Gearbox searches developer to help with new Duke Nukem game
#121 Posted 26 September 2015 - 11:35 PM
You fight monsters, often you hear them before you can see them, you solve puzzles to advance further, you see dead coworkers, enemies torning them to pieces, etc
I'm amazed how nobody noticed how much of a survival horror the first part of HL1 actually is.
Once you reach the surface everything's completly different though, it's just a war FPS, with some realistic enemy AI. It's not bad, not as much what I enjoy.
The problem with Half-Life really isn't so much the game itself. The game itself is fine and it went into the right direction as far as video game storytelling go by trying to get rid of cutscenes and by trying to tell a story through bits and pieces that the player who'd see for himself rather than be told about it.
The problem with Half-Life is what people made of it. They all liked it and praised it for what I think were the wrong reasons, and these reasons were so talked about it overshadowed everything else and the game became influencial just on that.
Opposing Force it terrible though.
This post has been edited by MetHy: 26 September 2015 - 11:37 PM
#122 Posted 27 September 2015 - 05:06 AM
It does have problems, though, which makes HL2 better.
This post has been edited by MusicallyInspired: 27 September 2015 - 05:07 AM
#123 Posted 27 September 2015 - 06:01 AM
It's very easy to see why it was revolutionary for its time, however the same features which made it so revolutionary back then are what make it so dated now. Watching an enemy break through a door, or some scientists die in a falling elevator simply doesn't have the same impact that it used to. What you're left with is the combat and the platforming which is incredibly "meh". People seem to praise the story, but as far as story goes it's incredibly simple and doesn't really pull me in, same for immersion. Something like Deus Ex did both of those much, much better.
Half Life 2 on the other hand holds up much better for a variety of reasons.
#124 Posted 27 September 2015 - 06:47 AM
I think what most people meant to praise with Half-Life was storytelling.
#125 Posted 27 September 2015 - 07:00 AM
#126 Posted 27 September 2015 - 07:08 AM
#127 Posted 27 September 2015 - 07:10 AM
Hendricks266, on 27 September 2015 - 07:08 AM, said:
That's an unfair comparison because the Half Life 1 levels did have some side paths and alcoves.
#129 Posted 27 September 2015 - 07:13 AM
Spiker, on 27 September 2015 - 07:11 AM, said:
Shameless plugs only work if you provide a link to said map.
#130 Posted 27 September 2015 - 07:23 AM
Tea Monster, on 27 September 2015 - 07:00 AM, said:
So.... it's not good, it was just first?
Doesn't really excuse it IMO.
#131 Posted 27 September 2015 - 09:13 AM
Quote
Doesn't really excuse it IMO.
I normally respect your opinions Micky but I really think you're going out of your way to intentionally dislike Half-life. What point are you even trying to make here? excuse it from what? It had a plot that wasn't told through cutscenes or mission text, it gave it a feeling of viriscimilitude that even though it was basically a retelling of Doom with a faux-realism bent it still felt like a believable take on the themes. Most of what happened you found out as you played, the clean-up operation wasn't spoiled in a cutscene or with a dramatic voiceover - you see it happen in the exact same room. Valve were good at subtle storytelling even at the beginning.
This post has been edited by Jblade: 27 September 2015 - 09:21 AM
#132 Posted 27 September 2015 - 10:08 AM
But, I don't care haters, for me, HL1 still give me a feel about the universe was like alive, and those things in BMRF..., made me keep try to replay the game and wonder around on every levels...well, I'm not sure how to explain about this more clearly... :\
#133 Posted 27 September 2015 - 01:05 PM
Tea Monster, on 27 September 2015 - 07:00 AM, said:
What a weird way to spell System Shock.
#134 Posted 27 September 2015 - 02:35 PM
#135 Posted 27 September 2015 - 03:01 PM
Jblade, on 27 September 2015 - 09:13 AM, said:
I normally respect your opinions Micky but I really think you're going out of your way to intentionally dislike Half-life. What point are you even trying to make here? excuse it from what? It had a plot that wasn't told through cutscenes or mission text, it gave it a feeling of viriscimilitude that even though it was basically a retelling of Doom with a faux-realism bent it still felt like a believable take on the themes. Most of what happened you found out as you played, the clean-up operation wasn't spoiled in a cutscene or with a dramatic voiceover - you see it happen in the exact same room. Valve were good at subtle storytelling even at the beginning.
I'm just saying I've probably started half life half a dozen or so times with the intention of completing it, but it never exceeds at motivating me to do so. There are definitely some fun bits in there, but also a lot of dull bits in between.
#136 Posted 27 September 2015 - 03:50 PM
Person of Color, on 26 September 2015 - 10:05 PM, said:
I think the combat in Half-Life is among the some of the highest quality ever achieved in a first person shooter, and even today, it remains largely unparalleled thanks to the intricate AI which makes every battle both engaging, entertaining, and unique.
Keep in mind that Half-Life focuses on smaller enemy counts. For example, the maximum soldier squad size is four: one leader and three grunts. This was a bit of a risky move in 1998 as most successful first person shooters by that point achieved their fun value by mass quantities of hostiles (which I adore, but there had been few attempts at anything otherwise). However, while other titles had AI with enemies acting like omniscient pachinko balls, Half-Life took a gamble by taking a much different and unexplored route. Enemies never magically know where you, the player, are. In order to ascertain your position at any time, they must rely on their own sight and sound detection (smell, mainly meant for aliens, was only partially implemented). Check the source code, and you'll see a complex system of "last seen positions", scouting areas, and investigating sounds (fire gun shots and you'll grab attention, sneak by crouching and you can silently maneuver around). Simply finding the player isn't the sole goal of the AI, either. They make decisions based on their circumstances. Soldiers will throw grenades at your last seen position in an attempt to flush you out, while Alien Grunts will happily abuse the homing-capabilities of their tracking hornet projectiles by deliberately hanging back and firing them around corners they see you duck behind.
Even then, that's not the extent of the AI's decision-making, as several enemy types are coded to work together in a collaborative effort. While one soldier throws a grenade to flush you out, another will intentionally rush into a flanking position to catch you off guard. If you're chasing down a retreating soldier, another soldier can detect you're running after him and drop a grenade at his own feet to head you off. Not only do these AI squads act together, but they communicate based on their hierarchy as well. When the squad leader is alive, the squad acts much more efficiently as his grunts will continuously communicate your last seen position to him which he relays to the rest of his soldiers. If you kill the squad leader, this chain of command is broken, and each individual unit in the squad must track you down on his own as he's lost instant communication through his commander.
Perhaps the most impressive feat in all this is the fact that this AI is completely dynamic. All a squad needs is some info_nodes to function. There's no heavy scripting to feign intelligence in play, and it's a joy to be engaged by the AI over 15 years later. If I had to name one fault here, it's that the engine's stiff pathfinding and movement holds back the fluidity of the AI. Mods like Sven Co-op aim to improve this, however.
If you're not convinced by your own experiences from the game, I suppose you'll just have to take my word on this, but I can tell you that I regularly delve into the Half-Life source code, and almost every time I can take away something new that surprises me. There's a vast amount a depth for 1998 that embarrasses even many shooters today (although that's may be more of a commentary on the general modern state of shooters). Even Half-Life 2 is a downgrade as Valve chose to make the AI, while inheriting much of the original squad cooperation and behavior, much slower to move and react in order to highlight the newly introduced Havok physics system (it's easier to fire physics objects with your Gravity Gun at mostly stationary targets than ones darting around trying to outmaneuver and flank you).
#137 Posted 27 September 2015 - 03:52 PM
Person of Color, on 26 September 2015 - 09:56 PM, said:
Slow and boring? I've known slower games, and I wouldn't call Half-Life boring. And the only tiny enemies are headcrabs, houndeyes, and snarks. Did you get killed easily by headcrabs and snarks?
Quote
The puzzles are not that time consuming if you know what you're doing. They're relatively quick. The longest puzzles are from Blast Pit and Power Up, but just involves getting to certain areas to activate buttons. I think of those sections and the fight with the Nihilinth to be elaborate homages to the puzzle-based bosses of Quake 1 and Doom II.
Quote
It's a old bunker in New Mexico. What did you expect? And I don't know what you count as being inspired design, but Half-Life's design for me was, and still is, inspired and has a lot of variety. And it has way more variety of color than the brown shooters you're complaining about. I don't understand the bloom complaint, since Half-Life doesn't have bloom.
Quote
You've never felt the joy in smashing a headcrab with a crowbar, shotgunning the houndeyes, or using the grenade launcher alt fire of the machine gun against the grunts? What about using the crossbow or revolver on the grunts heads when they least expect it?
Quote
I've known far more tedious puzzles, many from the early adventure games from Sierra. And most games rely on a sense of forward progression. Even Half-Life 2 relied on a sense of forward progression, and stopped the action for puzzles.
Quote
The controls are basic WSAD keys, and they can be customized any way you want. What's the problem? I used to play Half-Life on only a keyboard before I discovered the WSAD-mouse combination, and the game was still easy for me to play. And the controls have nothing to do with ladder handling. The ladder part feels a little more complicated than I remembered it, and it still handles weirdly. But other than than, the shooting is not a problem. I find it way more precise than in Half-Life 2, and I'm always right on target when I shoot. As for platforming, besides knowing how to longjump and crouch jump in certain areas (which, I admit, took me awhile to master when I was younger), the jumping isn't all bad. If you messed up a jump, it's your own fault.
Quote
If you're falling and dying, that must mean it's not altogether boring.
Did you save your game often, or save your progress in previous slots before screwing up? And did you practice crouch jumping and longjumping in the Hazard Course before endangering your life? Another important thing, did you do a full playthrough on Easy skill before punishing yourself on Difficult?
Half-Life requires skill, and it's very easy once you know what you're doing.
This post has been edited by Flying Techbot: 27 September 2015 - 04:00 PM
#138 Posted 27 September 2015 - 04:10 PM
Ok. Quake. To this day I CANNOT for the life of me figure out why it is praised so much. It's a TERRIBLE game. You want to talk about the original brown shooter? Quake. Samey gameplay everywhere? QUAKE. Levels lacking cohesion of any kind and being a mishmash of random abstract medieval designs while trying to force a sci-fi aesthetic at the same time that just does not work? Q. U. A. K. E. Half-Life was miles ahead of Quake in every way. COLOURS, for one thing. Intelligent AI. Fun weapons. A sense of exploration. Yes, it's been said that Half-Life was very linear, but it wasn't always. There were sections that treated levels and areas like a hub like classic shooters from the non-linearity of Doom to the likes of cross-level puzzle solving like Hexen. Take the silo section with the giant tentacles. You had to go through 3 different areas back and forth through the same hub before you could kill the thing. That pacing was brilliant. And every time you went to a new area you had to sneak past the tentacles actually in the silo. By the time you got the test fire up and running and got all the way back up to start it up you had built up an immense sense of satisfaction at seeing the thing actually FINALLY die. It wasn't all linearity and it wasn't all scripted sequences, platforming, and shooting at things. It can feel long now, but back then it was quite an adventure. I couldn't wait to see what was behind the next corridor or in the next area.
Brilliant game. And what it seems outdated and repetitive in now HL2 only improved and updated. Maybe that's why Valve haven't made HL3 yet, though. They can't think of a good way to bring it back without compromising what made it great, which apparently doesn't work anymore...I say it does, but I'm not in the majority I guess.
You want to talk about bad controls and game physics? I'd say Jedi Knight takes that cake. Nothing but slipping and sliding everywhere. Jumping up on a ledge only to be "pushed" away because it was slightly protruded towards you....aghh...
This post has been edited by MusicallyInspired: 27 September 2015 - 04:13 PM
#139 Posted 27 September 2015 - 04:19 PM
Flying Techbot, on 27 September 2015 - 03:52 PM, said:
Scientist Slaughterhouse is one of the most satisfying mod I've ever played.
#140 Posted 27 September 2015 - 05:41 PM
This isn't GameFAQs. You all are better than this. Come on.
This post has been edited by Spastic Lagomorph: 27 September 2015 - 05:42 PM
#141 Posted 27 September 2015 - 07:34 PM
Oh, wait, here's Duke4.net, right?
#142 Posted 27 September 2015 - 08:01 PM
#143 Posted 27 September 2015 - 08:15 PM
RIPGhost, on 27 September 2015 - 08:01 PM, said:
Ocarina of Time, Metal Gear Solid? Plenty of great games from 98 to choose from.
I dig HL, but I did feel the single-player lost something along the way, for me personally. Started strong. I played Action Half-Life and other great mods for years and years though. And HL2 is a terrific single-player game for me. Everybody has their favs.
I say Gearbox assembles a team with at least one person who worked on HL, Ocarina of Time, and Metal Gear Solid. Build a 98 dream team for the next Duke game, why not.
This post has been edited by PsychoGoatee: 27 September 2015 - 08:18 PM
#144 Posted 27 September 2015 - 08:35 PM
#145 Posted 28 September 2015 - 01:56 AM
PsychoGoatee, on 27 September 2015 - 08:15 PM, said:
Neither is Thief: The Dark Project, but they are pretty cool.
#146 Posted 28 September 2015 - 05:48 AM
#149 Posted 28 September 2015 - 09:42 AM
Commando Nukem, on 28 September 2015 - 05:48 AM, said:
No sir that honor goes to Corridor 7.