I'm beginning to think that Episode 1 is the wrong game to test bed Alyx's AI, or simply companionship AI in general. I know the idea behind the Episodes is to pick up on a specific gameplay element, frame it, and develop it, but what if the game element they chose wasn't really suited to the game they've selected? Take a look at Episode 1. It's still essentially "Aftermath", the "what happened directly after Half-life 2" to fill the gap and set the storyline on its next course. The Citadel has been de-stabilized and from the get go the game was pinned as the "evacuation of City 17". The City is now in ruins, at least for the most part, and it's overrun with all manner of alien monstrosities . The Combine has pulled out, there's hardly anyone left - and you've got to make your way through it.
So really, I should be on the edge of my seat the whole way through. I should feel the need, the tension and the urgency that comes packaged with the idea of evacuation. And for two chapters, it was there. The opening at the foot of the Citadel was simply amazing, and the trek into the bowls of the Citadel both atmospheric and tense. This was all hastily thrown out of the window once I emerged from the sub tunnels. The City chapters are devoid of tension and urgency, and certainly enough effort hasn't been put into making City 17 the "Now it's this other thing" it was touted as being. That might sound harsh, but as I've discovered from a recent play through it is quite literally the case.
Here's how I look at it. If I were developing a game where the player is accompanied by an NPC character throughout I'd immediately put my head down and say, "Right, what we need is a slower paced experience." With an NPC character besides you there should be no hurry, as you explore and fight alongside them. Episode 1 is based around an evacuation that should have a fast, immediate pace and for the player to be moving from one location to another at a brisk pace. With an NPC character you are hindered, the level design is restricted and immediately the pace lessens.
My problem with this particular aspect of Episode 1 is that the City environments are built with the sole purpose of providing a cooperative experience, an environment where the player and the NPC character can engage in cooperative gameplay. In short, these environments are built specifically for Alyx. There's a definite sense of restriction throughout, and that the level design has been toned down to allow Alyx to seamlessly go wherever the player can go. It works, its fun, and I enjoyed Alyx's company, but it works against the setting of the game constantly. City 17 is little more than an ash filled skybox, a few randomly de-constructed buildings and a Citadel in the centre. Now these are all cool, but where's the tension?! What about the urgency?! A few new details won't cut it.
First, there really shouldn't have been as many resistance fighters in the streets as there were. The first one you come across is simply standing there shooting at Antlions. "Were going to see if we can help anyone else get out." I mean, even she wasn't feeling it! Don't worry miss; you're only going to die. Second, there's a random resistance fighter on a roof with a rocket launcher. No cheery wave, no gtfo out of here were all going to die. Nope, he just stands there and smiles. Even Alyx doesn't give a shit. Then we finally come to the resistance stronghold, and if things haven't gone down hill already, well, they have now.
The woman at the door finds the time to ask for the password and the man at the door complies. No urgency. "Everyone should clear out of the city!" "Uh, the Combines not making it easy." Well, what, you going to die then? And then we enter the little living room to find everyone huddled round a T.V. Now for me, this section would have been so much cooler if you had to walk through a few corridors of anxious, worried and nervous resistance fighters, some leaning against the wall tapping their fingers, others pacing, worried. I mean, the Citadel is about to BLOW for christ's sake! But no, they are too busy mocking Kleiner (a disgrace in itself) and talking about sex. Guys, you aren't going to get any at this rate because you'll never get of the city alive.
And then we have Barney. Old buddy old pal. The talkie scenes in Half-life 2 were fantastic, I loved every one of them, but this, well, this just isn't that good at all. I enjoyed the Shorepoint scene more than I enjoyed this. "Alyx! Gordon! You're alive! Swell. How'd you get out of the Citadel?" "We just did. What about you?" "Let me tell you, terrible!" "All right, cool. We stole some stuff. And, well, were going now." "Right, right. I'll see you at the station yeah? Take the most dangerous route will ya, cheers."
And that was about it to be honest. Barney wasn't anxious, Alyx wasn't anxious and there just wasn't any kind of chemistry there at all (Nothing to do with the actors, they did a fantastic job, I'm simply talking about dialogue). Perhaps if they'd approached a map and looked for the nearest station, whilst hurriedly trying to form some sort of plan to escape. Anything! But he had a cool line, and we all love our Crowbar/Barney scenes. Then we approach the Hospital. Now by all means, it's a fantastic level. The gameplay is top notch and I really enjoyed Alyx's company here. But. Yes, there's a but. It pulled me away from the evacuation once again. There was no tension and no urgency and it shouldn't have been played out the way it was simply because it worked against the setting. Another example of an area developed and designed for Alyx coop. I loved it, but it just worked against the game yet again.
Another major problem with the City portion is the gameplay. For me, the City should have been pretty totalled. I was expecting to be traversing rubble, scrambling through shattered buildings and making my way down pitted roads. There should have been signs of that street war I took part in. The barricades shown in one section were a good example of this, but never used again. I wanted to see the aftermath of it. Zombies should have been clambering over the rubble, antlions should have been literally pouring into the city in huge numbers rather than in two's and three's, the whole place should have gone to hell and back. But it didn't. There were a few zombies, a few destroyed buildings and this and that but overall it just wasn't what it should have been. I wanted the aftermath of that street war to be bouncing off of me like it was in the Citadel. "Woops. Last time I blow up a reactor!"
There's only a single antlionguard battle. I mean, what? It plays out in exactly the same way as all the others have and ultimately, it was exactly the same battle.
Then there's another problem! Combine soldiers. Now, after the street war, I'd imagine that most of them would have pulled out. Not so. Instead of the Combine being shipped in from other cities or outlying outposts we just happened to stumble across these soldiers at every turn. They were just there. It didn't convey the idea of being hunted down in the least. Dropships should have been landing on rooftops in the thousands! But no, they just sat behind barricades and waited.
Perhaps it's easier to spot these flaws because after the plaza scene (which was awesome) and Kleiners broadcast because the story pretty much stops. Or at least, new information does. And therefore the gameplay is required to hold it's own.
So I've ranted a little and ended up with something overly critical. Which is probably a little too harsh, and it would be fair to say I'm perhaps paying too much attention to these things instead of enjoy it for what there is. But these stand out to me and detract from the experience. You may disagree, but I feel Alyx is to blame for the lack of tension and pace that should have been at the heart of Episode 1. Not to say they didn't do an excellent job with Alyx - because they did - it's just that this, to me, isn't where she belongs. She shouldn't have been put to the test here, it's simply the wrong environment and without her the content could have been much, much stronger. It's as though the designers forgot about everything and simply went ahead with designing coop gameplay.
I love Alyx, and I think her character is excellent. I just think Episode 1 was the wrong game for her to be by your side throughought.
Your opinion?
And a Merry Christmas to you.
So really, I should be on the edge of my seat the whole way through. I should feel the need, the tension and the urgency that comes packaged with the idea of evacuation. And for two chapters, it was there. The opening at the foot of the Citadel was simply amazing, and the trek into the bowls of the Citadel both atmospheric and tense. This was all hastily thrown out of the window once I emerged from the sub tunnels. The City chapters are devoid of tension and urgency, and certainly enough effort hasn't been put into making City 17 the "Now it's this other thing" it was touted as being. That might sound harsh, but as I've discovered from a recent play through it is quite literally the case.
Here's how I look at it. If I were developing a game where the player is accompanied by an NPC character throughout I'd immediately put my head down and say, "Right, what we need is a slower paced experience." With an NPC character besides you there should be no hurry, as you explore and fight alongside them. Episode 1 is based around an evacuation that should have a fast, immediate pace and for the player to be moving from one location to another at a brisk pace. With an NPC character you are hindered, the level design is restricted and immediately the pace lessens.
My problem with this particular aspect of Episode 1 is that the City environments are built with the sole purpose of providing a cooperative experience, an environment where the player and the NPC character can engage in cooperative gameplay. In short, these environments are built specifically for Alyx. There's a definite sense of restriction throughout, and that the level design has been toned down to allow Alyx to seamlessly go wherever the player can go. It works, its fun, and I enjoyed Alyx's company, but it works against the setting of the game constantly. City 17 is little more than an ash filled skybox, a few randomly de-constructed buildings and a Citadel in the centre. Now these are all cool, but where's the tension?! What about the urgency?! A few new details won't cut it.
First, there really shouldn't have been as many resistance fighters in the streets as there were. The first one you come across is simply standing there shooting at Antlions. "Were going to see if we can help anyone else get out." I mean, even she wasn't feeling it! Don't worry miss; you're only going to die. Second, there's a random resistance fighter on a roof with a rocket launcher. No cheery wave, no gtfo out of here were all going to die. Nope, he just stands there and smiles. Even Alyx doesn't give a shit. Then we finally come to the resistance stronghold, and if things haven't gone down hill already, well, they have now.
The woman at the door finds the time to ask for the password and the man at the door complies. No urgency. "Everyone should clear out of the city!" "Uh, the Combines not making it easy." Well, what, you going to die then? And then we enter the little living room to find everyone huddled round a T.V. Now for me, this section would have been so much cooler if you had to walk through a few corridors of anxious, worried and nervous resistance fighters, some leaning against the wall tapping their fingers, others pacing, worried. I mean, the Citadel is about to BLOW for christ's sake! But no, they are too busy mocking Kleiner (a disgrace in itself) and talking about sex. Guys, you aren't going to get any at this rate because you'll never get of the city alive.
And then we have Barney. Old buddy old pal. The talkie scenes in Half-life 2 were fantastic, I loved every one of them, but this, well, this just isn't that good at all. I enjoyed the Shorepoint scene more than I enjoyed this. "Alyx! Gordon! You're alive! Swell. How'd you get out of the Citadel?" "We just did. What about you?" "Let me tell you, terrible!" "All right, cool. We stole some stuff. And, well, were going now." "Right, right. I'll see you at the station yeah? Take the most dangerous route will ya, cheers."
And that was about it to be honest. Barney wasn't anxious, Alyx wasn't anxious and there just wasn't any kind of chemistry there at all (Nothing to do with the actors, they did a fantastic job, I'm simply talking about dialogue). Perhaps if they'd approached a map and looked for the nearest station, whilst hurriedly trying to form some sort of plan to escape. Anything! But he had a cool line, and we all love our Crowbar/Barney scenes. Then we approach the Hospital. Now by all means, it's a fantastic level. The gameplay is top notch and I really enjoyed Alyx's company here. But. Yes, there's a but. It pulled me away from the evacuation once again. There was no tension and no urgency and it shouldn't have been played out the way it was simply because it worked against the setting. Another example of an area developed and designed for Alyx coop. I loved it, but it just worked against the game yet again.
Another major problem with the City portion is the gameplay. For me, the City should have been pretty totalled. I was expecting to be traversing rubble, scrambling through shattered buildings and making my way down pitted roads. There should have been signs of that street war I took part in. The barricades shown in one section were a good example of this, but never used again. I wanted to see the aftermath of it. Zombies should have been clambering over the rubble, antlions should have been literally pouring into the city in huge numbers rather than in two's and three's, the whole place should have gone to hell and back. But it didn't. There were a few zombies, a few destroyed buildings and this and that but overall it just wasn't what it should have been. I wanted the aftermath of that street war to be bouncing off of me like it was in the Citadel. "Woops. Last time I blow up a reactor!"
There's only a single antlionguard battle. I mean, what? It plays out in exactly the same way as all the others have and ultimately, it was exactly the same battle.
Then there's another problem! Combine soldiers. Now, after the street war, I'd imagine that most of them would have pulled out. Not so. Instead of the Combine being shipped in from other cities or outlying outposts we just happened to stumble across these soldiers at every turn. They were just there. It didn't convey the idea of being hunted down in the least. Dropships should have been landing on rooftops in the thousands! But no, they just sat behind barricades and waited.
Perhaps it's easier to spot these flaws because after the plaza scene (which was awesome) and Kleiners broadcast because the story pretty much stops. Or at least, new information does. And therefore the gameplay is required to hold it's own.
So I've ranted a little and ended up with something overly critical. Which is probably a little too harsh, and it would be fair to say I'm perhaps paying too much attention to these things instead of enjoy it for what there is. But these stand out to me and detract from the experience. You may disagree, but I feel Alyx is to blame for the lack of tension and pace that should have been at the heart of Episode 1. Not to say they didn't do an excellent job with Alyx - because they did - it's just that this, to me, isn't where she belongs. She shouldn't have been put to the test here, it's simply the wrong environment and without her the content could have been much, much stronger. It's as though the designers forgot about everything and simply went ahead with designing coop gameplay.
I love Alyx, and I think her character is excellent. I just think Episode 1 was the wrong game for her to be by your side throughought.
Your opinion?
And a Merry Christmas to you.