Originally posted by Brats
Both games offer sandbox gameplay in different ways. In Halo it's about the way enemies use cover and react to your weapons' balance, in Half-Life 2 it's about how you use the environmental objects around you and what you want to do with them.
Originally posted by Brats
Originally posted by Brats
On the point of the illusion of a bigger world not being delivered detracting from the game's atmosphere - this is something which for me Half-Life 2 pretty much stands ahead of most other shooters on. In Halo 3 you have little to no connection to your surroundings. You're supposed to be fighting for humanity and saving the world but, apart from the crashed orbital elevator, you don't see any human impact that the covenant are having on anything other than the soldiers you're fighting with. There's no iconic attachment to your surroundings in the sense that you can identify being on Earth through. It's just random, devoid of personality, desert A.
In City 17, right from the outset there's an establishment of 'them' and 'us' in terms of both the way the civilians are creeping around the guards, and the various DNA-identifying suppression barriers which keep you hemmed in. The citadel constantly lingering in the background, the way the city has been destroyed, the subtle combine propaganda from the posters, Breen's videocasts and the combine overwatch announcer. There's more than enough information to establish a credible setting consistent with the narrative.
Does it matter that you're not given more free reign? Not particularly - you get to see enough of City 17 in what Valve show you to get a sense of it, and in terms of narrative, you're on the run - you're supposed to be escaping. It makes sense that you'd be using a route the resistence keep you on to leave. The boundaries are defined by the chain link fences and the force fields. What's Halo 3's execuse for keeping you inside it's levels? Invisible walls. An inelegant solution.
Originally posted by Brats
Originally posted by Brats
Originally posted by Brats
Originally posted by Brats
It's not something I particularly disagree with you in principle on - that we should try to escape overly obvious videogame logic if we can, but to single Half-Life 2 out for it as a shining example of this isn't entirely fair. You originally said it was the ultimate conclusion of the corridor shooter - hyperbolic and exaggerated language. There are better examples - Doom III and Call of Duty for example are far worse offenders and they're not even bad games. Which brings me back to my point. Am I disappointed that Half-Life 2 is like a rollercoaster ride? Hell no, because it's one of the best I've ever been on.
In my opinion, it doesn't pretend to be non-linear. If the 'oh so obviousness' of it is defined by its physics based puzzling or making sure you use your abilities to get to the next point, I don't see it as a bad thing. I'd prefer to be doing different things to get to the next point, than repeatedly opening a door or being stumped for hours because there's no clue what to do next. If Valve weren't mixing it up and giving you different things to do to get to the next point, they'd have another bunch of people claiming they were being repetitious. That's one of the things I love about it - that you're not straddled with clearly marked objectives in the sense that you have to 'go here' and 'do that' as marked by incessant characters telling you what to do or the options menu/HUD. You're simply working your way through the environment. Two Betrayals in Halo, as much as I love the level, is continually overlaying precisely where you have to go and what you have to do. You not only have Cortana jabbering in your ear where to go, but an arrow off to the screen listing how many meters you are from your objective. That, to my mind, is ever so slightly obvious design. :P
But again, it's not something I'd really wield an axe over Halo with because all games are susceptible to needing to relay to the player what they have to do next if they're linear by nature. It just depends how bluntly they choose to do it. Videogame logic is something you can fight, but it's also something the most smart developers learn to begrudgingly accept and use to their advantage.
Originally posted by Brats
Anyway, I agree with Soi. This has turned into an excellent thread. Good debate.

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