Flamma Man said:
Seriously, you got snagged by a Barnacle? Pfft, hahahahaha.
In all of Half-Life 2 and Episode one, about three or four times. Once to get to a place I needed to complete the story, once to get to some health packs, and once or twice by accident. But the reason these guys are so annoying is because often I have to keep looking up at the ceiling, and if I don't have an ally with me, I have to waste precious ammo on them. When, in places like the beginning of Episode 1, I can't really afford to waste. Thank god Alex was there at least.
Headcrabs were in the original Half-Life in 1998, so the Flood are actually ripping off Headcrabs. Also, how are these annoying? They die with the touch of a feather and telegraph their attacks with a very noticeable screech.
Oh, cry me a river. If you really want to be that technical, the Head Crabs ripped off the Face Huggers from Alien. And no, they don't die with the touch of a feather. Assuming you don't have the crowbar, like the beginning of episode 1, I've seen some take up to 4-5 bullets. For a small, fast moving target, that's a lot.
Seriously? You couldn't dodge the thing throwing a headcrab at you?
No, not when I was up on a building doing some platforming and a random-ass poison crab pelts me in the back of the head! Or, hell, when I'm surrounded by enemies, trying to hold them off, and the one poison crab hits me, followed by one hit to kill me. And for another thing, if they suit can heal you so damned easily from this poison, why doesn't it just heal you all the time? PLOT HOLE!
There are such things as mini-bosses and it's not like these things show up all the time.
Hell, you only encounter three in the whole game.
Maybe, but in Episode 1, a three hour game, I encountered three or four of them, and that's where I really drew the line. It was friggin ridiculous. Besides, there's no reason why they should take more damage. What, does having a poison crab on their head harden their skin into steel?
Yeah, this is what's considered a "Boss battle", have fun having a challenge.
A "Boss Battle" usually consists of one big enemy. Here, there was like six of these bastards, often pitting you against up to two at once, with blasters that could tear through your health bar before you could say "Poor Boss Fight". The final battle in Episode 1 is what I would consider a Boss Battle. Not this crap, especially when the designers have hidden the rocket crate and I'm suck searching for rocket launchers the NPCs dropped.
Here, there's no hope for you, some people see things differently or, you know, pay attention.
Also, you spelled Gordon wrong.
It's hard to pay attention when the game thinks that because you're turned away from the source of the sound you can hear it any worse. Last I checked, human hearing doesn't work that way. It makes it so that if you want to explore the parts of the environment (Like me) you're punished by not being able to hear anything. They could fix this by sticking a fucking radio in GordOn's ear.
Um...they do this multiple times for the player, which is also where you'd get some story, if you were paying attention, but whatever.
No, I wasn't paying attention. And I don't really give a damn about the story once I realized that I wouldn't understand it, so I might as well try to pick up some ammo. And honestly, why is it that any building Gordon enters is doomed to suffer from a fatal accident literally minutes after he has enter? Are the Combine just watching him from a Satellite saying
"Nah man, don't attack yet, give him a moment, we're totally going to fuck that building he's going into up. God I hate buildings."?
Sorry, I had to laugh for a second there considering this game is used a lot as an example for very LINEAR game.
Kinda hard to get lost at all or know what your objective is.
There was someone else in this thread who commented on that. Yes, it is a linear game, but I think hiding a valve on the wrong side of a pipe, or hiding a vent in complete darkness in the complete opposite direction you're looking is just plain cruel. I spend forever looking for this stupid vent, and when I find it I say "What, they couldn't put like a sparking light above this fucking thing or something?" This is not good linear game design. Let me give you example of a good linear game design: Call of Duty 4. Yeah, I sound like a douche bag for even bringing this game up, but everyone in this thread already thinks I'm a douche, so why not try a little harder to piss everyone off? Anyways, in CoD4, your path is always clear, often it being a flaming building, or a very large opening between buildings you need to go, or, if you have multiple objectives, them being marked on your map. The point is, if you have a linear game, make it plain obvious where to do. Hiding a staircase is not a puzzle, it's just being an ass.
They aren't, and do you have any idea how HARD it is for them to die?
The fact that they even can is a poor choice. Because when I turn a corner and six Combine soldiers are already unloading rounds into Alex, and then she dies, and I have to sit through Alex talking again for five minutes because of the poor checkpoint system, yeah, I kinda do wish they couldn't die. Fuck reality, I want to finish the game.
In short you seem to be terrible at this game or have poor reflexes, have no sense of direction, and don't pay any attention to anything around you.
Good day to you sir.
My, what a polite young gentleman.
I suppose I might be bad at the game compared to the Valve fanboys, but I like to think I'm somewhat good at games. I've beaten Devil May Cry 4 on Son of Sparda difficulty, I've gotten pretty far on the old Donkey Kong arcade game, so I don't think I'm bad at games, just bad at reading the minds of sadistic game designers.
I don't have poor reflexes, playing Guitar Hero 3 on Expert sharpens your reflexes to that of a cat.
I suppose I do have poor sense of direction, but I blame that on the game, because it's not even trying to help me figure out which way to go.
Now, I do pay attention to my surroundings. I can figure out the puzzles fairly quickly, but as I said, hiding a pipe valve, or hiding a staircase is not a puzzle. It's the game designers being assholes.