mspencer82 said:
I disagree with you about Half-Life taking broad concepts and modifying them. For me the game felt like it copy and pasted from so many sources and didn't blend those elements together well at all. You say it modifies those concepts but I don't see where they're modified at all other than lumping them all together under the same alien invasion plot.
The alien invasion was tweaked so that rather than the aliens invading through normal means, they invaded through the resonance cascade that Gordon created. This is further enhanced by the fact that we don't know if this was intentional or not. The presence of the G-Man prior to the incidence suggests that the entire event was caused by the G-Man in order to facilitate the invasion. The G-Man however then uses Gordon to lessen the effects of the invasion and use him for his own purposes.
You can try to pull the whole "lol alien invasion same as ever alien invasion ever" card, but it really isn't. Valve added an additional twist that really separates it from other generic alien invasion stories which, most of the time, never even give a reason for the invasion of the aliens at all.
The headcrabs, which you say were stolen from Aliens, are not a direct copy of the "face huggers" from Aliens. The headcrabs and face huggers operate in distinctly different ways. The headcrabs ultimate goal is to attach to the head in order to gain control of the individual, which differs from the face huggers goal of inserting an alien egg. The only thing they have in common is the fact that they attach on to the head.
The zombies are pretty generic, I'll give you that. However, they are only one of many foes that you face along the way in the Half-Life games.
The "post-apocalyptic" world in Half-Life 2 was also different from many post-apocalyptic stories in that the world and cities, for the most part, remained intact. The world didn't have a dark-lingering sky or cities in rubble. It didn't really feel post-apocalyptic in the sense like Gears of War did. It really felt like something that was just right outside your window in real life.
The silent protagonist idea for Gordon Freeman acts in a fundamentally different way than Mario or Zelda. This is actually a common complaint from people who never seem to figure out what the silence enhances. The silence you get from Gordon Freeman is essentially to create more immersion in the game. You feel as if you are Gordon Freeman yourself. You never see his image throughout the entire game. From start to finish, YOU are Gordon Freeman. Whatever Gordon sees, you see. You never hear his voice once through the entire game. This was one of the original Half-Life's greatest innovations of the time: increased immersion in the world around you.
I could go on, but I figure that I've countered enough of your points. Now, I'm not going to say that the environment and ideas that Half-Life used were 100% original, but most stories and settings aren't original anymore. The good stories and settings will take a basic concept that's already been used and try to finely craft it into something relatively new, like Half-Life did. I really think you should go back to the Half-Life series and look deeper instead of just blowing everything off as a "ripoff".
mspencer82 said:
The only thing fanbases can really accomplish is raising expectations on a game that later turns out to be pure crap and allowing their blind devotion to lead them to writing misleading reviews.
Misleading reviews? Half-Life and Half-Life 2 were pretty much universally praised by critics and fans at the time of their release. Are you saying that people who played Half-Life when it first came out went in thinking "teehee, i'm going to give this game an overabundance of praise so that i can fool people into thinking this game is great."? If you do, I think you seriously need to reconsider your views on the reviewing and critiquing process.