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0mar said:I have a suggestion. For godssakes make the guns more accurate. There's nothing more I hate than single-shotting my SMG and that shot going everywhere but the middle of the crosshair. The Combine Pulse Rifle was a bit better but I really would like a real accurate gun.
Shadow][ said:I think HL3 should start exactly where HL2 finished, on top of the citadel with the explosion
right after gman gets off, you are back on the citadel with the explosion, just to realize it was a weak spike exlosion that the blast only went to where alyx's nose was and then stopped, the reactor didnt blowup yet just part of it, alyx says "phew that was close.. oh sh!@#$" as you see the top part of the citadel antenna fall (that you saw in hl2 also) and hits a wall to make a bridge to get higher, the elevator is blocked with rubble so alyx says we have to get down from the outside, you follow her as she walks up the bridge where you see dr.breen in the still in the middle of the citadel way down, as he says something like "I will get you!" and he enters a room (beleive me he didnt die at the end of hl2, see for yourself) you keep going on the bridge on top to go to the highest point and see the view,it should be about night as you catwalk on the outside side of the citadel slowly down (kind of like at the end of zelda occorina of time, right after you beat ganon you have to escape the tower) with loud explosions every 5 seconds, alyx says "i hope eli and mossman are ok!" and theres birds flying away on the edges of the citadel, while you are still on the edge you hear dr.breen talking through a crack, he seems to be talking again to that combine advisor but you cant make it out what exactly he says, you keep going down about half way until dog finally arrives driving a combine dropship (even though the last time you saw him he was with barney, he just kept the dropship somewhere else as "his pet" and then he saves you and alyx while eli and mossman are already in the dropship, dog and barney fly it to the ground as the dropship gets to heavy and slowly crashes to the ground, you get out and are right by the citadel's bottom while you see many more explosions on the citadel as it finally slowls starts to lean and starts falling, you see tons of citizens running away from it (kinda like in 9/11) and it takes about 10 seconds for the citadel to fall to the ground right before it hits the ground it completely dissapears with a loud sound (looks like it teleported back to the combine world with breen) everyone is shocked on the ground celebrating that all the combine soldiers are dead and the citadel gone, all your friends are still alive as you meet new people like "samuel" who was suppose to be in the beta who says "wow that scared me for a sec, seeing that thing fall over and almost destroy a huge part of *he says what city 17 is really called* kleiner arrives with lamarr on his shoulder, and everyone talks about re-building everything. gman appears while everyone sees him, says alot of things while people mention his name like "yo bob, where have you been?" as gman tells you who he is and becomes "one of those people who follow you" and the game continues
if we hide they should trow nades at us.
GameSpy: Instead of being merely linear with only one absolute path, Half-Life 2 gives numerous possible ways of completing key objectives and getting through tough situations, some of which are not all that intuitive. What went into figuring out all the different ways to accomplish these goals? Do you fear that players might try something so unique that it could result in them disrupting later gameplay -- such as blocking a key escape route or possibly killing a friendly AI?
Doug Lombardi: There are a couple of things that you touch on. Number one is that we have really strong feelings to make sure that the game isn't too hard for any skill level of player. We always want to make sure that there is a pathway for the absolute beginner and a way for that person to succeed. If we block the way for someone of that skill set we've failed as game designers. That's one thing.
The other thing is that we've got much bigger map sizes, and that allows us to create more pathways rather than just having the one "golden pathway" for competition of a level. And, some of the areas are a bit more complex when you first encounter them, and we very much encourage the player to interact with them rather than just take it "Rambo-style" and run and gun his way through it. We very much want to reward the player for thinking creatively and how they want to problem-solve the puzzles.
Still, no chance for co-ordination with AI... pretty basic squad command, Valve...