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Okay, this may seem somewhat harsh and make it look like I don't appreciate Ep1. That is not true. However, it is my style, so when I write posts criticizing some aspects of a game, they tend to sound somewhat harsh.
First, AI in Exit 17. As I said in the other thread, the AI there has faults incompatible with Valve quality, and I am baffled as to how they could be missed in playtesting. In case the fault isn't obvious, it's that the citizen AI is not quite intent on following you, nor on escaping. It acts much like the standard rebel AI. When you're escorting citizens through the courtyard, if you run into that shack, the citizens will stay outside fighting the soldiers and may - only may - come to you while returning fire. I've also seen them just get stuck there fighting.
This is totally unacceptable. The citizens should be concerned with nothing except getting the hell out of there. Fighting should have been a secondary goal. This would also give the player more choices. If you want to run quickly through the courtyard and into the shack, the citizens should damn well follow while laying down some fire on the move. Not try to take cover and fight the soldiers. Of course, if you want to sit there and fight, so should they.
This particular thing, I think, sticks out like a sore thumb in Ep1, which I was overall blown away. Oh well.
The damage to City17 could have been shown better. I think that the city was, overall, at just about the right level of destruction, and I liked the little touches, such as windows without glass but boarded up. However, they could have placed, as Samon suggested, a dead Strider embedded into a building or a bunch of other things. Half of a gunship sticking out of a crater in a street.
The dialogue in the game, while fun, didn't cut it in a couple of places. The exchanges, if you can call them that, between Gordon and Alyx were good. But in Urban Flight, the sequences were not so good. The rebels you met were thinking about evacuation, yes, but there wasn't enough panic. They didn't seem to be aware of the fact that the Citadel can blow any moment, vaporizing the city - made even more noticeable by the fact that they (the rebels) had a TV with Kleiner stating this very fact on. I say that having rebels was good for gameplay reasons, but the dialogue there could have been done somewhat better.
One miss that Valve acknowledge in their comments is with Alyx giving hints. The player isn't "trained" to use this function, where pressing E on Alyx can have her give you a hint / remind you as to what you're supposed to do in numerous puzzle situations.
Vortigaunts. They could've shown them. Yes I know they were in the opening. But City17 also had a number of Vorts that, one should assume, can get vaporized just like humans. As such, they should also evacuate. However, you see no trace of Vortigaunts getting out of the city. There are no dead Vortigaunt bodies in the streets, and there's no Vortigaunt boarding the trains, either. A little detail somewhere to show that the Vorts were also going through this would've been good.
I must say, I absolutely can't imagine a single complain against the first two-thirds of the game (from the start until you emerge back into the city). It's too good.
G-Man owns all fool. And, I think They should've added a new gun... I mean come on, same old guns are starting to get boring. Or maybe Alyx gives you a scope attachment for the pistol in the middle of the game... SOMETHING!
Buhwaah? Source?and the concept was put into Portal instead.
What? Whence came this information?and the concept was put into Portal instead.
It's called the hopwire and it's available in via the console.Episode 1 had a planned new weapon, Black Hole Grenades, but it was dropped and the concept was put into Portal instead.
Except when you toss it, and Alyx runs in front of you, and you lose...Fun little gadget.
Really? I always get the black "Alyx Died" screen.
impusle 203What confuses me about black hole grenades -> Portal is that Portal is a puzzle game, not a FPS. The ASHPD is the only weapon you have, from everything we've seen/heard so far, ever, and the only actual damage-dealing objects are the guns on the turrets and the energy balls. Grenades totally do not fit into any of that at all.
Unless they're in multiplayer or something... but that still doesn't make sense, because with actual weapons available there's no incentive to use the portal gun.
Except when you toss it, and Alyx runs in front of you, and you lose...
Episode 1 had a planned new weapon, Black Hole Grenades, but it was dropped and the concept was put into Portal instead.
Hopwire - Wannabe SLAM.
Blackhole - Looks like hopwire, pulls people in.
Now, it was way too powerful for the game. Some smart Valve guy saw them, was reminded of Narbacular Drop, and there we go.
Hopwire - Wannabe SLAM.
Blackhole - Looks like hopwire, pulls people in.
Now, it was way too powerful for the game. Some smart Valve guy saw them, was reminded of Narbacular Drop, and there we go.
Actaully your wrong. Valve saw Narbacular Drop at a conference and hired the team on the spot after showing it to Gabe. The portal team has confirmed this. Valve has confirmed this. Your source is wrong. Tell him/her he/she sucks and he/she is wrong. (Plus, the black hole grenade has nothing to do with portal.)
I'm pleased there were no new weapons. It simply wasn't needed.
Yeah, my source sucks. :E
And yet he still likes to charge blindly into landmines.
I reckon all of it was absolutly brilliant.