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Kotaku: Modern Games Could Learn A Lot From The Best Level In Half-Life

http://kotaku.com/blast-pit-is-the-best-level-in-half-life-1663837617

Yet again it's by Gaf's very own DocSeuss. Blast Pit is one my all time fav levels and a quintessential HL experience imo.

I've been thinking about Blast Pit in connection with another game I've been playing a lot lately, Bungie's Destiny. As wonderful a game as Destiny is, I've found myself getting tired of the game's bosses. They sit there doing next to nothing while players slowly shoot and chip away at their health until their defeat. One boss took our team about twenty minutes to defeat, driving one of us to remark "I hate bullet sponges." We all agreed.

For this article, I re-played everything from the first level of Half-Life to the end of Blast Pit. It's interesting to compare Half-Life to modern video games. The game's wonky maneuverability and dated animations hold it back a little. The odd, unrealistic level spaces would be laughed at today. But the level design is wonderful, especially with all the tricks Valve plays with how and where enemies spawn.

Blast Pit is, I think, the best level in Half-Life. Where most of the game's levels are about moving from point A to B, Blast Pit is about encountering a large boss, then using an entire level against him. Rather than simply sticking you in a fight with a big boss and having you unload your arsenal on him in a lengthy, boring test of endurance, Half-Life sends you through a series of rooms and encounters, changing things up until the boss is finally defeated.

This exploding room is one of the things that makes Half-Life special. It's a game about surprises and clever enemy spawns. You've got to play it smart, shooting the zombie without a single stray bullet setting off the explosives or backpedaling so the zombie exits the room before you blast it. Another example of this kind of good Half-Life surprise: In "We've Got Hostiles," Valve introduced tripwires. One tripwire was set across a slippery puzzle. You had got to jump over it, but when you landed, you slid and Valve cleverly stuck an open elevator shaft on the other side. It's tricky and fun, one of many similar situations in the game.

These surprising moments stand out, especially compared to what you see in top modern shooters. More recent shooters have focused on creating shooting galleries, slowing players down through health systems (regenerating health encourages players to remain stationary) and the use of enemies that often hide in cover. Here, Valve keeps players on their toes by establishing a living environment. Enemies bait players into shooting the wrong thing and inadvertently killing themselves.

Exit that corridor and you'll find another scientist. This one seems totally fine, until a giant monster reaches through into the window and grabs him.

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It's one of the most exciting moments in the game and a great example of a scripted sequence done right. Many modern games utilize scripted sequences to show you something cool, often taking control away from you, the player. Here, Valve uses a scripted sequence to show you just how terrifying the Tentacle is. It's directly related to the gameplay.

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That is a giant fan. It is in a room dedicated solely to the giant fan.

As Ross Scott points out frequently in Freeman's Mind, much of Half-Life's architecture makes little sense. Play a game like Half-Life 2 and a lot of the places you're in seem believable, even relatable. Creating a believable, lived-in space is one of Half-Life 2's greatest strengths, but as a result, it feels smaller. Half-Life, however, isn't so much a replication of a secret science base as it is a representation of one. It's like an impressionistic approach—a bunch of weird, awe-inspiring, interconnected rooms

Blast Pit's Tentacle fight is a great alternative to the lengthy bullet sponges of modern shooters like Destiny. Facing a boss in any kind of game should be an event—something memorable and distinct. In many games, a boss requires players to use all the skills they've mastered in order to defeat it. Unlike a normal enemy, who might die in a small flurry of hits, a boss takes time and thought to beat.

With Blast Pit, Valve went for a shooter boss that couldn't be shot. Sure, you could hurt him, but you couldn't kill him without going through a series of interlocking puzzles to solve the problem. Instead of a knock-down, drag-out fight that took twenty minutes to complete, Blast Pit consisted of a bunch of little fights and puzzles that led to a simple, satisfying climax. The rivalry between you and the Tentacle had the length and scale of a boss fight, but it filled that time with varied gameplay spread throughout several rooms and interlaced with several other smaller fights.

That is the kind of boss fight I want to see games learn from.

Blast Pit is all about progress. When players engage in a game, they expect to feel like they're moving forward. Some developers use things like audiovisual feedback to bring a sense of progress. Other developers give players hundreds, even thousands of enemies to kill. Still others implement alerts that remind players they're making progress. Valve's approach here is much more subtle, Progress is felt by doing something new every couple of minutes. Players are driven onwards by a desire to see what's next.

I've played plenty of shooters this year, and they've all got their strong suits, but Half-Life reminds me that combat isn't everything. It's about pacing. It's about retaining interest. It's about how it feels. I like most of the shooters I've played this year, especially Destiny, but in returning to Half-Life, I'm reminded why I fell in love with shooters in the first place. It wasn't so much about shooting, it was about engaging with a space, working towards a goal, and being awesome.
 
I had fun with this one.

Really, the thing that sticks out for me the most about Half-Life's design are how:

A) the scripted sequences aren't about robbing you of control, but by adding a 'personality' to make the world feel just that much more real. It's basically doing what it can because it can't dynamically simulate this kind of stuff. For me, an improvement on this would be figuring out some way to make it dynamic

B) The enemy placement is CLEVER. So many times I came across these situations where it felt like Valve's designers had really thought about ways to screw me over as a player. As a result, the more I learned the map, the better a player I became. Not only do clever spawns amuse the crap out of me, they provide me with incentive to replay and memorize the entire game, which is where it really starts to get fun.

I thought I knew I loved Half-Life.

I love it so much more now.

Also, the game kept screwing up for me, so I finally had to download a series of saves in order to go back and replay Blast Pit a few times. So happy that Half-Life 2 unlocks levels for you to go back and replay.

I also did a Bioshock piece for PC Gamer, and, if this all works out, I'll have pieces up on Kotaku this week and (hopefully) next week.
 
Such a fantastic game and fantastic level. Sneaking around that thing was tense. I love the "puzzle" bosses in Half Life, the Gargantua "fights" are pretty cool too. Only one I don't like is Nihilith. Making a level out of a boss fight is a really fun idea and more FPS games should do it, since standard FPS bosses are rarely all that fun.

I had fun with this one.

Really, the thing that sticks out for me the most about Half-Life's design are how:

A) the scripted sequences aren't about robbing you of control, but by adding a 'personality' to make the world feel just that much more real. It's basically doing what it can because it can't dynamically simulate this kind of stuff. For me, an improvement on this would be figuring out some way to make it dynamic

I can't believe more devs don't do this. You can just walk right past many of HL1's scripted cutscenes like nothing happened, control-wise they're not in your way. The game isn't forcing you to watch them, you watch them because they're interesting, because you're there.

Even in half life 2 (where more scripted scenes block you from progressing until they're finished) you at least have control (and not "walk slowly with your finger in your ear" control) which both adds to immersion and reduces annoyance at a pure gameplay level. Plus it's fun to throw shit at Alex while she's talking.
 
Such a fantastic game and fantastic level. Sneaking around that thing was tense. I love the "puzzle" bosses in Half Life, the Gargantua "fights" are pretty cool too. Only one I don't like is Nihilith. Making a level out of a boss fight is a really fun idea and more FPS games should do it, since standard FPS bosses are rarely all that fun.



I can't believe more devs don't do this. You can just walk right past many of HL1's scripted cutscenes like nothing happened, control-wise they're not in your way. The game isn't forcing you to watch them, you watch them because they're interesting, because you're there.

Even in half life 2 (where more scripted scenes block you from progressing until they're finished) you at least have control (and not "walk slowly with your finger in your ear" control) which both adds to immersion and reduces annoyance at a pure gameplay level. Plus it's fun to throw shit at Alex while she's talking.

I'm not a big Halo 2 SP fan, but I LOOOVES me that New Mombasa stuff. Starts with a cutscene of the scarab, ends with you killing the scarab. So fun.

I like Nihilith somewhat, but it's because I like first-person platforming. The one-hit kills not so much. Gonarch's more fun, but yeah, Power Up's Gargantua is great. I'd love to see more shooters with these kind of bosses.
 
But that's not Surface Tension...

It's definitely up there for me. This and that are the top two levels imo.

A) the scripted sequences aren't about robbing you of control, but by adding a 'personality' to make the world feel just that much more real. It's basically doing what it can because it can't dynamically simulate this kind of stuff. For me, an improvement on this would be figuring out some way to make it dynamic

This reminds me of that unconfirmed (?) rumor where a VA working at Valve said one thing Valve are having problems with is to make animations/characters more dynamic during scripted scenes?

I also did a Bioshock piece for PC Gamer, and, if this all works out, I'll have pieces up on Kotaku this week and (hopefully) next week.

Really? *goes to check out*
 
Even in half life 2 (where more scripted scenes block you from progressing until they're finished) you at least have control (and not "walk slowly with your finger in your ear" control) which both adds to immersion and reduces annoyance at a pure gameplay level. Plus it's fun to throw shit at Alex while she's talking.

HL2 was definitely still a lot worse in that regard though because of the heavier focus on characters. Could have benefited from a Pause -> Skip Conversation option. You always have to listen to the conversation in Red Letter Day. You always have to listen to the Vortigaunt in Route Canal. You always have to listen to the rebels put the gun on the boat in Water Hazard. You always have to listen to the conversation in Black Mesa East. Ravenholm was awesome because most of the talking was done during tense gameplay or far off in the background. But then you always have to talk to the rebels at the beginning of Highway 17. Sand traps or Nova Prospekt are fine, but Entanglement is no better than your average Call of Duty level. Not fun to replay. And so on and so forth....

In HL1 there is the intro and that's about it until you reach the Lambda Core.
 
I would say that almost all modern games could learn a lot from entire Half-Life.

At least Wolfenstein:TNO did a good job in that regard. :)
 
I'Power Up's Gargantua is great. I'd love to see more shooters with these kind of bosses.

I liked how immediately after the "boss level with puzzles" the following level is another "boss level though this time with more action". Felt like a great way to defy expectations. "Whew! This fucking tentacle, it won't get worse than this...this freaking beast is tearing the marines apart!".
 
reading this the other day got me to try and play through half-life for the first time, but I really didn't get very far before losing interest. not entirely the game's fault as there's some weird ass sound bug going on that makes it sound like I'm always in a corridor that is echoing louder and louder with each motion I make.

If I can fix that I'd like to soldier on.
 
This reminds me of how much fun and incredibly new and exciting half life was to me when I played it in 98. So much of it was just new rather than a trope I had seen countless times before. It made the game unpredictable in a way, but also much more alive. I couldn't predict things at all. I'd love to play it through as it was at the time and with no memory of everything since. I spent more time exploring and taking my time, than just running between encounters, because the world was interesting and actually providing some narrative and useful info

A great example was crawling through some vents in surface tension, and eaves dropping to get some info - something I did in other levels - but this time they shoot up the vent leaving that light trail that missed me, and then I relax only for the damn thing to fall anyway. Stuff like that was just great
 
The "seemingly unstoppable set piece monster that follows you throughout the level" is one of my favorite ideas. I suppose the first time I encountered this was with Super Mario Bros 3, where the angry sun will swoop down from time to time and you just gotta be on the ball as you maneuver through the level. Its a good alternative for a game that don't have traditional boss fights with health bars and all that. I think a very similar idea springs up in Half-Life 2 with the helicopter from the beginning. It swoops into view, lays waste to some civilians, and you know it means business. And from there until near the end of Water Harzard you're up against this thing. You dodge in-between junk and boxes, fighting off Combine as you sprint between shots. you dodge bombs on the boat and hit ramps to fly over explosions, you finally get up that tower and shoot with the stationary turret like "Yeaaah fuck you you like that huh? get out of here" only for him to show right back up five minutes later like "oh, c'mon!". Then you get a little gun mounted on your boat and you shoot 'em in the face and you feel like you can finally fight back. When you finally take him down out in that open area, it feels good. You accomplished something, you took down this seemingly indestructible fucker that's been hounding you for hours.

There are other examples, but thats the one that jumps out to me. The Tank chapter from Uncharted 2 where its blowing up walls, you're dodging in-between the streets, you're sneaking past it as it rolls by, you're jumping across rooftops and ledges, it'll blow up a building you're in and you got to get the fuck out of there, etc until at the end you finally get some serious firepower in RPGs to take it out and save the village. It takes about as long as fighting one of those Destiny bosses, but it certainly a lot more interesting than just shooting at this one target with one attack pattern for ten minutes in-between enemy waves.

Destiny's in a rough spot, because it has to build bosses around all these different stats and modifiers and classes and variables and gear and levels players could potentially come to battle with, so a lot of the time in in these kind of MMO/Diablo games it comes down to a gear check/level check/health sponge. In more heavily scripted games like Half-Life or Uncharted with less potentially variable skill systems to build challenges around, you can do this kind of thing.
 
It's definitely up there for me. This and that are the top two levels imo.

This reminds me of that unconfirmed (?) rumor where a VA working at Valve said one thing Valve are having problems with is to make animations/characters more dynamic during scripted scenes?

Really? *goes to check out*

Honestly, it was a coin toss between Surface Tension and Blast Pit. Surface Tension has the most variety by far, but Blast Pit, ultimately, manages to be way more unified as a level. The focus on the Tentacle and dealing with it made it attractive to me to write about. If I'd written about Surface Tension, the article would look more like my Halo piece.

That would certainly explain a lot. Still, I feel like Valve have encountered some problems with really EASY solutions before...

I love Bioshock, man. I also don't. :)

HL2 was definitely still a lot worse in that regard though because of the heavier focus on characters. Could have benefited from a Pause -> Skip Conversation option. You always have to listen to the conversation in Red Letter Day. You always have to listen to the Vortigaunt in Route Canal. You always have to listen to the rebels put the gun on the boat in Water Hazard. You always have to listen to the conversation in Black Mesa East. Ravenholm was awesome because most of the talking was done during tense gameplay or far off in the background. But then you always have to talk to the rebels at the beginning of Highway 17. Sand traps or Nova Prospekt are fine, but Entanglement is no better than your average Call of Duty level. Not fun to replay. And so on and so forth....

In HL1 there is the intro and that's about it until you reach the Lambda Core.

Red Letter Day (and the moments leading up to it) is a cutscene that's about 10 minutes long. It's a bunch of useless exposition that really doesn't do much other than showcase some of the game's tech. By any metric other than technology... it's not very good. Most games would have cut that down to a thirty second cutscene, and I think it would have made for a better game.

Someone took the words right out of my mouth (although Blast Pit is probably still top three for me).

Great article though.

Like I said in this post, I ALMOST went for Surface Tension. It's a lot like System Shock 2 or STALKER for me. I think they're both the best game of all time, but it's sort of a schrodinger's thing. One's the best depending on how I'm feeling at any given moment.

I would say that almost all modern games could learn a lot from entire Half-Life.

At least Wolfenstein:TNO did a good job in that regard. :)

Playing this so shortly after WolfTNO kinda makes me wish they'd changed some things about it.

I liked how immediately after the "boss level with puzzles" the following level is another "boss level though this time with more action". Felt like a great way to defy expectations. "Whew! This fucking tentacle, it won't get worse than this...this freaking beast is tearing the marines apart!".

Yeah, it's really good. Blast Pit's ending is kinda weird given how slow it is. There's this bit after you kill the tentacle and before you get to Power Up that just feels out of place, yet VITAL to the pacing (you need SOME downtime to meditate on your victory and get that sweet, sweet revolver).

¡HarlequinPanic!;141510964 said:
reading this the other day got me to try and play through half-life for the first time, but I really didn't get very far before losing interest. not entirely the game's fault as there's some weird ass sound bug going on that makes it sound like I'm always in a corridor that is echoing louder and louder with each motion I make.

If I can fix that I'd like to soldier on.

That's... a weird bug. O_o

This reminds me of how much fun and incredibly new and exciting half life was to me when I played it in 98. So much of it was just new rather than a trope I had seen countless times before. It made the game unpredictable in a way, but also much more alive. I couldn't predict things at all. I'd love to play it through as it was at the time and with no memory of everything since. I spent more time exploring and taking my time, than just running between encounters, because the world was interesting and actually providing some narrative and useful info

A great example was crawling through some vents in surface tension, and eaves dropping to get some info - something I did in other levels - but this time they shoot up the vent leaving that light trail that missed me, and then I relax only for the damn thing to fall anyway. Stuff like that was just great

I played through it for the first time in 2007. It's partly why Half-Life 2, which I played for the first time immediately after (also did BS and OP4) felt like such a letdown to me.

The "seemingly unstoppable set piece monster that follows you throughout the level" is one of my favorite ideas. I suppose the first time I encountered this was with Super Mario Bros 3, where the angry sun will swoop down from time to time and you just gotta be on the ball as you maneuver through the level. Its a good alternative for a game that don't have traditional boss fights with health bars and all that. I think a very similar idea springs up in Half-Life 2 with the helicopter from the beginning. It swoops into view, lays waste to some civilians, and you know it means business. And from there until near the end of Water Harzard you're up against this thing. You dodge in-between junk and boxes, fighting off Combine as you sprint between shots. you dodge bombs on the boat and hit ramps to fly over explosions, you finally get up that tower and shoot with the stationary turret like "Yeaaah fuck you you like that huh? get out of here" only for him to show right back up five minutes later like "oh, c'mon!". Then you get a little gun mounted on your boat and you shoot 'em in the face and you feel like you can finally fight back. When you finally take him down out in that open area, it feels good. You accomplished something, you took down this seemingly indestructible fucker that's been hounding you for hours.

As much as I like things like that, it really frustrated me in Dead Space 2 (which is otherwise one of my favorite games) with the regenerator. Dead Space 3 made it even worse. I like 'dueling' it out with a boss before getting to the 'real' fight, but few games seem to do it well. I did kinda like TEW's approach with the weird bloodcorpsegirl, though the last fight itself wasn't particularly fun 'cause of the game's stupid hitbox implementations.

I like the helicopter in Half-Life 2 aside from A) Route Kanal and Water Hazard being way too long, and B) the part where it just craps out mines. It was a bug and I wish they'd quashed it, and given you another way to fight, because it looks SILLY imo. I like the idea more than the execution, in other words. I do like how the helicopter sort of develops a character as the game goes on, and more importantly, I like that it's a boss you can kill with other means than the stupid rocket (which is actually a GOOD rocket, but using it so often to kill bosses gets a bit dull).

There are other examples, but thats the one that jumps out to me. The Tank chapter from Uncharted 2 where its blowing up walls, you're dodging in-between the streets, you're sneaking past it as it rolls by, you're jumping across rooftops and ledges, it'll blow up a building you're in and you got to get the fuck out of there, etc until at the end you finally get some serious firepower in RPGs to take it out and save the village. It takes about as long as fighting one of those Destiny bosses, but it certainly a lot more interesting than just shooting at this one target with one attack pattern for ten minutes in-between enemy waves.

I may dislike Uncharted 2, but I did like this part.

Destiny's in a rough spot, because it has to build bosses around all these different stats and modifiers and classes and variables and gear and levels players could potentially come to battle with, so a lot of the time in in these kind of MMO/Diablo games it comes down to a gear check/level check/health sponge. In more heavily scripted games like Half-Life or Uncharted with less potentially variable skill systems to build challenges around, you can do this kind of thing.

At the very least, a Raid could work this way. Heck, even a Strike could--you could have a boss that flees after it takes X or Y amounts of damage. Say some giant Fallen that summons four or five archons, then leaps off a cliff and runs away or something. Maybe you eventually killing it with an echo of Half-Life--firing a colony ship's engines at it and frying it. Make the fight a bit more interesting by splitting up the raid team near the end of the mission. One group down below has to get his attention and hook up fuel lines. The other group has to fight their way to the engine controls. At some point, he picks up a vex-type overshield so he doesn't take damage any more and the only way to kill him is with, yeah, the colony ship.

Maybe there's a big Cabal dude, and to kill him, you have to free /other Cabal/ who've been imprisoned by him. They fight their jailor for you, and your job is actually to hold off the Cabal who might come to his aid.

Also, Hitman avatar? :D
 
I'm gonna start by saying, by no means do I think Half Life or Blast Pit is a bad game or level respectively. In fact, I think they're amazing.

And I love the depth of writing about a type of gameplay we don't often see nowadays.

But I don't think it's better. And in fact, while I hate bullet sponges, I don't feel that puzzle platforming - which is what a lot (though certainly not all) of this apparent 'betterment' of a boss battle boils down to- is any better. And I also don't agree with the idea that there can't be complexity to shooting mechanics and that having to keep enemies at a distance is somehow antithetical to a boss' or encounter's depth. To be honest the type of gameplay that The Blast Pit demonstrates is a puzzle, and to me - that lack of mechanical impact is kind of boring.

I can think of many brilliant, and recent FPS boss battles that are challenging on a mechanical level. And that will always remain a challenge because they don't have solutions, they offer opposition that reacts to you. Deus Ex: Human Revolutions comes to mind firstly.

Anyway, I am sure the writer wasn't trying to say it's the be all and end all. But in a world of linear/cinematic shooters, the idea that Half Life did something right, in making a game that has less mechanical challenge - and just a critical path, is kind of a hard thing to read.
 
When you refer to Human Revolution, are you talking about how they "fixed" the bosses? 'cause, like... I didn't play the revamped HR, but I DID play the DLC, and I killed the boss of that level by complete accident, which to me was kinda a bummer.
 
A couple years ago I made an agreement with my friend. He wanted me to play Dark Souls, but it was notorious for its difficulty and I have a hard enough time getting into new things despite how much I may or may not end up liking them. I agreed to play it if he agreed to pay Half-Life. Dark Souls ended up becoming my favorite game of the generation. My friend is one stubborn motherfuc*er, who rarely changes an opinion of his once he decides what he wants to like or dislike, and his passion for things he really likes is only matched by the vitriol he spews about the things he doesn't. That being said, he still hasn't played HL1 yet (he refused to use kb/m, and I pretty recently got Xpadder), and I know when he does he will complain about every single awesome thing detailed in that article.

But fuc* his ass. We all know Half-Life is awesome.
 
This was the level that made me stop playing Half Life 1 since I couldn't figure out how to pass it. I was like 10 or something.

So far I still never finish the game despite loving Half-Life 2 and episodes to dead and having replayed some parts of HL1 a bunch of times.
 
This was the level that made me stop playing Half Life 1 since I couldn't figure out how to pass it. I was like 10 or something.

That's what makes it great and what makes classic Tomb Raider great. Real levels, real games that aren't finished for you.

I still haven't finished HL myself, but I actually passed this level. I first played the game 3 years ago and it gave me such classic TR vibes in its level design. Any TR fans agree?
 
That's what makes it great and what makes classic Tomb Raider great. Real levels, real games that aren't finished for you.

I still haven't finished HL myself, but I actually passed this level. I first played the game 3 years ago and it gave me such classic TR vibes in its level design. Any TR fans agree?

It might be great but the fact that it stopped me from finishing the game back then left a sour taste in my mouth.

If I ever get to actually go and try to finish the game I might have a new found appreciation for it but that hasn't happened yet.
 
i really enjoy this guy's writings on FPS design. i just find myself nodding along and thinking *YES* with each post.

and yeah, i thought "blast pit" as soon as i read the title. such an awesome experience even today! HL2 never matched it.
 
From a use of mechanics in FPS perspective Half Life and Half Life 2 remain unmatched IMHO. They both show a focus and attention to detail in design and how to incorporate extended mini-narratives within the larger narrative that few other titles even bother to aspire to, simply shoving "more of the same" in front of the player as part of a thematicly endless conveyor belt.

Coupled with System Shock franchise, Thief Franchise and original Dues Ex pretty it feels like all the peaks of FPS took place across tjose titles.

Today while technology has improved creativity to go with it seems to be lesser and it feels few are stepping up to emulate these great genre defining titles.

At best you get titles emulating their teaching, Bioshock, Human Revolution, Resistence 3, Wolfenstein: but nothing seems to be trying to actually build beyond the foundation they created.

Nice article BTW. Pretty sure I've disagreed with Doc on other topics but it seems we sure see eye to eye on great FPS levels and design.
 
btw for those who haven't read it yet, here's a design process walkthrough from '99 written by Ken Bridwell who's mostly known for implementing the animation systems for HL1 and 2. It's a good read.
 
sure, games could learn a lot from HL and HL2, two of the best shooters ever made.
the developers probably even know that, they just know they make more money if the focus on other elements.
 
As an experience, he's right. But Destiny is a grind game, you need to see that your shiny new/upgraded weapons can waste bosses faster than before. Then you switch the Boss+1 and repeat the bullet sponge madness all over again.

Different objective.
 
As an experience, he's right. But Destiny is a grind game, you need to see that your shiny new/upgraded weapons can waste bosses faster than before. Then you switch the Boss+1 and repeat the bullet sponge madness all over again.

Different objective.

Right. It's just bad design decision after bad design decision.
 
Did anyone else feel player kind of doing sliding walk in HL1 and 2. Didn't like them due to this.
You're a floating gun in each, there's no sense of sliding movement at all from my memory. You sure you're not thinking about games with the body rendered that have a sense of lag/sliding?
 
Crazy days we live when the masterpiece Half-Life is mentioned in the same breath as the Ishtar of shooters, Destiny.
 
Funny. One thing I really didn't like about Half-Life 1 was how bullet spongy all the enemies felt (hated how you could empty a whole SMG clip into a marine without them even flinching), and this appears to be a common complaint with Destiny.
 
I always found the bizarre random unrealistic portions of Black Mesa to be more about Black Mesa as a company and less that it was unrealistic.

They even kind of poke fun at it in Portal, about how crazy and extravagant stuff is in these lab places. Giant rooms for one button all in the name of science. Except even the scientists don't really know why there's an entire room for one button. They're so caught up in doing it, they never really stop to wonder why they needed to do it, or if they should. Or if there's a way they can build this thing without needing an entire room dedicated to just a fan.
 
Half Life is a damn near perfect balance of the old and new schools of FPS design. Cinematic set pieces that thrill and excite. Huge levels the player can explore at their own pace. Challenging enemies that don't just throw themselves at you in waves. Cutscenes that leave me in control, and that I can skip most of the time.

Top tier story telling combined with top tier FPS game design. A great game. I'm at a loss to name any post Half Life FPS that's better than Half Life. How crazy is that?

edit: Also terrific article that I really enjoyed reading!
 
What I really liked about Half-Life was the way the entire game was continuous and the pacing of the chapters. I liked how you journeyed through the whole facility and all the environments and situations you were put in and how you eventually solved them.
 
¡HarlequinPanic!;141510964 said:
reading this the other day got me to try and play through half-life for the first time, but I really didn't get very far before losing interest. not entirely the game's fault as there's some weird ass sound bug going on that makes it sound like I'm always in a corridor that is echoing louder and louder with each motion I make.

If I can fix that I'd like to soldier on.

Is there an Environmental Audio / EAX option for you to toggle off? That shit was always wonky.

You're a floating gun in each, there's no sense of sliding movement at all from my memory. You sure you're not thinking about games with the body rendered that have a sense of lag/sliding?

HL1, at least, definitely has some inertia to its movement that is different from modern games.
 
I'm gonna start by saying, by no means do I think Half Life or Blast Pit is a bad game or level respectively. In fact, I think they're amazing.

And I love the depth of writing about a type of gameplay we don't often see nowadays.

But I don't think it's better. And in fact, while I hate bullet sponges, I don't feel that puzzle platforming - which is what a lot (though certainly not all) of this apparent 'betterment' of a boss battle boils down to- is any better. And I also don't agree with the idea that there can't be complexity to shooting mechanics and that having to keep enemies at a distance is somehow antithetical to a boss' or encounter's depth. To be honest the type of gameplay that The Blast Pit demonstrates is a puzzle, and to me - that lack of mechanical impact is kind of boring.

I can think of many brilliant, and recent FPS boss battles that are challenging on a mechanical level. And that will always remain a challenge because they don't have solutions, they offer opposition that reacts to you. Deus Ex: Human Revolutions comes to mind firstly.

Anyway, I am sure the writer wasn't trying to say it's the be all and end all. But in a world of linear/cinematic shooters, the idea that Half Life did something right, in making a game that has less mechanical challenge - and just a critical path, is kind of a hard thing to read.

I don't really agree that the boss discussed in the article isn't a mechanical challenge. The entire game is more or less a puzzle game - it takes a lot from Point and Click adventure games. The game is iterating on that puzzle concept and it does so well thematically, ramping up the tension, while staying consistent to what the game has had you doing and building on that.

I agree there's something to be said about a boss that reacts to your movements and will dynamically change things up on the fly, but honestly I'm struggling to think of any bosses that did that well. The End from MGS3? The Deus Ex bosses...well they weren't consistent mechanically (in that the freedom of environment interaction, mobility, and choice in tactics was severely limited), and they didn't really ramp up the tension. I'm in the camp that received those boss fights poorly.

Destiny has a hard design to follow. How do you make a boss that's mechanically consistent while not making it boring as hell bullet sponge? The only thing I can think of is improved AI. Or perhaps to not make a boss encounter at all, and consider some other way to vary the gameplay into a climax.
 
Great article! I'm not big on the walkthrough format, having committed this chapter to memory, but it's helpful for readers who might not know much about the game or haven't played this part of it yet.

You ought to replace the Freeman's Mind link with one from Ross Scott's channel. Giving Machinima.com more hits for a series they no longer showcase is uncouth. Side-note: I can't not think of Scott's Freeman when I'm playing this game, as though I'm really playing Ross Freeman.
 
Sad that there has been no game like Half Life or HL2. How I felt playing those 2 games has only been matched by SMG 1 and 2, SM3DW and DKCTF.

Recently Wolfenstein did a hell of a job, but IMO does not come even close.

I think I will replay HL and finish Blue Shift.
 
Yeah, which one do you mean? I only played vanilla HR and the boss battles were bad. How did they "fix" them?



When you refer to Human Revolution, are you talking about how they "fixed" the bosses? 'cause, like... I didn't play the revamped HR, but I DID play the DLC, and I killed the boss of that level by complete accident, which to me was kinda a bummer.

I played vanilla, and I enjoyed them - They were puzzles, but they weren't as prescribed as Half Life :P

I don't really agree that the boss discussed in the article isn't a mechanical challenge. The entire game is more or less a puzzle game - it takes a lot from Point and Click adventure games. The game is iterating on that puzzle concept and it does so well thematically, ramping up the tension, while staying consistent to what the game has had you doing and building on that.

I agree there's something to be said about a boss that reacts to your movements and will dynamically change things up on the fly, but honestly I'm struggling to think of any bosses that did that well. The End from MGS3? The Deus Ex bosses...well they weren't consistent mechanically (in that the freedom of environment interaction, mobility, and choice in tactics was severely limited), and they didn't really ramp up the tension. I'm in the camp that received those boss fights poorly.

Destiny has a hard design to follow. How do you make a boss that's mechanically consistent while not making it boring as hell bullet sponge? The only thing I can think of is improved AI. Or perhaps to not make a boss encounter at all, and consider some other way to vary the gameplay into a climax.

The End, and most MGS's have great bosses, I agree. In fact the Visari boss from KZ2 is one I enjoyed too.

But I just remember Human Revolutions being so diverse and not particularly bull-spongey. Maybe that's rose tinted.
 
Vanilla HR bosses were definitely not puzzles, were not varied and they were bullet-spongey especially if you upgraded non-lethal stuff throughout. So....
 
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