Why does Gordon Freeman move like a retard

Well moving through the train is supposed to be a kind of integrated tutorial.
 
Gut the enemy with your grav gun claw
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Beware...OF THE CLAW! D:

On topic, movement seems fine. Adding in slo mo or hand to hand combat would just make it like every other gimmicky shooter out there. There would be no need for the signature crowbar, and survival would become oversimplifioed with slo mo.

Half-Life ain't some one trick pony that delivers soldier decimating, Matrix-style action. It's all about survival and using what you have, which ain't your fists or some other shiz God, what the Hell am I doing here? Why am I up so late?
 
Ok, I admit that at present there is not such a great need for leaning. However, they are making this series as real as possible, while Gordon still seems incapable of doing some random simple things. Take the start of EP2 for example. He's stuck in a train, yet he has windows he could simply climb out of, but rather than that, he waits for somebody to make a door for him. Hell, if it were actual reality, I would be out that window before you could say lickety split.

Other little irking parts of the controls are things like the gravity gun taking a place in the Q menu after using it, even though you can just press G to activate it. I'd like them to tweak it so that when you finish with the gravity gun, you dont have to spend extra time fixing your Q. I dont know about you guys, but I usually rely on the Q for my two weapons, and have the numbers for when I have a second to use them properly because the sub menus there are not that helpful. Also, I'd like to bind grenade to F or something, so I dont have to use the 5 button so much to just use a grenade. However, that said, I am not that much of a veteran, and have only recently been introduced to the Half Life way with no prior experience aside from some CS 1.5 experience.
Now those type of movement options I would like. Have climbing integrated to the jump key. And the gravity gun quick weapon auto binds are also pretty annoying as I do use the g key. Assigning my quick weapon between grenade and gun works, but it's also cumbersome in the same way you described. It takes a little time, but it's a small hassle relative to the ease of just running into a fight.

I didn't mind the train part at all, but Gordon could definitely climb out. He doesn't even need to worry about cutting himself on glass or sharp points due to his hazard suit.
 
Was thinking about this last night. How you wanted more interaction with stuff. I figured no.

Personally, I feel more like Gordon Freeman than any other character I play. As one of the members of Valve said, making Gordon interact with stuff is taking away the control the player has of him. I'm not sure, though, whether it would be an advantage to have this stuff, as I'd have to try it out to see. Eitheer way though, it's unique, and gives Valve's games a distinction.
 
I think they simply wished to keep the same movement as in the beginning of the series.

After playing all sort of games spanning between Half-life (And its expansion) and Half-life 2, i found it an relief to have a such simple movement system. Simple does not at all means bad - and when mastering this simple movement you can do those acrobatics you speak about.

Bunny hopping to gain speed in jumps where you defy reality and turn around corners in midair etc., jumping great heights and grab a ladder before you hit the ground.

It's very satisfying being able to move exactly as you planned, without all these sort of half scripted "reality" things getting in the way. Fears movement was awkward at best, you only really had control of running. Everything else was some shoddy scripted thing which took the control away from you.

I actually agree with you to a degree. It can be such a pain to get onto ladders, especially in HL1. Not to mention when you are trying to get close to the edge to shoot something, you end up falling.

But he shouldn't be given much more beyond leaning.

While it admittedly was hard in the beginning to grab ladders, you could learn to grab them very efficiently. They allow you to jump short distances and break falls, not just to climb on.

Again, not falling down is also just about mastery - with some training you can walk on any surface no matter how tiny it is - be it a single pixel. Allow you to exploit the environment to a great degree.

The movement system in a game I've liked the most is that of the Unreal series - double jumping, dodging, wall jumping etc. With some skill you can run around the walls, jump huge distances, and take immense shortcuts through the levels. (I never was that amazing at that though)

Quake III with its bunny hopping, rocket jumping, grenade jumping etc. also was amusing :)

Old school CS days (1.3 and prior) was also glorious - bunny hopping for huge speed, being able to jump and turn in midair etc. (Like jumping around the pillars in Aztek, taking a half circle through the air around each)
 
Half-Life was annoying when it came to ladders. Trying to climb back down them was almost impossible.
 
Is F.E.A.R made in the Source engine? if so how hard would it be to take certain asspects of the gameplay and import them into Half Life 2?
I think it would be rather fun/interesting to add that extra demension and get some extra mileage out of old Half Life levels.
...Most people would probably have no interest in it though.
 
F.E.A.R. was in its own engine, which hasn't aged well with time. It was a system hog for it's generation and even the maximum graphics did not even have the clean look of earlier games.

All of the relevant moves in FEAR such as bullet time and a melee kick are in existing mods like Smod. FEAR's melee system was more complicated than that, but on higher difficulty levels the melee system was relatively useless as the simple punch worked best.
 
Ah I wasn't sure, I kept thinking it seemed a lot like Source but something was off, apparently I was entirely wrong.
And perhaps I should finally try smod and other stuff.
 
Some added melee abilities other than the crowbar would be amusing. But definitely not necessary.
 
Melee = Nono.

I'd prefer it if a crowbar in the head actually did something :p.

Would be awesome if they fell over on the ground, stunned. :D
 
I read the thread title and I thought to myself. "But isn't this a FPS, you're controlling the way he moves don't you? D:"

I don't like misleading thread titles

Edit:// LOL I WAS LATE, Just a tad.
 
About the only thing I would like to see added is the 'lean' maneuver. I find it complimentary to a cautious style of play. Otherwise, simpler is better, imo.
 
Would you like to see people leaning in CSS though...? Those annoying awpers are bad enough crouched.
 
Features like this should be justified by the gameplay, not thrown in as gimmicks. I never use lean in games unless I absolutely have to (R6 series, GoW, so on).

The HL series has never given room to make much use of such "tactical" elements, and adding them doesn't serve any unnecessary function. Same goes for slowing down time. Just because games can include it, doesn't mean they always should.

I don't want the gameplay to become much more inherently complex than currently, because then I just wouldn't have as much fun. You could argue that Valve should implement them to allow more freedom in approaching the game, but HL has always been more about a tailored, linear, crafted experience instead of sandbox gameplay. So I think it's kinda out.
 
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