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

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HL 3...is it still happening?

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

    Votes: 239 47.8%
  • Yes, they just need a few more years to perfect it so it can another game changer in the industry

    Votes: 133 26.6%
  • Shouldnt it be called "Two Lives and a half" instead?

    Votes: 81 16.2%
  • Half life is overrated, you neckbeard homos

    Votes: 47 9.4%

  • Total voters
    500
HL2 also doesn't really have an excuse for not making controllers work given there's an XBOX port for it.
The eff? I was playing with a controller and they seemed to have this shit figured.

Who the fucks plays HL for the story

The ambience is good, who the fuck cares about the story
Clearly Valve does, the amount of times they force you to stand in a room and listen to people jibber-jabber before the next door will open.
 
So... is it normal to have mixed feelings on Half-Life 2?

My own history... I played the first Half-Life when it was new (I had the pack that came with Opposing Force) and liked that, but I hated the impact it had on FPS games. Like what HL1 did was cool for itself but I didn't want it to be the standard, but unfortunately it became the standard.

When HL2 came out I was burned out, and couldn't play it anyway because I still had dial-up and even the original release required online activation which back then could legitimately take days.

Now I'm finally able to play HL2 but.... well, I feel bipolar. Sometimes I'm liking it well enough, other times its "oh god enough of this shit." I'm in Water Hazard BTW.

One thing that bugged me before I even played the game though was the direction the story took. The original Half-Life was captivating in part because there was a lot of mystery surrounding what exactly was going on, whether it was really an accident or planned, who and why, etc.

This is a case where honestly, the speculation and fan explanations were way more captivating than what the official answer turned out to be.

This is without even acknowledging that the story of HL2 is kinda retarded anyway. But I think I would be willing to overlook this shit if I was having more fun.

Even the first Half-Life, which I have a much higher opinion of and was positively obsessed with for awhile, is a game I rarely finish on replays because nowadays its issues stand out to me.
Not normal by definition, since most people consider it to be a great game. However, I understand. It's a nice base for cool mods that fix the original game, but HL2 by itself has some really annoying aspects. The weapon selection, barring one or two weapons, is limp and forgettable. The definitely-not-cutscenes that make you sit in a room for minutes and listen to NPCs yammer on, the forced scenarios to make you look at a tech demo setpiece you can't really interact with that get brought up even in developer commentary as some sort of amazing thing. Story is fine-ish, just overstays its welcome way too much.

Curious to hear what your issues with HL1 are. Bullet sponge enemies, AI jank and counter-intuitive difficulty settings are all I remember.
 
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Curious to hear what your issues with HL1 are. Bullet sponge enemies, AI jank and counter-intuitive difficulty settings are all I remember.
Like I said, HL1 I have a lot of nostalgia for, but it also really quickly became dated because it became a standard for FPSes. I think my breaking point was when Doom 3 came out and decided to be a Half-Life clone instead of a proper Doom game.

Like, the thing is go back to classic Doom, and levels can play out a lot of different ways even if you do the same thing. Sometimes this one Imp's AI gets hung on a wall so you end up never dealing with him, other times you clear a room perfectly with one BFG shot.... With Half-Life and its reliance on scripting though, it feels like every playthru goes basically the same way.

And as much as I remember the narrative stuff, these days when I play I feel like a lot of sequences go on WAY too long. The original even hits you with that tram section at the very beginning which I wish I could skip.

Also, I actually hate fighting the soldiers. "Oh, I wonder who I'm facing.... oh, more of those damn soldiers." Again, it lasts way too long.

In 1998 I could dig it because there was no other game like it so it was a novel experience. But again, it quickly became what EVERY game was like, which made the flaws way more apparent.
 
Like, the thing is go back to classic Doom, and levels can play out a lot of different ways even if you do the same thing. Sometimes this one Imp's AI gets hung on a wall so you end up never dealing with him, other times you clear a room perfectly with one BFG shot....
An imp getting stuck on a wall isn't emergent gameplay its a bug. You also can't act like the same thing cannot be said for HL1. take for instance a lot of the Surface Tension arenas, I could stay back and snipe with the crossbow or I could use snarks to lure out the soldiers and follow up with a MP5 grenade, etc. Xen even has a full-blown stealth section in Interlopers 2nd map!

With Half-Life and its reliance on scripting though, it feels like every playthru goes basically the same way.
And Doom doesn't? What???

And as much as I remember the narrative stuff, these days when I play I feel like a lot of sequences go on WAY too long. The original even hits you with that tram section at the very beginning which I wish I could skip.
Host_framerate 1. I can't agree though, the longest narrative sequence is the tram and Anomalous Materials and if you can't wait for 10 minutes I think that's on you and not the game. Outside of that your point is even more flimsy considering you can skip just about every other sequence where the NPCs talk to you.

Also, I actually hate fighting the soldiers. "Oh, I wonder who I'm facing.... oh, more of those damn soldiers." Again, it lasts way too long.
I'll go half and half on that point. Especially on Hard.

In 1998 I could dig it because there was no other game like it so it was a novel experience. But again, it quickly became what EVERY game was like, which made the flaws way more apparent.
I find I'm the opposite. The fact that every game HAD to be like Half-Life speaks more highly of it than not. Even if they did take most of the wrong lessons. HL1&2 are very great games but I will say that they both aged poorly. To me however that makes me like them even more because it means they succeeded in pushing gaming forward.
 
Xen is just a cursed concept man.
Valve's problem is they ran out of time.
Crowbar's problem is they strayed way far from Xen's original vision of being this abstract, bizarre, H.R. Giger-iffic unintelligible border world that mankind had flirted with briefly and that you only ever scrape the tiniest surface of. Instead they wanted to flesh out the unknown and turned Xen into an arthouse Halo chapter.
Is it really so hard to make a 1-2 hour third act that showcases that humanity was way in over their head and plays like "Blast Pit" meets "Lambda Core"?
"Surface Tension" and "Forget About Freeman" were the cathartic release; the big showpiece of chaos and adrenaline. All Xen needs to be is the "twist ending"-archetype that reveals that you never really had much of a chance as a species, while also showing Freeman and the player's resolve by overcoming your hostile environment and confronting the eldritch horror-looking Nihilianth.
Not once did CC's Xen make me feel isolated from everyone and alone, something even Valve's Xen managed to evoke a semblance of. CC were so adamant on showing off it hurt the final product.
 
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And Doom doesn't? What???
Like I said, I've had play sessions of Doom where for whatever reason, radically different things happened that I had to deal with. It's not quite as predictable. Especially when you take into consideration things like monster infighting (which in HL only happens if its scripted to happen, but in Doom can arise just from random chance. I literally had one session where on E1M7 I got trapped between two sets of monsters, but they wound up hitting each other and fighting with each other and I just happened to be stuck in the middle. THAT shit is awesome, and since it was a one-time occurence its even more special. It would be kinda lame if it were guaranteed to happen).

Like to some extent this happens in HL1 but... I dunno... somehow it just doesn't feel that exciting. I think its because I find a lot of the enemies (but again, especially the soldiers) a little boring to fight.

I'm not really good at putting stuff into words but I think other people have identified part of the issue. I find I often gravitate towards certain weapons because they seem to work better than others.

I find I'm the opposite. The fact that every game HAD to be like Half-Life speaks more highly of it than not.
I can understand this, but I'm speaking from the perspective of a player. I don't want every game to play the same, no matter how good the playstyle obstensibly is.

It's like, last year I had this period of being really into the Story of Seasons games... but if Sega came out and said "hey, we're bringing back Golden Axe, but its a farm management/dating sim game now" I would probably stare blankly and say "that's retarded."
 
It is known that the Half-Life modding community is riddled with trannies and russians, but have there been any instances of them fighting each other? I've heard from the guy from Hazard Team that he was harassed for a decent while because he didn't kowtow to the NAFO crowd.
 
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By the way, do we talk about Portal in this thread?

I just finished Portal 2. Which I only have one major complaint about: I feel like it overstays its welcome a bit. Like when I got to the final section I was like "please tell me I don't really have to go through 19 more testing chambers."

I do have some questions about the story, but since its clear Valve wasn't taking it so seriously they're more like just "things I'm curious about."

Wheatley makes no sense to me. If he hates humans, why does he rescue you in the first place? Then why does he turn evil?

How was Aperture Science even a functional company with the way Cave Johnson ran it?

Where the heck are they, that they have like miles of (implied to be undergound) rooms that can form these massive environments?

How the heck is Chell even still in Aperture Science at the beginning of the game? When the game began I assumed you were playing as a new character until I got to the part where Glados explicitly recognizes you as the person who killed her, but the game also says a lot of time has passed (the dilapidated condition of familiar tests shows it must have been quite a long time). What, did Chell beat Glados then get so drunk she sent herself into stasis for a few decades?
 
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How was Aperture Science even a functional company with the way Cave Johnson ran it?
Well. It wasn't very functional at all. The closer you get to the surface, the closer you are to the present. Modern Aperture is very clearly not Cave Johnson's Aperture; the deep stuff is Cave's company.

Modern, surface-level Aperture Science is an AI simulation of a company run by an eccentric, but it is not actually run by an eccentric.

Where the heck are they, that they have like miles of (implied to be undergound) rooms that can form these massive environments?
Abandoned salt and coal mines in the American countryside. These places are very real and used for all kinds of things... even right now.
 
Where the heck are they, that they have like miles of (implied to be undergound) rooms that can form these massive environments?
Upper Michigan apparently
Underground_trophycase_newspaper.png
 
By the way, do we talk about Portal in this thread?

I just finished Portal 2. Which I only have one major complaint about: I feel like it overstays its welcome a bit. Like when I got to the final section I was like "please tell me I don't really have to go through 19 more testing chambers."

I do have some questions about the story, but since its clear Valve wasn't taking it so seriously they're more like just "things I'm curious about."

Wheatley makes no sense to me. If he hates humans, why does he rescue you in the first place? Then why does he turn evil?

How was Aperture Science even a functional company with the way Cave Johnson ran it?

Where the heck are they, that they have like miles of (implied to be undergound) rooms that can form these massive environments?

How the heck is Chell even still in Aperture Science at the beginning of the game? When the game began I assumed you were playing as a new character until I got to the part where Glados explicitly recognizes you as the person who killed her, but the game also says a lot of time has passed (the dilapidated condition of familiar tests shows it must have been quite a long time). What, did Chell beat Glados then get so drunk she sent herself into stasis for a few decades?

Chell is dragged back into the facility in the post-credits of the first game by a aperture science party attendant reservation bot that only exists off screen via dialogue. That part might have been cut iirc. Its been forever since I last played portal. She basically survived a huge explosion that flung her out into the parking lot at the end of Portal 1 and is why that room is so destroyed and run down in Portal 2.

Then there's the extreme simp known as "Rat Man" that stars in the webcomic prequel to Portal 2. He scrawls all over the walls about his Chell obsession, downs a ton of drugs the entire time, and was an attempt at reworking this cut content back into the canon as he watches over her and puts her back in cryo for the start of portal 2. You can see a a few of his chell wall paintings in some test chambers. He's not directly in portal 2.

Official Portal 2 webcomic

Wouldn't think about the logistics of the company too much. They were beaten by black mesa after all. Gabe johnson also mentions meeting the sentient clouds that dr breen speaks of briefly in half life 2 and was more of a comedic character than anything serious. Except he was serious about funding development and mass producing incendiary lemon grenades meant to kill life's manager.
 
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Wheatley makes no sense to me. If he hates humans, why does he rescue you in the first place? Then why does he turn evil?
He doesn't, like most aperture robots he's indifferent/slightly friendly to them most of the time and is annoyed at them at worst. It's clear from dialogue in the Rat Man comic and the game itself that Aperture doesn't treat it's robots very well, some times even outright lying to them about some of their functions.

I do think him complementing and being friendly to Chell is from a place of pity and care for her since he's going off the assumption that she's retarded (like him) and is the only one capable of helping achieve his goal.

I'm under the firm assumption that cores themselves are not megalomaniacal but only become that way because something is very, very wrong with the central core system (the one that Glados is connected to). I just find it WAY too coincidental that Glados becomes more friendly and down to earth the second she gets taken out of the central core. Not to mention that Wheatley says he would take it all back and was sorry for what he did in the post-credits.

I can buy that Wheatley is stupid by design but I can't buy he was always planning on turning against you. That to me feels like something beyond his scope.

How was Aperture Science even a functional company with the way Cave Johnson ran it?
This is where Portal 2 strays too much from the more logical side of the HL universe tbh.

I don't know, even though Aperture was LEAGUES more advanced than Black Mesa because of things like direct teleportation not requiring Xen slingshotting, AI far more advanced the Black Mesa using brain-mapping, and most importantly of all TIME TRAVEL, they still for whatever reason couldn't garner proper government funding?

We know Black Mesa is helmed by the US government so maybe Aperture wanted to stay strictly Private as opposed to being under the thumb of the govt. so they cut proper funding.

Johnson strikes me as a "do whatever you want" kind of employer so I imagine that a lot of creative types went there so they could put full focus on their creative ef... hey wait a minute.

Where the heck are they, that they have like miles of (implied to be undergound) rooms that can form these massive environments?
Upper Michigan, they rented out several(?) salt mines that go down really far. It's an OK explanation for the sheer scale of Aperture, which I will say was an issue even for Portal 1.

How the heck is Chell even still in Aperture Science at the beginning of the game?
At the end of the Portal 1 when you get launched into the parking lot you get dragged back in by another robot. The Portal 2: Lab Rat comic goes into further detail. The fact you didn't know about it speaks lowly about Valve tbh. It should be in the game menu under extras. Fills in a lot of the blanks about the story.

time has passed (the dilapidated condition of familiar tests shows it must have been quite a long time). What, did Chell beat Glados then get so drunk she sent herself into stasis for a few decades?
It's not explicitly stated when it takes place, long enough that the Earth has recovered from the Combine Invasion. the development book for Portal 2 states its been 50,000 years. there's another theory that states its only 50 years because something-something Aperture should be eroded by then.

Ultimately though it does not matter. All you need to know is the Combine are gone and we moved on.

Also I'm adding on that Portal 2 really mismanaged the Borealis lore, if it was made in the 70's why does it use the new logo and it's blueprints are signed by Glados? Yeah yeah I know it was 4 years after EP2 but still they could've handled it better.
 
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At the end of the Portal 1 when you get launched into the parking lot you get dragged back in by another robot.

Chell is dragged back into the facility in the post-credits of the first game by a aperture science party attendant reservation bot that only exists off screen via dialogue. That part might have been cut iirc.
To add (and I may be wrong), depending on when you beat Portal 1, this scene may not have been in the game. I have a strong recollection of that ending scene being patched into Portal 1 when they knew Portal 2 was going to be a thing.
 
To add (and I may be wrong), depending on when you beat Portal 1, this scene may not have been in the game. I have a strong recollection of that ending scene being patched into Portal 1 when they knew Portal 2 was going to be a thing.
The first ending was just you standing in the parking lot outside of the facility entrance, with Glados being in pieces, and then it fades to black. When Portal 2 was in development a few years later they patched the first game to change a few things around. One was that the ending has you being kidnapped and thrown back into the facility yet again to set up for the sequel. And the other was adding in some radio units to each room, each containing some sort of code, that when solved would lead you to a Portal 2 website or advertisement.
 
To add (and I may be wrong), depending on when you beat Portal 1, this scene may not have been in the game. I have a strong recollection of that ending scene being patched into Portal 1 when they knew Portal 2 was going to be a thing.
Yeah it was part of the ARG that started in 2010 to tease portal 2, lots of videos cover it in detail. Its too bad that valve wont do anything like this again it seemed to be a fun event.
 
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That slice of time had a lot of good ARGs going. Nice fad that never took off. Nabbed a ton of limited edition plastic and merch during those years.
The genre sort of took off in popularity thanks to halo 2 and 3's Ilovebees and Iris ARGs before it, but the potato ARG for portal 2 was definitely the end of an era. It even was tied into a few indie games.

Valve is a faceless corporation these days. Of course they don't make games anymore. Gaben and a few half life 2 developers in the recent 20th anniversary update developer commentary and the documentary even mocked the era where he himself would hire talented modders and lowkey supports the current status quo propagandist nepobaby bullshit that everyone needs a Phd even for an entry level job in the industry. When back then people were simply allowed to work on games instead of glownigger plants and political zealots driving out all the talent to push DEI propaganda like they did over the last decade.
 
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The genre sort of took off in popularity thanks to halo 2 and 3's Ilovebees and Iris ARGs before it, but the potato ARG for portal 2 was definitely the end of an era. It even was tied into a few indie games.

Valve is a faceless corporation these days. Of course they don't make games anymore. Gaben even mocked the era where he himself would hire talented modders and lowkey supports the current status quo propagandist nepobaby bullshit that everyone needs a Phd even for an entry level job in the industry. When back then people were simply allowed to work on games instead of glownigger plants and political zealots driving out all the talent to push DEI propaganda like they did over the last decade.
The BioShock ARG was my favorite one. For such a large company, they really went all out and did something good.
 
It is known that the Half-Life modding community is riddled with trannies and russians, but have there been any instances of them fighting each other? I've heard from the guy from Hazard Team that he was harassed for a decent while because he didn't kowtow to the NAFO crowd.
in addition to the language barrier I assume it's pretty much impossible to cancel someone from a country sanctioned as hard as russia.
 
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