Half Life thread - Discussions about Valve's FPS magnum opus(es) and any related content (spin offs, expansions and etc)

HL 3...is it still happening?

  • No and anyone that still thinks that it will is delusional

    Votes: 240 47.5%
  • Yes, they just need a few more years to perfect it so it can another game changer in the industry

    Votes: 136 26.9%
  • Shouldnt it be called "Two Lives and a half" instead?

    Votes: 82 16.2%
  • Half life is overrated, you neckbeard homos

    Votes: 47 9.3%

  • Total voters
    505
Has anyone posted about Abiotic Factor yet? Its a half life inspired open world survival game, but set in a facility ala black mesa. Im currently watching some gameplay right now and it doesnt look terrible. Forgot to mention its not only local coop but online as well.

Here a link to the steam page :

Not too sure about the 30 dollar price tag yet either. Ok one last thing this game was published by the same people as that balatro card game thing.

COULD be interesting but its not the first game that tried to invoke some HL1 so Im keeping my eye on it and wait for reviews once the full thing comes out.
How is that exaggerated exactly? Unless all the zoomers in the US are force-fed SSRI's so their brains are completely burned out where the lifeless facial animations of Bethesda games are deemed as the natural baseline, so adding actual emotions to them is considered as "exaggerated".

Would it surprise anyone if thats the case? I dont know, its possible Zoomers live in an age where things like decent facial animation is taken for granted, along with most modern gaming conveniences, assuming the ones saying those things are zoomers. Most of them did have their pronouns listed on their bios so...

Reminds me of that scene from Always Sunny where one of the characters summarized how is like to speak with these types and how it really seem like these people dont really have "dialogues" but really just repeat to each other what they are saying with no variety.



"They dont understand half the shit they are saying...!"

They say things but none of them make sense and in our age of being easily able to prove or disprove things with a basic google search, its far more jarring and socially disturbing to witness.
 
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Got it played it. The game is pretty fleshed out for an early access game. I am having fun with it they also have a road map for the game.

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Level design, non-existant and repetitive.
LoL, what? What are you even talking about, it literally took a page out of the original Half-Life, which is something Half-Life did with the original Doom 1993.

As a shooter, it doesn't waste your time.
In fact, Half-Life pioneered games wasting your time and Half-Life 2 expanded on the formula. Whereas in HL 1 you were boxed in some room listening to expository dialogue, in the second game you could occasionally walk with an NPC with a faster walk speed than you and hear it talk some stupid stuff.

The first game makes you wait on a moving tram for seven minutes, Then you have to go to the wrong airlock, then go get your suit, get to the test chamber, smash the crystal with the thingy, then the cascade happens and then the game proper starts.

In the second game you get out of the train soon, after some ramblings by GMAN and then you have to meet barney, then you have to pile some boxes, pick up the can and then walk to some building for some things to happen, to get saved by Alyx in an adjacent building, which happens to house the secret lair of Dr. Kleiner, and then you have to go over to the teleportation device, then hit the switch for Alyx, then get teleported yourself, then you walk five feet, talk to barney again, he breaks the fourth wall and gives you the crowbar, and then finally the game starts. What the fuck.

In Doom 3, you get out of the sci-fi vehicle that transported you, go to the Information center, then to marine command, then Kelly sends you to the "dungeon", then you go to the old comm station and then the chink turns into a zombie and you shoot him, and the game starts.

Way more solid than Doom 3's id Tech 4.
How is it way more solid when they're both quake-lineage engines?

Both engines were great but Source did have more staying power.
That's probably due to Gabe being a businessman and he knew how to sell the engine, unlike Carmack. Not that he tried. Side note: isn't it weird how the open-source community hasn't done much with the ID tech 4 engine when it's literally meant to be used for the development of AAA games?

Then on this fateful day he would end up causing the event that inevitably led to the end of the world as we know it.
I don't understand your analysis of the character. He'd know by the end of the first game that the experiment was a setup, so why would he feel any responsibility for something so completely out of his hands?
 
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it literally took a page out of the original Half-Life,

Doom3 is Half Life 1 if all Half Life 1 was... dark corridors. HL1&2 have "combat encounters" and pseudo-arenas, Doom3 has corridors. I do agree Doom 3 tried to ape the HL style, poorly, it was a common complaint back in the early 00ies.

In fact, Half-Life pioneered games wasting your time and Half-Life 2 expanded on the formula.

We're talking about different things. "wasting time" could mean non-skippable first-person cutscenes (Doom3 has those too) but I mean that HL2 always tries to keep things fresh, moving from different setup to different setup (early game bad guns section - airboat section - narrative section - Ravenholm - car section - Nova Prospekt - city fight - Citadel) while Doom3 repeats ad nauseam the same combat encounters with little variety and its enemy roster/weapon roster isn't varied/good enough to sustain it. I can agree that some sections of HL2 drag too long though.
 
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Doom3 is Half Life 1 if all Half Life 1 was... dark corridors.
More than a third of Doom 3 is either in Hell or in the Hell-assimilated version of the Mars City labs.
HL1&2 have "combat encounters" and pseudo-arenas, Doom3 has corridors.
Not really, it has open spaces, including being out in the open on the martian surface at least twice, not counting the tutorial section.
I do agree Doom 3 tried to ape the HL style, poorly, it was a common complaint back in the early 00ies.
How? Doom 3 has integrated to some extent the advancements of the genre taken by games, such as Dark Forces, Marathon, System Shock, AvP, Half-Life, etc; Doom 3 was essentially a modernised version of the first game with a strong focus on narrative, ambiance, atmosphere. Its technical aspects were geared to that purpose.

We're talking about different things. "wasting time" could mean non-skippable first-person cutscenes (Doom3 has those too) but I mean that HL2 always tries to keep things fresh, moving from different setup to different setup (early game bad guns section - airboat section - narrative section - Ravenholm - car section -
I don't understand you, are you saying that the lack of variety somehow hampers Doom 3, but variety elevates Half-Life 2? I don't understand how that's "wasting time". If anything removing the player from the core gameplay would be wasting time.

Half-Life 2 has a lot of gimmicks, which I think were probably intended to be experiments on its gameplay. Ultimately they require you to do the same thing, run and shoot, including the last level with the blue grav gun. If you think about it, the boat and car sections only have a diegetic affect on the game's progress of the plot.

Nova Prospekt - city fight - Citadel) while Doom3 repeats ad nauseam the same combat encounters with little variety and its enemy roster/weapon roster isn't varied/good enough to sustain it. I can agree that some sections of HL2 drag too long though.
Nova Prospekt is literally corridors and holding cells with a shower room for a boss arena. Doom 3 has 12 weapons while the original game had 7, counting the fists. Half-Life 2 has 11 weapons, counting bugbait and gravity gun. You fight a variety of demons and bosses that had designated boss arenas.

Like, what the hell, man? Half-Life 2 repeats enemy encounters, it repeats its bosses. You mostly just fight metrocops and their tougher variant - overwatch. The only other major enemies are the three zombie types and their headcrabs, along with the antlions.

The striders suck my dick, seriously.
 
In fact, Half-Life pioneered games wasting your time and Half-Life 2 expanded on the formula. Whereas in HL 1 you were boxed in some room listening to expository dialogue, in the second game you could occasionally walk with an NPC with a faster walk speed than you and hear it talk some stupid stuff.
I would guess that the majority of Half Life fans of the franchise currently were not around when Half Life 1 and its expansions were released. And they probably have little to no experience with Doom, Quake, Unreal (Tournament), and other shooters from that time period or slightly before. Their view of Half Life and shooters in general are distorted due to their only experiences being post Orange Box era.

Half Life 1 was filled with cinematic set pieces that pause the action. Some are disguised as loading screens. But most are purely there for the player to stop playing and just listen to some NPC dump information to the player. Or provide some "wow moment" or visual spectacle that involves zero gameplay. I wouldn't call it 'wasting time' though. It's more of a deliberate design choice. Half Life has entire sections where the player is supposed to be watching things and not really participating and nothing is in your control. It's like an old arcade game. Where you beat the game for Ryu or Dhalsim's ending cinematic. Only Half Life gives you one of those cinematic pauses after every level.

Not every FPS needs the pace of Unreal Tournament or Quake Arena. A big part of Half Life was watching one group of monsters fight the military NPCs. And feeling like you weren't the only person there trying to survive or escape. And slowing things down to immerse you in the level design or story moment. Some of it is exhausting and tiresome like the introductory train ride that goes on forever. But at the time that style of game design and pacing was rather unique.
 
I would guess that the majority of Half Life fans of the franchise currently were not around when Half Life 1 and its expansions were released. And they probably have little to no experience with Doom, Quake, Unreal (Tournament), and other shooters from that time period or slightly before. Their view of Half Life and shooters in general are distorted due to their only experiences being post Orange Box era.
I don't think you've said anything I disagree with, but I don't think the technology was there in 1998 to mask loading screens, in fact the game outright says :loading: when you enter into a new BSP level. For the sake of argument I simplified Half-Life's narrative concepts without thinking it through better. It's just there's some seemingly never ending praise for these outdated games. When I was a kid I don't remember people praising nearly to the same extent as they do now.

I hold the opinion that the competent pacing of the first game is spent around the time of "We've got Hostiles", where you begin to encounter the most annoying* enemies of the game - the marines and their sentry guns. The game takes a nose dive between that section and "Surface Tension", but it recovers for a bit before you begin "Xen". Of course, I'm certain the change of enemy and thus the pace of combat encounters were seen novel and interesting when the game was new and people tried emulating its success.

I don't really remember what I thought about it other than "I can't believe they're traitors!" and "hell, yeah, new enemy!" when I was, like, eight, which is when I first played the game. But I just don't think it holds up anymore, they're not fun to play. By 2001, Halo already beat the marines, thanks to the elites.
Half Life 1 was filled with cinematic set pieces that pause the action. Some are disguised as loading screens. But most are purely there for the player to stop playing and just listen to some NPC dump information to the player. Or provide some "wow moment" or visual spectacle that involves zero gameplay. I wouldn't call it 'wasting time' though. It's more of a deliberate design choice. Half Life has entire sections where the player is supposed to be watching things and not really participating and nothing is in your control. It's like an old arcade game. Where you beat the game for Ryu or Dhalsim's ending cinematic. Only Half Life gives you one of those cinematic pauses after every level.
About cinematics: Half-Life pioneered for FPS games a diegetic approach to storytelling. It's called revolutionary, despite the fact that few games actually took to using this approach wholeheartedly. I'm not saying that that means Half-Life's choice of story progression is bad, it's its own thing. Just that it's not exceptionally praiseworthy.

I remember when you fight off the Gargantua for the first time, you take the tram and destroy the thick concrete with it somehow. Then you move forward a little and then you find some guy, a guard, standing next to a switch who stops you at your tracks. And then you start "On A Rail" one of the worst experiences ever. How the hell did that guy manage to get through all of that? It's bonkers and he's talking to you about lunching nuclear warheads, like wtf? What's up with the script?

Not every FPS needs the pace of Unreal Tournament or Quake Arena. A big part of Half Life was watching one group of monsters fight the military NPCs. And feeling like you weren't the only person there trying to survive or escape. And slowing things down to immerse you in the level design or story moment. Some of it is exhausting and tiresome like the introductory train ride that goes on forever. But at the time that style of game design and pacing was rather unique.

I agree, but those games are multiplayer. Not that it matters for the actual "Unreal" game, since the pacing and overall story in that game sucked. People only remember the beginning fondly, due to the large open space it presented.

Also - Nemesis system - apart from having scripted events between soldiers and alien grunts fighting, many enemy types had their specific "nemesis" that they "hated" and had to kill. Headcrabs and bullsquids are the primary example. That stuff is awesome. All these animal aspects of the aliens were awesome. They weren't a coordinated military, they were just dumb monsters. That's a huge advancement, not just in technology but in design. Unfortunately, Half-Life 2 only used that concept for Combine fighting zombies. Lame.

I apologise for coming across as defensive for Doom 3. I just like the game, but it's always compared unfavourably to Half-Life 2 and I don't think that should be the case. It's so weird to me that Half-Life 2 is praised for straining away from the original game and it's called a bold move, but Doom 3 is blamed for not following the original two games before it.

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*Annoying enemies - ultimately, the controllers are the most annoying, but they're regulated to Xen and those levels in general suck, gameplay-wise.
 
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"HECU could be here" he thought, "I've never been in this part of Black Mesa before. There could be HECU anywhere." The cool wind felt good against his HEV suit. "I HATE HECU" he thought. Nuclear Mission Jam reverberated throught his HEV suit, making his body pulsate even as the morphine circulated through his powerful thick veins and washed away his (merited) fear of ZOGbots murdering their own people. "With a HEV suit, you can go anywhere you want" he said to himself, out loud.
 
E: Don't watch what was originally here, it makes quinton appear in your feed :'((:_(
 
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So, the guy who was posting on the Half-Life subreddit about his designs has finally released the full product. Looks pretty cool, I guess. Honestly thought it was gonna be about the Seven Hour War when I first saw all that stuff. What do you guys think?
I think I hate Valve for making fanmade HL stuff more exciting than it should be.
 
Speaking of fanmade stuff, any Half-Life 1 or 2 mods to recommend?

I saw HL1:MMOD recommended on the Steam store and decided to try it out, the gunplay is amazing and the compatibility crossover with another mod Half-Life: Darkstar with MMOD enabled is a great experience (be careful of a particular ladder being hidden in the dark, that is total BS trying to find it). Another fun mod I played was Synergy, a HL2 mod that allows Coop, it's a shame that a lot of servers that host custom maps, are dead now.
 
I would guess that the majority of Half Life fans of the franchise currently were not around when Half Life 1 and its expansions were released. And they probably have little to no experience with Doom, Quake, Unreal (Tournament), and other shooters from that time period or slightly before. Their view of Half Life and shooters in general are distorted due to their only experiences being post Orange Box era.
making me nostalgic (sorry about unrelated drunken dribble)
would of been like 5/6 when it was released, grew up semi-rural and was on diall-up welll into the 2000s, then only mobile broadband (parents old house still on copper wiring that can barely take phonecalls to this day), Didnt get into pc gaming (outside of flash games ande AoE2/AoM that came in cereal boxes) til my teens, but got my middle school classroom LANs to go from playing the halo ce demo to HLDM, ut98, and q3a, people reuploding them onto the schools network drives hidden in random folders
 
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Speaking of fanmade stuff, any Half-Life 1 or 2 mods to recommend?

I saw HL1:MMOD recommended on the Steam store and decided to try it out, the gunplay is amazing and the compatibility crossover with another mod Half-Life: Darkstar with MMOD enabled is a great experience (be careful of a particular ladder being hidden in the dark, that is total BS trying to find it). Another fun mod I played was Synergy, a HL2 mod that allows Coop, it's a shame that a lot of servers that host custom maps, are dead now.
Too many to list so I recommend going to Moddb and going from most popular of all time in the search function.
They will hook ya up
 
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