Originally posted by B1gBeard
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The Orange Box (PC/PS3/360)
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Originally posted by B1gBeard View PostIs that the point again though. Fighting zombies generally involves blowing heads off whether its from Romero or Capcom. Like RE the zombies don't seem to be there to create a challenge but more to evoke feelings of disgust, pity etc.
Thats how it feels for me anyway. I guess we are all just coming from completely different angles here.
Even if I didn't I could pretty much guarantee there would be a circular saw blade or breeze block to do the job for me.
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Originally posted by Brats View PostYou're completely right, but these games don't strive for a decent story - they thrive in their combat (except the Darkness which was poo imo). As you say yourself, a lot of HL2 is meant to be secondary to the story.
But why would him joining the resistance help him find out what the G-Man is up to or answer any of those questions? As discussed in the other thread (so I'm not going into masses of detail here) he's awoken after years of stasis and dumped into a completely changed world with no mission, no background, no idea of what has happened, no idea of whether the G-Man is good or evil and yet he seems to know exactly where to go and what to do. That's good storytelling?????
This lack of info was one of the things I originally likeed strangely enough. I felt I had enough to be going on with and trust to Valve to make it all come together in the end. Maybe I'll be wrong when it does end.
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Originally posted by Brats View PostThe zombies in Resident Evil are a big threat though due to the limited ammunition and sometimes their sheer numbers. Aside from the bit where they respawn in Ravenholme, the zombies in HL2 always appear in fairly low numbers and I always had a meaty arsenal to dispose of them anyway.
Even if I didn't I could pretty much guarantee there would be a circular saw blade or breeze block to do the job for me.Last edited by rmoxon; 07-11-2007, 13:02.
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Originally posted by Brats View PostYeah sounds great. I don't think William Goldman will be losing any sleep.....
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Originally posted by B1gBeard View PostUp to this point maybe its on the money for what Valve want? The story is still ongoing and its not a lot different from being part way through a book.
This lack of info was one of the things I originally likeed strangely enough. I felt I had enough to be going on with and trust to Valve to make it all come together in the end. Maybe I'll be wrong when it does end.
The set up is kind of like the 39 Steps in that the main character is thrust into this scenario not out of his own choice, Except in the film, Robert Donat's actions are always for a reason, despite us not knowing what the 39 steps are until the very last scene. He has a good reason to travel to Scotland whilst being chased by the authorities and I believe I would have done the same.
In HL2, I'm never given a good reason early on why Gordon should put his faith fully into the resistance and risk life and limb for them. In the same predicament, I would have done things differently.
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Originally posted by vanpeebles View PostI couldnt give a toss what he gets upto when he sleeps. My point being the Father is a great fun character and that makes for a very enjoyable level. Which is what it's all about, a good game that entertains. Maybe you need to play more games instead of pulling spiders apart all day.
x infinity
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Originally posted by Brats View PostBut why would him joining the resistance help him find out what the G-Man is up to or answer any of those questions? As discussed in the other thread (so I'm not going into masses of detail here) he's awoken after years of stasis and dumped into a completely changed world with no mission, no background, no idea of what has happened, no idea of whether the G-Man is good or evil and yet he seems to know exactly where to go and what to do. That's good storytelling?????
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And Freeman never asks - which is what I would do. The first thing I would do is to blab to anyone I trusted about what the hell happened to me and that there is this guy who appears to behind everything and that our actions may be working against us.
But he never says anything. I realise Valve made a design decision that Freeman would never speak, but while it works in HL1, in HL2 it does cause problems with the story and actions. I'm not saying Gordon should speak, but Valve didn't handle that issue particuarly well. It appears that they have just ignored it and hoped most people would not notice (which seems to have worked!).
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Originally posted by Brats View PostAnd Freeman never asks - which is what I would do. The first thing I would do is to blab to anyone I trusted about what the hell happened to me and that there is this guy who appears to behind everything and that our actions may be working against us.
But he never says anything. I realise Valve made a design decision that Freeman would never speak, but while it works in HL1, in HL2 it does cause problems with the story and actions. I'm not saying Gordon should speak, but Valve didn't handle that issue particuarly well. It appears that they have just ignored it and hoped most people would not notice (which seems to have worked!).
Originally posted by Dogg Thang View PostSo the only one who knows about him is a mute.
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Originally posted by Commander Marklar View PostBut then isn't that the same in any game, Shenmue for example? I wanted to smack Ryu around so much 'cos he's a dumb **** and I just wouldn't make those choices in a game, but then I have no choice as to obey.
By choosing to make Gordon a mute, they allowed the player to project him or herself onto him. I'm guessing that was the reasoning. The trouble is, for that to work, the player has to feel like he is making the choices himself. That's pretty tough when the reasons behind many of the journeys and actions are completely ambiguous. The only actual choice I made in the entire game was to stop off at a house on the buggy ride.
And, no, I haven't completed Ep2. I did, however, play through the full main game of HL2.
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Originally posted by Commander Marklar View PostBut I'm sure you'd just get transported into a little room somewhere with a few hundred monsters dying to meet you for making that choice.
But then isn't that the same in any game, Shenmue for example? I wanted to smack Ryu around so much 'cos he's a dumb **** and I just wouldn't make those choices in a game, but then I have no choice as to obey...
Neither of them deal with the issue particuarly well, but games can and do. Take KOTOR for example, a game that allows the narrative to progress in a believable way and along a decent narrative even though the player carries a huge secret that only gets unveiled two thirds of the way through.
Or for an action example look at Bioshock, another FPS with a mute character that uses a clever set up and various devices to push the player along. I always had a clear personal goal in Bioshock (to get the hell out) even though that wasn't the ultimate goal at all. HL2 doesn't have that.
I agree Bioshock has other issues, but it delivers a believable and consistent narrative much better than HL2.
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Originally posted by Brats View PostTo be fair you don't know that. The G-Man teleports you to this place, but never says 'mention my name and it's curtains for you, matey!'.
I don't like Shenmue either!
Neither of them deal with the issue particuarly well, but games can and do. Take KOTOR for example, a game that allows the narrative to progress in a believable way and along a decent narrative even though the player carries a huge secret that only gets unveiled two thirds of the way through.
Or for an action example look at Bioshock, another FPS with a mute character that uses a clever set up and various devices to push the player along. I always had a clear personal goal in Bioshock (to get the hell out) even though that wasn't the ultimate goal at all. HL2 doesn't have that.
I agree Bioshock has other issues, but it delivers a believable and consistent narrative much better than HL2.
By choosing to make Gordon a mute, they allowed the player to project him or herself onto him. I'm guessing that was the reasoning. The trouble is, for that to work, the player has to feel like he is making the choices himself. That's pretty tough when the reasons behind many of the journeys and actions are completely ambiguous. The only actual choice I made in the entire game was to stop off at a house on the buggy ride.
And, no, I haven't completed Ep2. I did, however, play through the full main game of HL2.
G-man exposes himself somewhat in Ep2 to those in the know, sort of like a "Hey, I'm just letting you know I'm still here... watching". And not just to Gordon...
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