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But the problem is that its essentially the same platforming and shallow puzzles that plagued the original incarnation of Half-Life. Its more bearable but its still not good, its really not the strength of the game at all and their platforming and puzzle design is just not interesting enough to carry the game through too the end. Honestly I was really starting to get sick of the foibles of Source engine movement by the end of the factory and Gonarch fight, I'm sure lots of people disagree but most source engine games are just not very fun to move around in, I feel like you constantly get stopped dead in your tracks by the tiniest bits of geometry and the jumping in particular is janky and awkward, especially considering how important the bizarre concept of crouch jumping is. The conveyor belt sequences were the worst for this, especially when you had to fight on them, they seem to screw with the long jump and makes it that much harder for the game to register that you want to jump way the hell away. Then there's the way things like water and sloped surfaces are handled, to this day, through all of the half life games and thousands of hours in TF2 getting in and out of water in these games is the most bizarre experience in my time gaming and literally never felt smooth or intuitive. I really wish things like crawling and swimming were faster too, considering how much you have to do both.
I wouldn't mind so much, but Half Life 1/Black Mesa has an awful lot of platforming for a first person game, and unfortunately its just not really any good. And Zen gets the worst of it so it suffers as a result.
Still, especially in the first level there are lots of areas where the long jump is used well and actually feels a cool concept that significantly frees up the player movement and offers new tactical opportunities. Unfortunately that gets forgotten by the time of Interloper where fights are in places a lot less conductive to the long jump, as I said the conveyor belts make it a pain but just generally the places tend to be too cramped. The Nihilanth does encourage you to use it more though.
When you get to Gonarch I think things fall apart a bit from there. I don't know who's idea it was to drag this fight out as much as they did, but it makes no sense to me. You fight her twice, the second time she even has two phases, and both times she has a ton of health, at least on Hard. Between these you have an extremely extended sequence of scripted chases and hide and go seek with her. The whole thing must be at least ten times longer than her original encounter in Half-Life, and way more difficult from what I can recall (lordy I never liked bosses that spawn tons of annoying little enemies but at least in Half Life 1 that Gonarch wasn't as insanely aggressive as Black Mesa's one is). It feels weird to me that they are treating what is essentially a 20 year old testicle joke with such reverence as if its the most badass fight in history, the whole thing feels like they are overcompensating for something and I don't know what. They must have put tons of time into making this fight, its one of the most heavily scripted sequences in the game, and certainly ensure that the player puts tons of time into facing off against the damn thing, but it doesn't feel all that climactic to me personally. Like Headcrabs are basically just one of the many enemies you deal with in Half life, they're quite
iconic but compared to things like the Vortigaunts and Combine, they never felt as important to the overall story and setting, it feels weird that they are making what's basically just a particularly big headcrab such a big deal, its not like this is of particular import to Gordon specifically or the story overall, its just a big dumb animal, its not like it caused the black mesa incident or is coordinating the invasion of Earth. Whatever the case it far outstays its welcome and the Gonarch lair drags a lot as a result, I think this was a case where the Black Mesa team erroneously thought that making things longer and more bombastic was the way to improve the overall Zen experience.
Then we get to Interloper, I don't think things improve much here. What I really liked was getting an insight into the Vorts and their society, it was cool realizing that they are actually nice and peaceful, simply enslaved to fight against their will. I made a point of trying to make sure none of the Vorts died by my hand when I played. One did die of enemy fire in one area and when I went over one of his friends was crying over the corpse :( Also seeing the factory where the alien soldiers were made was also pretty cool.
But the Vort thing does remind me of something I don't like about the Half Life series in general, you just can't really interact that much with the world around you. I almost wish that I could hang around with the Vorts and talk to them, or help with some simple, optional tasks and such, or listen to their stories and find out more about their background (in 1998, the same year as HL1, Unreal actually kind of did this to a degree). But, possibly because of the limitations of silent protagonist, you can't really do that, you sort of just blaze through the Vort village and they only barely acknowledge that you even exist. All you can learn about them is in the absolute broadest strokes like the fact that they are poorly treated slaves. It feels like a bit of a missed opportunity, though I would never expect the Black Mesa devs to try and somehow turn the Vort village into an interactive hub area or anything, lord knows they had enough work already, still it makes think of how it could have been a bit more involved.
Unfortunately as you get further into the factory it gets worse, the Vort village was a short interlude, instead the vast majority of the time I was in Interloper I was getting bored by basic puzzles and tedious, fiddly platforming and marveling that they managed to find the dullest possible shade of brown to paint the entire place. This is something I guess can't be changed too much if they want to stay true to how the original Half Life envisioned this level, but as I said that probably speaks more to the fundamental problems with Xen that can't really be fixed by extending the levels and improving the Polycount. Unlike the earlier Xen stuff its so dull and ugly that the problems really start to get hard to ignore for me. One thing I particularly did not like, in addition to the platforming, was the way they just entirely stop giving you ammo for any weapons other than the Gluon Gun and Tau Cannon, you have a whole arsenal of weapons that you can't really use anymore and have to stick to two, (or three if you want to use the crappy Hivehand) weapons for the rest of the level. I guess its nice that Gluon gun is very powerful and just a cool weapon generally but it still feels like a tedious restriction to put on the player in a level that's already tedious and ugly. The controllers go down quick at least, but the alien soldiers have too much health in general.
I will give the game credit though, the Nihilanth is genuinely very well done, it's pure visual splendor for an engine this old and its great buildup to get to the top of the tower then go portal hopping to the place saw at the start of Xen. The fight itself isn't particularly hard (especially compared to the Gonarch), but doesn't need to be, it looks great and its cool having access to your full arsenal again and making full use of the long jump to dodge his attacks, great ending overall.
So I guess that's it for Xen, like I said I don't think they really pull it off in the end but I'll give them points for effort, which is undeniable, but pure effort can only go so far as I think the Gonarch shows. For my money I'd still say that Surface Tension is their best achievement, they made an already brilliant chapter even better and it has such good atmosphere and memorable, difficult encounters as you come to realize the extent of both the Marine's involvement and scale of the alien invasion. Its a shame they couldn't quite do the same for Xen.