Ah well, not everyone will like it I guess. Still, you have to acknowledge that lots of people do like it so even if you don't see it, there must be something that people love.
When you're the fish-out-water character, and the world you came from has changed irrevocably, then having information beyond cursory detail might be pertinent. When you're playing as a MIT physicist who doesn't ask questions or demonstrate any curiosity beyond "what's inside this crate" then the protagonist starts to look like a dummy.Also, what film about being placed in a situation you don't understand dumps 20 minutes of exposition on you explaining everything before having the rest of the film be random action? Releasing bits of information piecewise is just how this kind of story works. Around every corner you get another "oh so that's why!" type moments.
But you didn't lose any of your weapons. You got a weapon that was better than all of the other combined. What exactly are you complaining? And how did the players know they were walking into a trap? The first time it leads into you getting the Super Gravity Gun. You call that a trap?davidarmstrong488 said:Well alright, I completed the game. I actually expected it to be longer. Gordon twice climbs into restraining devices and loses his weapons both times - because he's an idiot. Whatever. This goes back to what I said about the problems with gameplay progressing in real-time; the writers needed a moment for Breen to explain the story to Gordon. Obviously, if the player was in control of Gordon, the player would shoot Breen in the face and the game would be over.
So the game had to take control away from the player - but this is Half Life - there are no cutscenes or anything like that. So the player has to walk into a trap that the player knows is a trap. Just 10 minutes ago, climbing into one of these things lost me all my weapons. So climbing into a pair of full-body handcuffs a second time would be stupid. But you don't have a choice - unless you don't want to finish the game.
This is how poor gameplay decisions by the designers negatively impacts story. Gordon acts like a moron because of the limitations the developers placed on the writers. The writers needed a way to deliver plot exposition without Gordon shooting the TV monitor or murdering the bad guy. The only way to accomplish this within the confines of the gameplay was to physically restrain Gordon. And the only way to credibly do that was to have Gordon, by his own volition, climb into a second pod. What the fucking fuck.
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I agree that was one of the things I didnt understand what the devs were thinking. i think a conveyor belt or something that you jump on wouldve served better for the first one. but the second was part of the plot where you are captured and I cant really see them doing that any other way... so first a conveyor belt, second the way it is would have been better.davidarmstrong488 said:oliveira8, that was chance. The Gravity Gun broke the machine - Gordon could have been killed. And why did it even do that?
Why would you climb into a mechanical straight-jacket in the first place? How in the world would that seem like a good idea to you?
I don't know what to do with this. That's like saying Gordon can fly, you just don't see it when he does it.and for the LAST TIME GORDON DOES TALK you just dont hear him do it.
Uh huh. That's why they never put a face on the Master Chief.Somtaaw said:Have you ever wondered how in half life 1 the scientists and security guards knew that Gordon wanted them to either stay in one spot or come with him its because he tells them. He says stuff like "come on" or "stay there". Did you ever wonder how in Half Life 2 in Eli's lab you can click on the newspaper clippings board and Eli who is turned around will come over and talk to you about it, same with the picture of his wife, and the head in the jar on his table. its because Gordon is implied to have said hey whats this. They just dont put a voice to it because the game devs want you to imagine your voice being there.
But being contrary is a sign of intelligence, or so the internet seems to believe.SteelStallion said:Why would you review this anyway? I don't think there is anything else to cover, every possible perspective and opinion of the game has been done to death and back. It's not old enough to trigger nostalgia and it's not new enough to warrant a review.
It's like you just enjoy being "that guy" who tries to be different by not liking what everyone else likes.
You're absolutely correct, dead on the money.Zer_ said:Half-Life 2 expands on Half-Life 1's ending to introduce a lot of mystery to the players while offering them hints. At the end of Half-Life 2 you most definitely do NOT have a clear picture of what's going on. You're given small bits and pieces of what went on while you were in "stasis." Your allies in this game have no idea where you've been, so you can't expect them to explain everything. Besides, I rather like the mystery.
The mystery allows for conjecture and hypothesizing on what's going on. Hell, for over a year since the game's release there was an active wiki being updated with theories that fit the current facts being listed.
Some of these questions are answered in the two next episodes, most are left for us to ponder. In the end, it's a matter of taste. The type of storytelling used in Half-Life 1/2 isn't for everyone. Those who like it, they like it a lot. Those who don't, well there are other games to play.