ashecitism
Member
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.
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 approacha 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 eventsomething 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.