Mainly because Metal Gear Solid was a third person stealthy/shooty game and Half Life was an FPS? Have you ever heard anybody attempt to compare the two? No because that would be insane. Besides, MGS and HL have two completely different methods of story telling, MGS is a series of gameplay broken up by directed cinematics, while Half Life is told through the world and atmosphere. Remember FIRST PERSON SHOOTERS around that time? Now compare THEM to Half Life. Anyway, I'm not going to explain it because there's tons of responses already, but bringing up MGS for comparison in a Half Life thread is still bizarre to me.generals3 said:I'm confused. MGS1 was released in the same year as half life and i don't think anyone would claim MGS1 didn't have a story. So why is HL1 praised as some kind of unique golden egg while even for its time it wasn't that special? May have been better than the average shooter but i remember going "bleh" after playing the demo and never going back.Mr.K. said:Innovative... maybe in some aspects, but rather it is a landmark in craftsmanship.
The first Half-Life proved that FPS games can come with a worthwhile story/world, while all the brethren were merely looking for the best adrenaline rush.
And then the second upped the ante, story got heavier, added mystery, some meaty characters, gameplay ranging from excitement, horror, puzzles, play time, lot's of enemy variation, lot's of locale variation,... they just opted to put things together well.
I mean, i get the fandom, i just don't get the whole "Valve is a God and HL is Jesus" part.
If someone using something well in a field that hasn't utilized it before isn't innovating I don't know what is. WHAT DO YOU WANT FROM US? The first rock band using a symphony orchestra IS pretty amazing. And not just hiring one to play shite, Deep Purples Concerto for Group and Orchestra was mind blowing at the time, was innovative and still sounds fantastic today.Blood Brain Barrier said:But saying those things are innovative is like FPS players haven't played anything other than a FPS. There are tons of games before HL that have puzzles, no levels and non-cutscene narrative. So why is it so astonishing to insert things that other games have done before into a FPS?90sgamer said:Below is my understanding but I may be missing things, my memory being what it is.Blood Brain Barrier said:I wasn't really into gaming at the time Half-Life came out, or at least the type of gaming that Half-Life falls into, so I wasn't able to anticipate or ascertain its effect on the gaming world. But whenever I see the game discussed anywhere today, it's always talked about, if implicitly, as something to be highly revered, something legendary, and Valve as some kind of Gods responsible for a monumental and holy Creation. Even Yahtzee hails it, and that's not something to be taken lightly.
I'd like to know why that is. I figure if everyone else sees Gordon Freeman's face as the Jesus of gaming then I might as well read the bible too.
Was it because it was innovative? When I first played the game around a year ago it just seemed to me like a regular first-person shooter. I'm not an expert on shooters being an adventure affectionado, but I've played a few pre-1998 shooters and they did not seem all that different from Half-Life.
Was it because it was outstanding in some way? Again, I don't have strong feelings for or against the game, but despite being a good game it didn't seem to excel in any particular department. It had good graphics, a strong story, as decent gameplay as a shooter can be, but nothing exceptional.
I don't know. As I said, shooters aren't my mainstay so don't shoot me down (ha) for this thread, I'm just genuinely curious why Half-Life is to be respected so much.
In penitence,
BBB.
Half-Life did things that no other FPS had done before it.
1. Puzzels. Most first person shooter puzzles involved finding keys to doors. Half-life didn't have a single key. It's puzzels were more like what you'd find on a platform game.
2. No levels. Half-Life was the first FPS to do away with individual levels (i.e. DOOM, Quake, etc.) Individual "maps" were linked together. The absence of a loading screen between maps made the world appear unbroken and undivided.
3. It had a narrative that did not use cut scenes that took control from the player. All narrative was done in the game, most of it wordlessly. That was a first for the genre.
4. It was exceptionally well done in all the areas where it did not pioneer a new concept.
It's like a rock band using a symphony orchestra for the first time and being hailed as something revolutionary. It's not.
Heck, using your definition with Carbon Fibre on cars: ptsh that's not innovative, they've been using that shit on planes since the 60s, it means nothing!