BolognaBaloney said:
Ok i'll address the mechanisms you mentioned
Exploration- It's a very linear game, the only exploration being due to poor level-design.
This I don't understand. Yes it is a very linear game in nature, but there are sections that require searching for mechanisms to pass the section. I think you're mistaking the terms "poor level design" and "player frustration", perhaps?
NPC Interaction- the interaction is seen as a real-time cut scene.
This was one of the great innovations of Half-Life 1, and a hallmark of the series. If you want to knock the game for being TOO immersive, Half-Life ain't gonna be your cup of tea.
Shooter Sequences- Seemed very cliche and repetitive to me.
Understandable, if you've played many of the games that ripped Half-Life off. You gotta understand the impact these games had on the industry, back in 2004 scenes like the escape from the city where the combine soldiers are shooting down at you in the canal was a pretty new experience, and is still a difficult scenario to design effectively.
Airboat- Was fun. Very fun.
The vehicle section? Another Half-Life innovation.
ANOTHER vehicle section? This is one of the most played out cliches today! "Hey why don't we put in a section with a car and let the player just run over people instead of having to battle them face to face!" Also one of the most difficult aspects of FPS design to effectively implement... Compare the jets, helicopters, and tanks of Battlefield 2 to the Mechwarrior-walker-thingy in Quake 4 - what an awkward hunk of crap!
Gravity Gun- Was a great mechanism, like I said I love the physics of these games.
If it weren't for Half-Life, who would have attempted this kind of gameplay? Has ANYONE even tried to copy this? Don't know why, everyone agrees that it's fun as hell! If anything, the series relies on this aspect of the game TOO MUCH, and could benefit from work in other areas!
Antlions- Didn't impress me, it was a fun addition though.
To be specific, we're talking about the pheremone aspect of the antlions, right? I can't think of a good word for this mechanism, so I'll just run with one that I know is completely wrong - let's call it Anamorphic Combat, using intellectualized entities (in this case animals) for combat. That I'll give to ya, it was fun to watch them swarm enemies but not so engaging. There wasn't any creative application, just throw a stink bomb at a guy and suddenly he's swarmed by aliens. Although beachfront scene near the end of the game does use them effectively, for you simply can't beat that section without them. I think this type of design was put to good use in the first game, though: the wasp-gun and the snarks - snarks were annoying as hell! The only other game I've seen approach this type of weapon design is Bioshock. We've all heard of BIOSHOCK, haven't we?
Shooter sequences with npc allies- again, it felt very bland to me, there just wasn't anything outstanding about the shooting gameplay.
OK, the npc ai in Half-Life 1 is notoriously dumb, even when the game first came out valve were forced to release a patch to improve the NPC handling mechanics, and they were still a pain in the ass. "OK I'll follow you..." "Oh I'm sorry, you mean you actually wanted me to leave the room with you? Oh..."
BUT - this was another one of Half-Life's great innovations. No one had put NPC characters to use before like they were in Half-Life. Without Barney and the gang, a game like Deus-Ex simply wouldn't have turned out the same.
If the gun play isn't satisfying, again this just might not be your cup of tea - Half-Life is born from the Wolfenstein-Doom-Quake lineage of games where the player is very strong in terms of health and weaponry, and the challenge comes more from the oppressive presence of the enemy force, not so much their cunning. Although again, Half-Life was the first game to introduce enemy AI that would retreat and make use of cover.
Overall I don't hate the game, it just wasn't anywhere as good as I had always heard.
That's fine, I suppose. It'd be foolish to think that Half-Life would stay current this long after it's genesis. The recommendations you are getting is from an army of fans who were there to see the evolution happen first hand, and were enjoying all these aspects of game play long before other games came and copied (improved?) them. To many of us, Half-Life is still the best application of these ideas we've tried. If you still have the game on your system, though, I would recommend trying Minerva: Metastasis. Adam Foster created a set of levels based on Half-Life 2: Episode 1 that are much more realistic in their architectural lay-out, and as a result feature more intense gun-play than what valve typically offers. Also, Adam Foster has since been hired by Valve and is helping design the levels for Episode 3, which I think could lead to VAST improvements.