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Geek Culture / Half Life 2

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Bio Fox
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Posted: 11th May 2005 11:33
I've just finished Half Life 2 and must say it is the best linear shooting game I have ever played. I mean, the graphics, AIs, landscapes, voices, and plot were amazing! Post your thoughts and ideas on the game so I can see if I'm not far off. Also, I'd have to say the two best characters in the game (excluding Gordon Freeman) was the Gman and Alex.

Rook Takes Pawn Productions... "Now if only we could get that accursed bishop!"
Raven
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Posted: 11th May 2005 13:29
Felt like Half-Life from start to finish.
While this make it an awesome sequal, it doesn't make it the 'best' anything.

I always felt that Quake 2 was better than Half-Life, because it controlled better and just felt more polished. I would strongly say the same is true with Doom 3 and Half-Life 2.

Doom 3 just wouldn't have worked in the Quake 3 engine. The updates make it atmospheric and dark.

Story-wise Unreal 2 is better, although the engine was kinda cheesy the games story is good. Republic Commandos is better though.

Half-Life 2 imo could quite as happily been made in Half-Life 6-7years ago, with Karma Physics. Would've made barely any differnce to the game.

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Jeku
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Posted: 11th May 2005 14:58
What are you talking about, Raven? Half-Life 1 and 2 couldn't be more different than they are. In Half-Life 1 you were confined almost the entire time to indoor levels, but in Half-Life 2 it truly made you feel like you were exploring entire towns. And the levels couldn't be more different than each other, too. For example the differences between, say, the City 17 and Ravenholm were countless.

And Doom 3 was samey throughout the entire game. I felt that all I was doing was running, gunning, find keycard X, rinse, wash, repeat. Half-Life 2 actually had a decent storyline (even though there are perhaps more questions than were answered by the quick ending).


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Raven
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Posted: 11th May 2005 15:46
It depends how you look at it I guess Jeku.
From my point of view, the levels expanded, but they didn't evolve.

The main difference between the games is that most of Half-Life 2 is spent out-doors. Over half the game is spent driving.. which alright you can't do out-of-the-box in Half-Life, isn't something they couldn't add.

City 17, felt much like Black Mesa... but then so did Ravenholm, and Nova Prospek. Very close quarter, heavily dictated gameplay.

Sure Ravenholm is outside and, it appears you have more freedom, but you don't. The look of the level looks worlds apart from City 17, but aside from the textures, and enemies being more close quick combat over gunplay. Well there isn't much difference in the designs.

Game feels the same to play. The puzzles are the same, might rely on the physics more now.. but aside from the puzzle of getting the buggy onto the docks I didn't find a single puzzle in the game that didn't remind me of an area of Half-Life.

Honestly the game feels like Half-Life, but instead of that god-aweful Xen section.. they traded it for a god aweful citidel section. The Vehicles are a nice touch, but were totally overused imo... and seemed more like filler to make the game longer.
(it still ended up feeling like your rushed and shorter than it really is)

While sure Doom3 is very samey throughout, I wasn't expecting it to change. I wasn't expecting innovation, I was simply expecting an experience that made me have to do the laundry before I finished the game. Doom 3 for me, delivers exactly what it promised...

an atmospsheric delve into the depth of hell.

Half-Life 2, promised radically new gameplay, awesome new physics, blah blah.. in the end it felt like Half-Life, plain and simple.
I am actually impressed and very very happy it feels and plays just like HL because if it didn't, I doubt I would've liked it.

It does however fall short of being the best FPS I've ever played. You can argue this as much as you like, but honestly I don't understand why everyone keeps claiming it's so awesome with some deep story.

I don't remember there being a deep story in HL and I don't remember ther being a deep story in HL2. These are things that actually allowed me to enjoy how the action flowed from one scene to another. It allowed each section of the game to feel fresh from the last, because your not weighed down having to follow some deep and revealing story... the story was on-going and obvious.

It is a break from the normal thrill of having to try to put in some effort of conveying some deep story; simply because the game is you landed in a situation, the situation changes. The story remains the same.

[ Liandri Corporation / Chief Software Architect ]
billy the kid
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Posted: 11th May 2005 16:02 Edited at: 11th May 2005 16:02
I agree that the HL 1 and 2 story is really lacking. However at the same time the character interactions were just amazing in both games. I believe HL 1 was the first game to have characters actually come up and talk to you. And HL 2 completely took that to a new level with the facial expressions, body language, and eye movement. So in that sense, the game actually was kinda revolutionary as well as the use of physics for almost everything. Although I would say it is not the best FPS ever, it definitely raised the bar.

As for the AI, I was kinda disappointed. The AI was pretty good compared to most games, but really didnt raise the bar IMO. My main complaint is that it was highly scripted. To date I have still not played a better game than Thief 1 and 2 in terms of AI.
Raven
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Posted: 11th May 2005 18:23
I like the AI in Doom 3.

I know alot of people scoffed at it saying it was lame, or whatever; but the Zombie marines worked together, even setting traps for you. It still equated to duck and shoot gameplay, which if it'd needed for the play to actually play much past 'Quake Law #1' i'd probably have disliked it, but still the way they did it impressed me.

It's also like the physics being used. In the SDK we saw that it was AS competent as Half-Life 2 in these respects, but throughout the game it was used subtly. There were no Mars buggies doing 40-50mph down a martian super-highway. Instead you could shoot a cargo case on the floor to trip up monsters.

The most intelligent use of it is the Texture Map Damage Area. Unlike Half-Life 2 or Unreal 2 where you have to tell the game which hit-boxes are more sensitive, Doom 3 gives you the option without having to recode the engine of creating enemies like the 'Regenerators' from Resident Evil 4.

In Half-Life 2 and Unreal 2, most of the game was dominated by 'pump enough firepower in to this enemy and you'll take it down' with very small hit box areas being more sensitive than others. Still it is mostly scripted.

In Doom 3 you can change the Damage map colour to represent if something will even take damage at all, and you can have it so that it runs along the lines of peoples armour and such. With the collision engine calculating the exact point where bullets hit, it means that you can truely make gameplay more accurate.

In F.E.A.R. your able to blind your opponents by shooting out thier eyes... you could achieve the same in Half-Life 2 but not anywhere near as easily or accurately.

It has quite irked me how everyone marveled at Half-Life 2's physics, but seem to quickly forget that Unreal 2 and Unreal Tournament 2003/4 had physics (and even vehicle physics) long before Half-Life 2 had shown it off.

We saw in an early Karma test (2001) that Unreal 2 had vehicles with completely independant wishbone suspension that affected it's ability to move.

I also don't see the whole amazement over the interaction either.
Half-Life wasn't the first game to have friendly players, Unreal was. It also wasn't the first game to have players that talked to you.. Unreal was. Alright so it was only by a matter of months and in Unreal they didn't physically talk but communicated via that popup panel thing, but still it wasn't new. It is simply how Valve implimented it that make it stand out.

The same goes for Half-Life 2, they spent so much time on the facial features.. but for the first 10minutes after meeting Alyx she walks backwards! I mean FGS she only turns around to do set animations. So much for the animation isn't body language but randomly run idle sequences.. the mo-cap makes it look very real, but still the tweening between the animations isn't as flawless as that in some platformers like Sphinx or Legacy of Kain.

See what has always knocked HL from the top spot, imo ... is the fact that they put so much effort in. Yet forget some REALLY important aspects that break the whole effect.

I mean like, they have birds flying in the background everything looks amazing.. then you notice and there's no wind and the trees don't sway. Your near the bridge and the fog looks awesome floating across the screen, but you blow up a grenade and the smoke goes the opposite direction.

The worst offender and possibly what ticks me off the most, is they STILL haven't done anything about turning. You play through a game like Resident Evil 4 and everything flows... there's no instant turning, or such. Every move, every emotion, everything interacts with each other. It creates a very spooky, scarey and fiercely realistic world. That from ever stand-point quite frankly makes it one of the best damn games I've ever played.

Capcom weren't trying to make an awesome Pseudo-FPS they were trying to reinvent the genre which often causes them to die, or move in to obscurity. They're end result is something that is just remarkable.

They don't throw the fact that they have physics throughout the game, and unless someone pointed it out you wouldn't notice. The game hides it and uses it to blend realism. You don't notice that while when you hit zombies they recoil, you just thing that "oh it's just an animation" but you pay closer attention and realise that where you hit them makes them stagger, or not stagger.

You push a ladder down and some zombie fall off, some cling on and smack on the floor with the ladder bouncing off. It bounces up rather than randomly probably due to the action not being based on the ladder but it being in a given position to do the animation.

My point is, without spending hundreds of million, hiring some doctor of science on human behaviour, spending over half a decade of development time.. or even releasing so much teaser material to claim they have the best engine. Capcom have achieved the experience that Valve promised.

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David R
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Posted: 11th May 2005 23:35
Quote: "I agree that the HL 1 and 2 story is really lacking"


HL 1 was the first FPS with a solid (understandable) storyline. Yes, it was a simple storyline, no-where near today's game, but for 1997/1998, it was great. Thats why it was incredibly successful.


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Raven
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Posted: 12th May 2005 00:07
Quote: "HL 1 was the first FPS with a solid (understandable) storyline. Yes, it was a simple storyline, no-where near today's game, but for 1997/1998, it was great. Thats why it was incredibly successful."


Sort of.. it's the way the story is told though. It was told like you were someone just passing through, very little was actually directed at Gordon. It was also in-game, rather than through scrolling mission briefs or whatever.

They continued this with Half-Life 2, which to a degree is frustrating because they promised an in-depth engrossing story. At any given time though you only know where your suppose to go next, no one really stops to explain anything apart from what is important to your current situation.

It's a bit like a verbal version of a mission brief, but in essence no different. There is no real dialog to speak of, or atleast nothing that will have you worrying about characters or such.

It's what I've always been disappointed in. You don't get attached to the game or feel really part of the world, just that your there.
Lukas W
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Posted: 12th May 2005 00:24
Quote: " I felt that all I was doing was running, gunning, find keycard X, rinse, wash, repeat"

hmm, mostly i was too scared to think, all i did was hiding, running away and sneaking around trying not to get seen by anyone.

Megaton Cat
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Posted: 12th May 2005 01:10 Edited at: 12th May 2005 01:11
Half-life 2 was kind of a disapointment. Not a bad game, but not what I expected.

The level design was just so god damn linear. Every outdoor level had a either a fence or a cave-in, or an entire building! I tell you, it did not feel like a city block when the ENTIRE block was completly enclosed with buildings. WTF. How do people get to work?

Second thing that pissed me off: Doom-ness. Too many dark areas. I assume this game is set in the future correct? Then why the hell can't no one invent a flash light the lasts longer than 12 seconds? I got really tired eventually after seeing the little blocky power bar in the bottom left corner drain away. Then I got shot.

(Not really a complaint, but can some one tell why Gordon is a ghost? It makes me feel kinda uneasy when I man a turret or drive a car, and the wheel just seems to be moving on it's own...his arms seem to be gone)

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
billy the kid
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Posted: 12th May 2005 02:52
Tesio - What sets HL2 apart from the rest for physics is that its the first game to use realistic physics for everything. Every table, every cup, every tire could be physically manipulated. Thats what it is so amazing. I dont think anyone is claiming its the first game to use realistic physics, but it is the first to use it for everything. And the Unreal series doesnt even come close to the amount of physics in HL2. You dont have to agree, but the physics were awesome. And now because of HL2 you will see all the next-generation games using physics to great effect. Even Black and White 2 will have a proper physics engine, a RTS / God game.

Quote: "Half-Life wasn't the first game to have friendly players, Unreal was. It also wasn't the first game to have players that talked to you.. Unreal was. Alright so it was only by a matter of months and in Unreal they didn't physically talk but communicated via that popup panel thing, but still it wasn't new. It is simply how Valve implimented it that make it stand out."


Thx for agreeing with me. There were actually several other games before Unreal that had characters communicate to the player. But thats not what I was talking about, I was talking about in a realistic way as in coming up and talking to you.

Quote: "The same goes for Half-Life 2, they spent so much time on the facial features.. but for the first 10minutes after meeting Alyx she walks backwards! I mean FGS she only turns around to do set animations. So much for the animation isn't body language but randomly run idle sequences.. the mo-cap makes it look very real, but still the tweening between the animations isn't as flawless as that in some platformers like Sphinx or Legacy of Kain."


DUH!!! Let me let you in on a little secret, ALL animations are preset in games. So of course the "body language" was just a bunch of preset animations. But that doesnt take away from the fact that these preset animations were so good they actually seemed more like body language than animations.
Raven
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Posted: 12th May 2005 03:33
Quote: "What sets HL2 apart from the rest for physics is that its the first game to use realistic physics for everything."


I take it Splinter Cell isn't a real game then?

Quote: "DUH!!! Let me let you in on a little secret, ALL animations are preset in games. So of course the "body language" was just a bunch of preset animations. But that doesnt take away from the fact that these preset animations were so good they actually seemed more like body language than animations. "


There was nothing stopping them from implimenting real-time tweening (something HL2 doesn't have, you have to set it up via one of the SDK tools), not did it stop them from implimenting IK (something Unreal 2.x has btw) simply because it wasn't part of Havok.

You can create alot more body language from a small collection of animations by altering them through IK and Tween movements.
Peter H
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Posted: 12th May 2005 03:40
Quote: "DUH!!! Let me let you in on a little secret, ALL animations are preset in games. "

I cry foul
Spore

"We make the worst games in the universe."

Jeku
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Posted: 12th May 2005 03:46
Quote: "It has quite irked me how everyone marveled at Half-Life 2's physics, but seem to quickly forget that Unreal 2 and Unreal Tournament 2003/4 had physics (and even vehicle physics) long before Half-Life 2 had shown it off."


Nobody was claiming that Half-Life 2's vehicle physics were revolutionary. Everyone knows about Halo/UT2k4, etc. But I don't recall being able to throw boxes around in UT2k4.

Quote: "The same goes for Half-Life 2, they spent so much time on the facial features.. but for the first 10minutes after meeting Alyx she walks backwards! I mean FGS she only turns around to do set animations. So much for the animation isn't body language but randomly run idle sequences.. the mo-cap makes it look very real, but still the tweening between the animations isn't as flawless as that in some platformers like Sphinx or Legacy of Kain."


What's wrong with walking backwards? Can't you walk backwards? I thought it was completely natural-- -so much so that I didn't even notice that backwards walk until I played through it the second time.

Quote: "I take it Splinter Cell isn't a real game then?"


And I also don't recall Splinter Cell's amazing physics, either. Are you talking about the fact that you could pick up a can or a bottle and throw it? That was about it IIRC.


--[R.O.B.O.I. and FireTris Coming Soon]--
billy the kid
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Posted: 12th May 2005 03:52 Edited at: 12th May 2005 03:53
HAHA!!! Well first of all, that game isnt out yet. So my statement is still quite true. It has yet to be seen if this Spore is all its cracked up to be.

Quote: "I take it Splinter Cell isn't a real game then?"


Thats true, I forgot about Splinter Cell but physics werent awesome. Maybe because it was such a joke. Its such a crap sneaker game. Try the Thief series, thats a real stealth game. You dont even want me to get started...

P.S. Im not talking about Thief 3, that game sucked. Im talking about the first 2.
CattleRustler
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Posted: 12th May 2005 04:18
Quote: "Then why the hell can't no one invent a flash light the lasts longer than 12 seconds?"


sv_infinite_aux_power 1


Lukas W
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Posted: 12th May 2005 04:27
Quote: "Try the Thief series, thats a real stealth game"

you said it. ahh, where would we be whitout garrett?

Quote: "Im not talking about Thief 3, that game sucked"

now wait just a minute.
Thief 3 does not suck. ok, ive only played the demo because i dont want to buy the fullversion when i cant play it. but from what ive seen T3 is better than T1/T2. but the physics is just as poor. an improvement, but still poor. and thief is not about physics, its about Sound effects.

billy the kid
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Posted: 12th May 2005 04:31 Edited at: 12th May 2005 04:35
Well I have played the entire game. Dude trust me, Ion Storm did a horrible job of taking the Thief reins. Thief 3 isnt a bad game, but its not like the first 2. Im one of those diehard Thief fans so...

I have 2 main complaints:

1) Movement is just plain awkward in first person view.

2) All the cool story elements in the first 2 are gone. For example, all the extra information that had nothing to do with the mission or main story still helped to create an idea of what the greater Thief world was like with all the nobles, other thieves, etc. There is none of that in Thief 3. All information pertains to the mission at hand.

All the technology is about the same except with better graphics and physics. Its just the story is quite lacking in the 3rd one.
Raven
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Posted: 12th May 2005 04:34
Quote: "And I also don't recall Splinter Cell's amazing physics, either. Are you talking about the fact that you could pick up a can or a bottle and throw it? That was about it IIRC."


I think you need to play through the game again.
The physics is used almost everywhere, mostly used for non-interactable objects... still when you climb a rope and it is snaking behind you, and the AI then picks up on that to become alerted and look up? Are you telling me you didn't notice stuff like that?

Or how there were objects attached to wires or ropes that you could shoot out to drop them knocking out or sometimes even killing enemy.

The physics may not have been put forward as one of the major selling points (may I remind people of the Gravity Gun).. however it had it's fair share.

God knows why I forgot about this game but, Black and White back in 2001... THAT was the first major game to use physics for quite literally EVERYTHING. Even Half-Life 2 had it's limitations.

Quote: "What's wrong with walking backwards? Can't you walk backwards?"


Sorry, but the only people who walk backwards for more than 20 seconds without looking behind them are those people one 'Home Videos' that end up tripping over something. While I can understand her doing it for a few steps until she turned around... all the damn way into Eli's Lab until she interacts with Eli, quite frankly that is taking the sodding biscuit.

It would've been far more 'natrual' for her to walk beside you (well just in-front to one side) and turn her head to talk. I know that most people myself included will only turn to face someone to explain and talk with our hands. Even thrn your doing it to the side rather than directly in someones path, with your head flicking every so often to see where your going.

So to answer. No, people don't, and it just wasn't natural.

Quote: "Nobody was claiming that Half-Life 2's vehicle physics were revolutionary. Everyone knows about Halo/UT2k4, etc. But I don't recall being able to throw boxes around in UT2k4."


You should read some of the reviews and users who hype on about it then. Anyone would get the impression that Half-Life 2 is some revolutionary game that has pioneered physics in computer games.

I gave Splinter Cell as an example as it was the first FPS-Engine based game I could think of. Quite frankly being able to pick up SELECTIVE objects and throw them (without ARMS might I add, what is Gordon telepathic now?) somehow constitues as a fully interactable world.

Oh wow you can use the Gravity Gun to push a car and yank a Radiator from the wall.

Just out of interest, how com you couldn't use it to knock over a Street Light, or a Dumpster? How about the fallen peices of rubble along the sewer courseway, or to smash down a pretty weak chainlink fence?

Sorry, but I see physics as an everyday part of games now. No you can't throw boxes in UT2004, but then... how long do you think you'd survive against an arsenal of weapons like that with a wooden crate? Hell I find it hard enough to live longer than 30seconds in most UT2k4 games. The action is just too fast for it. Unreal 2 for some reason doesn't use the physics engine much .. that said it never really felt like something it needed to. Atleast things swayed in the breeze and Shadows weren't like totally static.

The physics throughout Half-Life 2 dominate, like it's a new toy that MUST be played with. Even the original Half-Life gave you the ability to 'grab' items, and even boyancy for creats in water.

I'd be more impressed if Half-Life 2 wasn't using stock Havok, but the demo movies on the site (particularly Hanger and Zombies) show more and better interaction. The lack of real joints or such in Half-Life 2 really ticks me off. People just flop once killed, like somehow they're body is made of tubes but the rest becomes jello.

In Half-Life 2... head-shot kill someone walking, the body just collapses.
In Unreal 2... head-shot kill someone walking, and the weight bends the kneels as the body folds downwards and seems to try to collapse under the weight but when the joints don't allow it too, flys forward throwing it at the gound at quite some force.

Result = HL2 is hailed for it's use of Rag-dolls, Unreal2 no one even so much as mentions in passing it even has physics.

I'd be impressed, if everything shown in Half-Life 2 hadn't been done before... and well... better.

Quote: "Thats true, I forgot about Splinter Cell but physics werent awesome. Maybe because it was such a joke. Its such a crap sneaker game. Try the Thief series, thats a real stealth game. You dont even want me to get started..."


Sounds like someone who can barely make it through training.
I have both Theif and Theif 2, they're pretty good.. but feel very dated now. They might be doing similar things, but then so was Metal Gear solid. They're all 'Sneaking' games, but they're all very arguably distinctly different.
billy the kid
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Posted: 12th May 2005 04:36
Actually I beat Splinter Cell. Its ridiculously easy. Its no Thief.
Lukas W
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Posted: 12th May 2005 04:40 Edited at: 12th May 2005 04:43
@billy
thats sad news
im one of them thief fans too, i started my game making career with dromed

edit:
is it true i hear about Ion Storm is closing?
if so... all they did was ruin what could have been a really good game series (thief). and they made deusx2.. heh, thats a great team

billy the kid
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Posted: 12th May 2005 04:47
Yep Ion Storm is no more. Both Thief 3 and Deus Ex 2 were big losers so Eidos closed them. What blows my mind is they took 2 amazing series and screwed them up. Deus Ex 1 is also up there as one of my favorite games ever.
Lukas W
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Posted: 12th May 2005 04:53
yes that is what makes me angry, i have to laugh: hahahahaha.

personally i never liked deus ex. it was too much of a 'thief wannabe' if you know what i mean.

Raven
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Posted: 12th May 2005 04:58
Quote: "Actually I beat Splinter Cell. Its ridiculously easy. Its no Thief."


o_0 ..
Jeku
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Posted: 12th May 2005 05:15
Raven - I don't know, there were so many problems with your last long post that it will take me half an hour to point them all out. But I'm too lazy so I'll just select one:

Quote: "In Half-Life 2... head-shot kill someone walking, the body just collapses."


Not true. I just finished a two hour HL2 session and I have the shotgun and I shoot a guard in the head, he flies backward with the seemingly correct amount of force (of course I've never really shot someone in the head to compare)--- almost does a backflip.


--[R.O.B.O.I. and FireTris Coming Soon]--
billy the kid
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Posted: 12th May 2005 05:33
In the real world, headshots that cause instant death just make the body collapse. Actually if you hang a dead body from a tree or something and shoot it with a gun, the bullets just go through the body or get stuck in the body. But there is no visible blow back or anything like you see in movies and games. The exception would be a shotgun or something like that since it shoots out in a wide radius. And any sort of reaction you do see from someone who is actually shot is just a nervous twitch, has nothing to do with the actual bullets making that reaction happen.
BearCDPOLD
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Posted: 12th May 2005 10:16
I find it quite sad that we must nitpick over little things such as physics implementation, because when you drop your trousers and lay it all out, HalfLife 2 was fun. I like that sort of kept to HL1's level design style, and the exaggeration on physics was fun. It entertained me, and that's all it really needed to do.

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Bio Fox
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Posted: 12th May 2005 10:57
Whoa, I had no idea I'd get this many posts in just a day! Just want to say some general things:

1. Levels
HL is a linear game so of course there are going to be blocked entrances and such. However, There were plenty or nooks and crannies to explore and in some case destroy. Also, the minor problems with wind were hardly noticeable, I think.
Quote: "How do people get to work?"

If you haven't noticed, City 17 is like a containment area; a 'camp' where people are sent. Not a business district.

2. General Characters (facial expressions, talking)
Okay, so the characters had some detailed facial expressions that maybe had a bit too much time put into them. But hey, even the little pieces of a game make it better. And I agree, HL2 is the only game I know that has characters walking up to you, talking, recognizing you're there and such without the dialouge boxes.

3. Story Line
I do have to say that the story line was lacking fullness and color. Yet, this makes it realistic. You have to realise that Gordon Freeman has no idea what kind of situation he is in when he arrives in City 17 and only gets what information he can from a few sources. The people aren't going to spend twenty minutes saying "Okay, Freeman, this is what's happening and this is where we are and this is the entire plot of the story!" Especially since you can't stay in one area too long when the Combine is looking for you.

One other thing on the plot. People have said that more questions than answers were given in HL2. I personally like it that way. It gives me time between this game and the next to imagine what kind of place Freeman's going to next. And I just have to say something about the Gman's dialouge. "The right man in the wrong place can make all the difference." and "Time... Dr. Freeman... is it really that time again? It seems as if you have just arrived. You have done a great deal in a short time spand...". It almost gives you the feeling that you are either being used or have some kind of higher being working with the Gman.

By the way, any speculations on whoo exactly the Gman is and did anyone else see him during the game, because I did once.

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billy the kid
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Posted: 12th May 2005 11:54
Quote: "And I agree, HL2 is the only game I know that has characters walking up to you, talking, recognizing you're there and such without the dialouge boxes."


Actually there are many games like that nowadays...

And I saw Gman multiple times in the game.
UnderLord
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Posted: 12th May 2005 13:04 Edited at: 12th May 2005 13:09
dude half life 2 was based off a book called 1984 or atleast it seems that way read it and you'll see what im talkin bout

but the ending was probably the best ending i'v ever seen in a game =) it was satisfying but yet left me wanting more.

Gman is the government dude that you never really get to talk to he appears and disappears just as fast right? heh i dunno what you guys call him but on my 2ed time playing when the helo is chasing you and your on your vehicle i noticed him watching and walking accross a over pass as i was flying down the sewage area's hehe pretty neat how they do that. He just shows up at the right time to instill curiousity in you.

I think the very last game of HL series will have you waking up from a virtual reality testing system and your character will be freaking out and this is what your dev buddies will say

"whoa gordon, it was just a simulation"
Gordon - "But it looked so real"

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Jeku
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Posted: 12th May 2005 13:30
Quote: "I think the very last game of HL series will have you waking up from a virtual reality testing system and your character will be freaking out and this is what your dev buddies will say

"whoa gordon, it was just a simulation"
Gordon - "But it looked so real""


If this is true then I will vomit angrily.


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0_x
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Posted: 12th May 2005 14:46 Edited at: 12th May 2005 14:47


How great is that !?

Edit: No I didn't make that, I found it somewhere...

Raven
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Posted: 12th May 2005 14:47
Quote: "Not true. I just finished a two hour HL2 session and I have the shotgun and I shoot a guard in the head, he flies backward with the seemingly correct amount of force (of course I've never really shot someone in the head to compare)--- almost does a backflip."


THAT'S MY FREAKING POINT!
In real-life someone shoots you at short range with a shotgun, not only do your insides literally explode back (i've seen it happen, NOT pretty).. but also the restrictions on your bones force your body not to just simply fly backwards.

If someone shot you in the head with enough force, your head bows backwards.. would painfully hit it's limit then the remaining force would inverse (Action => ReAction), it doesn't throw you backwards instead it works on the natural motion of the body. This would be to force you torso to primarily swing backwards but then swing forwards with a great force.
Causing your Pevlis to swing backwards, your legs would try to collapse but due to IK again would fold not collapse, this would put pressure on your ankles which forces them much in the same was as your head.

The end result is the person shot in the head would either end up in a piled up mess flat on his face or will have landed sideways (curiously this is always the side they have a stronger ability with.. ie right handed people drop right)

Now you GET this with Unreal 2, you get this level of realism about the IK & Bone Restriction Reactions. In-fact I'd be less peeved off if Half-Life 2 models even had Vertex Skinning to prevent crumbled joints, like Unreal 2 has. In HL2 you clearly see quite often (especially playing CS-S) joints like the shoulder just bend completely the wrong way.

Gun shots and falls will RARELY break bones, or even dislocate them. Both require some quite presise and immense forces.. Hell you can get hit by a car and not suffer any broken bones but still be killed by the impact shock.

As I said in the Physics thread, this is what pisses me off.
Reviewers and gamers claim they want more realism.. but Half-Life 2 is a prime example that thier idea of realism is what they see in the movies.

Quote: "dude half life 2 was based off a book called 1984 or atleast it seems that way read it and you'll see what im talkin bout"


never read the book, but now you've mentioned it going to check it out.. i see where your going with it though. should be an interesting book if i understand you.

Quote: "And I saw Gman multiple times in the game. "


He only interacts with your twice though... once at the start and once at the end. The end was definately one of the best I've seen, awesome in-fact. Doesn't really make up for the sheer lack of story across the entire game though. It would be nice if it was scripted together better as some parts seems loosely put together just as an excuse.

"Oh Gordon, here take this buggy and go down the coast.. it's your only chance. See if you can't beat Alyx's time.", with the combine convienently at every damn stop along the way, well except the place where you have the Headcrabs.
UnderLord
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Posted: 13th May 2005 00:46
Yeah i never read the book 1984 myself but one of my friends told me about it and said it was alot like HL2 but uhh with minor changes like there is no combine in 1984 =P lol but hey its all good they also made a movie about the book 1984...the movie is called....1984 lol

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Schizophrenic beats eating alone.
Raven
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Posted: 13th May 2005 00:50
honestly i wouldn't put it past them.
the concepts and world behind Half-Life 2 is deep, but the game itself only scratches the surface.

your left feeling like there is something much greater here, but it's just not for you to know about. There is no explaination of who the combine are, where they've come from, etc..
Megaton Cat
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Posted: 13th May 2005 01:39
Quote: "If you haven't noticed, City 17 is like a containment area; a 'camp' where people are sent. Not a business district."


But you can tell City 17 was all closed-in city blocks way before the combine arrives. The entire City 17 just doesn't make any sense geographically. Especially the way the different parts of the city are connected (e.g Train station and canal)

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
David R
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Posted: 13th May 2005 02:17
Quote: " dude half life 2 was based off a book called 1984 or atleast it seems that way read it and you'll see what im talkin bou
"


Lots of things are based off 1984 - because its such a nasty vision, which translates easily into past and future (and its a great book/film )

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Raven
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Posted: 13th May 2005 02:28
Quote: "But you can tell City 17 was all closed-in city blocks way before the combine arrives. The entire City 17 just doesn't make any sense geographically. Especially the way the different parts of the city are connected (e.g Train station and canal)"


ahahaa.. go to London sometime, then you'll understand that City17 (which is suppose to be in Germany somewhere apparently) really isn't that different.

i mean fgs after the city burns down, who the hell lets the town peasents rebuild it identical to before based on thier memories?!
heh, only freaking english people could be that stupid
Bio Fox
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Posted: 13th May 2005 04:42
If the ending of the game just turns out to be Gordon Freeman waking up from some virtual tester, I think Freeman would punch Dr. Cliner in the face. That, and it would be extremly funny if the whole game was based on the fact that the Gman and Barney made a bet on whether you'd be able to kill your way through a mob of head crabs. Did any one else notice that the priest from Ravenholm had an infinate amount of ammo in his pocket? Why the heck does a priest have an endless supply of shotgun ammo in his pocket?!? Also, that comic rocked O_x!

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Raven
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Posted: 13th May 2005 05:53
Actually what baffled me more was how he got to the places he did with all those locked doors... and where that other shotgun came from... and why someone who stayed alive so long in such a place ran into a 'head crab zombie trap'. (there's four words that never really belonged in the same sentance.)
Izzy545
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Posted: 13th May 2005 09:33
I think that they're not going for perfect realism. If they made it as real as they possibly could, what's the point in calling it a game at that point? What they're going for is BELIEVABLE physics that would please people. Now, most people will think they're VERY realistic unless they've seen someone get shot, or else they have a deep knowledge of how gun shots work. The average gamer doesn't have that, and of course they build towards the majority, not the minority.

If I played the game and watched them crumple after I shot them with a shotgun as opposed to fly back, I would say it was scripted, and highly unrealistic, because I don't know what someone getting shot with a gun would really be like, nor did I know that all that you said would happen.

So IMO they did a fantastic job with the physics

The Big Babou
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Posted: 13th May 2005 09:34 Edited at: 13th May 2005 09:35
well, i think city 17 was set to be in eastern europe than in germany. at least, there were russian fonts everywhere.

The physics of Half life 2 were simply outstanding, or why had no game before a gravity gun

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Osiris
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Posted: 13th May 2005 14:20
The physics were realistic, if you have any knowlage of balistincs at all you should know that when the bullet enters you it leaves way too fast to move you, in fact people who get shot dont even move an inch unless its under thier own power, usually they, well just collapse.

Raven
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Posted: 13th May 2005 19:10
ya know what, fine you think the Source Engine is realistic and you think it achieves what was promised good for you.

i'd never think that in a forum full of so-called game developers that they would be so close-minded and blind to what the engine is doing.

Oh, and Russia is Asia. Germany, Poland and Prague are Eastern Europe.
Jeku
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Posted: 13th May 2005 20:12
It's not the Source Engine we're talking about, but the Havok engine. And no, none of us likely use Havok in our personal game projects.


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empty
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Posted: 13th May 2005 20:38
Quote: "i'd never think that in a forum full of so-called game developers that they would be so close-minded and blind to what the engine is doing."

*cough*


Quote: "Oh, and Russia is Asia. Germany, Poland and Prague are Eastern Europe."

Aside from the fact that Prague doesn't quite fit in this list, everything west of the Urals is Europe. So Russia is partly Europe, partly Asia. Plus TheBigBabou didn't say "in Russia", but that he spotted Russian (cyrillic) signs. You can see those in Bulgaria as well.


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Raven
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Posted: 13th May 2005 20:45
Quote: "Aside from the fact that Prague doesn't quite fit in this list, everything west of the Urals is Europe. So Russia is partly Europe, partly Asia. Plus TheBigBabou didn't say "in Russia", but that he spotted Russian (cyrillic) signs. You can see those in Bulgaria as well."


And they also appear in Poland and Serbia .. 'Mr. 2 Cents'
empty
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Posted: 13th May 2005 20:48
Serbia? yes (a variation, like in Bulgaria)
Poland? no


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Raven
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Posted: 13th May 2005 20:56
Quote: "Serbia? yes (a variation, like in Bulgaria)
Poland? no"


Oh.. silly me, I forget you've actually visited every country on the planet
empty
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Posted: 13th May 2005 21:03
Apart from Russia, I've visited all the countries that you mentioned in this tread. And Prague too.


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