The half life series and my problem with it.

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Spandexpanda

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Mar 16, 2011
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You don't have a body in most FPSs, other than Halo really. Modern warfare, counter strike (I know it's the same engine), even minecraft! I know that these aren't really story based games, but really, how much does it matter that you don't have a body? All I know is that wasn't what I was thinking about when I walked through Ravenholm, feeling some of the most intense suspense and tension I've felt in any game. For atmosphere and pacing, it excels. I think the immersion factor is pretty good. Also, with respect to the comment about "the HEV suit suddenly appearing on" is really because nobody wants to watch a character put on a spandex body suit in first person. It would be boring, and people would complain.
 

Slenn

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Nov 19, 2009
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LGC Pominator said:
I think I can agree with you on that the physics puzzles never were really any challenge at all. Most of them were just "drop weight on pulley/teeter totter."

Most of Valve's games involve a silent protagonist. And I realize that you talked about it with another person on this thread. And I think I could fully agree with that person as well. I think the best thing to realize about them is that it does indeed let you put yourself inside the same situation/scenario and see how you react to it.
For instance, in Portal, Chell never speaks, but it's the reaction of the player that drives the game. I could replace Chell with me, and I would feel like it's the exact same game.

That's my two cents.
 

NinjaDeathSlap

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Feb 20, 2011
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Actions speak louder than words...

(although I do agree with you on the floaty items thing, completely takes me out of all the games it's in. Same with picking up ammo. I don't just want to walk over a body, I want to stand over it, press a button and see my character kneel down and loot the ammo from the dead man. I know to some people that would seem overly long and finicky, and you wouldn't be able to get away with it in the middle of a firefight so you have to wait till all the enemies are dead before you resupply. But IMO if you're going to do immersion you should do it right down to the last detail. You can't focus on realism one minute and than ignore it the moment it starts being inconvenient.)
 

LGC Pominator

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Woodsey said:
Do you mean you don't feel connected to Gordon? Because you aren't meant to. The other characters are the ones who are supposed to ground you; the only reason he even has a name is to give you a point of reference. If it doesn't work for you then that's a shame, but they aren't going to change it.
I wouldn't want them to change it! The game series already has established that Gordon is completely voiceless, if that changed suddenly and he starts sounding like nathan drake, then I would be just like o_O
 

T8B95

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Jul 8, 2010
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I think you've hit this on the head.

I'm a man of extremes when it comes to video game protagonists. I think that either the character should be completely voiced, fleshed out, and characterized (a la Assassins Creed) or be a completely blank slate.

The problem with Freeman being a blank slate is that he has an established history, personality, and relationships. It's always jarring to have characters treating you like their saviour even when you're gunning down everyone you can.

The poster above me used Chell from Portal. That's a perfect example of the blank slate, because you know virtually nothing about Chell, except the name. You never have a reference point for what the game wants you to do. In Half-Life, it is very clearly established by the other characters what sort of person you are.

I've also never really gotten into the Half-Life series.
 

LGC Pominator

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Feb 11, 2009
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T8B95 said:
I think you've hit this on the head.

I'm a man of extremes when it comes to video game protagonists. I think that either the character should be completely voiced, fleshed out, and characterized (a la Assassins Creed) or be a completely blank slate.

The problem with Freeman being a blank slate is that he has an established history, personality, and relationships. It's always jarring to have characters treating you like their saviour even when you're gunning down everyone you can.

The poster above me used Chell from Portal. That's a perfect example of the blank slate, because you know virtually nothing about Chell, except the name. You never have a reference point for what the game wants you to do. In Half-Life, it is very clearly established by the other characters what sort of person you are.

I've also never really gotten into the Half-Life series.
Chell was a good example of the blank slate done right, but according to the expanded universe her reason for being mute is that she doesn't want GLaDOS to know that she is getting to her... so why in the sequel does she never say a word to Wheatley and to respond to his question you jump?
Up until that point I liked the idea.
 

Zhukov

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Dec 29, 2009
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Hm, never really had that problem.

I can project like a fiend, so I'm usually fine with silent protagonists. They are present in many of my favourite games (yes, including the Half Life series). The only time it's really bothered me is Crysis 2. There were a few occasions in that game where Alcatraz really should have opened his mouth.

However, I agree with you about the 'embodiment' thing. I prefer to be able to see my character's body, or at least part of it, in first person. When I press a button I want to see a hand reach out and press it. Same with looting, climbing etc. Like how it was done in Mirror's Edge and Far Cry 2.
 

Vibhor

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Aug 4, 2010
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"No!I must understand Gordon Freeman" shouted the OP. The poster said "No OP you ARE the freeman"
And then OP was Gordon Freeman.
 

Nieroshai

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webby said:
I thought that Freeman was meant to be talking in those scenes but you just couldn't hear it. I could have sworn I heard that somewhere... Maybe on the commentary track or something??
He's meant to be saying what you would say, but without dialogue options like Mass Effect to slow down the action.
 

thiosk

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Sep 18, 2008
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This old chestnut is old.

Seriously, it seems like every other day someone comes on here and posts about how half-life sucks for some reason or another.

There are other games, games where you can listen to the poorly written and voice acted script of "your character." Some of them let you see the arms, too. Enjoy them, for they are the greatest games ever created.
 

IrishBandit

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Apr 8, 2010
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I've always just assumed that Gordon had some accident down the line after getting into Black Mesa and lost his voice?

Also, Jumping and using ladders would look really bad if they had legs in Half Life.
 

repeating integers

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IrishBandit said:
I've always just assumed that Gordon had some accident down the line after getting into Black Mesa and lost his voice?

Also, Jumping and using ladders would look really bad if they had legs in Half Life.
My favourite item of speculation is that he has a disorder called Selective Mutism [http://en.wikipedia.org/wiki/Selective_mutism].
 

Outright Villainy

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The idea is that the character is you. If the character did lots and lots of interacting, you'd be more like someone looking out from their eyes than actually being the character. It is subjective how immersive it is, but saying it's inherently bad is just foolish, as I and my others find it more immersive.
 

Jonny49

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I take the Extra Credits stance on this, by saying that it's better to have a mute character than have a horribly characterised one.

Besides, Gordon Freeman isn't as blank as you think he is. The characters of the world fill in the blanks for us.
 

kane.malakos

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Jan 7, 2011
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LGC Pominator said:
T8B95 said:
I think you've hit this on the head.

I'm a man of extremes when it comes to video game protagonists. I think that either the character should be completely voiced, fleshed out, and characterized (a la Assassins Creed) or be a completely blank slate.

The problem with Freeman being a blank slate is that he has an established history, personality, and relationships. It's always jarring to have characters treating you like their saviour even when you're gunning down everyone you can.

The poster above me used Chell from Portal. That's a perfect example of the blank slate, because you know virtually nothing about Chell, except the name. You never have a reference point for what the game wants you to do. In Half-Life, it is very clearly established by the other characters what sort of person you are.

I've also never really gotten into the Half-Life series.
Chell was a good example of the blank slate done right, but according to the expanded universe her reason for being mute is that she doesn't want GLaDOS to know that she is getting to her... so why in the sequel does she never say a word to Wheatley and to respond to his question you jump?
Up until that point I liked the idea.
Brain damage?
OT: I like Gordon being voiceless. It kind of disconnects him from the world, which fits with the thematic feel of the series.
 

Ekonk

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Apr 21, 2009
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Vibhor said:
"No!I must understand Gordon Freeman" shouted the OP. The poster said "No OP you ARE the freeman"
And then OP was Gordon Freeman.
QFT.

He doesn't say anything and has no personality because you ARE him. This is why I like Half-Life.
When I play it Freeman is an opportunistic fighter, who is just thrown into these weird situations against his will and happens to survive by pure chance and the occasional good shot.

For others he could be a kick-ass, natural born soldier who loves nothing more than crushing some CP skulls.
 

EvilPicnic

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Sep 9, 2009
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SirBryghtside said:
I think the Half-Life series would almost be better if you were a floating invisible blob. Gordon would be an unnecessary character if it were any other media, but Gordon is like a walking, killing, surveillance camera.

And my only issue with that is when they try to flesh him out. Because he's supposed to be the player, and giving him his own feelings and personality kills that.
Exactly.

One of the best things about HL1 for me was that it's you who shoves that sample into the resonance cascade, which leads to the whole fucking catastrophe. And that's part of the motivation for you the player (or at least I the player) to set about trying to fix what you started.

Would it really be better if we had a cutscene where Gordon exposits all this character info to himself? "Oh deary me, that sample was tainted and my friends are now dead and it was MY HAND ON THE TILLER. I must do something. I must!"

Cos that would be shit. You intuit/supply your own motivation from the actions of others and the world around you. Which is a better example of 'do, don't show' if you ask me.
 
Sep 18, 2009
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Worgen said:
Im annoyed by the silent protagonist also, I suppose I would be more accepting of it if there was a reason for it, like dead space could have done this really well, have your char start out by talking but his throat guts cut early on, he gets treatment for it quickly but his voice box is damaged so he cant talk for the rest of the game
That could work. Future surgery could have repaired his vocal chords while he was in the looney bin in the second game.
But, if he got his throat slit, he would have a opening in his Engineering suit, so he couldn't traverse the vacuum areas.