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half life 2: is it REALLY that good? (also, linearity in games)

Remains one of the best games ever made.

Episode 2 might be the closest thing to perfect any game has ever been. If it were a few hours longer, I'd consider it my GOAT.

I don't think it was ever a benchmark. I think it's a very good game, but it falls short of the original and there have been a number of first person shooters to surpass it since its release.

Curious as to why (or how) anyone could possibly think HL1 is a better game. Yes, HL2 has some pacing issues in it's first half - but the last third of HL1 is atrocious. In terms of atmosphere, design, gameplay variety, story and characters - it's not even remotely close in HL2's favor.
 
I never understood people claiming HL2 is dated when most shooters these days use the same formula for FPS's for the past decade. To me, HL2 always feels like a breath of fresh air when it comes to FPS. Regardless of scripted sections. The only issue I have with HL2 is we don't go to ravenholm. I know they aren't spiders, but the poison headcrabs look and sound too close to them. I just can't.
 
It almost sounds like you are comparing HL2 against games that have come out in the last few years instead of comparing it against games that came out in 2004.

Not really. If anything, I'm lamenting that it (may or may not have) ushered in an era of linearity... There certainly aren't many non-corridor shooters today. Personally, I think the gold standard for single player FPS campaigns is still Halo: CE (though I think it's obvious the design aesthetic of bungie and valve are quite different so that might be comparing apples to oranges)
 
Not really. If anything, I'm lamenting that it (may or may not have) ushered in an era of linearity... There certainly aren't many non-corridor shooters today. Personally, I think the gold standard for single player FPS campaigns is still Halo: CE (though I think it's obvious the design aesthetic of bungie and valve are quite different so that might be comparing apples to oranges)

Halo had some great open levels, but they were few and far between compared to the copy-paste level design and flat-out tedious sections.
 
I'm working through Black Mesa Source right now, and the linearity doesn't bother me much (although I would like more exploring and more choices in how to approach an area/fight). The problem with CoD games is your squad that you rely on and have to move with. It forces your progression instead of being able to take in the scene and explore.
 
I was always FAR more impressed with the artistic value and the world they had created than with the gameplay. The biosynthetic nature of the enemy, the genuinely mysterious Combine, the mindfucking creepiness of the poison headcrabs and its associated zombies ... it all came together beautifully.

People raved about the gravity gun, but what I saw was a timeless marvel of brilliant artistry and sense of place. And that Viktor Antonov, man. God damn what an artist.
 
Not really. If anything, I'm lamenting that it (may or may not have) ushered in an era of linearity... There certainly aren't many non-corridor shooters today. Personally, I think the gold standard for single player FPS campaigns is still Halo: CE (though I think it's obvious the design aesthetic of bungie and valve are quite different so that might be comparing apples to oranges)



Hey man, I love me some Halo: CE like any other sane person, but to say it held up better than HL1 or HL2?

come on
 
no its not that good IMO, I even liked doom 3 more than HL2..

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I replay it and the episodes at least once a year
 
Does this topic come up every week now? Its also kind of annoying to hear people complain about picking up a 10+ year old game and not understanding why people have high regards for it. Its like some one buying a classic car and going what so great about this care it doesn't even have a cd player!

HL2/Source did a number of things new and also did these new things well. You rarely have it both ways.
 
The Half-Life 2, Episode 1, Episode 2 arc is still one of if not my favourite shooters. I can go back, play, and enjoy it effortlessly. For me, I do like the gunplay and encounter design, and the linearity does not bother me. Most importantly, and where I think Valve's shooter design has always excelled, to me every room, encounter, and progression through environments feels like one unique area after the other. I feel the game is almost completely devoid of monotonous stretches through truly samey environments and set pieces, and instead always seems to introduce some quirk to the level design (even if it's simply the navigation of a structure or spawn points of enemies) and interesting vista worth investigating and interacting with.

Where other shooters feel like stretch->awesome set piece->stretch->awesome set piece, Half-Life to me is one big long awesome set piece, numerous memorable scenarios, encounters, and levels chained together back-to-back with no slump in between.

I get that people won't share that opinion, but that's honestly why I love the series so much, and why I still think Half-Life 2 + Episodes remains one of the most brilliantly designed and executed single player first person shooters ever made.

*shrug*

This is exactly how I feel. There is something timeless about it, it just draws you in so well. I replay it once a year and each time it's like a new experience. Sure I know to expect stuff here or there, but it just manages to feel fresh each time. Half-Life 2 and the episodes are seriously the only shooters I love, normally I hate shooters.
 
Not really. If anything, I'm lamenting that it (may or may not have) ushered in an era of linearity... There certainly aren't many non-corridor shooters today. Personally, I think the gold standard for single player FPS campaigns is still Halo: CE (though I think it's obvious the design aesthetic of bungie and valve are quite different so that might be comparing apples to oranges)

As I have said before, I really think that Half-Life 2 simply isn't even in the same category of linearity that modern shooters have fallen into. Sure, the battlefields aren't as huge as Halo's, but they're also no narrow, chest-high wall infested COD levels either.

I know everybody likes to point fingers at games they don't really like, but seriously. It's not the same.

EDIT: This is always one of the games where the criticism is the direct opposite of my experience. The pacing is bad? What? That's the best part of the game!
 
The story is poor, and being locked in rooms while having to listen to dialogue is not fun and actually inferior to cutscenes, but the actual gameplay and level design still holds up.
 
I adore the game, but the pacing is awful, especially on a replay. I never got the "bad gunplay" complaint, what other FPS games do it so much better to the point that it is a big complaint? And please don't say CoD, unless you want your head bashed-in by a crowbar.
 
Something I really like about half life 2, is how you can bunny hop all over the place. You can't run as fast as you could in half life 1, but moving around still feels really good. Some of the weapons in that game are pretty underwhelming (the SMG... And it also really bothers me that this weapon has a holographic sight but you can't use it), but apart from that the game is lots of fun. Episode 2 is better in every way though.

I'd add the original FEAR for its shooting mechanics and AI.

Half life 2, FEAR and Crysis 1. That's a pretty solid list actually. I'd also add STALKER as an open world (well, it's not completely open world but close enough) fps done right.

Those 4 games are probably my favourite FPS's of the past 10 years.
 
The world is "the story." I just can't relate to people who don't get that.



I dunno man, we got people who had no idea the new Star Citizen trailer was a parody on car commercials. Common sense is not where gamers excel at nowadays.
 
Half Life 2 and it's episode are still the benchmark for how to do a proper Single Player FPS.

I have yet to play a shooter that is as good.
 
My favorite level in Halo CE was the one where it was the gray and blue room, over and over again.

edit: or the one where you fought the zit zombies in the same gray and brown(?) room and it lasted like an hour
 
where does the "game" part come into the equation if the player's interactions with the world, with the game mechanics are so incredibly limited?

I don't really understand this statement. The "game" is Valve presenting you with a scenario, typically a group of enemies in an environment, that you are to overcome using the rules and mechanics set by the game, which is using the guns at your disposal to eliminate the opposition. Your comment seems to imply that because you don't have complete freedom to handle a situation there is no game.

Linearity is not inherently a negative aspect to game. Super Mario Bros. is a linear game, but that isn't a problem because the game was designed around it. Mario gives the player a series of rules (touching an enemy hurts you/you can only move right and left/platform your way to the end of the level) and creates challenges around these rules. In the same way, HL2 provides you with its rules and then gives you challenges based around those rules.
 
I never really liked Half-Life 2. There's a lot of specific things that I could go into and argue about, but what it really boiled down to was that the whole design of it just felt needlessly constrictive to me. I don't mind "linear" shooters, in the sense that you start at point A, and have to get to point B via route C, but HL2 felt outright controlling, to the point where there are some fairly lengthy sections of the game where you're all but explicitly forced to use one specific weapon. When it feels like a game is micromanaging me on that level, I just really can't enjoy myself.

I think it seems like a much stronger game today than it did in 2004, just because the FPS genre has degenerated so much since the late-1990's/early-2000's golden age, but I still don't think that I could actually stomach playing all the way through it.
 
yeah i think Halo is way better than half life 2. and it came out like 3 years earlier..

half life 2 is just technical stuff for the sake of it (some of which isn't exactly impressive), halo is actually fun
 
I replayed it recently and yeah, it really is still that good.

I think a lot of people also oversell the linearity. Don't you guys pay attention to the supply caches and stuff? It's nowhere near as linear as say, certain COD games where if you literally fail to walk up the correct arbitrary path, you die instantly from an errant grenade. IIRC, there's no point in HL2 that's like that, even the sandtraps sequence. Any instant deaths are usually either explained or self-explanatory. It's true that it's ultimately a point A to point B affair, but there are a lot of little side areas and stuff. Also, the game shares this aspect with Demon's/Dark Souls, in which the game is very concerned with giving you a consistent sense of "place." The game is very good at making you feel like you've really traveled a large distance, and it imparts a sense of purpose to that sort of travel. I guess that means it's a little direct in its objectives and narrative drama, as well, but that's also what makes it so effective.

I find the complaints about the gunplay to be super weird. Sure it doesn't have iron sights, and it may benefit from that, but it's really fucking good for what it is. Actually, in some ways I prefer it to gunsights, 'cause it means there's a lot more movement and dynamism to the gameplay. Sure, it's not realistic, but you're also wearing a super suit the whole time as well, so whatever.
The story is poor, and being locked in rooms while having to listen to dialogue is not fun and actually inferior to cutscenes, but the actual gameplay and level design still holds up.
I hate those parts too, but, uhh, how the hell are they actually inferior to cutscenes?
 
Still the best linear shooter ever made, and it isn't completely linear like you say. the drive up the coast, which also happens to be the best part of the game, has tons of optional content to explore in the houses and combine bases you pass on the way.
 
I never really liked Half-Life 2. There's a lot of specific things that I could go into and argue about, but what it really boiled down to was that the whole design of it just felt needlessly constrictive to me. I don't mind "linear" shooters, in the sense that you start at point A, and have to get to point B via route C, but HL2 felt outright controlling, to the point where there are some fairly lengthy sections of the game where you're all but explicitly forced to use one specific weapon. When it feels like a game is micromanaging me on that level, I just really can't enjoy myself.

Examples of this?

To be honest, I usually stick to the pistol and shotgun the entire game unless I run out of ammo
 
The world is "the story." I just can't relate to people who don't get that.
It tells it's story the exact way a game should. Not with cutscenes, but with the living background and atmosphere of the world.

It's one of the best stories in gaming.
If the world is the story (And I think it tells a wonderful story), then the developers shouldn't have made situations where you're locked in a room and forced to listen to characters blabbering on.

Those sequences are worse than cutscenes because they aren't skippable on a second playthrough. They're essentially "fake interactivity". You can move your character around and move objects and crap like that, but you can't actually do anything meaningful.

Black Mesa East is a chapter that should always be skipped.
 
The Half-Life 2, Episode 1, Episode 2 arc is still one of if not my favourite shooters. I can go back, play, and enjoy it effortlessly. For me, I do like the gunplay and encounter design, and the linearity does not bother me. Most importantly, and where I think Valve's shooter design has always excelled, to me every room, encounter, and progression through environments feels like one unique area after the other. I feel the game is almost completely devoid of monotonous stretches through truly samey environments and set pieces, and instead always seems to introduce some quirk to the level design (even if it's simply the navigation of a structure or spawn points of enemies) and interesting vista worth investigating and interacting with.

Where other shooters feel like stretch->awesome set piece->stretch->awesome set piece, Half-Life to me is one big long awesome set piece, numerous memorable scenarios, encounters, and levels chained together back-to-back with no slump in between.

I get that people won't share that opinion, but that's honestly why I love the series so much, and why I still think Half-Life 2 + Episodes remains one of the most brilliantly designed and executed single player first person shooters ever made.

*shrug*

HL1, yes.

HL2, no, I don't think so. That swamp run is really dull when you replay it, as are other areas of the game. Highway 17 for instance is dull as fuck, aside from 'that bridge'. And the last level allows scripting to override the gameplay, despite giving an entertaining finale. The episodes have parts where you wonder if they should have been cut, or are more tech demos than really new experiences.
(the decision to cancel episode 3 and move to a fully new game is a wise one in terms of internal consistency, in my opinion)

It is certainly the strongest modern shooter due to its consistency and its use of technology as a tool for new gameplay, not just visuals. Other shooters try to mimick HL2 and fail to copy that last part, making them like the video game equivalent of a silent movie featuring a mime.

City 17 is the real hero though. Together with the characters being able to emote to a significant degree (even though one might consider their emotional faces to be comical, back in 2004 this was sensational). The problem with that last part is that the silent protagonist doesn't belong in it. As does much of the HL1 base gameplay. Why solve a puzzle when you can clearly just go around it? Black Mesa was an underground prison, where these things could be forced onto the player. As was the moral grey of your actions. In HL2 the context doesn't support this type of action on the character / protagonist side very well. As well as character clearly talking to Gordon and him not saying anything. What's wrong with this silent psychopath? Is he planning to murder everyone in silence or something?

All in all, what really becomes a problem with the HL2 experience is that either intentional or not, the player remains a kind of alien invader into this world (if intentional, that would be a good thing, but I never thought it was). While being given ample opportunity to connect with it, the transplant of HL1 gameplay prevents that to some degree, and I do not consider HL2 to be the master class of design that I think HL1 is.

Then again, the fact that I consider these games, much like say, Spec Ops: the line, worth debating in this type of analytical depth shows that it's a classic beyond any doubt.

edit: I realize there is a choice here in terms of what the player is supposed to feel. The HL2 player is being "dragged along" by people who clearly need him, while the same can't be said in reverse. Gordon being mute is a factor in this, as his saying anything about his predicament would instantly give the player a clear direction of what the player is supposed to feel. This "draggin" is also not to be confused with "do whatever this man says!" which current shooters have devolved to. I mean the player has variance in his personal experience: hero, anti-hero, lost soul, prisoner, etcetera, due to the silent protagonist choice and its relation to this world. As I said before about the mime, other shooters don't give this variance, since they just want you to be the hero ("We're oscar mike!") and nothing else. They don't trust people to think, which is why Spec Ops the line is so great for resisting this tendency. I mention that game now because it chooses the opposite of HL2: the protagonist has a voice and personality, but as players we are meant to question our relation to this guy, his actions, and even the (real-life as well) world in which such actions could exist.
It's a choice worth looking into when debating emotional merits of a game / narrative. I think both could work in the context of HL2 though. The question is whether Valve really made a choice here or whether they didn't want to ask that question to themselves.
 
Given that you are inserted into a world that you've never seen before (and subsequently plucked out) by an alien force and that nobody else except for a select few know the truth behind why you're actually there, I'd say that the "alien invader" vibe is clearly intentional.
 
I love Half-Life 2. Episode 2 is the best in the gameplay department because it's more of a sandbox shooter like Halo.

I wrote up why I love HL2 so much a while ago, and whenever somebody asks me why I love Half-Life 2, I always re-quote it. Maybe this can help you understand why people love it so much, jtb. I'll post it again here, slightly reworded.

----

I can understand many complaints about Half-life 2 – the AI, the gunplay, the overabundance of physics demonstrations, the driving parts – and agree with most of those to an extent, but one thing I cannot understand is criticisms of its enivornments, and to a lesser extent, its landscapses. Those things that help compose the world.

One of Half-Life 2's greatest strengths, if not its greatest, is its worldbuilding. Half-Life 2 does a better job at creating the feeling of a living world than almost any other game I've played, including all the Halos. A large part of this is because Half-life 2's world is dynamic. It changes. When you first step off the train at the beginning of the game, you're greeted by a large, dominating viewscreen of Dr. Breen. You see Overwatch forcing people out of their homes. Later on, at several points in the game, you observe Combine walls slowly eating the city away. Then you think back to the beginning of the game and realize the following: Overwatch isn't moving people to terrorize them, they're being corralled.

The living world is helped greatly by the level design and its continuity. Half-Life's level design follows a theme of "guided exploration": You're not just walking down a hallway, you'll go through a hole in the wall, to a bathroom on the other side, and walk out of that to a row of cell blocks. There's a strong sense of continuity in the game: It seems like, and is for the most part, one long journey. At any point, from my experience, the player feels he or she can turn around and walk all the way back to the beginning of the game.

The environments are varied and transition smoothly from one to the next. Ravenholm's atmosphere and emphasis on the gravity gun are far different from Highway 17's misty beach scenery and "stop and fight" gameplay.

I can understand where you're coming from in that the environments are "boring" – some of them I can't see at all, like Raveholm – but many of the landscapes are barren in a certain way. And there's a point to that: The Combine are draining Earth of its resources. There's not much left.

Given how a number of people dislike, or don't think highly of, Half-Life 2, and for completely understandable reasons, I think HL2's fantastic world building is something most of us can agree on.
 
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