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Max Cola

Joined: 15 Dec 2006 Location: a shotgun shack
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Posted: Sat Mar 31, 2007 6:12 pm |
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| CubaLibre wrote: |
| trying to be cool by shitting all over something everyone else likes |
I thought that's what you guys did all the time? _________________
Everybody hurts sometimes |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Sat Mar 31, 2007 9:26 pm |
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| But we actually have reasons. |
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Sketch

Joined: 05 Dec 2006
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Posted: Sun Apr 01, 2007 1:31 pm |
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| negativedge wrote: |
| But we actually have reasons. |
I have reasons:
* The combat was 'better' in the original HL, it 'felt'... more exciting.
Also:
* There was greater weapon diversity
* There was greater enemy diversity
* There were plenty of opportunities to use one against the other, such as with those awesome laser trip mines. Structurally the levels encouraged you play around with the mechanics and tools on offer. This was brilliant.
HL2 just shuffled me from one empty location to the next, occasionally fighting some headcrab monsters, and some soldier guys. And maybe the odd chopper, which was more anoying than anything else. Oh, and those stupid sand crab things.
So, better combat mechanics and greater diversity were found in the original. Those, to me, sound like pretty damn good reasons for saying HL2 isn't as good as HL1.
Bolded for emphasis:
Oh, and I should add, the original HL allowed you to kill friendly NPCs, which could end the game for you if they were vital to yur progress. This encouraged care, and you would look after them. In HL2, Valve took the lazy option of making it impossible to kill friendly NPCs. This alone would have made me drop 50% from a review score, if I had been asked to review it.
I completed both, btw. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Sun Apr 01, 2007 3:42 pm |
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What? How is not being able to kill friendly NPCs "lazy"? Most friendly NPCs already have a death ragdoll, collision mesh and sound effects, since they can be killed by the enemy. Making them killable by you as well would be little more than a matter of flipping a flag. It was a conscious design decision to stop the player from undermining the narrative.
Also, saying the game is only half as good because of a detail like that... Jesus. I guess all the Zeldas, and a zillion other games are automatically crap to you as well.
Based on your criteria I don't understand why you bother with Half-Life in the first place. Go play Halo. |
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Mr. Mechanical ontological terrorist

Joined: 04 Dec 2006 Location: Scare Room 99
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Posted: Sun Apr 01, 2007 5:45 pm |
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Watch out Broco, don't get him started on Halo. I think he's still a bit sour on that whole "you can only carry two weapons at time" thing. _________________
| internisus wrote: |
| You are a pretty fucked up guy. |
True Doom Murder Junkies - Updated On Occasion |
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remote

Joined: 11 Dec 2006
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Posted: Sun Apr 01, 2007 5:49 pm |
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| Szczepaniak wrote: |
| HL2 just shuffled me from one empty location to the next, occasionally fighting some headcrab monsters, and some soldier guys. And maybe the odd chopper, which was more anoying than anything else. Oh, and those stupid sand crab things. |
HL1 does everything you say it does, but then you seem to completely miss every exciting thing that HL2 does, combat-wise. And "one empty location to the next"? HL1 was far more abundant with relatively open, nondescript spaces than the thoughtfully designed areas in HL2, which not only looked great but often had some kind of physics-based puzzles or objects to interact with. As for the enemies -- shit, did you not enjoy using the alien pheromones to command the Antlions? And what about fucking Ravenholm? The headcrab zombies there are remarkable if only for being so disturbing (I mean, their awful screams, and just look at their exposed faces after you've blown the headcrab away), and the place offers so many ways to kill them -- it's hardly "one empty space". You've also just come into the possession of the gravity gun at that point, which itself is far cooler and more versatile than an entire arsenal of weapons. And then there's fighting the flying vehicles and striders with RPGs, which I loved... I mean, I don't know. I think you're just writing off a lot of awesomeness out of some kind of spite, or something. HL1 is still great, and it has a few things that HL2 doesn't (like the tripwire mines), but to insist that the sequel is not overall a massive improvement seems ridiculous. As is the notion of hating the game so much because it won't let you kill important NPCs. _________________
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Sketch

Joined: 05 Dec 2006
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Posted: Sun Apr 01, 2007 7:59 pm |
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I was exaggerating with the NPC thing. Jesus people, get a grip. Though I did find it deeply annoying, and ruined any sense of believeability (how anyone can bring Zelda into the equation I don't know - my point is, the first one allowed you to kill NPCs, so why backtrack for HL2?).
As for Ravenholm, I hated it. The worst level in the game for me, since it brought back hideous twisted memories of The Flood, in Halo. Which, I'd like to add, I think is one of the worst FPS games I've played. My favourites, on the other hand, include HL1, Deus Ex and System Shock 2. I also quite liked Killzone, despite only being able to carry three guns.
The sole thing I liked HL2 was that the jeep sections reminded me of the Mad Max films, and maybe the crane section. Otherwise, I felt under whelmed.
I seem to be totally out of touch with mainstream thought. So I'm leaving this topic. You people are all correct, and I just don't get it. Carry on with the discussion. |
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remote

Joined: 11 Dec 2006
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Posted: Sun Apr 01, 2007 9:00 pm |
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| Szczepaniak wrote: |
| the first one allowed you to kill NPCs, so why backtrack for HL2? |
Well, HL1 didn't actually have the more fully realized characters that HL2 does -- you had the generic "Barney" clones and a bunch of scientists. Even the clone-ish insurgents that fight alongside you in HL2 have more personality than the friendly NPCs in HL1, and hey: they can die. I suppose Valve drew a line with the more important friendly NPCs because HL2 is much more movie-like with its narrative -- you're not just alone, occasionally overhearing soldiers talking about that bastard Freeman who's totally gonna get it for killing all their friends; you're involved with a group of people this time, and ... well, there's a story being told, and I think Valve expects you to play along.
You're certainly welcome to have your own opinions, Szczepaniak. It's just that I take issue with pretty much everything you're saying about HL2, and it has nothing to do with "mainstream thought". We don't have to agree. _________________
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jdoe
Joined: 06 Dec 2006
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Posted: Sun Apr 01, 2007 9:18 pm |
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Are you asking of the opportunity to kill the main NPCs, find out you can't proceed through the game, and then reload and not kill them?
I don't see how that remotely adds anything to the game other than making it more frustrating. From what I've read, Valve puts high priority on streamlining and making the game as accessible as possible. Half-Life 2 is a testament to that.
Also, the NPCs (Alex) in Episode 1 can be killed.
| Quote: |
| I seem to be totally out of touch with mainstream thought. So I'm leaving this topic. You people are all correct, and I just don't get it. Carry on with the discussion. |
If you're against the game and believe you have valid points, we'll listen. Don't act so immature. |
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remote

Joined: 11 Dec 2006
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Max Cola

Joined: 15 Dec 2006 Location: a shotgun shack
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Posted: Mon Apr 02, 2007 1:01 am |
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Concerned is by far the best thing to have resulted from Half-Life 2. _________________
Everybody hurts sometimes |
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Aaron

Joined: 07 Dec 2006
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Posted: Mon Apr 02, 2007 5:12 am |
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HL2 is the most dull game I've played in recent memory. What little story there is is trite, and ends with 'now go through this highly dangerous area that no one could possibly survive. oh, and here's a wrench.' The areas are so linear they're practically on rails with no freedom of thought. The weapons for the most part are stuff that's been done better elsewhere, ten years ago. The physics are a gimmick and get old after fifteen minutes. And did anyone say how reality breaking it is to have infinite ammo containers in a game like this?
I tried to like it. I really did. But it's just garbage. The brief story is a waste of time, I don't care about any of the characters, especially the frickin' mute I'm taking the role of, and the combat isn't satisfying, but at least is better than the vehicle sections. Ravenholm was pretty good, but the rest was a snooze. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Mon Apr 02, 2007 5:48 am |
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I don't think you get it.
There isn't supposed to be a "story." You are Gordon. You show up on a train, and from that moment on, you are running. You don't get exposition because, dude, you wouldn't get exposition if some motherfucking aliens were chasing you. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 6:07 am |
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What? No, there is definitely a story taking place -- everything that happens in the game is exposition, even the action between the "talking points". You are Gordon, yes, inasmuch as Gordon is a carefully crafted "empty vessel" sort of character -- though still a character within a story -- which I find to be much better suited to the first person experience than a "full" character such as JC Denton (of Deus Ex, which even switches to third-person view for cutscenes). I think the folks who constantly bitch about him being a mute are just lacking in imagination or a sense of humor. I mean, it's not as if the game doesn't poke fun at itself for things like this ("Man of few words, eh?"). If they took away the freedom of movement during talking points, gave Freeman a voice and lines to speak, etc. ... well, people would bitch about that, too. So while Freeman is the empty vessel which the player occupies while playing the game, other characters around him, most importantly Alyx, form the human and emotional core of the story. Which is why she's so damn likeable: she's there for you.
Anyway, I simply and flatly disagree with almost every point Aaron raised. Especially the bits about "no freedom of thought" (what) and the physics being a gimmick. _________________
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Aaron

Joined: 07 Dec 2006
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Posted: Mon Apr 02, 2007 6:51 am |
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The reason I complain about him being mute is the result makes all the cut-scenes have this socially awkward aura about them, as if everyone knows you're a loony, but has to play along from fear of getting trounced by his moustache. Which is cool for all of five seconds, then it's just dull and I don't care about anything going on in the game. Then since my actions don't really matter anyway, and the gunplay is dull, there's not much point playing. I stuck with it for a while though. Up to the lighthouse and the helicopter, but the moment I saw the crate full of infinite ammo I just shook my head and walked away.
Half-life 1 was always moving forward so there really wasn't time to think about this sort of thing. HL2 doesn't even really start until almost half an hour in, and goes on extended coffee breaks during the proceedings. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 6:57 am |
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Do you play the Metal Gear Solid games, Aaron? _________________
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Sketch

Joined: 05 Dec 2006
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Posted: Mon Apr 02, 2007 7:02 am |
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I do. I love the Metal Gear Solid games. I also geuinely like the long CODEC cut-scenes. When I first played the PS1 game, it was like, yes! At last!
The lack of dialogue or many story-scenes didn't bother in HL2 though. Since there weren't really any in HL1 either. |
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Aaron

Joined: 07 Dec 2006
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Posted: Mon Apr 02, 2007 7:08 am |
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| antitype wrote: |
| Do you play the Metal Gear Solid games, Aaron? |
I played 1 and 2. Like most, didn't care for Raiden or most of the non-tanker bits of MS2. I'd probably like MGS3 if I ever got around to it, but clearly I'm not a huge fan of the series. I did not mind the long codec scenes, if that's the issue to be raised here. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 7:45 am |
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Also,
| Aaron wrote: |
| HL2 doesn't even really start until almost half an hour in |
You know, lots of people who love HL2 might even say that those first 30 minutes are the best 30 minutes in the whole game. Not that it ever dips below awesome, if you ask me, but that whole mise en scène (probably not the right term, but I refer to the whole intense and organic on-the-fly exposition and atmosphere-setting) of the intro sequence is quite special and unparalleled in the world of videogames. The Troops and internisus have already written about this very nicely.
Anyway, yeah, I asked you about MGS because, I mean, talk about extended coffee breaks. In MGS3 a lot of the codec chatter is a bunch of trivia and observations on films of that period! (And don't get me wrong; the game is all the better for it.) More importantly, though, because you complain about the infinite supply crates in HL2, but in MGS you can sneak around under a cardboard box! And that's not even close to being the weirdest or most reality-breaking thing going on in those games; neither are the supply crates in HL2! Did you know that for much of the game you use a weapon that generates its own extremely powerful and concentrated field of gravity? Also the human race is being subjugated by beings from another dimension while a creepy man in a blue suit manipulates things behind the scenes/beyond space and time?
I apologize if my tone is beginning to sound snarky; I'm just having fun. _________________
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Apr 02, 2007 7:56 am |
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Research indicates that we rarely like things for the reasons we think they like them. We're also statistically terrible at predicting whether we'll be happy in a particular situation. Once you understand this, you should realize how absurd it is to think you'll be able to persuade Szczepaniak or Aaron or whoever to enjoy Half-Life 2 just by arguing about it: enjoyment is not a result of intellectual consideration; rather, our intellects are drawn to consider those aspects of a thing which support our enjoyment (or lack thereof). _________________ JSNLV is frequently and intentionally wrong. |
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Aaron

Joined: 07 Dec 2006
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Posted: Mon Apr 02, 2007 8:30 am |
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| antitype wrote: |
| You know, lots of people who love HL2 might even say that those first 30 minutes are the best 30 minutes in the whole game. Not that it ever dips below awesome, if you ask me, but that whole mise en scène (probably not the right term, but I refer to the whole intense and organic on-the-fly exposition and atmosphere-setting) of the intro sequence is quite special and unparalleled in the world of videogames. The Troops and internisus have already written about this very nicely. |
The problem is not the setup itself, but that the setup doesn't particularly go anywhere. And the cut-scene with the scientist was so stupid I felt insulted by it. It was also the moment the lack of a Gordon Freeman (because the character doesn't really exist. he has no extension beyond your actions, and no appearance but what's on the front of the box.) that struck me most strongly as a terrible choice, and this narrative would have no real focus or weight to it. Then it's run from the combine on this pre-determined path! But don't worry, you'll escape these impossible odds because you're Gordon Freeman (who doesn't exist)!
| Quote: |
| Anyway, yeah, I asked you about MGS because, I mean, talk about extended coffee breaks. In MGS3 a lot of the codec chatter is a bunch of trivia and observations on films of that period! (And don't get me wrong; the game is all the better for it.) More importantly, though, because you complain about the infinite supply crates in HL2, but in MGS you can sneak around under a cardboard box! |
I always skipped the save conversations. The point is to add to the atmosphere I guess, but I never felt it worked. The cardboard box always struck me as a gag in a series that was never quite serious to begin with. It was out of place, but knew it, and made the player aware of its own self conciousness.
| Quote: |
| And that's not even close to being the weirdest or most reality-breaking thing going on in those games; neither are the supply crates in HL2! Did you know that for much of the game you use a weapon that generates its own extremely powerful and concentrated field of gravity? Also the human race is being subjugated by beings from another dimension while a creepy man in a blue suit manipulates things behind the scenes/beyond space and time? |
The problem with the infinite crate is it isn't strange. It's presented not as a part of this impossible world, but a game device. And a strange one in a game that takes the trouble to store med-packs in crates so you can make the leap to think there's a slight chance they might have been dropped there by accident or something. Unlike much of the level design, which sticks you in a city or wilderness, and then uses abritary means to confine you to a tunnel. That's one reason HL1 worked better is Black Mesa crumbling around you wasn't so abritrary. There were reasons why a security door would be locked, or a room caved in. I spent too much time in HL2 with no feeling of motivation or direction. I was going the way I was going because it was the only way, and I was going because I had to go that way to get to the next story scene.
I mean, come on the scene with the rocket launcher. You know Gordon is going to end up with it. You know there isn't going to be the option to refuse it (which I would have taken btw). Why be coy about it? It's just really twisting the knife.
I'm not refuting anyone else from liking Half Life 2 for what reasons they do, but for me personally it didn't work at any level a game should. |
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negativedge banned
Joined: 04 Dec 2006
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Posted: Mon Apr 02, 2007 9:03 am |
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| Intentionally Wrong wrote: |
| Research indicates that we rarely like things for the reasons we think they like them. We're also statistically terrible at predicting whether we'll be happy in a particular situation. Once you understand this, you should realize how absurd it is to think you'll be able to persuade Szczepaniak or Aaron or whoever to enjoy Half-Life 2 just by arguing about it: enjoyment is not a result of intellectual consideration; rather, our intellects are drawn to consider those aspects of a thing which support our enjoyment (or lack thereof). |
You're right. We should stop talking on this internet message board. |
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Rucio
Joined: 06 Dec 2006 Location: oh HIGH oh
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Posted: Mon Apr 02, 2007 12:30 pm |
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I have a theory that when people say they feel the game is empty, perhaps they mean that the game makes them feel lonely.
HL2 is a very lonely game. There aren't explicit out of character cutscenes, or a helper computer or some dedicated backup team. It's you in a big world, moving forward, and feeling really lonely. HL2 EP1 is not, for the most part, lonely.
Alyx really keeps the game a bit more lighthearted, and I feel she really adds to the whole experience. _________________ "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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dmauro

Joined: 04 Dec 2006 Location: Broker
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Posted: Mon Apr 02, 2007 2:03 pm |
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| I don't understand how the infinite ammo crates are reality breaking? The surreality of it could only be exposed if you sat at a crate firing off missiles for a half an hour. It's not like those crates couldn't hold enough ammo to last you as long as they generally do, and I wouldn't have even noticed if the crates had been set with a large, finite amount of ammo instead. |
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Mon Apr 02, 2007 2:24 pm |
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| Aaron wrote: |
| That's one reason HL1 worked better is Black Mesa crumbling around you wasn't so abritrary. There were reasons why a security door would be locked, or a room caved in. |
This is a good point.
This is, incidentally, one of the reasons why I feel Portal will be more satisfying than Half-Life 2 Episode 2 per se. The lab-rat context perfectly dovetails with any gameyness. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Mon Apr 02, 2007 4:27 pm |
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| Aaron wrote: |
| (because the character doesn't really exist. he has no extension beyond your actions, and no appearance but what's on the front of the box.) |
It seems to me that it will be impossible for you to enjoy this game, then, since that is exactly the point. Gordon Freeman IS you. If that's a leap you're not willing to make, because of your lack of "choice" or whatever else, then this kind of game simply will never have any resonance with you. Keep in mind, though, that this exact characteristic is what makes games games and you will never truly appreciate the medium in its fullness otherwise.
| Aaron wrote: |
| I always skipped the save conversations. The point is to add to the atmosphere I guess, but I never felt it worked. The cardboard box always struck me as a gag in a series that was never quite serious to begin with. It was out of place, but knew it, and made the player aware of its own self conciousness. |
Right - and HL2 and MGS are pretty much on opposite sides of the specturm as far as games are concerned. MGS (2 especially) is essentially a sneer in the face of videogames - well, maybe that's too strong. (killer7 is a sneer.) But it's postmodern, meant to deconstruct such ridiculousness. HL2 takes itself utterly seriously; that isn't to say it doesn't have any humor, but that the game makes no effort and in fact takes great pains to hide the fact that it is a game from you (notwithstanding the "man of few words" kind of thing, which isn't breaking the fourth wall so much as snuggling up against it).
| Aaron wrote: |
The problem with the infinite crate is it isn't strange. It's presented not as a part of this impossible world, but a game device. And a strange one in a game that takes the trouble to store med-packs in crates so you can make the leap to think there's a slight chance they might have been dropped there by accident or something. Unlike much of the level design, which sticks you in a city or wilderness, and then uses abritary means to confine you to a tunnel. That's one reason HL1 worked better is Black Mesa crumbling around you wasn't so abritrary. There were reasons why a security door would be locked, or a room caved in. I spent too much time in HL2 with no feeling of motivation or direction. I was going the way I was going because it was the only way, and I was going because I had to go that way to get to the next story scene.
I mean, come on the scene with the rocket launcher. You know Gordon is going to end up with it. You know there isn't going to be the option to refuse it (which I would have taken btw). Why be coy about it? It's just really twisting the knife. |
What if I suggested that the entire point of Half-Life 2 was that Gordon, presented ironically as the last "free man" and savior of his species, actually has no freedom at all, and is nothing but a tool of the man? And that the end of the game perfectly reinforces this fact - once the job is done, Gordon is done - and that Episode 1 is the beginning of a new era for Gordon, signalled by the increased presence of and emotional attachment to Alyx? One where he actually has a will?
I made a big long post on this theory on the LPN boards, I can throw it up here if anyone's interested. _________________ Let's Play, starring me. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 4:40 pm |
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| CubaLibre wrote: |
| I made a big long post on this theory on the LPN boards, I can throw it up here if anyone's interested. |
For sure! _________________
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Broco

Joined: 05 Dec 2006 Location: Headquarters
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Posted: Mon Apr 02, 2007 5:17 pm |
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| CubaLibre wrote: |
| Gordon is done - and that Episode 1 is the beginning of a new era for Gordon, signalled by the increased presence of and emotional attachment to Alyx? One where he actually has a will? |
Except Episode 1 is every bit as artificially linear ;_; |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Mon Apr 02, 2007 5:24 pm |
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| thats because alyx is a woman and all women are controlling bitches |
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The Troops

Joined: 20 Feb 2007 Location: Providence
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Posted: Mon Apr 02, 2007 5:27 pm |
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note also:
when breen asks "what exactly have you created"
this hints at the baby freeman and alyx will have together in hl2 episode three in the wake of the libido killing machine
half-life 3 will be one man's epic quest for custody |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 5:56 pm |
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| Broco wrote: |
| CubaLibre wrote: |
| Gordon is done - and that Episode 1 is the beginning of a new era for Gordon, signalled by the increased presence of and emotional attachment to Alyx? One where he actually has a will? |
Except Episode 1 is every bit as artificially linear ;_; |
Artificially? Like Cuba said, aside from a few videogamey concessions like the ammo crates, HL2 often behaves as if it's not actually a videogame -- its flow is much closer to that of a film than a more sandboxy game allowing for more freedom of exploration could be. 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 -- that is to say, its linearity is no more artificial than the illusion of total freedom one gets from a game like GTA; maybe even less so. It's naturally going to feel more contrived in videogame terms, but once again... _________________
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Maztorre

Joined: 04 Dec 2006 Location: Ireland
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Posted: Mon Apr 02, 2007 6:21 pm |
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| antitype wrote: |
| HL2 often behaves as if it's not actually a videogame -- its flow is much closer to that of a film |
Children of Men: The Videogame? |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 6:42 pm |
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This has been suggested!
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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Last edited by remote on Mon Apr 02, 2007 6:44 pm; edited 1 time in total |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Apr 02, 2007 6:43 pm |
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| negativedge wrote: |
| Intentionally Wrong wrote: |
| Research indicates that we rarely like things for the reasons we think they like them. We're also statistically terrible at predicting whether we'll be happy in a particular situation. Once you understand this, you should realize how absurd it is to think you'll be able to persuade Szczepaniak or Aaron or whoever to enjoy Half-Life 2 just by arguing about it: enjoyment is not a result of intellectual consideration; rather, our intellects are drawn to consider those aspects of a thing which support our enjoyment (or lack thereof). |
You're right. We should stop talking on this internet message board. |
Arguing over whether someone should or should not like a certain videogame is not the only thing that happens here. _________________ JSNLV is frequently and intentionally wrong. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 6:48 pm |
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What you said made perfect sense, Mr. Wrong, but I don't think I'm actually trying to convince Aaron or Szczepaniak or anyone else that they should like HL2. I love it, they don't; all this intellectual consideration comes after the fact, and our difference of opinions encourages it. It's just a discussion. _________________
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Apr 02, 2007 7:17 pm |
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Antitype, I understand. I mean, I do the same thing all the time--when someone claims to hate something I loved, I have a hard time not challenging their claims. I just think it's important for everybody to remember that while it's very possible to mistakenly believe you're feeling one thing when you're actually feeling something else, it's mostly impossible to convince someone to feel pleasure about an experience that they've concluded is unpleasurable. _________________ JSNLV is frequently and intentionally wrong. |
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chompers po pable

Joined: 04 Dec 2006
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Posted: Mon Apr 02, 2007 7:34 pm |
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| Intentionally Wrong wrote: |
| enjoyment is not a result of intellectual consideration; rather, our intellects are drawn to consider those aspects of a thing which support our enjoyment (or lack thereof). |
Many of Bergman's films aren't immediately enjoyable or engaging. I draw enjoyment out of the films through contemplation and reflection. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Mon Apr 02, 2007 8:20 pm |
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| The Troops wrote: |
| thats because alyx is a woman and all women are controlling bitches |
For reals.
Ep1 is more like a transitionary period - where the rails are applied because of your emotional attachment to the characters rather than to this inevitable and mostly impersonal tide of revolution propelling you toward the Citadel. They're still rails, but they're personal instead of political (or authoritarian, goddamn that G-Man).
Hopefully Ep2 will start widening the aperture; that is, making the "rails" points farther and farther apart with a widening palette of options in between. From the preview videos that have been coming out so far, that seems to be the case... it remains to be seen, though, whether Valve will take this to its logical and awesome extreme (some sort of, Gordon, there's no humongous terrible enemy bearing down on us now, can we rebuild civilization please?) or succumb to fan pressure and keep churning out Ep1 over and over again. I have faith, but I'm waiting on Ep2.
It's also worth noting, as someone said above, that Portal is carrying the torch of HL1 and could split off to become a useful counterpoint to HL2's continuing evolution... we'll see. _________________ Let's Play, starring me. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Mon Apr 02, 2007 8:31 pm |
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Oh yeah, I guess I was sposed to post my big HL2 theory. As backstory, I was trying to convince E. Megas, who's a huge fan of Xenogears and narrative in games and dislikes the blank-slate character of Gordon Freeman, to give HL2 a try. You can read the whole thread here. (Special guest appearance by John Hummel! - actually that's who I'm responding to in this theory post.)
| johnhummel wrote: |
In Half Life 1, the goal of the game really comes down to this:
You are in a hole. Get out.
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Now, Half Life 2 comes out. No more hole! Now, you are out in the open - you can do what you want!
Except you can't. HL2 gave an illusion of freedom and choice, yet it had none. Why am I going up these stairs to get out of this building? Why can't I just blast open this door and go another way? |
Here's where I introduce my pet critical theory about HL2: that's the whole point.
In HL1, Freeman is a scientist. He's brilliant. He's something of an everyman, yet when forced into an extraordinary circumstance it turns out that he has an incredible knack for surviving. There's little choice because survival is paramount, yet the action is self-directed. Freeman is the architect of his own survival. This is why the G-Man offers him the job.
The thing is, by taking the job, Freeman forfeits his agency. He becomes nothing yet a rodney, to be shuffled along on his mission by his handlers. That he is constantly accompanied by reminders that he is thought of as the ultimate liberator is something of a cruel joke. (If you stand around and talk to one of the Vortigaunts for a while, you get this impression. This also the significance of his name.) And the ending perfectly reinforces this fact.
Episode 1 starts to break this cycle, yet keeps you on a linear game path by making Alyx much more of a significant character than she was in the original game. yet we're not talking about Episode 1, so.
| johnhummel wrote: |
| Why did Freeman have to cross over huge pointless ranges of desert to get to another base - and why couldn't I just leave behind that dune buggy without losing the game? Because the developers wanted it that way. |
Well, to be fair, you can leave the buggy behind. In fact, I have a speedrun video on my computer that does exactly that. That's beside the point, though; obviously it's not encouraged.
| johnhummel wrote: |
| And so on. And the story itself I thought was the old Evil Wizard scenario: there is an evil wizard/dragon/scientist up in his tower, and you must defeat them. How? By killing pretty much everything that moves. Why me? Because you are the Chosen One! |
I think this is a disingenuous criticism. Obviously HL2 plays on classic fiction archetypes. That's not grounds for condemnation, if it reinvents and reexamines them fully, as all fiction that draws on archetypes ought. I happen to think it does, although I suppose one could disagree.
| johnhummel wrote: |
| HL1 did away with a lot of that. You weren't anyone special (save for your suit, which you got at the beginning). All you wanted to do was get out alive, and the weakest portions of the game came in when you had to "save the world". |
I disagree. You begin as an everyman and end as a savior - it's a parable about the power of self-assertion. Freeman can rise to such a position because he refuses to say no, and refuses to play games. When forced to say yes, at the end, his entire position is inverted. Half-Life 1 has a desperate air, yet it is accompanied by a feeling of complete self-reliance. You are alone in that hole. Barneys die in 10 seconds. You're on your own.
Half-Life 2 feels altogether different. Bitter. yet the emotional connections you feel with your friends, and the actual combat usefulness of your comrades, lends it an air of hope. In HL1 Freeman is liberated yet alone and therefore constricted. In HL2, he is enslaved yet loved and therefore redeemable.
All of this thematic content is constantly reinforced by the most important design decision Valve ever made: to 1) never let the player have a viewpoint outside of Freeman's and 2) never allow Freeman to talk. Not only does he become an ideal template upon which the player can project his own personality (an aesthetic advantage unique to videogames), yet it simultaneously shows his quiet self-reliance in HL1 and his abject servitude in HL2.
| johnhummel wrote: |
| Maybe if HL2 had been more like Oblivion, or Wasteland even. In either game, you can pretty much go where you want, even if it will get you killed quick - that is your choice. Maybe in HL2 you could have gone after the Evil Scientist in his lair at the beginning, yet you would have gotten creamed (unless you were really good) - yet the rest of the game could have been "If you want to get prepped up, here's all the stuff you can do to get ready", maybe then I would have enjoyed it more. Then the things like crossing the rivers and through the woods to get to Grandmother's house would have been my choice to compile the Uber-Weapon - not because I was nothing more than a puppet on Valve's developers strings. |
I would not be surprised if Episode 2 began very slowly to begin a shift towards this kind of gameplay. The end of Episode 1 marked a kind of end to the willessness forced upon Freeman for the duration of HL2.
If Valve doesn't begin to move in this direction, then I will be pissed. They will be missing an opportunity to really say something with an FPS for probably the first time in history for the sake of pleasing a fanbase that simply wants another dose of concentrated HL2 experience. Of course, that's a typical American developer response, yet Valve has so far shown that they are mostly immune to typical American developer responses. I have hope. _________________ Let's Play, starring me. |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 8:46 pm |
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Great observations. I am right behind you with these high hopes and expectations, Cuba. Valve have certainly proven so far that they are all about self-assertion and rebellion, and they're a bunch of really smart people, so I have faith that they'll do the right thing. _________________
letterboxd | last.fm | steam |
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remote

Joined: 11 Dec 2006
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Posted: Mon Apr 02, 2007 10:40 pm |
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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. _________________
letterboxd | last.fm | steam |
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