Yokai said:
In response to the thread creator: Some of your arguments are valid points, but they're arguments you could make about any FPS. True, it's linear. So is the Halo series. So is the Doom series. I haven't had much experience playing Call of Duty, but I'd bet it's the same way. The AI isn't the greatest, but we still haven't developed AI that will always respond like a highly trained human soldier. Also, notice that you're fighting creatures like zombies and giant insects, neither of which would be expected to have extra-sharp senses and lightning-fast reflexes.
Admittedly several of the weapons are standard FPS weapons, but it's not exactly unusual to have the basic 9mm/SMG/Shotgun/Grenade combo in any shooter. And have you forgotten the pulse rifle can launch an orb of energy that buzzes around the room like an angry insect, ricocheting off walls and vaporizing everything it touches? Or how about the crossbow that fires superheated rebars that nail enemies to the wall. I'd hardly call those boring weapons.
You said the story didn't make any sense? Guess what--that's the point. I don't know if you realized this as the game's intro suggested, but Gordon's been in suspended animation for TWENTY YEARS. The G-man drops him onto a train all of a sudden, and he doesn't have the slightest clue where the hell he is and what's going on. The Combine are supposed to be a mystery, but the details of their invasion of Earth are explained if you pay close attention. And no, the characters are not particularly well-developed, but because the game's strict immersiveness doesn't allow for any time skipping, the entire game takes place over a period of about three days, which doesn't allow much time for the characters to have any great emotional revelations or any such thing. However, during this time, the characters manage to act surprisingly human, displaying emotion and reacting like people would. The fact that Freeman is silent, despite the awkwardness of being talked to and not responding, really allows you to pay attention to the other characters and establish a connection with them, right down to the end of Episode 2, which many, including myself, have been rather moved by.
Whoops, this ended up being longer than I intended. Basically, what I mean to say is that I respect your opinion, but you're not appreciating the game for what it is, but rather what you want it to be.
This man's points are spot on - the levels are no less linear than many made subsequently, the AI is considerably above-par compared to many current games, with AI that can make decisions on where to run to, where cover is, the shortest route to the player (compared to CoD, where every enemy spawns in the same place, runs to the same place, dies, respawns in the same place, runs to the ... zzzz..., Halo, where the only difference between replays is the rank of the elites you might face in each aquad etc etc.), and also features seamlessly integrated flying enemies and jumping enemies, has several three way battles throughout its full length (Episodes included). Soooo, yeah, the AI
really sucks, doesn't it? And look, I didn't even need to exaggerate to make my point!
Yeah, ok, boring guns. I agree to some extent with this point, though to me it was because they all sounded so weedy, and because Gordon's not the best at controlling recoil the average engagement range when using the smg was about what you'd be using the shotgun for. Which wasn't a great bit of weapon design, imo. I quite liked the pulse rifle, but it didn't carry enough spare ammo to make it useable as a primary weapon.
No, this game was practically built around the shotgun and crossbow for me, just cause they were both so damn awesome. Pretty sure the HL2 shotgun was the first one that would blast your enemies back across the room, flailing and rebounding off walls like the poor foolish mortals they were. Oh, wait, Painkiller got there first, and had a stake gun that was remarkably like the Crossbow, but could shoot grenades. Oh well, it might not have been original but HL2 still had some great guns.
Now, level design... I have yet to see a fps put as much attention to detail in their design as the valve team - not even the expansive arenas of Crysis, because they loose their way by trying to make it look like a natural environment, thus loosing out on opportunities to do all those nice little tricks that good level designers put in - subtle attention guiding features, like local lighting, use of colour, framed views, windows that hint at your next destination to build anticipation, platforming sections across precarious drops to solve puzzles and all that jazz. Just so much more interesting than, say, a series of rooms containing badguys to shoot, a la the Rainbow series, or certain sections of Halo.
If you listen to the developer commentary, you gain a nice insight into the thoughts and designs of the team, noticing things that had seemed natural and fitted seamlessly but were actually carefully thought out and designed to enhance the experience of the game.
That said, much of the early sewer section sucked. Oh well, can't win them all.
The story is great, in depth and interesting - you just have to get into it, to want to listen to the various announcements and snippets of dialogue to piece together little bits of the big picture. It's all a big jigsaw, nothing's spelt out for you in a mission briefing or some such crap, and if you can't be bothered to use your brain to work out what's going on then you probably dont deserve to know. Knowledge of the first game is unnecessary, you should be able to work out that you're some sort of legend to these people pretty quickly, and the feeling of confusion you might get is intentional. Even having played HL1 this world and many of its denizens is new to you, but with that knowledge you understand that this could have been, in some way, your fault, and the presence of the G-man lets you know that soon the shit will hit the fan and things are going to get messy fast.
You do realise that one of the two vehicles you drive was an AIR BOAT, and that as such was liable to differ in handling from the average family saloon? Perhaps the idea of drifting your hovercraft through the long, sweeping, radioactive-waste-filled sewers whilst being molested by a helicopter gunship doesn't appeal to you? I personally loved it. The other vehicle was built from scratch by a couple of guys, some scrap metal and a blow torch. Not that surprising they couldn't find some offroad tyres for your comfort. Yeah, so the handling wasn't pretty or comfortable, but hey, it fitted beautifully into the world of the rebels.
The characters were also done far better than many games that I have seen since, seriously above par. Compare Alyx's emotional depth to characters in Crysis, Halo (well, Cortana was pretty well written), Rainbow games, CoD, etc etc. I understand Gears II is supposed to have some emotional depth, but this is coming 4 years later, and is the only fps I know of that can even begin to potentially compare.
Finally, if you found HL2 boring or too linear, try playing through it in one sitting, and experience it as a movie. I did that once, and it was one hell of a cinematic experience, with each set piece fitting in almost perfectly to keep the pacing right and the action dynamic. From slipping through zombie infested sewers, to dualing helicopters over radioactive wastelands, to clambering across the underside of a rickety rail bridge exchanging rockets with a bio-organic gunship, to battling alongside the rebels against the Combine invaders or the insectoid Antlions, and taking the fight to the Combine in a bid to break their hold on your planet. It's just all so cinematic, providing you dont close your mind, and open up to take in the view as you climb out of the sewers, relish in saving mankind, and just allow yourself to enjoy the game. It's easy to decide not to like a game before you play it, but I make a point of approaching every game with an open mind (even abysmal ones like Frontlines). You should do so too, especially one that is held in such high regard.