Katana314 said:
You're complaining about being hit by the enemies that broadcast their attacks and are easily dodged? I haven't heard very many people complain about the game being too hard, and in fact the specific instances you mentioned are fairly straightforward enemies. I don't see why the engineering of the striders has anything to do with his health limit; would you be less frustrated if it was just shaped differently? It's the time of the game where you get into boss fights, so a challenge is sort of expected.
The plot doesn't ever need to be "explained" because what you need to know is very apparent. Aliens have taken over from another world and turned the place into a 1984-esque dystopia. People have high expectations of you being able to help, and your antagonist is Dr. Breen. You can read a bit more into EXACTLY what's happening if you like by paying a bit more attention during "plot sequences" like Kleiner's lab, but no BS story about experiments and portals is stuffed down your throat because they realize, not everyone really cares. Instead there's more a focus on the individual characters, and what's important right now. (ie, finding Eli, helping the rebels, etc)
I would also like to note to you that headcrabs were in fact invented BEFORE the Flood. Thus, you can only call the Flood "headcrabs on prozac"
I really don't see how a waypoint system would help. I in fact absolutely hate it when a game grants me a very obvious pattern of "Go Here Then Here"; it's much more interesting when they guide you into where to go using subtle hints, so you more or less "figure it out" on your own. Otherwise you're just going through the motions as it instructs you. I worry that you're perhaps just a bit too used to games that focus on the linear sequences of enemies rather than the exploration/problemsolving systems.
Obviously, I can't affect your opinion as you play; if it's not your kind of game, that's fine. Games have certainly changed more than we realize since 2004, so that could be part of it.
I don't know if I'd call the game "Hard". I did get stuck at a particular checkpoint with 13 HP and death if I didn't move the instant the game loaded, and there are some segments when the enemy has a ridiculous hight advantage on you and I had no idea where they were. While the enemies weren't really "Hard" (I most often get killed by stray explosives) they were pretty bullshitty, especially when some take multiple grenades and explosive barrels and still come back for more.
I guess that makes sense, although I sort of wish they'd explain the setting a little better in HL2 to at least give me an idea of what I'm dealing with.
Yeah, well the headcrabs are still annoying as hell. They move around like the floor is buttered up, they jump like their legs are made of springs, and unless you use the crowbar, they can take WAY too many bullets without dying.
It doesn't have to be a waypoint system like literally an arrow where you need to go, but look how Portal did it. Once you finished the experiment rooms, you would often see graffiti on the wall pointing you in the right direction.
I'll tell you, at the friggin' section where you fight the Striders for the first time, it took me AGES to find the rocket crate (Because it was hidden, and the game made me think I couldn't get over to the overhand) and then it still took me a while to find the staircase after it because the staircase was tucked away in the corner of the level. They could have had an NPC lead you there, or have graffiti telling you to go that way, or hell, someone could TELL you to go there, but when the way forward is hidden, you need to tell the player where it is!
I respect your opinion as well, and I don't think it's fair to say that I "Hate" the game (Although I certainly screamed that at the game around minute 15 of being lost), I can certainly see the appeal, but it seems like there are a few glaring game design flaws and a few really annoying parts of the game, and it doesn't ever feel like I know what I'm supposed to be doing. I just feel like Gordon Freeman just shrugged and said "Eh, I've got nothing better do, I guess I'll just walk forward, hoping something interesting happens to me".