H
Hunchback
Guest
Ok, while i think most are in aggreement that HL2 is one of the best games ever produced, a number of people - myself included - can't shake off a slight sense of dissapointment, that while Valve reinvented the race, they didn't reinvent the wheel. This is partly due to the 6 years of fevered imagination and raised expectations of this community.That and the truism that you can please some of the people some of the time, but you can't please all of the people all of the time.
Valve are also accountable however, but instead of turning this thread into a valve-bashing competition, i'd like to hear their critisisms of the game alongside their suggestions on how valve could make a great game even better.
Here are mine, and apologies for the length :
The Storyline and the 'Horror'
I've heard all the criticisms about the game's 'thinness' and all its praises of 'innovative subtlely'. I think the former is evident most clearly becuase of the greatness of what storyline is there. Not only is the game's background and environment both strong and compelling, but as has been said in other reviews, its characters have been imbued with life. On the other hand, i have to say that those who unreservedly praise the 'easter egg storyline' are groping somewhat for something that feels at least, unfulfilled. For me, the two are not mutually exclusive - you can have an evident storyline and a subtle backdrop. This I think is what Valve tried to do, not perfect by any means, but i think its the way they tried to go.
The main problem is that we don't get to see or hear about the horror of the changed world we wake up in, at least not in its fullest extent. In Nova Prospekt for example, we could have been presented with an abandoned equivelent of Auswitz, or in Ravenholm we could have seen Zombie's of women and children as well as 'generic male type 2'. Don't get me wrong, i wouldnt want this done gratiously - and i think the horror is at its essence unrepresentable - but not to show us more of the sacrifices made of humanity under an opressive regime is i feel an oversight. There was one bit near the end of the buggy sequence where a side house had a small mass grave but, as i've said, i never felt the horror of the worldwide tragedy. (Also the death Alyx's mother was never really explored, or the relationship btw Eli and Mossman - saved for an add-on perhaps?)
I think the game needed one mission where you were directed by all the main players (barney,eli, mossman e.t.c.) working as a unit. Perhaps a light 'stealth' mission where you had to take down a generator or steal supplies. Not only would you feel more securely grounded in the resistance (rather than running from point A to point B) but its break-up and eventual betrayal would bear greater impact. (As it stands i felt unmoved by the 'reveal') Yes, we pick up titbits of information about the first few weeks of the invasion, but what we want is the character's opinion of that event, not some dislocated headline...By focusing on the paticular, we would have a glimpse at the general...
Striders and City 17 battles
For me easily the most dissapointing aspect of the game. I can remember playing the Russian levels in Call of Duty and imagining how even more overwhelming they'd be in Valve's Orwellian dystopia. This they singulalry failed to do. The streets were far too small, both in width and length, and forcing you to take a team of four into the only 'indoor corridor' section of the entire game was simply a mistake. (Also, i felt you needed a 'stay' command for the team commands - which all seemed redundant anyhow) And while i know there was only a week of the uprising before you rejoined the fray, to see the city in a greater amount of decline would have had significant emotional impact. (The pulling down of the tv screen was great though wasn't it?)
And so the striders. Superb enemy in theory but in practice - because of the relativly compact nature of the levels - fighting them was nowhere near as good as i had imagined. Partly this was because in using the rocket launcher, I felt as if i hadn't 'earned' their defeat, as well as it being too similar to the destruction of the gunships. My suggestion would be to perhaps lessen their strength to make it a slightly more 'equal' battle, allow weaker guns to have an effect, and thus be able to spend more time engaging with them rather than hiding only to pop out when their back is turned....Perhaps an 'Empire Strikes Back' method of attacking them, only by making them fall can you finally kill them?
Finally, i felt that in design, the enemies didn't match the engagement of the first game. There, the monster's not only game from all angles, but used different senses, forcing you to adapt your gaming methods....not really so in HL2...though i've yet to play the game on 'hard' so i'll see how that pans out...
Alright, ive written enough now - i'd be interested to hear other peoples suggestions of improving the game....
Thx,
dylan
Valve are also accountable however, but instead of turning this thread into a valve-bashing competition, i'd like to hear their critisisms of the game alongside their suggestions on how valve could make a great game even better.
Here are mine, and apologies for the length :
The Storyline and the 'Horror'
I've heard all the criticisms about the game's 'thinness' and all its praises of 'innovative subtlely'. I think the former is evident most clearly becuase of the greatness of what storyline is there. Not only is the game's background and environment both strong and compelling, but as has been said in other reviews, its characters have been imbued with life. On the other hand, i have to say that those who unreservedly praise the 'easter egg storyline' are groping somewhat for something that feels at least, unfulfilled. For me, the two are not mutually exclusive - you can have an evident storyline and a subtle backdrop. This I think is what Valve tried to do, not perfect by any means, but i think its the way they tried to go.
The main problem is that we don't get to see or hear about the horror of the changed world we wake up in, at least not in its fullest extent. In Nova Prospekt for example, we could have been presented with an abandoned equivelent of Auswitz, or in Ravenholm we could have seen Zombie's of women and children as well as 'generic male type 2'. Don't get me wrong, i wouldnt want this done gratiously - and i think the horror is at its essence unrepresentable - but not to show us more of the sacrifices made of humanity under an opressive regime is i feel an oversight. There was one bit near the end of the buggy sequence where a side house had a small mass grave but, as i've said, i never felt the horror of the worldwide tragedy. (Also the death Alyx's mother was never really explored, or the relationship btw Eli and Mossman - saved for an add-on perhaps?)
I think the game needed one mission where you were directed by all the main players (barney,eli, mossman e.t.c.) working as a unit. Perhaps a light 'stealth' mission where you had to take down a generator or steal supplies. Not only would you feel more securely grounded in the resistance (rather than running from point A to point B) but its break-up and eventual betrayal would bear greater impact. (As it stands i felt unmoved by the 'reveal') Yes, we pick up titbits of information about the first few weeks of the invasion, but what we want is the character's opinion of that event, not some dislocated headline...By focusing on the paticular, we would have a glimpse at the general...
Striders and City 17 battles
For me easily the most dissapointing aspect of the game. I can remember playing the Russian levels in Call of Duty and imagining how even more overwhelming they'd be in Valve's Orwellian dystopia. This they singulalry failed to do. The streets were far too small, both in width and length, and forcing you to take a team of four into the only 'indoor corridor' section of the entire game was simply a mistake. (Also, i felt you needed a 'stay' command for the team commands - which all seemed redundant anyhow) And while i know there was only a week of the uprising before you rejoined the fray, to see the city in a greater amount of decline would have had significant emotional impact. (The pulling down of the tv screen was great though wasn't it?)
And so the striders. Superb enemy in theory but in practice - because of the relativly compact nature of the levels - fighting them was nowhere near as good as i had imagined. Partly this was because in using the rocket launcher, I felt as if i hadn't 'earned' their defeat, as well as it being too similar to the destruction of the gunships. My suggestion would be to perhaps lessen their strength to make it a slightly more 'equal' battle, allow weaker guns to have an effect, and thus be able to spend more time engaging with them rather than hiding only to pop out when their back is turned....Perhaps an 'Empire Strikes Back' method of attacking them, only by making them fall can you finally kill them?
Finally, i felt that in design, the enemies didn't match the engagement of the first game. There, the monster's not only game from all angles, but used different senses, forcing you to adapt your gaming methods....not really so in HL2...though i've yet to play the game on 'hard' so i'll see how that pans out...
Alright, ive written enough now - i'd be interested to hear other peoples suggestions of improving the game....
Thx,
dylan