistance movement. But as a game, there would really be no way to feel that way. You hate the regime because they're after you, and you like the resistance because they're helping you. It's very personal.
During Highway 17, I took a break at one point and caught the end of Saving Private Ryan on HBO--starting with the preparations for the last stand battle where they defend the ruined village for its bridge. The slow build-up of intensity--in particular the long, squeaky, roaring crawl of the German forces as they rolled in with their tanks from the distance--related perfectly to what I had just gone through in HL2. Infiltrating the underside of the bridge and hearing the Combine war machine rumble overhead while the girders shake like toothpicks and squeal as though they might come apart is one of the best moments in the game. It comes shortly after you emerge from Ravenholm and at last stop running, hitting the road towards a full one-man assault on Nova Prospekt. You've had some successful skirmishes along the way at small Combine-held outposts, but this moment stops you fast and reminds you what you're up against. It's paralyzing. The terror of your escape from your cornered position in the field control room as you fall under the attack of troop reinforcements and, particularly, that gunship with its awful wailing is a great fulfillment of this prelude, as well.
The endgame, especially "Follow Freeman!", is by turns thrillingly cathartic and terribly desperate. It reminds me of that battle in Saving Private Ryan. The city is in ruins and it seems like you've got the upper hand, like the Combine are struggling to maintain their own turf, but then the striders start coming after you especially--I mean fucking running after you--and you frantically fight off some Elites ("Overwatch: Sector not secure") for position in a sheltering convenience store as those giants bear down on you. When you manage to escape underground, the floor explodes, trapping you in a pit of rubble as troops fire down from all around you. You have only a moment to rest when you make it out before emerging into the corner of a gutted building and Overwatch troops attack you from three or four perfect ambush positions above you. If you get out that hole, you have to keep an eye on the strider circling the building and firing through what used to be walls while fighting the Combine for position ("Contact: Freeman!") as you push around and up and up and up--the strider decimating the building again and again with its warp cannon--until you reach the top "floor" of the ruin. Everything around you is a smoldering disaster. You pick up some rockets and there is one length of wall about two meters with a damned window in it and two striders after you. A medic who made it up with you fires at Overwatch camped in a building across the way, and a gunship roars over you from out of nowhere.
And that's the last real battle. After that, you go down beneath the mobile walls that are advancing from the citadel, eating up the city, and you come across an enormous pit a mile deep surrounding the monolith like a moat whose size suits its towering fortress. And when you manage to get into its outer walls, you find out that the place doesn't have any real borders. There's no wall as such, just a vast series of enormous, complex pillars made of that blue and black steely material, and no relation between these pillars is discernible. The structure seems almost organic, as alive as the moving walls you've seen taking over City 17 and Nova Prospekt, even though the actual constructs are as cold and unnatural as could be. The impression you get from the technology and build of the citadel's interior will stay with you through HL3: Episode 2, bringing back that fear you experienced at the bridge as the Combine mobilize a massive war effort to pursue the evacuees into the forest.
I don't think I realized how superb the Overwatch Standard Issue pulse rifle is until this playthrough. It's reliably accurate at great distance, sounds and looks awesome, and the reloading mechanism is fucking cool.
One of my favorite things about HL2 is the sound content. The civil protection radio sounds--and the flat tones that follows their deaths--are excellent, and I love to listen carefully to their gravelly chatter. Then there's the dispatch: "Unit down at Jurisdiction Block 514; remaining units contain." But my absolute favorite is the Overwatch AI announcements, played by Ellen McLane.
Individual, you are now charged with socioendangerment level five; cease evasion immediately and receive your sentence.
Attention all ground protection teams: judgment waiver now in effect. Compliance with constitution discretionary.
Individual, you are convicted of multiple anti-civil violations; implicit citizenship revoked. Status: malignant.
I'm still head-over-heels about the organic nature of the Combine vehicular weapons. The dropship, gunship, and strider are all living things, but they're also clearly machines. I can't totally wrap my head around that oxymoron, but experiencing the way they behave and sound is so amazing. The striders are my favorite. They look like three-legged beetles out of a Dali painting and let out those calls that descend into heavily distorted synthesized bass. The character of that sound feels really well-matched to the aesthetic qualities of the warp cannon, as well. It's incredible to fight one from the third floor of a collapsing building while shielded scanners hover inside to spot your location. When you nail it with a rocket, it brings its head/carapace way down below the joints of its legs and fires up at you. That movement and the self-defending intelligence it make it seem so alive.
I did some thinking about Half-Life as a series. I've often reflected upon the fact that Gordon survives all of the action of the first game and then goes straight into the second without the experience of respite. The device of the Gman is really interesting because it perfectly acknowledges the player by ensuring that nothing can ever happen without him. It removes the hypothetical loss of would-be events that normally occurs between sequels. Also, the jump from HL to HL2 is a parallel one of the games' technology and fictional time. And then, obviously, for the story to continue in HL2's world, the Gman must be obstructed, and in this case, from HL2 to Ep. 1, there is no jump in fictional time and only a slight improvement of game technology that can be seen as corresponding to the gradual movement of the approximate 10 days in which HL2 occurs.
It seems like, if Gordon is ever put in stasis again and the setting of HL2 is left behind, Valve would have to once more develop a non-episodic "true" sequel over the course of six years. It's hard to imagine a jump forward from this setting though, isn't it? I probably explained all of this in a very convoluted fashion, but I'm just trying to say that the structure of the story interestingly mirrors the structure of development and of the players' experience of a multi-installment series unfolding.
I also really like how Freeman regularly encounters irradiated areas or has to restore fuel intake for a rocket silo or has to reestablish a temporary containment field for a destabilized dark energy reactor core.
So, about Ep. 2, I've read that we'll be learning new things (did we ever learn old things?) about the Gman, and I'm also predicting that Breen is now in a host body as one of those huge telepathic larva-like aliens (the actual Combine race?) that escaped the citadel in the capsules that fly out in all directions at the end of Ep. 1. Apparantly those mindbursting buggers were introduced to set up stuff in Ep. 2. Boss battle against Breen in that form, maybe?
I am making it my top priority to manage to get a state-of-the-art computer by the time Episode 2 comes out. Actually, I'd like to get it done like tomorrow so I can play STALKER, but I'm trying to be realistic.
Orange Box
Last edited by internisus on Sat Jul 14, 2007 6:43 am; edited 1 time in total |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Sat Jul 14, 2007 5:04 am |
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The pulse rifle is utterly necessary on Hard.
Great post internisus. _________________ Let's Play, starring me. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Sat Jul 14, 2007 7:26 am |
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Thanks. I haven't ventured to try hard mode because I occasionally experience hang-ups (I don't really know what to call it) with this computer. I want to though! However, already on normal mode there are two parts of the game that always seem extremely difficult to me: defending the position in Nova Prospekt block D-8 with the 3 turrets and 4 entry points, and defending Alyx long enough for her to open up the power generator in Anticitizen One. I really like to play some of the hot spots along Highway 17 over and over, trying different strategies just for fun, so I don't think I suck or anything. Does everyone find two situations so difficult?
I just re-read The Troops's brilliant opening to this thread, and there's a notion I want to get down here. It might be too tangential, but I'm not sure it will come out well-developed enough (nope! it didn't! -ed.) to warrant a new thread. I can move it if anyone thinks I should, I suppose. Anyway.
One of the core ideas of that post is the relationship -- one might say tension -- between HL2's emergent narrative aspects and its designer's hand. It seems to me that you can conceive of this relationship spatially such that the designer's hand -- the railroad -- forms the outermost wall of the game and the emergent aspects occur in the more immediate realm of gameplay enclosed by that definitive boundary. The designer has carefully crafted the flow of the game and its scripted events, and the AI and physics allow for x degree of emergent gameplay within it.
I hope I've made it clear by now that I certainly appreciate what Valve has done here and that I have no qualms with this approach to game design. However, I find myself more interested in the prospect of videogames that employ the reverse. The idea of an open and emergent game structure whose interactive objects are imbued with content is far more exciting. It's also far more natural, and not just because it would seem organic -- it's more similar to the actual arrangement of matter in the universe, you know? But the idea here is that the sense of divine guidance or destiny that comes through in a lot of videogames because of Valve's style of approach would instead be focused into the individual contentual entities of this free game world. Instead of feeling the designer's hand at every turn, the player works with these gameplay objects that are imbued with subtle meaning, and the relationship between the meanings of many such objects is discovered slowly over the long course of the game -- perhaps even decided by the player.
Does this make sense? This is why I find games such as Fallout, STALKER, and Uplink appealing (off the top of my head). Unless I'm really tired, they represent the opposite design philosophy to the Half-Life games we've had so far. Earlier, some posts itt speculated upon the change in direction Valve will have to take now that Gordon is free; is a gradual shift in this direction what is meant? Indeed, are these the parameters for a kind of continuum of design philosophies? What am I talking about right now? Has anyone seen my glasses? Who are you people? |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Sat Jul 14, 2007 8:05 am |
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rf
Joined: 14 May 2007
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Posted: Sat Jul 14, 2007 8:32 am |
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| internisus wrote: |
| I hope I've made it clear by now that I certainly appreciate what Valve has done here and that I have no qualms with this approach to game design. However, I find myself more interested in the prospect of videogames that employ the reverse. The idea of an open and emergent game structure whose interactive objects are imbued with content is far more exciting. It's also far more natural, and not just because it would seem organic -- it's more similar to the actual arrangement of matter in the universe, you know? But the idea here is that the sense of divine guidance or destiny that comes through in a lot of videogames because of Valve's style of approach would instead be focused into the individual contentual entities of this free game world. Instead of feeling the designer's hand at every turn, the player works with these gameplay objects that are imbued with subtle meaning, and the relationship between the meanings of many such objects is discovered slowly over the long course of the game -- perhaps even decided by the player. |
I don't entirely agree, but this is a very good distinction to make. The thing that made me laugh about that whole LPN thread is that I didn't intuitively see the players as diametric opposites. They're both talking about games that strive for specific, mostly predictable, auteur-style experiences. In Xenogears, this comes from the sheer length of the game and the numerous layers of the plot; the game very strongly produces a feeling of moving deeper into something, as well as upwards in scope, across a journey of days or months (depending on how fast you play). HL2 goes for a less wordy kind of experience, more based around the (false?) experience of acting within an environment, but it really comes to something very similar--the feeling of pressing onward, coming to new and specific places, and having very "particular" experiences. This is something I like very much, so I'm not inclined to pose one game against the other. The philosophy you've described really is opposed to this, though. It's not about having specific experiences, it's about having arbitrary ones. It would, in general, be poorly fitted to the feeling of linear progress and being an "important person" that thrives in both XG and HL2, and instead create the feeling of unique, undirected experiences as an unpriviledged agent in the world. I don't think I'd like as much, all else being equal--I get too much of it out of real life already!--but that's a topic for another post. _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Sun Jul 15, 2007 5:13 am |
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| internisus wrote: |
| However, already on normal mode there are two parts of the game that always seem extremely difficult to me: defending the position in Nova Prospekt block D-8 with the 3 turrets and 4 entry points, and defending Alyx long enough for her to open up the power generator in Anticitizen One. |
The former is definitely the hardest part of the game. There's a super, super cheap way to get through it though. Since the turrets have no hp and only are deactivated when they fall over, you can simply turn them around and stand them up in their little cubbies where you find them, and then hide yourself in the fourth cubby. All the soldiers will come to you and they will not be able to knock over any of the turrets unless they are extremely lucky with a grenade. Just keep your shotty out and double-barrel anyone that makes it past your neighboring turrets, and gravity gun away any nades that land right in front of you. Simple.
The latter... I didn't find that difficult.
| internisus wrote: |
| It seems to me that you can conceive of this relationship spatially such that the designer's hand -- the railroad -- forms the outermost wall of the game and the emergent aspects occur in the more immediate realm of gameplay enclosed by that definitive boundary. The designer has carefully crafted the flow of the game and its scripted events, and the AI and physics allow for x degree of emergent gameplay within it. |
As I've said, I think that's exactly the point. Valve, I think, is an extremely intelligent designer. Most FPS-related technology up til now has been developed with this sort of game design in mind. Instead of turning the technology upside-down - HL2 took six years as it is - Valve took the limitations of the technology and made that the thematic point of the game. Freeman is "on rails" because Freeman is on rails; he's a puppet. I've gone on and on about this previously in the thread.
| internisus wrote: |
| Earlier, some posts itt speculated upon the change in direction Valve will have to take now that Gordon is free; is a gradual shift in this direction what is meant? Indeed, are these the parameters for a kind of continuum of design philosophies? |
I made that suggestion, and yes, that is exactly what I meant.
I read somewhere (and I forget where) a proposal for a kind of "Freeman of the Desert" game. You're leading a bunch of refugees out of City 17. The G-Man holds sway over you no longer. So... now what are you supposed to do? Rebuild civilization, and fight off the Combine while you do it. Run a community. Suddenly you're in STALKER territory, except with an entirely new added angle of community.
If Valve moves Half-Life in this direction, they'll be doing something with a videogame character that has never been done before. Perhaps the most genius move in videogame history. If they just keep remaking HL2 (now we're on rails on the Combine planet), I will be sourly disappointed. _________________ Let's Play, starring me. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Sun Jul 15, 2007 5:40 am |
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| CubaLibre wrote: |
| internisus wrote: |
| However, already on normal mode there are two parts of the game that always seem extremely difficult to me: defending the position in Nova Prospekt block D-8 with the 3 turrets and 4 entry points, and defending Alyx long enough for her to open up the power generator in Anticitizen One. |
The former is definitely the hardest part of the game. There's a super, super cheap way to get through it though. Since the turrets have no hp and only are deactivated when they fall over, you can simply turn them around and stand them up in their little cubbies where you find them, and then hide yourself in the fourth cubby. All the soldiers will come to you and they will not be able to knock over any of the turrets unless they are extremely lucky with a grenade. Just keep your shotty out and double-barrel anyone that makes it past your neighboring turrets, and gravity gun away any nades that land right in front of you. Simple.
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I have an even cheaper method.
There is a rather large room on the second floor which is impossible for the enemies to access. Toss a turret up there with the gravity gun, then stack some crates. Activate the last turret to trigger the enemy attack, jump up there yourself, stand up the turret close to the railing and hide. That one turret will wipe them all out and the only thing that can get to you is the occasional buzzsaw robot.
Using actual human intelligence against these AIs is like bringing a gun into a knife fight. |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Sun Jul 15, 2007 7:57 am |
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| CubaLibre wrote: |
| If Valve moves Half-Life in this direction, they'll be doing something with a videogame character that has never been done before. Perhaps the most genius move in videogame history. If they just keep remaking HL2 (now we're on rails on the Combine planet), I will be sourly disappointed. |
That would out-Kojima Kojima, wouldn't it. Valve did say they wanted to make a game where the player just builds stuff. Maybe they were inspired by Garry's Mod. Or maybe it's been the plan all along (WHAT EXACTLY HAVE YOU CREATED, FREEMAN). Gordon's still under control right now, I guess.
Valve called Episode One the best videogame they've ever created, and I'm inclined to agree, since I'm the type that distinguishes videogames from Experiences, movies from Motion Picture Events of the Summer.
Half-Life 2 has the structure of a feverish, meandering dream. The chapter stops kind of overlap their respective locales and events. Maybe one is a ten minute story segment, and another is a three-hour journey through some place.
Episode One is Half-Life 2: The Videogame. It's the Whitman's Sampler in the gift shop of Valve's Magical Chocolate Factory. There are five distinct levels, each about equal length, and each with their own look and central idea. In HL2, you look at the sky and have a vague notion of what must be done. In Episode One, Alyx is there to tell you the princess is in another castle after every level.
Episode One has no story, even though people talk more. It's almost an accidental commentary on HL2. There's at least five, six paragraphs of story in the first map of HL2. I realized in describing it, tediously, in my initial post, that it is a story unique to videogames. What if the person had never seen a single screenshot or read anything about Half-Life 2. There's so much information visually crammed in there, it's probably overwhelming.
By Episode One, we're already familiar with City 17. We've probably played through it as many times as there are languages in your Steam settings (hint: German Alyx is the best). We can never get that feeling back, the feeling of newness, of being awash in imagery (I started playing at 3:00pm that day, and the sun was mostly in sync with the one in the game). By now, we know the levels as levels, and we've seen speed runs of them being bunny-hopped through. Episode One gives us more levels. They're the richest, most interesting Half-Life 2 levels Valve has made, with multiple concepts going on in each one. But they're just levels in a videogame.
Episode One was made this way because the City 17 assets were already built, and the technology was stable and ready. Rather than build new tools, they built more things with the existing tools. They could make a game pretty quickly, which is the point of having episodes at all. At the same time, a separate team started making some new tools. These new tools enable a new setting, and new gameplay. And thus it can start giving us some new story. That's Episode Two. It's more satisfying to think of the Episodes as being designed from a "what can we do right now" philosophy than a "what do we want to tell" one. Each showcases a little project. Again, it's a challenge unique to videogames, to have the limitations change so frequently. I'm sure Valve's sick of six-year mammoths, so I can't blame them for letting the tech dictate where they want to go. |
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The New Ska
Joined: 09 Oct 2007
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Posted: Fri Oct 12, 2007 5:33 am |
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| The Troops, whoever you are, you've convinced me to break my Halo revelry. I will be buying The Orange Box. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Nov 07, 2007 8:01 am |
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| internisus wrote: |
The most interesting thing about it, I think, is the way in which the railroading design sweeps you up into the resistance. Yes, your reputation from the Black Mesa incident opens all of those early doors for you, but what's so neat is that you wind up in league with these characters because the Combine flag you and come after you; for the first half of the game, as you're on the run and your evasion of their forces becomes more and more intense, there's a sense that your relationship to the resistance is implicitly building due to, I suppose, Newton's 2nd law.
The reason why this is interesting is more apparent if you take the plot points in their abstract. Imagine that the Combine are not genocidal tyrants. Imagine that the ruling government and the resistance differ primarily on a political level. Also, let's axe the scene where Alyx rescues you and brings you to Kleiner's lab. So, the regime becomes interested in you and starts to pursue you and the first half of the game is a long, convoluted chase in which you are increasingly aided by these people who keep low profiles underground. You implicitly fall in with them and become, reciprocally, sympathetic to their cause.
It seems to me that HL2's adventure works pretty much like that. What is interesting here is that the potential this reveals of such an interactive adventure to manipulate the player's allegiances works because of the intimacy it allows. If the whole thing were a film, you might sit back and say, well, I can appreciate that the protagonist is forced into this position, but really I find myself more sympathetic to the governing regime than the resistance movement. But as a game, there would really be no way to feel that way. You hate the regime because they're after you, and you like the resistance because they're helping you. It's very personal. |
It occurs to me that this is an extension of the simple technique used to develop Gordon's relationship to various characters -- Eli as a father figure, Alyx as a love interest, etc. In the case of Alyx, for instance, her relationship to Gordon is primarily dependent upon observations of other characters: Eli's little nudges and suggestions that cause her to blush, Barney's comment that Gordon is a lucky guy, and that resistance member's inquiry, "So, is her your boyfriend?" The success of this technique seems to me to be a rather fascinating testament to the power of suggestion. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Nov 07, 2007 6:32 pm |
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| Broco wrote: |
| Using actual human intelligence against these AIs is like bringing a gun into a knife fight. |
This is just a huge chunk of my problem with Halflife 2. The enemy AI is non existent. Like at all. The only way they make the game harder is by giving you less health. Compared to Halo and its growing levels of enemy ability and smarts, this just feels dumb and remarkably backasswards. |
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wpham

Joined: 17 Mar 2007 Location: California
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Sun Nov 18, 2007 5:47 pm |
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And, lo, this is what passes for an analysis of the literary significance of Half-Life 2.
This is the final straw on the back of my recent adventures-in-videogame-writing camel. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Sun Nov 18, 2007 5:58 pm |
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It's The Escapist, what did you expect? _________________
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Six

Joined: 02 Jan 2007 Location: cph
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Posted: Mon Nov 19, 2007 1:54 am |
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That certainly appears to be a high school English assignment that the guy submitted to the Escapist on a whim.
Also am I the only one who finds those block quotes with all the fonts and colours really annoying?

(also also they don't seem to have noticed that they reversed the lambda when they flipped that image of gordon but hey at least it's not stock photography amirite) |
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Marshmallow just call him badass
Joined: 05 Dec 2006
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Posted: Mon Nov 19, 2007 2:38 am |
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that article features almost everything i hate about videogame journalism
citing metacritic as if it means something
accusing people who don't know about the game to have been living under a rock
etc
fuck this guy amirite!
oh man he even pulls that
WE ARE!!!
crap right at the end to try and make it all dramatic but it just comes off as embarrasing, just like when ever someone else does it god |
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