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^^^^^
Joined: 04 Dec 2006
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Posted: Wed Mar 28, 2007 12:15 am |
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| tacotaskforce wrote: |
| Actually rocket jumping orginated in DooM, and one of the levels was supposed to be completed using it. |
Kind of, you could use the rocket jump to get to the secret exit in E3M6.
Arch-vile jumping is closer to the quake rocket jump though :( |
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Marshmallow just call him badass
Joined: 05 Dec 2006
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Posted: Wed Mar 28, 2007 12:59 am |
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| Mister Toups wrote: |
Doom2 is in some ways the SMB2j to the original Doom's SMB (yes I will continue to use that comparison), in that many of the levels rely on you knowing the game mechanics intimately. Remember that one level with those impossibly narrow bridges leading everywhere? |
Bitch, this was pretty much the basis of a TGQ article I was working on.
WELL. GUESS I WON'T BOTHER NOW. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Wed Mar 28, 2007 1:15 am |
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| Cycle wrote: |
| Mister Toups wrote: |
Doom2 is in some ways the SMB2j to the original Doom's SMB (yes I will continue to use that comparison), in that many of the levels rely on you knowing the game mechanics intimately. Remember that one level with those impossibly narrow bridges leading everywhere? |
Bitch, this was pretty much the basis of a TGQ article I was working on.
WELL. GUESS I WON'T BOTHER NOW. |
Write it, write it! _________________
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Marshmallow just call him badass
Joined: 05 Dec 2006
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Posted: Wed Mar 28, 2007 1:17 am |
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| NO, NO, IT'S FINE, DON'T MIND ME. I EVEN GOT JOHN ROMERO TO BACK ME UP, BUT WHATEVER. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Wed Mar 28, 2007 3:34 am |
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| AutokratorLovestick wrote: |
| tacotaskforce wrote: |
| Actually rocket jumping orginated in DooM, and one of the levels was supposed to be completed using it. |
Kind of, you could use the rocket jump to get to the secret exit in E3M6.
Arch-vile jumping is closer to the quake rocket jump though :( |
Fuck those japanese Metroid people, Compet-N are the godfathers of the speedrun.
The Quake done Quick people are sick, too.
Do you guys actually play Doom for reals? Because some of my very best gaming memories are from me and my friend in middle school playing co-op over the modem. We were a well-oiled machine, man. I took shotguns and all shells, he took the chaingun and all bullets. We had our specialites. Our personalities. We didn't even need to speak. It was a beautiful symphony of death and destruction.
Later, in college, I would form a similar relationship in a very different game (Raven Shield) with a great college friend of mine.
God damn I think FPS co-op is the most intimate experience you can have with another person short of fucking him. _________________ Let's Play, starring me. |
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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 Mar 28, 2007 4:55 am |
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| CubaLibre wrote: |
| God damn I think FPS co-op is the most intimate experience you can have with another person short of fucking him. |
Which is why Halo Co-op is so much fun? |
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Pijaibros

Joined: 04 Dec 2006 Location: Casino Night Zone
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Posted: Wed Mar 28, 2007 3:53 pm |
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| boojiboy7 wrote: |
| Which is why Halo Co-op is so much fun? |
No, Halo Co-Op is fun because all you do in that game is fuck your partner. Have him quietly turn around and look at that overcast sky...all of a sudden butt of the pistol cracked on the back of his head.
"Thanks for the shotgun, buuuuuddy."
Oh, you sneaky devil!
Especially on those long elevator rides _________________
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Wed Mar 28, 2007 4:00 pm |
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| Pijaibros wrote: |
| boojiboy7 wrote: |
| Which is why Halo Co-op is so much fun? |
No, Halo Co-Op is fun because all you do in that game is fuck your partner. Have him quietly turn around and look at that overcast sky...all of a sudden butt of the pistol cracked on the back of his head.
"Thanks for the shotgun, buuuuuddy."
Oh, you sneaky devil!
Especially on those long elevator rides |
There were certainly times when I intentionally killed my partner. But they paled in comparison to the number of times I accidentally smacked Booji on the back of the head with a rocket launcher.
Edit: Which I should point out made it more comedic and more fun. _________________ I can no longer shop happily. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Mar 28, 2007 4:12 pm |
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I just finished Half-Life 2.
There's really nothing I want to do for the rest of my life but play Valve games. |
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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Posted: Wed Mar 28, 2007 9:44 pm |
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| internisus wrote: |
I just finished Half-Life 2.
There's really nothing I want to do for the rest of my life but play Valve games. |
But how can you appreciate simulated reality if you pull yourself out of real reality?
Good article by the way!
The question is how can they ever make a real sequel to it? How do you match and or top that? Other than the DO, IT, MORE! AKA the: "sonic 3 as compared to 2" approach which is decidedly bad. Well, unless your a 'fan' or a (shudder) 'gamer'. My over arching point is: can half life 3 be as relevant as half life 2? EX: "X" works well but "X again" is never as potent. Is the "series" dead or on the way out by virtue of its own successes? Can I be more redundant?
What the world needs I believe is a team up between valve and a forward thinking Japanese 'rockstar' game designer like say Kojima if he didn't have the 3d sickness or maybe that Suda guy if he can calm down for a second. Not just to make a single amazing game but to give Japan a shot in the arm / kick in the pants. _________________ Mixtapes galore ~ VG MUSIC
ᕦ(ò_óˇ)ᕤ http://phantom-photon.tumblr.com/ |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Mar 28, 2007 9:48 pm |
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Shnozlak, have you listened to the developer commentary in HL2 Episode 1? That pretty much indicates to me that the people who are most likely to top Half-Life 2 are Valve themselves. _________________ JSNLV is frequently and intentionally wrong. |
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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Posted: Thu Mar 29, 2007 3:06 am |
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| Intentionally Wrong wrote: |
| Shnozlak, have you listened to the developer commentary in HL2 Episode 1? That pretty much indicates to me that the people who are most likely to top Half-Life 2 are Valve themselves. |
I have not! I will look into it.
Also I was kind of blathering. _________________ Mixtapes galore ~ VG MUSIC
ᕦ(ò_óˇ)ᕤ http://phantom-photon.tumblr.com/ |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Thu Mar 29, 2007 3:29 am |
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That's what people said about the original Half-Life, you know. That it couldn't be topped. That the sequel couldn't do it.
Well, it did. It took them six years, but they got it.
Of course, most of those people think Half Life 2 sucks compared to the original.
The point is, the WOW factor is more and more difficult to replicate as the years go on. Any idiot coming from Quake could see what Half Life did that was so amazing. It takes a bit more brain power to notice the same thing in its sequel. If there's any developer to have faith in right now, it's Valve. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Thu Mar 29, 2007 3:55 am |
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| negativedge wrote: |
| WOW factor |
lol _________________
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negativedge banned
Joined: 04 Dec 2006
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Posted: Thu Mar 29, 2007 4:05 am |
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...
*cry* |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Thu Mar 29, 2007 4:40 am |
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| negativedge wrote: |
That's what people said about the original Half-Life, you know. That it couldn't be topped. That the sequel couldn't do it.
Well, it did. It took them six years, but they got it.
Of course, most of those people think Half Life 2 sucks compared to the original.
The point is, the WOW factor is more and more difficult to replicate as the years go on. Any idiot coming from Quake could see what Half Life did that was so amazing. It takes a bit more brain power to notice the same thing in its sequel. If there's any developer to have faith in right now, it's Valve. |
Yes. In fact, one of the most notable things about Half-Life 2 is that Gabe Newell refused to release it until he could do exactly what shnozlak wanted: to make it just as amazing and relevant as the first one was. They HAD a full sequel almost done just a year or two after the original HL, in the same engine (the "sonic 3" philosophy) and Newell was dissatisfied and scrapped the whole damn thing.
I implicitly trust a developer willing to go to those lengths.
Also, this just goes to show. If your gauge of quality is what the old man would think, you're doing fine. _________________ Let's Play, starring me. |
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Sketch

Joined: 05 Dec 2006
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Posted: Thu Mar 29, 2007 5:08 pm |
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Compared to the first Half Life, I though HL2 was utter crap.
Less weapons, less variety in terms of enemy design, less weapons, and no sense of pacing. You just kind of coasted from place to place, rather than feeling as if you were actually getting anywhere, like in the original. Also, the second hald of the game (jeep) was just a clone of the first half (boat), except with wheels. Nauseatingly lazy design all over the place.
Oh, and as for that stupid ending...
Oh, and less weapons.
In short, not as good as the first HL.
EDIT:
Did I mention it had less weapons? Because it does. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Mar 29, 2007 5:20 pm |
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bearing in mind that i only played about half of the original half life and am two-thirds of the way through the sequel at present..
i will grant you that the basic "combat" isn't as "fun." i am putting these words in quote marks because i really don't know how to objectively judge an FPS game in this regard. however, hl2 has infinitely better setpieces, production, and jesus fucking christ narrative not only than the original, but than 99% of american videogames ever made, and probably 95% of videogames as a whole. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Thu Mar 29, 2007 5:29 pm |
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You will really hate Portal then, stretch panic, since it only has one weapon!
HL2 is an improvement on HL1 in every way except pacing, as far as I'm concerned. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Mar 29, 2007 6:18 pm |
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| Broco wrote: |
You will really hate Portal then, stretch panic, since it only has one weapon!
HL2 is an improvement on HL1 in every way except pacing, as far as I'm concerned. |
i did stop playing for about six months in the middle of highway 17. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Thu Mar 29, 2007 8:32 pm |
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Also the "boat" and the "jeep" were both squarely in the first half of the game.
I guess facts don't matter when you're trying to be cool by shitting all over something everyone else likes tho _________________ Let's Play, starring me. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Fri Mar 30, 2007 1:00 am |
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| guys if I make a game with fifty weapons will it be better than half life 2 |
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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Posted: Fri Mar 30, 2007 2:33 am |
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| negativedge wrote: |
| guys if I make a game with fifty weapons will it be better than half life 2 |
is this a question? Or the answer!
50 huh, sure just make sure none are duplicates or use each others ammo. Also make sure you can tri-wield with any combination. _________________ Mixtapes galore ~ VG MUSIC
ᕦ(ò_óˇ)ᕤ http://phantom-photon.tumblr.com/ |
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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Fri Mar 30, 2007 8:40 am |
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| Szczepaniak wrote: |
| Oh, and as for that stupid ending... |
Actually, I thought the ending was kinda fun, because of the way the g-man was paraphrasing his speech from the first game (except, as he points out, the element of choice has been removed). But yeah, I guess getting the same ending again can be frustrating. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Fri Mar 30, 2007 8:55 am |
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| I don't really get the ragging on the ending. You want to know what the real ending was? The last hour of gameplay. There are no cutscenes in Half Life, people. What were you expecting? |
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Rucio
Joined: 06 Dec 2006 Location: oh HIGH oh
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Posted: Fri Mar 30, 2007 1:38 pm |
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Guys I just figured out what I don't like about combat!
The weapons don't feel powerful. The enemies will take anywhere from 2-10 shots to kill. When they take non-fatal damage, they don't recognize it. They just keep shooting. There is no indication that you hit them other than maybe a blood spatter on a nearby wall. There is no RE4-esque knee shots, headshots, or likewise. Then, as soon as the arbitrary hit ratio is reached, the enemies collapse ragdoll style.
The game is really pretty though. _________________ "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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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Fri Mar 30, 2007 1:39 pm |
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| NegativeEgde> Well, most normal videogame players assume the ending starts after the last enemy, preferably a boss, is dealt with, and Breen's dimensional thingamajig does feel like a boss, though a weak one. |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Fri Mar 30, 2007 1:42 pm |
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| Rucio wrote: |
| The weapons don't feel powerful. The enemies will take anywhere from 2-10 shots to kill. When they take non-fatal damage, they don't recognize it. They just keep shooting. There is no indication that you hit them other than maybe a blood spatter on a nearby wall. There is no RE4-esque knee shots, headshots, or likewise. Then, as soon as the arbitrary hit ratio is reached, the enemies collapse ragdoll style. |
"Trading damage" is the term you're looking for. FPS RPG! |
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Rucio
Joined: 06 Dec 2006 Location: oh HIGH oh
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Posted: Fri Mar 30, 2007 2:36 pm |
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At least the enemies wince in FF7. _________________ "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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chevluh
Joined: 05 Dec 2006 Location: Switzerland
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Posted: Fri Mar 30, 2007 3:18 pm |
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| Well, they do in HL2 too. In that department, it does just about everything other PC FPS do. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Fri Mar 30, 2007 4:36 pm |
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| chevluh wrote: |
| Well, they do in HL2 too. In that department, it does just about everything other PC FPS do. |
Yeah. If you're really looking for some horrible damage, just run right up in everyone's face and unload a double-barreled shotgun blast. I don't think there's anything in the world more satisfying. _________________ Let's Play, starring me. |
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remote

Joined: 11 Dec 2006
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Posted: Fri Mar 30, 2007 5:21 pm |
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| Rucio wrote: |
| The weapons don't feel powerful. The enemies will take anywhere from 2-10 shots to kill. When they take non-fatal damage, they don't recognize it. They just keep shooting. There is no indication that you hit them other than maybe a blood spatter on a nearby wall. There is no RE4-esque knee shots, headshots, or likewise. Then, as soon as the arbitrary hit ratio is reached, the enemies collapse ragdoll style. |
Yeah, I don't think this is true. I loved pulling off headshots with the very first handgun you're given. That gun lets out such a satisfying pok-pok-pok, and when you nail a CP in the dome, you know.
Maybe their heads don't freaking explode, but come on. How about the headcrab zombies? Blast a few in the head(crab) with the shotgun and you'll see some results. The pulse rifle's power is pretty vividly evident, too -- don't tell me enemies show no response to that. And have you ever used the crossbow on someone near a wall? I mean, it impales them and pegs them to the nearest surface! _________________
letterboxd | last.fm | steam |
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Rucio
Joined: 06 Dec 2006 Location: oh HIGH oh
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Posted: Fri Mar 30, 2007 9:02 pm |
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| antitype wrote: |
| Rucio wrote: |
| The weapons don't feel powerful. The enemies will take anywhere from 2-10 shots to kill. When they take non-fatal damage, they don't recognize it. They just keep shooting. There is no indication that you hit them other than maybe a blood spatter on a nearby wall. There is no RE4-esque knee shots, headshots, or likewise. Then, as soon as the arbitrary hit ratio is reached, the enemies collapse ragdoll style. |
Yeah, I don't think this is true. I loved pulling off headshots with the very first handgun you're given. That gun lets out such a satisfying pok-pok-pok, and when you nail a CP in the dome, you know.
Maybe their heads don't freaking explode, but come on. How about the headcrab zombies? Blast a few in the head(crab) with the shotgun and you'll see some results. The pulse rifle's power is pretty vividly evident, too -- don't tell me enemies show no response to that. And have you ever used the crossbow on someone near a wall? I mean, it impales them and pegs them to the nearest surface! |
Maybe I'm too used to Metal Gear 3 or something. I dunno. _________________ "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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negativedge banned
Joined: 04 Dec 2006
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Posted: Fri Mar 30, 2007 11:25 pm |
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No, I'm with Rucio on this one. The mechanics of Half Life combat have never felt all that substantial to me. In fact, I remember when the game was first unveiled at E3. Everyone was going gaga over it, but I was a little skeptical because the combat didn't look that hot; coupled with all the tech talk/demos, it made me a little unsure of where the focus was. Luckily, that worry was completely unnecessary.
While I don't think the mechanics are that hot, I must say there were some memorable combat scenes in the game for me. I remember one time in particular, right before you get your buggy taken away. There's sort of a "last stand" moment in one of the little towns. You've got some friends, and the combine has some choppers and a bunch of guys. I barricaded myself in one of the houses by pushing dressers and other random pieces of furniture in front of all the entrances and popped some rockets through the windows at the choppers. I remember the combine trying to force their way through the windows. It was pretty fucking awesome, actually. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Sat Mar 31, 2007 3:07 am |
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| Rucio wrote: |
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Duh you're supposed to blow up that bridge =(
This thread has kinda become pretty crappy.
There is definitely room for improvement with Half-Life 2. The lack of participation involved in "story seminars" is an obvious problem. I would like to see the series continue to move further from gaminess to believability in other ways, as well. Replaying the game in smaller chunks is not nearly as satisfying because it lacks the symmetry and definition of the greater vision with regard to setting and theme. In fact, approaching individual set pieces actually makes me feel a little annoyed, like I don't want to be bothered, but then I consider what I really expect to get out of playing the game over and over now that I'm basically obsessed with it. The answer to that question lies in the fact that I don't really think about the game as "I'm going to play Half-Life 2 now", but rather "I'm going back to City 17." It's hard to get a quick fix of that, though.
It's true that the game lacks a certain immediate satisfaction -- although I disagree with recent comments in that I find the combat to be quite fun, due a great deal to the quality sound of weapons like the pistol (pok-pok-pok indeed! The pistol remained one of my favorite weapons even later in the game), graphics like the overwatch repeater's secondary disintegration effect, and great mechanics like the laser-guided rockets and flinging buzz saw blades and propane tanks around with the gravity gun (or, rather, zero-point energy field manipulator). I think what the game lacks in the immediate is all due to its linearity, which can quickly become grating and restrictive in the face of the setting's and theme's unusually strong definition. The best way to combat this, I find, when looking for your quick fix, is to play as quickly and frantically as possible, downplaying the linearity by not dwelling on your options and going with the flow to emphasize the feeling of being on the run, particularly during the first half of the game (when you actually are on the run and the police response continues to escalate, palpable in the atmosphere). Additionally, I have a great deal of faith that episode 2 will rectify the matter enormously.
I mentioned earlier that I thought it was brave that the game has the player stopping and getting out of his vehicle to explore areas so much. I also think the final moment of the ending is quite brave and exceptionally executed as a matter of symmetry and thematic integrity. Another thing I find brave is the great amount of plot detail, on small and large scales alike, that is really never explained at all, but rather fully integrated into the setting such that the player can explore and come to his own conclusions regarding the nature and origin of Combine control, its relation to the events of Half-Life, and many smaller questions within these big pictures.
I love details such as the full picture one can glean of the Combine war machine. We get to see the different roles of the various vehicles and how they fit together -- for instance, we see drop ships carrying folded up striders, and the discerning eye will notice that hoppers and those little electric balls don't just come out of nowhere but are planted by drones
We even see troops throw up little drones that unfold into manhacks and send out flares, calling hunter 'copters or gunships or dropships with more troops. It's great to get such a complete picture. Even better is the consistency of the sound design. I can't overstate how much I love the eery, whale-like howls of vehicles like gunships and striders. They seem alive. Another excellent piece of design is the coupling of futuristic and rustic technologies -- just look at the crossbow's appearance for an example. Because of these matters of detail completeness and consistency, many game elements serve the setting quite well. In my mind, this matter of function relates the game to Silent Hill 2, which is one of the very few other games to consciously place so much narrative power in the design of its most overtly gamey elements. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Sat Mar 31, 2007 4:16 am |
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Good post internisus. I agree, especially about letting the player construct the big picture without any explicit exposition.
Saying the ending is great because of "symmetry and thematic integrity" doesn't quite do justice to it though. It's more about gleeful wish-fulfillment! That, and the cold, minimalist aesthetic of the Citadel is the diametrical opposite of the rich organic detail of the rest of the game, and really shows the incredible range of the art direction at Valve. |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Sat Mar 31, 2007 4:43 am |
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Internisus, did you notice that in the airlock chamber in Black Mesa East, the different "phases" of gassing and lasers and such is represented by a common streetlight. When it turns green, you're cleared for entry. Just like how Dog's face is that of a scanner, and how Grigori's spinning blade traps are simply lodged in stationary engines (the same engines you can pick up and hurl in other parts of the game). There's a very gamey reuse going on, and it both contributes to the hodgepodge, "scavenged" feel of City 17, and strengthens the consistency.
That's what I meant when I was talking about Half-Life 2 as a "language." Take the three headcrab zombies. If the agile spider headcrab possessed a human, it becomes simply a zombie that can run really fast. It's like a spider with a capital letter. It makes complete sense within the game. Almost everything in the game builds off elements that already exist, like Voltron, so they are immediately sensical. The Gravity Gun is just an extension of picking up crates. The Super Gravity Gun is just an extension of that.
The four-hour ending is genius in the same way that World 8 of SMB is genius. I can probably pinpoint for you the exact moment that Half-Life 2 feels like 8-3, where you are running by the walls of the fortress. 8-4 is the Citadel. That room in 8-4 with the underwater fireballs is the same hallway where you fight the Strider head-on and INDOORS. Bowser is the two airships. You've fought Bowser before. You've fought airships before. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Sat Mar 31, 2007 4:49 am |
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| Speaking of effective use of repetition, when I first saw a Strider striding behind a wall very early in the game, I thought "Holy shit! ... but it's probably just an inert decoration." Much later when it actually turned out to be a fightable enemy, it was a real "shit yeah!" moment. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Sat Mar 31, 2007 7:38 am |
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| It's also worth noting that the linearity and "cut scenes" are so well done that I never batted an eye. I remember one part in particular in one of the offshoot towns under siege by a chopper where some grizzled old dude is giving a lecture to the troops on how to deal with the situation. You walk in an everyone is like FUCK YEAH IT'S FREEMAN. When this guy is telling everyone how to destroy the chopper, sure, I could run around smacking boxes with my crowbar, but there was no fucking way in hell I wasn't going to look at the map he was pointing too. It just wasn't going to happen. |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Sat Mar 31, 2007 8:27 am |
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It's funny, because the game DARES you to look away. My brother is a person who takes such a dare. In every story sequence he will only run around and try to break shit. Perhaps just to spite me. He says, "I am participating in the story! This is the character's personality. A psychopathic box breaker."
I'm fine with this, really. I know CliffyB says people are always trying to undermine his narrative, but, you know what, you get out what you put in. If you watch a feature film in the tiny soundless picture-in-picture window while enormous red pundit faces scream at each other on Fox News, you're going to get what you deserve. It's like drug policy. Don't design it with the assholes in mind.
The early HL2 videos showed Gordon knocking over a monitor in the middle of Kleiner's technobabble, and he stopped to say, "Oh, do be careful!" They should do more with that. Maybe tell kids to pay attention. The citizens could tell if you were looking at them, or whatever. That's because they had else nothing to say. For story events, you'd have to write these interjection opportunities to occur within a few seconds of finishing a line, to appear natural. Then they'd have to begin again with, "Well, anyway. . ." or "As I was saying. . ."
But this is kind of counter to Valve's philosophy that they only do the work if at least 90% of people will notice it. This is opposite to Kojima, who let's you tranq EVA to hear her fantasies and call the Colonel while standing under someone's pee stream (which is accompanied by the MOST AUTHENTIC PEED-ON RUMBLE ever featured in a videogame) and wear the Raiden mask while fighting Volgin so that he doesn't hit you. No one does this stuff until they read it in a GameFAQs article or see it on YouTube. Is it worth it? Maybe. In the same way there are houses out on Highway 17 that have little relevance to anything. It legitimizes the world.
Interested to see Episode Two. It still looks fairly linear. It's just that the lanes are wider. Green things chase you. It shall be a hoot. |
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Sketch

Joined: 05 Dec 2006
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Posted: Sat Mar 31, 2007 4:39 pm |
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| Did anyone else find that the jeep sections reminded them of the Mad Max films? |
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