I'd have done it just to conclude the story, but then agian, I like stories...
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Of ylu watch the video other core half life devs state they regret not finishing episode 3 with estimates thagbitbwoulf have only taken another ~2 years of work.
Although theybalsp pointed out we probably would have not gotten another game in exchange, like maybe portal or tf2
Why does Gabe newell look like Richard stallman,Funny enough they have different goals and oppose each other.
The man has aged since that famous photo from like 20 years ago.
~shock~
~gasp~
~questions asked at parliament~
frr
Copping out of an obligation?
Dude, not finishing the story and leaving us all on a cliffhanger for seventeen fucking years and then giving this as an excuse is the real cop out.
Looking back, I actually don't like what Half-Life did to the genre. It didn't push it forward; it made everything after a linear, set-piece experience with minimal replay value. It might have been different back in the day, but it wasn't something I had hoped other developers clung to like they did.
I think it was inevitable. Before HL2 we had Deus Ex. It was glorious. Fans loved it. Game devs looked at it and went “F*%@ that! We’re not making 3 games worth of content when you’re only going to see 1 on a given play through!”
So that defines the basic tension. Gamers love replay value and multiple paths and different character builds and tons of secrets to explore. Game devs on the other hand want players to see every little blade of grass and tree they worked so hard at placing in the game. I think they also have a lot of data from achievements that show most gamers barely finish the game once, let alone discover all the secrets and alternate endings etc.
It might have been different back in the day
It was very different back in the day.
Honestly, I have no problems with linear games.
Even Rockstar is fumbling with open-world games. God forbid if you try to do missions slightly differently than how Rockstar intended.
:It doesn't necessarily have to be open world as is currently used these days. The OG Doom isn't exactly linear, but also isn't open world in any sense. Remove the loading times between levels and it would be open world in the way that term was originally used. The desirable aspect of an open world, for me, has more to do with the continuity of the play space than how games calling themselves open world games are designed. Free to explore the map without it just being a series of hallways with only one actual path and maybe 1 dead end per fork where they stick a "secret" or treasure.
At this point, I'm aching desperately for that linear shooter. They have other strengths. Halo Infinite offered a ton more freedom than the old games, but it was worse off for it.
The OG Doom is fairly linear, unless you play on the lowest difficulty level where all doors are permanently open. Else you need to kill specific enemies that can only be found in certain rooms to get keys.
What did Episode 1 and 2 push forward?
I. Do. Not. Care. About. The. Tech.
Gabe, you created an obligation when you ended Episode 2 on a cliff hanger. You should have just let Marc Laidlaw and the game devs just make more games.
As long as it had kept the core writers, I'm sure everyone would be happy. Hell, any "innovation" is being handled by the modding continuity. Breadman of Entropy: Zero created a more fun combat loop then any of the HL2 games have. Singularity has a better physics weapons just by being able to use it independent of the selected weapon and making the object transparent.
I. Do. Not. Care. About. The. Tech.
Exactly. The tech doesn't matter. Tech only exists in service of the gameplay, and (introduced with HL1), the story (previous to HL1 the 'story' of most games was just a quick blurb on why there's monsters and why you have to shoot them).
Gamers DGAF about new tech. Gamers wanted to be told a story. We LOVED the story.
Valve could've used the existing engine, built NOTHING AT ALL NEW, and just finished the story with existing assets and we'd all have been over the moon happy.
You know, I knew the next HL game to come out after Ep2 would be a VR title. It was the most obvious direction Valve could go considering Gabe treats the HL series as a tech demo. Seriously, I think out of anyone at Valve, he has the least respect for the franchise. What I didn't predict that it would a a VR exclusive title and that it would retcon the ending of Ep2 so a character that died(and who's VA had died), would be alive again. Hell, they didn't even ask one of the MC's original VA to reprise her role(or cast into a different character if the age was an issue).
I have way more trust in the fan community to continue the story. Entropy: Zero took some cues from Epistle 3, so I hope the breadman and the Project Borealis are sharing notes, so the can have a shared continuity. I really, really liked the voiced MC of Entropy: Zero and the combat loop, with more enemy types and weapons was superb.
Meh. They might have not wanted to make Ep3, but the fans sure did.
I understand Valve works or used to work very differently, people collaborating without a strong top-down steering from management. Yet whatever explanation they have, we were punched in the gut at the end of Ep2, then left waiting, holding our breath. It’s just a piece of media, but it was an important part of my teenage years, and I could never experience the end of the story (outside of reading it in a blog) I waited so much for.
This made me really resent Valve, and soured my experience/memories with the series, I haven’t touched HL or other Valve game for 10+ years, and I don’t think I will in the future.
Half-Life 2 doesn't even have a good combat loop. Half-Life 1 has more variety in the weapons and the map team in HL1 actually talked to the AI team. Notice how the combine just stand in doorways or out in the open? It's lost, but I once saw a video showing that the combine can flank the player and do other complex maneuvers if the maps are properly designed, but Gabe was too obsessed with the Gravity Gun and everything else suffered. The "puzzles" are all either busy work or another seesaw task. I remember being hyped when Gabe said that Ep2 would have the biggest physics puzzle in it, but it ended up just being a huge seesaw "puzzle" that was solved just by clearing the cars off of it.
Every time I do a Half Life replay, I always end up getting bored in HL2 and skip to the community made stuff. Half-life Echoes and Entropy: Zero are musts.
The combat may not have been the most interesting versus basic grunts, but it never got stale. I've never played another game where the core gameplay changed so much so frequently.
Physics interactions -> Basic FPS -> Fan Boat -> Mounted Gun -> Gravity Gun -> Zombies & Traps -> Car -> THE CRANE FIGHT -> Rockets & Gunships -> Ant Lions -> Ant Lion Minions -> Turrets -> Resistance Squads -> Striders -> Super Gravity Gun
Honestly the HL1 combat may have been somewhat more challengjng, but it was a grind. Fights were often just frustrating. I've abandonded playthroughs because I didn't feel like spending another 10 hours beating my head against the endless amounts of enemies just to get to the end of... whatever I was doing I forgot.
HL1's big innovation was never removing control from the player just to tell the story. Beyond that they also had some interesting AI behaviour and weapons. It was a game with old-school length and old-school difficulty.
HL2's big innovation was the physics engine, and they played with it in so many ways, whole polishing every other aspect of the design. They kept the gameplay tight and did something just long enough to explore it and then they moved on. They never forced you to hang out just repeating the same loop over and over to pad the length.
HL2 still did more for the industry than probably any other game on the market. Also, Minerva is a must to play, one of the best HL2 mods.
There are so many landmark games. I'd say HL1 was more influential then HL2 anyway. Hell, I'd say Portal did more for first person puzzle games then HL2 did for FPS games.
It just handicapped itself by making the gravity gun such busy work and ignoring other aspects.
HL2 is more than just the gravity gun. The art style, the open levels on the beaches, the facial animations, the improved storytelling from HL1, the antlion army, game was so much more than just an updated half life. Without HL2, portal wouldn't have any legs to stand on, valve took on narbacular drop, hired the team and put them to work on the source engine to make portal. Counter strike source was the defacto mp shooter for years if not decades, hell even the portal 2 goo came from half life 2 ep 3 just like they mention in the documentary. Saying they ignored all other aspects of the game for the gravity gun does half life 2 a disservice to what it accomplished.
antlion army,
Hey, here's this cool thing. You can summon Antlions to fight with you, but only in two areas and never again. Oh, that boss fight in Ep2 where you could have gotten it again? Nope, but here's a Defend Against Waves set piece instead.
What I'm saying is that the combat loop got ignored for the gravity gun. Where's the Gluon Gun? Why is the Tau Cannon only mounted to the buggy? Why are both the SMG and AR2 full auto, spread weapons? If we're doing wide open areas, the AR2 should really have a tighter spread for long range engagements.
Halo did wide open environments, did vehicles with mouse or analog stick steering was a joy to drive and actually used them in more then one area before HL2. Keyboard steering sucks.
What HL2 excels at is presentation of the story. It's really not that deep of a story.
Also, never liked CS or military shooters, so that's not exactly a going to sell me. And don't get me started on the hat shit.