:: The Orange Box ::
Hanji
I realize the Orange Box and games contained within have already been evaluated countless times, but after hearing so much of the collection, I chose to borrow it from good friend Captain Jack Sparrow, and share my own thoughts.
:: Half-Life 2 ::
Gist: A man on a train wakes you as into some sort of oppressed dystopia, before being ordered across the world and back to combat the aforementioned oppression. Details beyond this are not explained. FPS action through corridor environments.
Graphics: Great. Not only is there a high level of detail in both the environment and character models, but everything with the exception of certain alien weapons has a distinctive look of unprecedented human realism. This is in opposition to sublime graphics likely present on another planet, or more fictional world.
Sound: The background music was effective, and accentuated the mood when present. When not, the game defined silence, instead of lacking sound. This was exquisite, perhaps moreso, than inspiring instrumentals at times, especially in contrast to those vainglorious moments. The voice-acting was precise, nearly every character sounded fluid. The sound effects were decent, but what impressed me was the extravagant acoustics. Sounds can be differentiated and located based on where you are in relation to them and what is in between, to a level I have not seen elsewhere.
Story: I found Half-Life 2 incredibly lacking in story. Initially, I not only disregarded it, but was intrigued by the opening sneaking and chases. Soon after, I assumed my lack of previous plots and connections was based on not having played the first game. Unfortunate, but not a flaw. However, discrepancies arose when I realized I didn't even understand the most immediate and linear of goals. I did not need the intricacies, or the back story, but the sincere conversations and constant directions should have contained significantly more context and relevance. Finally, the fact that Gordon can/does not talk was infuriating, simply because of the aforementioned feeling of realism even in fantasy. Real people talk. It broke logic.
Gameplay: This was another letdown of the game. Initially, it seems intense and gripping, tied into the story of equal intrigue (again, initially). Before long this turns to constant gunfights through a tunnel, to get to a lever, and other stale point-to-point objectives. It would be more forgivable if the points got you somewhere in the story, but they generally just point you in the next direction. Some levels are truly awesome, but mired by many more of insipid repetition. Fortunately, the combat itself is solid. Each weapon has unique uses, enough that I found myself using them all fairly frequently. The perspective made jumping rather difficult for some of the puzzles, but it was not a major concern after minor practice. There are two vehicle sections, both of which are pleasant reprieves from conventional play, and not too long as to be tiring. There are a couple puzzles, they give use and insight to an ambiguous tool known as the Gravity Gun, but aren't too difficult as individual entities. The Gravity Gun allows you to lift/launch certain objects, often for improvised weapons or the aforementioned simplistic puzzles. It displays the game's impressive physics, but is not revolutionary. Replay value could come from attempting different difficulties, or simply revisiting favorite levels.
Overall: 7/10 | A vibrant world of excessive combat and little purpose.
:: Half-Life 2: Episode 1 ::
Gist: Begin right where Half-Life 2 left off.
Graphics: Everything is slightly improved from the original. It's noticeable, but not astounding. Fortunately, no issues arise. Unfortunately, there is a lack of variant locale.
Sound: Quality identical to the original; supreme.
Story: The story is the most significant and most impressive improvement of the expansion. Gordon hasn't obtained any more empathy, but Alyx (primary character from Half-Life 2) is with you the entire time. Her and the other cast carry the story in an engrossing spectacle. They give meaning and objective to each gunfight, which does not fade after realizing the stale ambivalence that awaits, because it doesn't. In terms of plot, more ground is covered than all of the original.
Gameplay: The gameplay remains unchanged, though aforementioned story improvements give new vitality to the formula. All the weapons are the same, though reclaimed in a different order. This is the primarily flaw of the expansion. Although more vivid, Episode 1 adds nothing beyond beyond the plot. It adds a few more instances of the origin, but expansions traditionally enhance that origin as well. It is significantly shorter than Half-Life 2, but contains thrilling segments for replay value.
Overall: 9/10 | Narrative life given to the solid mechanics which needed it.
:: Half-Life 2: Episode 2 ::
Gist: Begin right where Half-Life 2: Episode 1 left off.
Graphics: Everything is slightly improved again from Episode 1. It is much more definitive this time. Unfortunately, the inclusion of the gloss-sheen effect on the friendly aliens and some other objects disrupted the raw realism I had come to enjoy. There were certain texture and model issues, but I have reason to believe this was not necessarily the game's fault.
Sound: The acoustics seem to have been enhanced for even better virtual oscillations. Otherwise, there might have been some new background music added, but it was otherwise the same.
Story: While declining from Episode 1 by returning with extended gunfights and insipid progression, it retains effective interest and context, enough to be ahead of the original by a significant degree. The ending, however, contains an absurdity which must be justified later. That, however, would detriment the quality of the series, not Episode 2.
Gameplay: The gunfights, while losing some of their contextual momentum, are amplified through the induction of defensive battles. Multiple missions involve defending a point and/or not dying, while being attacked by a variety of enemies from multiple angles. The variety of ways to approach them combined with their impressive magnitude places these battles above what bland offenses were made before. Otherwise, the weapons and mechanics remain the same, though there are some minor, useful alterations to the interface. It is longer than Episode 1, still fairly short, and again with difficulties and specific levels for replay.
Overall: 9/10 | A step back in storytelling made up for by augmented battle sequences.
:: Portal ::
Foreword: Portal is a puzzle game. It's format as a First Person Shooter is supplementary at best, a gameplay flaw at worst.
Gist: You wake up inside a definitive and deliberate sci-fi style room, and are instructed by a computed voice through various enclosures, utilizing Portals to solve their puzzles. There is an orange and blue portal, they are entrances which serve as exits to each other. Consider them each as ends to a tunnel, to enter one is to enter this tunnel, though it is technically instantly exiting the other side because the tunnel has infinitesimal length. It is not, contrary to a common misconception, creating a hole or opening in the surface it is applied to. Confusion between the former and later functions may be present at first, but should subside partway through the game, if present at all.
Graphics: Simple, solid, inane. They do their job well enough but there's nothing special about them. I found the acid-water to look hideous and unrealistic, however. It rather ruined the ambiance.
Sound: This is swift. I cannot recall sound through the majority of the game. If it was there, it was stale and forgettable. The voice acting, though only a few things speak, is well done. The sound affects seem completely recycled from Half-Life 2. There were a few decent tunes, and like Half-Life 2, the silence was done better than most.
Story: There isn't a story at all until half-way through the game. The computer merely gives you directions while adding random bits of information. Afterwards, it's unrealistically linear given the gravitas of the facility, and simply plods to the conclusion. I chuckled at some of the monologues, but otherwise found the plot worthless and incomplete.
Gameplay: Positively, Portal has an excellent system. The possibilities of portal placement allow incredible complexities and maneuvers. You retain physics through the portals also, allowing interesting jumps. Furthermore, I experienced no issues while utilizing or traversing the portals. The system is undeniably solid and innovative. Unfortunately, its implementation is lackluster. The First Person view presents occasional jumping and perspective problems while offering no advantages, but that is the minor concern. The biggest flaw in Portal is that the puzzles are far too easy. The game essentially guides you through 80% of the game (not consecutively), and most puzzles degenerate to instruction by the computer, then multiple repetitions. The later puzzles, while larger, and seemingly more open, still maintain one definitive way to solve them. It's simply insipid. No mechanic can save a puzzle game from bad puzzles. There are optional advanced puzzles, but they are harder to pull off than they are to decipher, and the game lacks precision. Aside from the aforementioned distractions, there is no replay value. Once you know how to solve a puzzle, there's a no reason to do it again, unless fervent about obtaining the also-optional Limited Portals/Time/Steps challenges. That struck me as padding by trial and error, though I admittedly didn't attempt it. Finally, Portal is short. A few hours the first time, less any replay. Personally, I don't mind short games, if they are complete. Portal, while refined, seemed more interested in touring a demonstration than actual mental or logical intricacies. If length is a flaw in Heavenly Sword, it is a flaw in Portal. Besides, it seems unfitting to describe insubstantiality favorably.
Overall: 6/10 | Unique mechanics with uninspiring implementation and a mediocre accompaniment.
Saving Grace: Theoretically, Portal is better the worse you are at it. Ignorance is Bliss.
:: Team Fortress 2 ::
Foreword: To assuage certain inconveniences, and because I liked the game, Team Fortress 2 is the only game of the Orange Box I purchased myself. They may consider their 10$ off weekend a tactful decision.
Gist: Two Teams fight to hold ground, take territories, capture the flag, and other objective tactical warfare. It is all Online. It is all PvP (Player versus Player; combating other live humans across the world).
Graphics: The graphics have an interesting comical style, yet manage to pull it off while looking very high quality. Like Portal, it is quite simplistic, but pleasant.
Sound: The voices and sound effects are a bit eccentric, but they fit the cartoon-like style of the game better than flawless realism probably would. Essentially, it is all natural and fitting to the game.
Story: Being completely online PvP, the game has no real story. The judgment of this fact is a topic of minor controversy. Is it unfair to blame a game with no intention of single-player or plot for lacking one? Most games are expected to have multiplayer now. In my view, if the game is entertaining enough just by gameplay not to require a story (unlike the three previous games), then it is acceptable. Additionally, while certainly no object of continuity, the game does have personality via a melodramatic woman who yells mission updates. The story is also partially excused by the social aspect of the game.
Gameplay: For Team Fortress 2, gameplay is certainly the most important category. Joining the game is instantaneously joining the action. Choose a team, choose a class, and go. While the controls are located in options, the game lacks a tutorial or other means of learning the feel of the game, though personal experience teaches it quickly enough. Once learned, it is easy to indulge. Although the details of the missions differ, they generalize into holding or pushing forward a line. The twists are in when there is more than one line at the same time, if there is a less direct objective. That is the essential formula for any individual game, and given the teamwork and strategy required to pull it off, it feels consistently variant. The classes are well-balanced, with the exception of Spy, who suffers needless and incredibly inconvenient detriments. Even still, they are completely playable. The gameplay is accessible and variant, but does stick to one formula, and has some balance issues, which bring it down overall.
Overall: 8/10 | Simple, effective, but somewhat repetitive formula of online PvP.
Hanji
I realize the Orange Box and games contained within have already been evaluated countless times, but after hearing so much of the collection, I chose to borrow it from good friend Captain Jack Sparrow, and share my own thoughts.
:: Half-Life 2 ::
Gist: A man on a train wakes you as into some sort of oppressed dystopia, before being ordered across the world and back to combat the aforementioned oppression. Details beyond this are not explained. FPS action through corridor environments.
Graphics: Great. Not only is there a high level of detail in both the environment and character models, but everything with the exception of certain alien weapons has a distinctive look of unprecedented human realism. This is in opposition to sublime graphics likely present on another planet, or more fictional world.
Sound: The background music was effective, and accentuated the mood when present. When not, the game defined silence, instead of lacking sound. This was exquisite, perhaps moreso, than inspiring instrumentals at times, especially in contrast to those vainglorious moments. The voice-acting was precise, nearly every character sounded fluid. The sound effects were decent, but what impressed me was the extravagant acoustics. Sounds can be differentiated and located based on where you are in relation to them and what is in between, to a level I have not seen elsewhere.
Story: I found Half-Life 2 incredibly lacking in story. Initially, I not only disregarded it, but was intrigued by the opening sneaking and chases. Soon after, I assumed my lack of previous plots and connections was based on not having played the first game. Unfortunate, but not a flaw. However, discrepancies arose when I realized I didn't even understand the most immediate and linear of goals. I did not need the intricacies, or the back story, but the sincere conversations and constant directions should have contained significantly more context and relevance. Finally, the fact that Gordon can/does not talk was infuriating, simply because of the aforementioned feeling of realism even in fantasy. Real people talk. It broke logic.
Gameplay: This was another letdown of the game. Initially, it seems intense and gripping, tied into the story of equal intrigue (again, initially). Before long this turns to constant gunfights through a tunnel, to get to a lever, and other stale point-to-point objectives. It would be more forgivable if the points got you somewhere in the story, but they generally just point you in the next direction. Some levels are truly awesome, but mired by many more of insipid repetition. Fortunately, the combat itself is solid. Each weapon has unique uses, enough that I found myself using them all fairly frequently. The perspective made jumping rather difficult for some of the puzzles, but it was not a major concern after minor practice. There are two vehicle sections, both of which are pleasant reprieves from conventional play, and not too long as to be tiring. There are a couple puzzles, they give use and insight to an ambiguous tool known as the Gravity Gun, but aren't too difficult as individual entities. The Gravity Gun allows you to lift/launch certain objects, often for improvised weapons or the aforementioned simplistic puzzles. It displays the game's impressive physics, but is not revolutionary. Replay value could come from attempting different difficulties, or simply revisiting favorite levels.
Overall: 7/10 | A vibrant world of excessive combat and little purpose.
:: Half-Life 2: Episode 1 ::
Gist: Begin right where Half-Life 2 left off.
Graphics: Everything is slightly improved from the original. It's noticeable, but not astounding. Fortunately, no issues arise. Unfortunately, there is a lack of variant locale.
Sound: Quality identical to the original; supreme.
Story: The story is the most significant and most impressive improvement of the expansion. Gordon hasn't obtained any more empathy, but Alyx (primary character from Half-Life 2) is with you the entire time. Her and the other cast carry the story in an engrossing spectacle. They give meaning and objective to each gunfight, which does not fade after realizing the stale ambivalence that awaits, because it doesn't. In terms of plot, more ground is covered than all of the original.
Gameplay: The gameplay remains unchanged, though aforementioned story improvements give new vitality to the formula. All the weapons are the same, though reclaimed in a different order. This is the primarily flaw of the expansion. Although more vivid, Episode 1 adds nothing beyond beyond the plot. It adds a few more instances of the origin, but expansions traditionally enhance that origin as well. It is significantly shorter than Half-Life 2, but contains thrilling segments for replay value.
Overall: 9/10 | Narrative life given to the solid mechanics which needed it.
:: Half-Life 2: Episode 2 ::
Gist: Begin right where Half-Life 2: Episode 1 left off.
Graphics: Everything is slightly improved again from Episode 1. It is much more definitive this time. Unfortunately, the inclusion of the gloss-sheen effect on the friendly aliens and some other objects disrupted the raw realism I had come to enjoy. There were certain texture and model issues, but I have reason to believe this was not necessarily the game's fault.
Sound: The acoustics seem to have been enhanced for even better virtual oscillations. Otherwise, there might have been some new background music added, but it was otherwise the same.
Story: While declining from Episode 1 by returning with extended gunfights and insipid progression, it retains effective interest and context, enough to be ahead of the original by a significant degree. The ending, however, contains an absurdity which must be justified later. That, however, would detriment the quality of the series, not Episode 2.
Gameplay: The gunfights, while losing some of their contextual momentum, are amplified through the induction of defensive battles. Multiple missions involve defending a point and/or not dying, while being attacked by a variety of enemies from multiple angles. The variety of ways to approach them combined with their impressive magnitude places these battles above what bland offenses were made before. Otherwise, the weapons and mechanics remain the same, though there are some minor, useful alterations to the interface. It is longer than Episode 1, still fairly short, and again with difficulties and specific levels for replay.
Overall: 9/10 | A step back in storytelling made up for by augmented battle sequences.
:: Portal ::
Foreword: Portal is a puzzle game. It's format as a First Person Shooter is supplementary at best, a gameplay flaw at worst.
Gist: You wake up inside a definitive and deliberate sci-fi style room, and are instructed by a computed voice through various enclosures, utilizing Portals to solve their puzzles. There is an orange and blue portal, they are entrances which serve as exits to each other. Consider them each as ends to a tunnel, to enter one is to enter this tunnel, though it is technically instantly exiting the other side because the tunnel has infinitesimal length. It is not, contrary to a common misconception, creating a hole or opening in the surface it is applied to. Confusion between the former and later functions may be present at first, but should subside partway through the game, if present at all.
Graphics: Simple, solid, inane. They do their job well enough but there's nothing special about them. I found the acid-water to look hideous and unrealistic, however. It rather ruined the ambiance.
Sound: This is swift. I cannot recall sound through the majority of the game. If it was there, it was stale and forgettable. The voice acting, though only a few things speak, is well done. The sound affects seem completely recycled from Half-Life 2. There were a few decent tunes, and like Half-Life 2, the silence was done better than most.
Story: There isn't a story at all until half-way through the game. The computer merely gives you directions while adding random bits of information. Afterwards, it's unrealistically linear given the gravitas of the facility, and simply plods to the conclusion. I chuckled at some of the monologues, but otherwise found the plot worthless and incomplete.
Gameplay: Positively, Portal has an excellent system. The possibilities of portal placement allow incredible complexities and maneuvers. You retain physics through the portals also, allowing interesting jumps. Furthermore, I experienced no issues while utilizing or traversing the portals. The system is undeniably solid and innovative. Unfortunately, its implementation is lackluster. The First Person view presents occasional jumping and perspective problems while offering no advantages, but that is the minor concern. The biggest flaw in Portal is that the puzzles are far too easy. The game essentially guides you through 80% of the game (not consecutively), and most puzzles degenerate to instruction by the computer, then multiple repetitions. The later puzzles, while larger, and seemingly more open, still maintain one definitive way to solve them. It's simply insipid. No mechanic can save a puzzle game from bad puzzles. There are optional advanced puzzles, but they are harder to pull off than they are to decipher, and the game lacks precision. Aside from the aforementioned distractions, there is no replay value. Once you know how to solve a puzzle, there's a no reason to do it again, unless fervent about obtaining the also-optional Limited Portals/Time/Steps challenges. That struck me as padding by trial and error, though I admittedly didn't attempt it. Finally, Portal is short. A few hours the first time, less any replay. Personally, I don't mind short games, if they are complete. Portal, while refined, seemed more interested in touring a demonstration than actual mental or logical intricacies. If length is a flaw in Heavenly Sword, it is a flaw in Portal. Besides, it seems unfitting to describe insubstantiality favorably.
Overall: 6/10 | Unique mechanics with uninspiring implementation and a mediocre accompaniment.
Saving Grace: Theoretically, Portal is better the worse you are at it. Ignorance is Bliss.
:: Team Fortress 2 ::
Foreword: To assuage certain inconveniences, and because I liked the game, Team Fortress 2 is the only game of the Orange Box I purchased myself. They may consider their 10$ off weekend a tactful decision.
Gist: Two Teams fight to hold ground, take territories, capture the flag, and other objective tactical warfare. It is all Online. It is all PvP (Player versus Player; combating other live humans across the world).
Graphics: The graphics have an interesting comical style, yet manage to pull it off while looking very high quality. Like Portal, it is quite simplistic, but pleasant.
Sound: The voices and sound effects are a bit eccentric, but they fit the cartoon-like style of the game better than flawless realism probably would. Essentially, it is all natural and fitting to the game.
Story: Being completely online PvP, the game has no real story. The judgment of this fact is a topic of minor controversy. Is it unfair to blame a game with no intention of single-player or plot for lacking one? Most games are expected to have multiplayer now. In my view, if the game is entertaining enough just by gameplay not to require a story (unlike the three previous games), then it is acceptable. Additionally, while certainly no object of continuity, the game does have personality via a melodramatic woman who yells mission updates. The story is also partially excused by the social aspect of the game.
Gameplay: For Team Fortress 2, gameplay is certainly the most important category. Joining the game is instantaneously joining the action. Choose a team, choose a class, and go. While the controls are located in options, the game lacks a tutorial or other means of learning the feel of the game, though personal experience teaches it quickly enough. Once learned, it is easy to indulge. Although the details of the missions differ, they generalize into holding or pushing forward a line. The twists are in when there is more than one line at the same time, if there is a less direct objective. That is the essential formula for any individual game, and given the teamwork and strategy required to pull it off, it feels consistently variant. The classes are well-balanced, with the exception of Spy, who suffers needless and incredibly inconvenient detriments. Even still, they are completely playable. The gameplay is accessible and variant, but does stick to one formula, and has some balance issues, which bring it down overall.
Overall: 8/10 | Simple, effective, but somewhat repetitive formula of online PvP.