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报告翻译问题
Yeah, I give it that.
Half-Life 2 felt the same all throughout the game. Re-used EVERYTHING. EVERYTHING was the same. Objects and buildings you saw from the start of the game you'd see all the way to the very end. "Variation" must not have been a concept or word recognized by Valve.
As for crate moving... did you watch the video I linked early? The guy managed to get up to 88mph moving crates. And I sure can't imagine picking up a giant crate (that looks exactly like every other crate located around every corner in the game) and throwing it directly up in the air to be realistic at all.
True, they aren't guns. I suppose I meant "weapons." And FYI, I used all of them. Also, I was asking what you meant with "no aim." I didn't quite get that one, but I do agree you don't need to aim precisely unless you're on Hard difficulty. If you are, you need to be consistently getting headshots or chestshots.
And I agree the storytelling wasn't as good in Half Life 2 as it seems to be in Half Life 1 (haven't gotten around to playing it yet), but I don't see how it would make you feel stupid. While the "resistance" plot was kinda spoonfed to you, I'll admit, the background and sort of "side" plots were things you had to look for. (e.g. what exactly happened to Ravenholm)
If that's true, then why is it wrong though? None of the levels look the same.
https://www.youtube.com/watch?v=YHE39wBmUqg
https://www.youtube.com/watch?v=p6WyEPgxO8o
Ravenholm is narrow, desolate, dark, plenty of vertical areas, filled with traps and low on ammunition. The City 17 fight is chaotic, open, lots of manoeuvrability, "flat", abundant of weapons and choices. They aren't remotely the same, hell, Ravenholm alone plays like a survival game and City 17 played like a war game.
Bioshock, Crysis (Yes, I will take its story over HL's anyday).
As for AI, FEAR, Killzone.
That was Half Life 1. A game made in 1998. I was complimenting Half Life 2's physics. Half Life 1's physics were pretty... not so good.
Also, with the crate looking the same, you have to keep in mind Half Life 1 takes place in the SAME PLACE basically the ENTIRE game. I doubt a research facility such as Black Mesa would buy loads of different types of crates, anyway.
For items and objects looking the same through the game in Half Life 2, how varied should objects like barrels, sawblades, ammo boxes, and standard-issue supply crates be?
From a game design perspective, useful objects (like ammunition) should always be fairly similar so that the player can always tell what they are.
So the coast and the Antlion beach from Half Life 2 looks the same as City 17? Nova Prospekt, a prison, looks exactly the same as Ravenholm?
I didn't know that.
Crysis only had two characters and only (at best) purely perfunctory dialogue. It didn't combine shooting with story telling well, it was very "stop and go" and relied way too much on exposition for a simple plot that's both in the way and instantly forgetful. It's kind of a joke with FPS fans, it's only real reason to exist is to benchmark games to be honest.
FEAR and Killzone AI didn't do anything HL already did either. Let alone HL2.
The first Bioshock and Inifinite were good games, I give you that. But it's a failure to rely on audio-logs to tell a story. And they both did, way too much.
fixd
Just the facts ma'am.