If you evaluate games as art, then yes; it's about the lasting impact.Agreed.
Complaining that the game loses its impact once you're privy to where and when the scripted events will occur is like complaining that the Sixth Sense is stupid once you know the twist. In both cases the game was designed to be experienced fresh, to take you to a new and amazingly realized world where engrossing events were happening. Scripted events worked magnificently to create this. The fact that you now know how they'll play out is irrelevant. The "problem" is your memory, and I dare say that City 17 is among the most convincing and cohesive worlds in all of gaming. That definitely hasn't changed one bit.
The most overrated creation in human history.
The Combine usually stay in the city limits because of the rest of Earth is infested with Xen creatures that have destroyed the ecosystem. That's why Breen welcomes people to the Cities; it's safe there. It's why the only place they appear in in the wilderness (outside of being forced to in Ep. 2) they have tons of those thumpers to keep Antlions away.
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.
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*
I never got why people have to lie about the game and say it doesn't have cutscenes. I guess because I can move my character in a tiny fucking space while the characters speak to me it somehow isn't a cutscene. Sorry, but those were cutscenes.
I never got why people have to lie about the game and say it doesn't have cutscenes. I guess because I can move my character in a tiny fucking space while the characters speak to me it somehow isn't a cutscene. Sorry, but those were cutscenes.
HL1 is miles better.
It has scripted story points, but they aren't cutscenes. Cutscenes employ cinematic means to tell its story. Half-Life isn't so movie-like.
There's a big difference when characters act like you're in the room versus just sitting and watching a scene play out.
I still don't understand why people say the narrative is strong. The story is very minimal and not interesting at all IMO.
That's a very nontraditional definition of a cutscene.So basically a non-cinematic cutscene?
It is a point in the game where my freedom to actually play the game is limited where characters talk to me and explain story bits to me. I call that a cutscene. If someone were to ask me to describe a cutscene I would not say it has to employ cinematic means.
Also, haters step aside, because Episode 1 owns.
The game is doing you a favour. No, really: finishing Episode Two will only make the wait for Half-Life 3 worse.
Edit: Try this. (Uninstall all Half-Life 2 games from your library and then reinstall Episode Two; there's no need to install both it and HL2.)
That's a very nontraditional definition of a cutscene.
So basically a non-cinematic cutscene?
It is a point in the game where my freedom to actually play the game is limited where characters talk to me and explain story bits to me. I call that a cutscene. If someone were to ask me to describe a cutscene I would not say it has to employ cinematic means.
The characters didn't act like I was in the room, unless real people don't pay any mind to the famous mercenary running around like a child and throwing cans at their heads with a gravity gun.
I always considered parts of the game where I have to sit down and wait to actually play the game again to fall under three categories: Cutscene, pause menu, loading screen.
I don't see what is inherently wrong with cutscenes if the problem with them isn't the "lol just sit here while we rob you of the ability to play the game" bit.
Half-life has cutscenes and they're the worst kind: unskippable. Half-life is absolutely built on and driven by setpieces and said cutscenes - these are "the only purpose of said gameplay" in Half-life just as it is in those games by developers you rattled off and described as producing bullshit. Is simply never leaving the first person perspective enough to make it very novel for you and make you forget you're playing an extremely cinematic, extremely linear, and extremely set-piece driven game? Huh.
Also, haters step aside, because Episode 1 owns.
"Urban Flight" is one of the best levels of Half-Life 2, Episode 1, and Episode 2. It's my favorite City 17 level. It alone makes the episode worth playing.
I'm not saying the characters are incredibly reactive or anything, but at least you feel like a participant in the scene rather than just watching it unfold. Cutscenes are basically ripped straight out of film and cinematic scenes with zero interactivity. At least Valve has characters making eye contact with you and talking directly to you.
ISo basically any form of storytelling. Would the entire Walking Dead be considered all cutscenes to you?
Heh, I thought that was the weakest level of the episode.
I didn't feel like a participant. Imagine in real life if everyone around you would ignore everything you were doing while talking at you. Not to you, at you. That's what I got out of it. Immersion was broken very easily in those cutscenes because I could move around and the AI wouldnt even acknowledge it.
That's pretty reductive, don't you think?I always considered parts of the game where I have to sit down and wait to actually play the game again to fall under three categories: Cutscene, pause menu, loading screen.
I don't see what is inherently wrong with cutscenes if the problem with them isn't the "lol just sit here while we rob you of the ability to play the game" bit.
Like I said, it's not super reactive or anything and I would fault it for that. I'm saying it at the very least takes advantage of the medium rather than forcing you into a scene where you literally put down the controller and watching a film scene.
I'm not saying the characters are incredibly reactive or anything, but at least you feel like a participant in the scene rather than just watching it unfold. Cutscenes are basically ripped straight out of film and cinematic scenes with zero interactivity. At least Valve has characters making eye contact with you and talking directly to you.
So basically any form of storytelling. Don't play The Walking Dead.
I never got why people have to lie about the game and say it doesn't have cutscenes. I guess because I can move my character in a tiny fucking space while the characters speak to me it somehow isn't a cutscene. Sorry, but those were cutscenes.
Also, haters step aside, because Episode 1 owns.
Especially when you go for "The One Free Bullet" cheev.
Man, fuck that gnome.Little Rocket Man is the best achievement ever.
That's pretty reductive, don't you think?
Maybe you should tell us about high scores and cheat codes, next.
Man, fuck that Gnome.
Also, haters step aside, because Episode 1 owns.
I played Half-Life 2 for the first time last year. I wasn't very impressed. The game just wasn't that fun. Individual sections of the game over-stay their welcome dramatically. Sections such as the boat and buggy sections were two or three times longer than they should have been. The combat wasn't particularly inspired, and I don't think the drawn-out scripted sequences were very interesting.
Half-Life 2 is pretty dated imo.
Agreed.
The Half life games are bloated, boring, and bland they are severely overrated to me