6
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97
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Recent reviews by Rudy

Showing 1-6 of 6 entries
No one has rated this review as helpful yet
1 person found this review funny
23.3 hrs on record
Sweetest game ever xD
Posted January 13, 2017.
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1 person found this review helpful
28.9 hrs on record (28.4 hrs at review time)
10/10 Masterpiece

Glado's Writing As An Attempt Of Humour Hits Home Flawlessly. I'd Strongly Say That The Comedic Elements Of Portal 2 Are The Games Defining Strong-Point's. You Will Laugh, But The Game's Mute Protagonist Won't.
Posted September 4, 2016.
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1 person found this review helpful
21.4 hrs on record
10/10 Masterpiece

The Final Act Is ♥♥♥♥♥♥♥.i.n.g Incredible. The Game Practically Shifts Genre's All While Racking Your Brain Into A Convoluted Mess, That Was A Little Over Exaggerated. Solving Puzzle's Has Never Been This Fun.

This game holds a special place in my hart for it was the first game I ever owned on steam. Every time I play it I have a nostalgia meltdown.
Posted September 4, 2016. Last edited September 4, 2016.
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No one has rated this review as helpful yet
1 person found this review funny
159.8 hrs on record (154.5 hrs at review time)
The Uncut Cocaine Of Fps, It Never Gets Old.
Posted September 1, 2016.
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1 person found this review helpful
41.7 hrs on record (41.1 hrs at review time)
10/10 Masterpicece- Half-Life 2

Instead Of Writing A Full On Analytical Review I Have Written A Short Curatorial Paragraph On What I Believe To Be The Best Aspect Of Half Life 2

Hypothetically Speaking Half-Life 2 Doesn't Consist Of Any Technical Implementation Of Pacing. Whereas Instead The Game Symbolically Toys With The Player ''You'', By Using Your Instinctive Ambition To Control The Consistency Of The Pace. What Controls Said Ambition Is The Teased Objective Presented During The Introduction Of The Game, Witch Is To Reach Obtainable Ground To The Citadel. This Objective/Goal Drives The Player Immensely To Want To Win. For Winning And Achieving Satisfaction In A Video Game Is How This Media's Inauguration Hasn't Changed In The Slightest. In Other Words The Citadel Is Half-Life 2's Symbolic Representation Of The Infamous Flagpole.
Posted August 31, 2016. Last edited September 1, 2016.
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1 person found this review helpful
3 people found this review funny
18.8 hrs on record (16.3 hrs at review time)
HALF-LIFE. WRITTEN REVIEW NOT COMPLETE

quote. Scientist: [playing with tie] Why do we all have to wear these ridiculous ties?. 

Developed by Valve and released in 1998

Pros and Cons

pros. Everything
cons. Nothing 

10/10 Masterpicece


STORYLINE
A mysterious Alien Artifact has been recovered and brought to a top-secret research facility in the Black Mesa. When newcomer Dr. Gordon Freeman is assigned to physically test the artifact, things go very wrong when the artifact opens a destructive and unstable portal to Xen, a planet in a different dimension. Gordon blacks out, and awakes in a now crippled and ruined research facility. When Freeman and the survivors of this ordeal discover the portal has allowed its inhabitants-deadly alien creatures-to enter the facility, they realise that they must call the government for help. The government, however, already has plans to contain this incident by silencing the witnesses. 

Half life's story is a very diverse and confusing one, but is still executed brilliantly. since Half Life does not rely on cut scenes, there are moments when subtle important plot references are hinted towards key features of the story, but these references can be left unnoticed especially on a first play-through. This really depends on the player and their play style if you are to notice these references. Therefore this game mechanic should not be seen as a flaw rather as an attempt to try something new that valve knew very well wouldn’t mix with everyone.

GAMEPLAY
Half life is the most influential First Person Game Ever Made. This is best exemplified through its game play mechanics. Let me explain. 

Growing up as a young grommet the only fps game I was familiar with was DOOM. At the time DOOM was piratically seen as the best pc game of all time. All fps games two follow copied the DOOM formula, all except half life. You see Doom had 

.NO Apparent storyline
.NO Interesting characters 
.NO Absorbing atmosphere [It felt very arcade like]
.And no real apparent goal

The game was really a stress reviler where you just shoot s.hit and blow c.unts up. Not saying DOOM is a bad game. DOOM is one of my favourite games its just that Half life beat DOOM at the fps formula in all ways by Half Life having 

.A fantastic and engaging story.
.A scary immersive atmosphere.
.A roster of witty and interesting characters.
.A simplified moving mechanic
.A mechanic where you could look up and down.{ thank F.UCK for that }
.A Mixture of action and Puzzles
.And a game with an apparent goal from the very start.

You see Half Life wasn’t one of those games where you would just shoot s.hit and blows c.unts up. Half Life was the first real fps game to feel like a immersive gaming experience. Therefore we have half life to thank for saving and changing what was commonly thought of as the First Person Shooter Genre.

PACING
Half Life Pacing is Executed very well. The game has the whole survival horror game feel to it and the game really exemplifies this through a sense of dread. At the start of the game it is apparent that you need to escape the black mesa facility but only an hour down the track you start to lose recognition of that thought and just have the mindset of surviving, and that is why this games pacing is so good. You never quite feel like you have an objective to do rather you just feel you have to survive. and coupling this with the fine selection of jump-scares and mind blowing scripted events it truly holds up.

LEVEL DESIGN
Valve has a name for level design in their games. Its hard to describe on paper but no gaming developer team does it like valve, you just have to see it for yourself, I mean talk about attention to detail. Before Half Life level design in fps video games were very simplistic and felt like an arcade experience. Half Life's level design was truly ahead of its time. Structures would collapse, you could interact with all most everything from the environment, and the game used a clever use of scripted events through the level design. It is very hard to explain on paper but you can tell a lot of work was put into this category of game design for half life.

IMMERSION
Immersion, Probably The Fundamental Aspect Of Game Design That Every Game Director Should Take Seriously, Gabe Newell Certainty Did With Half-Life. You See Half-Life Never Breaks The Immersion Because The Game Never Allows The Player To Stop Playing. This Is Because The Game Doesn't Consist Of Cut-Scenes Or Any Other Immersion Breakers. The Game Never Says, ''Hey Maybe You Should Take A Break''. The Only Thing Controlling Your Will To Stop Or Keep Playing Is The Player's Own Demanding Ambition.

SOUNDTRACK
Half-Life soundtrack consists of a techno and ambience like tracks. One of Half Life's key elements two its atmosphere is said soundtrack. Half Life's soundtrack always seems to change conveniently creating a completely different mood and atmosphere to the last segment of the game. The use of ambience like tracks for the more creepy, mysterious moments through out the game coupled with the techno prodigy like tracks for the scripted action moments through out the game really create an experience like no other. Not two mention the end credits theme witch really feels rewarding and catchy... here is a link to the end credits theme soundtrack https://www.youtube.com/watch?v=bXpGM6NgrZ8
Posted October 16, 2015. Last edited September 4, 2016.
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Showing 1-6 of 6 entries