Archived from groups: comp.sys.ibm.pc.games.action (
More info?)
On Mon, 17 Jan 2005 12:47:46 +0100, Werner Spahl
<spahl@cup.uni-muenchen.de> wrote:
>On Sat, 15 Jan 2005, Noman wrote:
>
>> with great set pieces and AI. What makes Half-Life 2 a bit
>> different from HL1 is that the game mechanics keep changing all
>> the time. I think I am 60-70% through, and there have been
>> several occassions where the game introduced a new concept out
>
>You are exaggerating here. Two levels to which the above may be true are
>Ravenholm and the prison levels which were made for the gravity gun and
>the pheropods. Anything else is standard FPS on-rails with only standard
>weapons and sometimes NPC on your side which was the same in Half-Life.
Well, the turrets were implemented in a very unique way. Not only they
could be hacked but they were also not destroyable - a very 'game'
oriented device to set up frantic action where you constantly fight
off enemy waves and try to set the knocked out turrets back on their
legs.
There have been games, where you could set off defensive perimeters
and establish turrets but Half-Life2 just gives that its own twist.
Besides, I wasn't really expecting that Gordon Freeman would get the
chance to set turrets.
I also liked how well HL2 implemented sniper levels. Unlike MoH:AA,
you get advanced warning and also a pretty good idea of sniper's
locations. Not a realistic scenario, but great game design.
>> machine gunners join you and you suddenly find yourself
>> retracing your way back along the river attaining an
>> objective that you previously never thought would
>> be an objective in the first place.
>
>I can't remember anything like this in HL2. It was always straight forward
>along one and only one path possible. No retracing or sidetrekking at all.
I did say, that this wasn't a scenario in HL2. I wanted to mention how
HL2 consistently turned a scenario/set-piece on its head (antlions,
turrets, leading alien enemies into sniper's line of fire etc) without
giving the game away. I have now added "spoilers" in the title.
>
>> While I was never overly impressed by the original Half-Life, I'd say
>> Half-Life 2 is the best designed FPS ever. Truly amazing.
>
>I disagree. Half-Life was much better designed than HL2. Its linearity was
>better hidden, its levels fitted much better together, its weapons were
>cooler, its enemies more varied, its story more consistent and its ending
>more satisying. In every one of these aspects, HL2 loses bigtime IMHO.
I always thought Half-Life's strengths were overstated. I played the
game when it came out. It was a very linear game. I don't see how you
can say its linearity was hidden. The story was pretty much
non-existant just like HL2. It was and still is a great game but it's
far inferior compared to HL2 (even when I consider the importance of
both titles at the time of their release). HL2 has a LOT more varied
gameplay, better NPCs, vehicles, better world and incredible game
design.
--
Noman