Crispy
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- Dec 19, 2004
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So, just finished Minerva and I can't believe it's over. Before I go into a tirade of "wasn't this bit great" and "I love how AF did this", I should reinforce to the unaware that this thread contains spoilers, and since it has a massive tag in the title, don't expect people to use spoiler quotes.
In case you're wondering what Minerva is, go see for yourself (and while you're at it, download it, for great justice).
This thread also includes spoilers from sections 1, 2, 3, 4a and 4b, so if you've only played the first two parts you need to play the rest. Need.
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First off I was very impressed with the conclusion. I'm sad it's over, but I do feel I've got palpable closure. There are still a lot of questions, I don't know where I'm going, but I know where I'm not -in a headcrab graveyard getting fried by a frikkin laser beam- and that's good enough for me!
If someone had told me before I played the last instalment that I'd be going back through the levels in reverse I would have frowned a little and cried 'boooriing'. But the way it turned out worked really effectively. The big thing is the visual differences between when you went in and when you came out.
I'd decided to play from the beginning (on Normal, Hard is doable, but just slowls down the momentum hideously as you pump cartridge after cartridge into every Combine you see), and I didn't regret it. I had the image of my descent fresh in my mind on the way back out and my god it works so perfectly.
First you have the obvious purity vs. destruction. There's fire and brimstone falling from the sky and rubble all over the place. Because the location is essentially the same you recognise it, but it's altered state is much more powerful than if you had taken a different exit route out that was also crumbling to bits. Basically I felt a bit more of a connection with the place, it felt a bit more real.
Secondly is when you emerge out into the open it's night! There are few games that ever go so far as to make me feel time has passed. I know they did it in Half-Life 2 with the sky textures spanning day and night, but it was so subtle I was never really aware of it. So the nocturnal theme meant you again recognised the terrain, but there was a major difference, and it intensified my duress from the slog I'd had through this labyrinthine Combine headcrab factory by reminding me I had been down there for hours. I remember thinking to myself "Have I really been down there that long? -Yes, yes I have!". In game terms, and 'irl' I had been gone a good few hours. Maybe it didn't have the same effect on everyone else but I certainly thought it was a very nice effect that really intensified the immersiveness.
As for the story, and the relationship between Mrs. FaxMachine and you (whoever you are), I can't really drawn any conclusions, I'm sure others have their thoughts. I do have to say I liked how Minerva(?) began to progressively melt -beginning in Chapter 2 and becoming less and less steely as it went on. She obviously has an emotional attachment to her 'bastard child', but every time she reveals a hint of this she hastily sweeps it to one side by pretending she doesn't really care after all. An intriguing character that I only hope AF does more with.
Ah well. I hope Adam Foster's proud with himself. After finishing Minerva I can happily say I will recommend it to every games player I meet, and I finally have good reason to find randoms to push my complimentary Orange Box copies of HL2 and Episode 1 onto . Why? So they can play Minerva, of course!
3 cheers to Adam Foster for the perfect marriage of his creativity and his free time :cheers:
In case you're wondering what Minerva is, go see for yourself (and while you're at it, download it, for great justice).
This thread also includes spoilers from sections 1, 2, 3, 4a and 4b, so if you've only played the first two parts you need to play the rest. Need.
---
First off I was very impressed with the conclusion. I'm sad it's over, but I do feel I've got palpable closure. There are still a lot of questions, I don't know where I'm going, but I know where I'm not -in a headcrab graveyard getting fried by a frikkin laser beam- and that's good enough for me!
If someone had told me before I played the last instalment that I'd be going back through the levels in reverse I would have frowned a little and cried 'boooriing'. But the way it turned out worked really effectively. The big thing is the visual differences between when you went in and when you came out.
I'd decided to play from the beginning (on Normal, Hard is doable, but just slowls down the momentum hideously as you pump cartridge after cartridge into every Combine you see), and I didn't regret it. I had the image of my descent fresh in my mind on the way back out and my god it works so perfectly.
First you have the obvious purity vs. destruction. There's fire and brimstone falling from the sky and rubble all over the place. Because the location is essentially the same you recognise it, but it's altered state is much more powerful than if you had taken a different exit route out that was also crumbling to bits. Basically I felt a bit more of a connection with the place, it felt a bit more real.
Secondly is when you emerge out into the open it's night! There are few games that ever go so far as to make me feel time has passed. I know they did it in Half-Life 2 with the sky textures spanning day and night, but it was so subtle I was never really aware of it. So the nocturnal theme meant you again recognised the terrain, but there was a major difference, and it intensified my duress from the slog I'd had through this labyrinthine Combine headcrab factory by reminding me I had been down there for hours. I remember thinking to myself "Have I really been down there that long? -Yes, yes I have!". In game terms, and 'irl' I had been gone a good few hours. Maybe it didn't have the same effect on everyone else but I certainly thought it was a very nice effect that really intensified the immersiveness.
As for the story, and the relationship between Mrs. FaxMachine and you (whoever you are), I can't really drawn any conclusions, I'm sure others have their thoughts. I do have to say I liked how Minerva(?) began to progressively melt -beginning in Chapter 2 and becoming less and less steely as it went on. She obviously has an emotional attachment to her 'bastard child', but every time she reveals a hint of this she hastily sweeps it to one side by pretending she doesn't really care after all. An intriguing character that I only hope AF does more with.
Ah well. I hope Adam Foster's proud with himself. After finishing Minerva I can happily say I will recommend it to every games player I meet, and I finally have good reason to find randoms to push my complimentary Orange Box copies of HL2 and Episode 1 onto . Why? So they can play Minerva, of course!
3 cheers to Adam Foster for the perfect marriage of his creativity and his free time :cheers: