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If anything, I'd argue it's Interloper which drags on and on. It's padded with a lot of pointless walking simulator sections, seemingly always revolving around following a stream. There are usually no enemies in these sections, there are usually no puzzles and there's no complex terrain. You just walk and walk until the next meaningful location. A lot of needless crawling through sewers, as well. The Gargantua Lair also seems entirely superfluous. It comes out of nowhere, you run around for a bit, then go back to the factory.
Personally, I feel like Intrloper could be tightened up quite a bit by cutting out the walking section and the Gargantua lair entirely and sticking predominantly to factories. Or rather, "could have been" since I don't expect shipped content to be cut at this stage. I think the best you can do if you're getting bored is try to identify the walking simulator sections and just run through them. Almost none of them have hidden items or side paths to find, so trying to explore them is pointless.
They went overboard on the length of the xen bit I think, there was so many moments where I was thinking what's the point of this part? like with the vortigaunts and the plug "puzzles".
I think a better bet would have been to explore completing tasks that previous explorers had failed at (such as blasting through things kind of hints at) and detailing why they failed would give the player more buy-in.
I actually enjoy the Vortigaun parts somewhat simply because I find the Vortigaunts so charming. Doesn't matter too much about the brain dead puzzles, I just like being around those geezers. I disliked the dragging cat and mouse thing in the lair more. "Just let me fight it already!"
I'm also more of a platformer fan than a "being hunted and getting stressed out" fan, so I guess that affects me as well.
I've been having trouble with the double jumping though. It doesn't always activate and that pisses me off. Maybe I'm just doing something wrong though.
This.
Most puzzles make no sense and don't fit very well into the world. It's just tired filler gameplay without any credibility behind it. Doesn't fit in the Half-life universe, where plot and story is a big thing.
This is not even remotely true. Even ignoring Half-Life 2's tendency to simply not tell you anything about its central premise, even the original Half-Life left much of its plot unexplored, for the player to deduce through environmental cues. While I am obviously speculating, it seems pretty obvious to me that Gordon's through the alien facility is one of sabotage. This is shown fairly early on, where Gordon's invervention raises an alarm, causing aliens to respond with shocking disregard for their own equipment. Later, much of what Gordon does revolves around overclocking and destroying equipment.
As I said in another thread - there's plenty of environmental storytelling if you actually look for it. The environment itself tells you about this world, the people who live in it and the state of their society far better than I'd argue the original Half-Life did. The controller aliens visually mind-controlling Vortagaunts on-screen is a big departure from Half-Life, where this was implied. Grunts shown "dehumanised," naked and discarded in mass piles is also a new addition, showing just how little regard the "administrator" has for them. The way alien technology coexists with the various hostile life forms also didn't escape my attention.
Not to mention - most of these puzzles exist as tutorials for each other, because the majority of them end up being used in the final boss fight. Yes, there are fairly few mechanics, but here's a little secret: Portal had a single mechanic. Portal 2 had I believe 4 - portals, birdge, beam, goo.
There is plot and story in the Border World - I'd argue more so than Half-Life had. It's just shown, rather than explained.
Additionally, I was carrying three items (Hat, Pizza, Tank) in the level and the Tank got stuck just before an autosave and I did two quick saves in sequence (after carrying the Hat and the Pizza). When I realized the tank was stuck, the closest save file was about 2 hours before. Smaller chapters could add more autosaves.
or maybe it's just too long
I don't disagree with you, I just feel like the same story elements could have been presented with half the content. Many areas do tell, at least to me, the same thing.