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I really enjoyed reading your review, even though I feel that you left out the only issue I am able to be really concerned about: Bad stability.
I had 6 crashes. I don't mind bad performance as much as a crash.
I don't want to degrade your recommendations, but I really would go first with stability and maybe either performance upgrades. ;)
But that doesn't mean that user should not report about it. As if the devs release new maps with such a flaw, it might be good if users report clear evidence about where and when it crashed.
I've recorded the 6 crashes in the video of my whole playthrough. :)
Crash fixing and done should be the only plan now, not redesigning whole levels due to individual quibbles. I for one would be very disappointed if large chunks were now cut.
I hope that making changes to Interloper can be seen as a long term thing once the full version is released. I'm sure there will still be passion to optimise the existing game, as Black Mesa isn't exactly a quick cash grab.
Having one less than stellar chapter out of many is unfortunate, but alright. I can only imagine - especially for new players - that the chapters that come before and the prospect of completing the game will carry players through Interloper easily.
Both Garg appearances on Earthbound were great because they always force you to find an alternate solution to kill it. In this Interloper chase, you do have to run rather than fight, but the chase itself is relatively easy, the correct path is telegraphed (probably necessary) and it seems very tightly scripted. Not that there's anything wrong with being tightly scripted (it's Half-Life for god's sake), I just feel that the novelty of getting chased by Gargs has worn out by this point.
The player has also had to run from the Gonarch literally a few maps beforehand. Having another chase scene so soon after (and again, with the Gargs, which we've already had to run from twice) seems kind of repetitive.
I feel that if they'd made the map more of a cat and mouse game, where instead of a chase, the player has to navigate the map to the exit (with or without killing the Gargs), it would've been more satisfying pacing wise.