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/vr/ - Retro Games


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File: 65 KB, 500x500, half-life-logo.jpg [View same] [iqdb] [saucenao] [google]
1969730 No.1969730 [Reply] [Original]

I can appreciate how this game basically never segments its gameplay save for some short loading times here or there, but playing a non-stop adventure like this makes me fucking tired
Anyone else think the same? This was on my list of games to play for affecting the industry, but I just don't like how it never seems to end.

>> No.1969762

What do you mean, never segments its gameplay? The whole game is basically Setpieces: The Interactive Experience.

>> No.1969780

>>1969730
It is mostly non stop, but there are "rest" sequences and transitions between combat, puzzles, etc. and chapters. The different chapters are even explicitly named.

>>1969762
That is how I would describe the inferior sequel, HL2.
In HL1 besides the mix of setpieces there was a great atmosphere linking it all together. I don't remember the separate setpieces as much as that feeling of being inside the huge black mesa complex (after playing the original and both expansions)

>> No.1969808

>>1969762
I mean that there are no loading screens.
Using System Shock 2 as an example, there are plenty of loading screens in that game that break up the areas. Games like Morrowind (retro? whatever) also have short little transitions, but Half-Life just shows a small "LOADING..." message for like half of a second with no fade-in/out (which is good since it happens in the middle of hallways)
The fact that it feels like a nonstop experience is nice, but I feel like there's no time to save my game and come back later. It just gets me a little tired.
>>1969780
Yeah, I know that much. I mean that the game just keeps on going. Kinda like pouring milk into a measuring cup, yeah? It's super consistent with visible segments, but it never pauses.
I dunno. I need sleep.

>> No.1969840

You don't have to power through the whole game in one go.

>> No.1969884

na thats why half life is cool. feels like one continuous journey. half life 2 also does it well

hopefully half life 3 sticks to it

>> No.1969906

>>1969730

negro what?

it as plenty of segments where you have to roam and puzzle solve without much enemies

>> No.1969931

>>1969906
he means that it doesnt cut to black and have a new location or something. its just one seamless experience

>> No.1969956

>>1969808
>message for like half of a second with no fade-in/out (which is good since it happens in the middle of hallways)
It was a bit longer back in the day, not super long but still.
There's plenty of places to save, pretty much anywhere and feel free to do them after level switches like that. Just get over your OCD.

There are many valid complaints against HL1, but that's not really one of them.

>> No.1969987

>>1969884
>hl3
>implying

>> No.1970030

>>1969730
There's at least one proper break in the game, and the action ebbs and flows all the time. If you want a save point, just save before each new level.

>> No.1970062

my favorite game forever. It had that late 90s atmosphere that I will never forget. Like grunge and all that stuff, it had that 90s feel

>> No.1970113

>>1969730
are you a console tard?
ou can save the game whenever you like. you don't have to play until the game says YOUR PROGRESS IS SAVED NOW. you can save and leave whenever you like. did you think you had to play HL all in one go? oh lawd

>> No.1970128

>>1969730

I see what you mean, there are plenty of awful games that are similarly designed, but I don't see what that has to do with that game design decision in itself.

I thought there was plenty of downtime that let you relax a bit in the Half-Life games, during which it seemed obvious to me that it would be a good time to save, but that was just my experience.

Talentless game developers will make terrible games no matter what successful game they're trying to rip off.

>> No.1970160

>>1969730
there is a quicksave/quickload function you retard

>> No.1970183

>>1970113
>>1970160
ITT some people are too dumb to understand OP's correct use of the word "save"

>> No.1970185

>>1970113
>are you a console tard?
You realize Half-Life was also released on consoles rigth?

>> No.1970204

>>1970185
ぃ家5いぇあrsかてr!

>> No.1970238

>>1969931
>kill sexy ninjas
>open door
>get hit in the face
>blackout
>wake up in a garbage disposal machine

hello?

>> No.1970279

>>1969956
Don't get me wrong, I can really see why it was such a cool thing back in the day; it's just a feature I'm not particularly fond of. I was just curious if anyone thought the same thing. So far it just seems to be people miffed that I'd dare to insult Half-Life though, lol
>>1970128
Alright, I'll try to explain myself a bit better.
Playing through Half-Life is pretty much a seamless experience (so far anyway). I'm on like the 7th chapter and there hasn't been one instance where the game takes a break and loads a new area or shows some stats or something. When playing PC games from the 90s, I've grown this mentality to save once I get to the next deck on the Vonn Braun or when I finish a level in Thief. Half-Life doesn't have anything like those games's loading screens, so it feels like the ride never ends or lets up. Lots of people are saying that the game slows its pace all the time, and it does, for sure, but that's not my point. Even if the game slows down, there's never a point where it really stops. So, I end up playing for a long time and end up feeling tired from it. I don't know if I'm a casual or if I'm just old, but that's what the game feels like to me.
I actually got a new PC after I made this thread, so I'll give it a shot after I re-install some other games.

If anyone actually wanted me to give legitimate complaints about Half-Life, the guns don't really have weight and everything eats bullets like they're ham sandwiches.
>>1970238
Haven't gotten that far.

>> No.1970286

>>1970113
>>1970160
Calm down and try to comprehend what I meant with my use of "save"
If it helps, the sentence could be re-worded to say:
>I can appreciate how this game basically never segments its gameplay *except* for some short loading times here or there...

>> No.1970290

>>1970160
>>1970113

Please don't post again until you brush up on your english.

>> No.1970301

>>1970279
>the guns don't really have weight
That's not a legitimate complaint. It basically means: "I prefer FPS games with different weapon animation"

>> No.1970329
File: 184 KB, 569x174, ((.png [View same] [iqdb] [saucenao] [google]
1970329

>>1970301
mm-hmmm

>> No.1970365
File: 146 KB, 1280x960, anime_girl_reaction_image.jpg [View same] [iqdb] [saucenao] [google]
1970365

>>1970329
Well, you can post a game in which shooting feels alright to you and I'll leave a "legitimate complaint" like "guns feel too heavy".

>> No.1970449
File: 9 KB, 131x143, 1355711387794.jpg [View same] [iqdb] [saucenao] [google]
1970449

>>1970365
I'm gonna stop this right here before we end up shitposting to the moon and back

But I think Half-Life's guns are way too light. They kinda feel like BB guns, and the enemies react like I'm shooting plastic pellets at them, so at least it's consistent, amirite?

>> No.1970521

>>1970449
Use the magnum, it will eliminate that feel.

>> No.1970659

>>1970279
holy shit then keep your autism in check.
>no rest
you are in control of the gameplay, just dont go in the next room, stay and relax, the game shouldnt have to tell you to do it
>guns have no weight
how else would you carry 2 handguns,1 submachine gun, 1 shotgun, 1 crossbow, a fucking bazooka, two experimental weapons and an alien beehive plus a shitton of explosives all at once?
>everything eats bullets like ham

stop using the mp5 so much then

>>1970449
>not using based .357

>> No.1971229

>>1970279
>the guns don't really have weight and everything eats bullets like they're ham sandwiches.
Use the right weapons for the right situation. For example the SMG is weak, headshots count in HL1 as well. The pistol is stronger and accurate but slower.
Shotgun is better for upclose.

Enemies can be invincible during some animations thus effectively adding on to their 'sponginess.'

>> No.1971235

>>1970365
The only time that's legitimate is if it's a pea shooter. Guns should 'feel' like the damage they give.

>> No.1971679

I love HL1 but admit that the glock and the machinegun feel too weak, because of low damage and weak sounds. You usually have to at least empty a clip to kill human enemies if you're not headshotting all the time; it's just too far from reality compared to the mostly realistic effect of other weapons, crowbar included.

>> No.1971786
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1971786

>HL2 is almost 10 years old
>it was released 5 years after the cutoff
>by that logic, HL2 is more of a /vr/ game than a modern game

>> No.1971796

>>1971786

By next decade, the current generation of gamers are probably going to consider games up to at least 2005 to be retro.

>> No.1971823

>>1971786
i have absolutely no fucking clue what you just said but it is wrong

>> No.1971834

>>1971796
Protip: not everyone is your age.

>> No.1971848

>>1971834

>Protip: not everyone is your age.

My age is really quite irrelevant to the point being made.

In 10 years, 2005 will be about 20 years prior. Right now the cutoff for retro games is 1999, which at this point is 15 years back. It's not invalid to propose that at least some people will consider games from the mid 2000s "retro," or at least "classic." Or, I don't know, maybe they'll come up with some new nomenclature since those games are certainly not recent even now, much less in the 2020s.

>> No.1972117

>>1971679
>weak sounds
Install the HD pack. The MP5 gets replaced with an M4 that has an awesome sound.

>> No.1972118

>>1972117

Not that Anon, but I don't much like the HD pack. Most of the models and sounds are pretty cool, but I just can't get over the Glock -> M9 and MP5 -> M4 changes.

>> No.1972475

This is the stupidest complain about vidya i've ever read