DraQ
Arcane
Make a save after it and use it instead of starting new game if it bothers you. Feel free to quit the moment you reach outro too.Good job for posting a skippable intro (which is 1:16 minutes in length, compared to the 14 minutes unskippable introduction of Half-Life) and proving I'm right.
Well, I don't. Problem?Extreme decline. I like videogames being videogamey.
They act better than practically everything prior. HL and Unreal surpassed preexisting state of the art FPS AI so much that it wasn't even funny."Realistic" AI is decline, this shit never works as intended. The enemies never really act like humans and can suddenly adopt a "dummy" or a "warrior with sixth sense" instance.
Also, you miss the part with diverse AI. Different kinds of aliens, for example, behaved in very different manner.
Go play a shmup (or HL2 ).I rather have enemies with real patterns.
First, I don't care about console games.Goldeneye did hit mechanics first. Even MDK (headshots) did it first.
Second, yeah, MDK had good locational damage model. The thing is that HL combined multiple hitboxes per character with material system allowing for stuff like partial armor and such. This allowed for stuff like DT system where enemy with visible armor actually had the armoured parts protected and weaker rounds simply bounced off them. It rewarded precise shooting, made difference between weapons apart from DPS, allowed for heavily armoured menaces like Gargantua without them being simply massive HP walls. It also allowed fun mechanical stuff like the engineers in the expansion exploding if shot in the small gas tanks (for blowtorch) they carried on their backs.
Then, you had diverse and interesting weapon selection including stuff like prototype energy weapon shooting through walls when charged up and causing massive spalling damage, alien organic weapons, proper RPG instead of ye olde FPS RL, a whole bunch of different firearms, recoil that had significant impact on the gameplay, enemy fire jolting you and preventing accurate return fire even if you could take the damage and so on.
This really elevated the gameplay to a new level.
You didn't have many of those in HL.And this interactivity was used to create unimaginative box puzzles.
Half-Life's story sucks because good characters are completely absent. Really, wtf is Half-Life's "story"? Gordon Freeman is a physics scientist who inexplicably can kill hundreds of aliens. Oh, have some one-dimensional scientists and security guards too.
We are talking storytelling technique here. HL's storytelling is uniquely superior as far as videogames are concerned because it allows seamless integration of what would otherwise be cutscenes, without usual confusion and taking the player out of character and remains consistent in terms of game reacts to input, unlike, for example, the dreaded QTEs.
The way you confuse storytelling techniques with story indicates that you are retarded.
Please, go be retarded somewhere else.