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/vr/ - Retro Games


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1352836 No.1352836[DELETED]  [Reply] [Original]

OpFor is like the best Half-Life game ever, man.

It did fucking everything right with Half-Life.

>> No.1352850

The final boss was kind of shit, and the ending didn't have the same impact.

10/10 expansion though.

>> No.1352857

>>1352836
It's the only thing close to a good Half-Life, anon. It wasn't as good as everything id Software, Raven, and 3D Realms did years before it existed, and most of Half-Life's purported strengths, being more "intelligent" and "slower-paced", were totally outclassed almost immediately with games like Thief and Deus Ex.

But Opposing Force had a certain something the original Half-Life didn't. Can't put my finger on it, but I liked it way more.

>> No.1352859

>>1352857

Well I don't know about all that, but I can tell you exactly what made OpFor better for me: above all else, and it includes improved graphics, puzzles, atmosphere, music, level design - it's the gunplay and pacing that makes it so much fun. There are chapters of Half-Life that take a while to get kickin'. No moment in OpFor is without tension.

>> No.1352874

>guy with the gas tank rushes into enemies because dumb AI
>hmmmm
>shot the guy's gas tank
>he explodes
Fucking, realism to the max m8.

>> No.1353262

>>1352836
>not camping by the door with a grenade to take out that turret so the engineer didn't die

I always felt bad using allies because they died fairly easily. Rolling with a bunch of grunts and storming that beachfront with the black ops was fucking sweet though.

Any long-time HLers remember a mod called Dark Truths? It was a hugely ambitious mod where you played as a Black ops soldier. There was lots of drama behind the scenes though from what I understand. The day it died was the day hope died for me (or at least that was the last time I ever got my hopes up for a mod that has a huge list of features and not much else to go on)

>> No.1353269

I liked it a whole lot, gave black mesa a more sinister depth.

I've beaten these games to death though. Now I just browse for cool maps.

Reissues is fucking excellent.

>> No.1353276

http://www.amphibian.myzen.co.uk/css_sci_fi/

I urge all half life fans to play this. Given that you have cs source installed. I think the game is worth buying for the sake of this mod.

>> No.1353282

OF is a poor man's Half-Life and just a mediocore add-on on all possible levels.

The art-direction is way worse than in the original and the game looks somehow worse + leveldesign is pretty shitty.
There's not a single interesting situation, which isn't a re-hashed version from the original.
There's shittone of guns most of them are just OP versions of the original guns and other are just useless.
Narrative and pacing are worse than in the original and the game has zero atmosphere.

Of course, it's just my opinion, but I never understood the love for this add-on.

>> No.1353296

>>1353282
>There's not a single interesting situation, which isn't a re-hashed version from the original.
How about the Osprey crash, the trip to Xen, that fucking tunnel...
>There's shittone of guns most of them are just OP versions of the original guns and other are just useless.
Are you seriously implying that the spore gun and displacer are useless, or that the Desert Eagle and shockroach anywhere near as useful as the revolver and hornet gun? The only new weapon that's really game-breaking is the M249, and for most of the game that's kept in check by a shortage of ammo.
>Narrative and pacing are worse than in the original
okay
>...and the game has zero atmosphere.
Again, there's plenty of great scenes.

>> No.1353309

>>1353296
>How about the Osprey crash, the trip to Xen, that fucking tunnel...
Nothing impressive really.
>Are you seriously implying that the spore gun and displacer are useless
Spore Gun is ok, but Displacer is just a one big gimmick.
>or that the Desert Eagle and shockroach anywhere near as useful as the revolver and hornet gun
It's OP version of revolver. And yeah, hornet gun is garbage.
>Again, there's plenty of great scenes.
Opinions, I know.

>> No.1353320

>>1353296
Oh man the Displacer gun is the biggest troll if you use it in certain areas.

>> No.1353354

>>1353262

I remember carefully guarding all my little soldiers like a vigilant mother hen, keeping them back from any real fighting.

Then when I had almost ten or so they all died when they tried to follow me in the monorail and stood in front of it instead.

When I replayed it a couple of years ago I finally got one to stand right on the monorail cart thing after about 20 minutes of scooting him around. Apparently though Half Life soldiers are allergic to monorail carts because he suffered spontaneous full body explosion as soon as I started the thing.

>> No.1353372

I consider Blue Shift the better add-on, much better than OpForces.

Sure, OpForces is more original, longer, adds tons of stuff.

But Blue Shift has excellent level design and gameplay all the way through, it's incredibly SOLID constantly. Blue Shift is the perfect summary of what makes HL what it is, while OpForces turns it all over.

>> No.1353398

>>1352859
Yeah, while HL took its time in some places, OpFor was definitely all about the action.

If I could change the original to be more like OpFor, I probably wouldn't though. I liked those moments of quiet exploration. Even if overall I was more impressed with OF's execution.

>> No.1353405

>>1353372
While the maps in Blue Shift were clearly assembled with care, it just doesn't have many memorable moments. Off the top of my head the only things that come to mind are the plummet in the elevator (which was admittedly pretty cool), watching Gordon drive by during the intro, and the teleportation to the truck at the end. And even that final showdown was a pretty big letdown. It was just a handful of basic soldiers kicking down some doors. If you were to summarize Half-Life, you would have to summarize the cool stuff too. And BS just failed to do that.

>> No.1353407

I played both OpFor and Blue Shift while I was in this HL craze, while I found both to be good, I liked Blue Shift better because I prefer the "story" like a normal guy getting thrown into this massive problem and having to find his way out. The one thing I liked about OpFor was the ability to climb ropes though.

>> No.1353409

>>1353405
Also, Blue Shift started Valve's disturbing trend of "no new guns, no new enemies, I hope you liked everything the first time around because here's some more."

When I buy an expansion pack, I expect SOMETHING to tantalize. HD models were a start, but ONLY a start.

>> No.1353420

>>1353409
>calling those models HD

>> No.1353423

>>1353420
It's what Valve called them.

>> No.1353424

>>1353405
>>1353409
"cool moments" are cool, sure, but they represent almost nothing amongst the game, they are not substancial.
What I mean is, what matters most is level design and gameplay. Sure, cool stuff are nice, but if you give them more importance than the rest, you might just play a QTE game because those have tons of "cool looking moments".

>> No.1353431

>>1353424
If something is not memorable, what was the point of playing it? You can vilify QTE if you want, but that's not what this is about. Everything "cool" in Half-Life was playable. It's not unreasonable to expect that same coolness from Blue Shift. Remember the tentacles in the rocket test firing chamber? Remember the osprey kicking your shit in when you first reach the surface? Remember the dam? Remember the ichthyosaur in the room with the diving cage?

Blue Shift didn't have any jaw dropping moments, and there's really no excuse why it couldn't do good gameplay AND good set pieces. They are not mutually exclusive.

>> No.1353435

>>1353423
Just because someone calls an orange an apple doesn't make it an apple.

>> No.1353437

>>1353424
But hey, you've got a point.

After all, HL1 was liked and praised for its "cool stuff" on release, NOT for its level design and gameplay. HL1 was praised for having "cutscenes during which you could move", for its "realism" and its story. Nobody gave a shit about level design and gameplay, HL1 marked the end of the Doom-influenced era for the FPS genre.
So, in this sense, you've got a point. OpForces is like that too, it takes the "cool" stuff of HL1, makes it "cooler" and adds even more "cool", "story" and "realism", and completely forgot to make interesting level design and gameplay.
OpForces took everything HL1 was praised for, all that cool stuff, and worked on that.

Meanwhile, Blue Shift took everything that made HL1''s level design and gameplay interesting, and then compiled it, worked around it, and improved it.
OpForces are for people who liked HL1 for their cool stuff, while Blue Shift is for people who liked HL1 for its level design and gameplay.

>> No.1353439

>>1353435
But if someone gets on stage and tells you and your peers about this "apple" you might refer to it as an "apple" in the company of those people. With whatever degree of irony you are using in your tone.

Honestly, for the era they weren't that bad.

>> No.1353441

>>1353439
I disliked the new models a lot especially because of the machine gun replacement. I don't really know how to say this in english but, when you shot with the new version of the machinegun, the "light" coming out of gun covered way too much of the screen and it was hard to see what was going on anymore.

>> No.1353445

>>1353437
>Nobody gave a shit about level design and gameplay
There's no need for dramatics. The only reason people still care about the game is because it was built on top of good gameplay. Even games like Daikatana had set pieces, but you won't hear many people praising those.

>OpForces is like that too, it takes the "cool" stuff of HL1, makes it "cooler" and adds even more "cool", "story" and "realism", and completely forgot to make interesting level design and gameplay.
I strongly disagree. The gunplay and level design were both solid.

>Meanwhile, Blue Shift took everything that made HL1''s level design and gameplay interesting, and then compiled it, worked around it, and improved it.
I also disagree there. Little about the level design was an improvement over vanilla HL. They put more detail in rounding out corners of rooms and small details like that, but I can't honestly say the gameplay was much better for it.

>> No.1353452

Blue Shift always felt insubstantial to me, like I was playing Half-Life lite.

>> No.1353458

>>1353439
That makes sense. But I heard a saying that fits here, that HL HD suffers from a common problem at the time, high poly models and low res textures.

>> No.1353484

>>1353441
>the "light" coming out of gun

muzzle flash

>> No.1353487

>>1353445
>>Nobody gave a shit about level design and gameplay
>There's no need for dramatics. The only reason people still care about the game is because it was built on top of good gameplay. Even games like Daikatana had set pieces, but you won't hear many people praising those.

He's not saying that Half-Life didn't have good gameplay but rather that it wasn't what it widely praised for.

>>1353437
>Meanwhile, Blue Shift took everything that made HL1''s level design and gameplay interesting,

>> No.1353497

Blue-shift deserved some props for having solid level design, gameplay, and a bit more of an actual plot with the prescence of Dr. Rosenburg. Ultimately though it was designed as a bonus campaign for the Dreamcast verson, so the lack of new content did hurt it only because it was compared to Opposing Force. By the time it was out we already had alot of excellent designed packs with the base content, so it didn't make a big splash.

There was a mod released roughly the same time called Azure sheep. The level design was all corridoors basically - DAV did a bunch of good levels before and he did all of them IIRC so he was clearly over-worked when he did it. It had some neat ideas itself, like Kate being a proto-Alyx in a very vague way (as long as you replace the fugly original model though) It had 'new' stuff though which was essentially just reskinned enemies and weapons but tougher.

The whole 'you get the HEV half-way through' and arm visibly changing was very cool for the time though.

>> No.1353596

>>1353487
>He's not saying that Half-Life didn't have good gameplay but rather that it wasn't what it widely praised for.
I understand that. And I'm saying it doesn't need to be focused on because it's such a core feature. If its gameplay is bad, everyone knows it and the game isn't loved.

Once you get past the core features of a game playing well, you can focus on grander things. And those are the mark of a TRULY great game.

>> No.1353610

>>1353452
it was originally supposed to be a dreamcast exclusive

>> No.1353617

>>1353596
Before anyone calls me on this, I should specify. It doesn't need to be focused on by reviewers and gamers. Obviously good gameplay needs to be focused on by developers. I maintain that it isn't the only thing they need to focus on though.

>> No.1353681

"This mission's gone way beyond FUBAR!"

"Check your zone!"

"You want some of me?!"

"Sure! We can do more damage that way!"

>> No.1353689

>>1353354
Man. The first engineer you get, he has a buddy with him. A random grunt. You need the engineer to get through a door to an elevator. 9 times out of 10 the engineer's buddy WILL NOT GET ON THE ELEVATOR. I have reloaded dozens if not hundreds of times just so random grunt will come with us. I leave no man behind.

>> No.1353692

>>1353681
"If we survive this, I'm buying all of you a beer. Hell, I'll buy you the whole damn bar!"

>> No.1353701

>>1353689

Oh man i thought that was just a bug on my version, good to see it fucks up for everyone.

>> No.1353703

>>1353701
He has trouble navigating over the door after it falls over, where as the Engineer is scripted to run straight into the elevator.

Shit sux.

>> No.1353716

>>1353703

programmers must have been having a lazy day.

>> No.1353749

I wish more games did what HL did with the expansions: put you in the scenario of someone else during the same events. It really helped expand the scope of the situation and made it vastly more interesting.

>> No.1353869

>>1353409
less guns even, blue shift took away a lot of the good stuff from HL 1

>> No.1353879

"This makes bootcamp look like Disneyland!"

>> No.1353880

>>1353749
>I wish more games did what HL did with the expansions: put you in the scenario of someone else during the same events. It really helped expand the scope of the situation and made it vastly more interesting.

Not /vr/, but F.E.A.R. tried and failed miserably.

>> No.1353897

>>1353445
I actually like the gbc version of daikatana.

>> No.1354054

>>1353897
its actually regarded as a good game by most people though

>> No.1354335

>>1353282
>Of course, it's just my opinion, but I never understood the love for this add-on.
Muh military

>> No.1354357

>>1354335
If you weren't charmed by "boot camp" you have no taste worth speaking up about.

>> No.1354402

>>1354357
I spent way too long fucking around in boot camp with cheats and spawning things.

That pushups guy really didn't let anything interrupt his pushups.

>> No.1354582
File: 34 KB, 300x368, gunmanchron.jpg [View same] [iqdb] [saucenao] [google]
1354582

Sorry but this is the best HL1 game

>> No.1354602
File: 5 KB, 274x242, 1284953330497.png [View same] [iqdb] [saucenao] [google]
1354602

>>1354582
It's decent, but I wouldn't really call it best anything. Although I did have something of an erection over that robot lady bossing me around.

>> No.1355149

>>1353441
That's called a muzzle flash, bro. No, I don't know why either.

>> No.1356331

>>1353692
"This place makes bootcamp seem like Disney land!"

"man my dogs are barking!"

"If only drill instructor barns could see me now!"

>> No.1356337

"Man where the hell are we anyway?"

>> No.1356609

"I smell smoke! And where there's smoke, there's fire!

>> No.1357617
File: 13 KB, 454x575, 1387653823742.jpg [View same] [iqdb] [saucenao] [google]
1357617

This thread made me want to beat OpFor again. It starts out a bit worse than HL1, but I'm at Worlds Collide and having a blast. I forgot how fun this game was.

>> No.1357629

I can't wait for Sven Coop to officially come to Steam. I'll be playing it for months.

>> No.1357636

>>1357629
It's been compatible with Steam HL for many years now.

>> No.1357663

>>1357636
l'm talking about this:
http://forums.svencoop.com/showthread.php/41097-The-Big-Announcement?p=494183

>> No.1357667
File: 104 KB, 500x280, 1353809699376.gif [View same] [iqdb] [saucenao] [google]
1357667

>>1357663
>Svencoop became 15 4 days ago
Jesus christ that long?

>> No.1357671
File: 5 KB, 190x186, 1350890017634.png [View same] [iqdb] [saucenao] [google]
1357671

>>1357663
It really makes me want to pick up the hammer level editor again. Dem engine enhancements, man.

>> No.1358382

I loved OpFor.

I just love the feel of being alone, and then finding your troops and trying to escape, avoiding detection from the spies sent to kill you along with the other Xen enemies.

You're also there for the latest time.

Freeman leaves pretty much when you're brought in, and Barney left a while before that I think.

I remember going through the whole game after a long Maths test back when, it was so fun and a really good game.

>> No.1359631

Blue Shift was okay, but there was one part where I just got stuck on every play through cause I forgot the trick to getting out of it. I can't even remember what exactly it was.

>> No.1362191

>>1359631
No idea what you're referring to. I don't remember any game ending hiccups or unreasonable challenges.

>> No.1362236

>>1352836
Half-Life: Oppsing Force pretty much defined how an expansion to a game should be like.
It is awesome.
It's a shame there'll never be a sequel.

>> No.1362803

One of the best things about Opposing Force is the number of diverse weapons it throws at you. Many of which are renewable. As in, don't take ammo, regenerate ammo, or there are static places at which ammo is generated. It very much lets you fight enemies the way you want to. Basic Half-Life 1 did a little of this, but Opposing Force went nuts with it.

It means you can play it the way you want to. And nothing seems excessively broken or overpowered in the process.

>> No.1366105
File: 86 KB, 500x375, menu_opposingforce.jpg [View same] [iqdb] [saucenao] [google]
1366105

How was CTF back in the day?

>> No.1366107

>>1352836
It was about this time last year that I played OF for the first time. That part in the sewers in the pitch black, or green night vision glow, with the giant spider like aliens scared the ever loving hell out of me. They just kept coming.

>> No.1366143

I'll have to marathon the Half Life games back to back one day to make a objective judgement, It's been too long since I played them.

>> No.1366256
File: 66 KB, 326x472, Untitled.jpg [View same] [iqdb] [saucenao] [google]
1366256

Half-Life did fucking everything right with Half-Life.

>> No.1366278

>>1352836
I never played OpFor.

Did it improve Half Life's awful gunplay?

Why has Half Life always felt shitty gun-wise?

The original... okay, whatever. But HL2 came bundled with Counter Strike Source which had very satisfying guns, which Vavle had also developed. Why couldn't they make the gunplay in HL2 the same or similar to the gunplay in CS:S? Would have been a billion times better that way and I'd actually feel like replaying it more.

>dat magnum tho

>> No.1366285

>>1353596
>Once you get past the core features of a game playing well, you can focus on grander things. And those are the mark of a TRULY great game.
Incorrect.

The mark of a truly great game is one that isn't built on gimmicks outside of gameplay and level design. Only if you really nail these two features can you truly make a great game, and gameplay in particular is not an easy thing to nail, and neither is level design.

Order of importance:
>1. Gameplay
>2. Level design
>3. Graphics/artstyle
>4. Sound/music

You nail these four and you've got a great game. Setpieces and other shit are just gimmicks. Even story is completely irrelevant compared to these four. Fuck 'cinematic experiences' that half turned video games into the crapfests they are today.

>> No.1366291

Are Blue Shift/OpFor considered canon?

>> No.1366382

>>1366105
Was it actually class-based? I don't remember that.

>> No.1366385

>>1366285
I disagree.

>> No.1366386

>>1366291
Opposing Force is not considered canon. Race X and Adrian Shephard never happened according to Valve, but they have claimed they like the character. It's not out of the question that he be worked into the story, but they've made it quite clear it isn't a priority to them.

Blue Shift however, is. And the Barney you play in that is supposed to be the Barney from HL2 onward. Which is a little strange since he and Gordon never speak. During the events of the game, anyways.

>> No.1366712 [DELETED] 

>>1366385
That's because you are cancer of the industry and have no idea what actually makes video games good. Enjoy your shitty scripted gimmicks and cinematic escapades you pathetic retard. Better yet do the world a favour and kill yourself sooner rather than later.

>> No.1366762

>>1366712
>>>/v/

>> No.1366992

>>1366285
This. Doom plays nice even now, while you can't bring yourself to replay one modern game even fucking once.

>> No.1367237

>>1366285
Saying set pieces do not matter is a stupid blanket statement. Without set pieces, we wouldn't have some of the most memorable parts of this game. Remember the energy surge destroying the room and filling up with acid? Remember the pit worm boss fight? Remember the mortar field and positioning it to destroy the wall? Odds are you do, because the way set pieces function is they naturally change up the gameplay and keep the pacing fresh. Maybe the problem is you got it in your head that "set pieces" only equal spectacles that you sit back and watch. That's just not the case. We aren't talking about "scripted sequences" here.

Doom may have gotten by without real set pieces (arguable since the way many levels function mimics them) but not every game can afford to be Doom.

This attitude of "basics basics basics are the only things that matter!" is idiotic and shortsighted. Eventually you have to stop polishing the nuts and bolts and build something worth remembering with them.

>> No.1367281

Fucking AI. I don't know if it was made on purpose, but I can't get the medic to follow me to the tecnician. Every time he gets to a certain radius of the door he just does an U turn. It's the moment before the image at OP

>> No.1367283

>>1367281
Yeah, while it's certainly not the worst pathfinding in a game I've ever seen, it does leave a lot to be desired at times.

>> No.1367362

>>1366278
Look up Counter-Life.

>> No.1367397

>>1367237
what you say is only true in a world where budgets dont exist.

Every bit of money spent on gimmicks is money NOT spent on the core game.

'set pieces' are horribly costly because they require tons of unique programing and graphics and are only used once.

>> No.1367412

Anyone else have a sadistic pleasure for killing scientists? I used to kill an hour every play through on each scientist. The result of that was a slightly amusing animation exploit that satisfied my teenage mind.

When using the monkeywrench's alternate fire, immediate switch to the knife using last weapon used as it comes swinging down and it looks like you poked the scientist. If the scientist has lost a bit of health before, you "poked" the scientist so hard that he explodes into gibs.

Yep, fascinating isn't it. Also I don't think it works on the steam version or at least I remember it doesn't.

>> No.1367421

>>1367412
>Be 14
>Playing Half Life with friend watching
>Scientist, "I refuse to go another step!"
>Runs away
>Follow him with crowbar swinging at the air
>He hides in some dark place and stands there the way the scientists did
>Stand in front of him
>Turn on flashlight
>Say loudly "PEEKABOO" like a psychopath holding the crowbar
>Friend cracks up and we have a good laff
>Smash the fuck out of the scientist with the crowbar
Of course you kill the scientists brah. HL2 was a step down for not allowing that shit.

>> No.1367424

>>1367421
Did you kill Barney tho?

>> No.1367426

>>1367424
Sometimes.

>> No.1367431

>>1367426
MONSTER

>> No.1367731

>>1367397
There is such a thing as diminishing returns, however. Time and money spent past a certain point on the same aspect does not guarantee the game will be noticeably better. You can only tighten a bolt so far before it just starts to strip it.

At some point you just have to turn the focus to other things that are lacking. And even games with the tightest gameplay can afford to have something that distracts players from the core. Pacing is crucial for players to get the most out of a game. It adds a lot of replay value too.