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nya[dc] 2014 年 8 月 9 日 下午 1:40
Has Half-Life 3 lost its appeal?
I am like most people around here, a massive Half-Life fan who has put countless hours into both games plus the episodes. But I can't help but feel completely indifferent to Half-Life 3 being released or not.

Sure I would like to see how it all plays out and ends but I think Valve has passed the point of relevance for this franchise by making people wait too long, I just don't seem to care anymore, there is no excitement left.

Does anybody else feel this way? Like you've just kind of accepted that it's not coming out and because of that you don't really care if it does or doesn't?

With all of this Source 2 information being leaked and released as of late I figured I would be excited but I just can't seem to muster up any enthusiasm.
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正在显示第 61 - 75 条,共 119 条留言
Fork_Q2 2014 年 8 月 9 日 下午 4:25 
引用自 Nya`
引用自 Fork_Q

The knocking down objects I think is scripted.
I don't remember, the AI was still very good though.

Yeah, I give it that.
Shasow 2014 年 8 月 9 日 下午 4:26 
引用自 Eye Play Games
引用自 FuG chibilibi

Isn't that effectively what ALL FPS games are? Shooting things? At its core, yes, that's what Half Life is, however there's quite a lot of exploration and problem solving between shooting sections. There's an entire chapter of Half Life 2 dedicated to driving along the coast from Shorepoint to Lighthouse Point. While there is combat, most of your time spent is driving in that chapter.

i didnt know its target audience was idiots that think simple problem solving is cool
That was exactly their target audience with Half-Life 2.

引用自 FuG chibilibi
引用自 Shasow
Oh, yeah, I absolutely loved the rich and detailed re-used environments used everywhere in the game. The standing AI with almost perfect, interval aim was phenomenal too. The crate physics were also just... AMAZING, am I right? You know, how the crate fell apart. Wow. Don't get me started with lips that actually MOVE on their face... such impressive facial animations.

"Re-used environments" are you talking about Half Life 1 here or Half Life 2? Most of Half Life 1 takes place in the same place (Black Mesa), so of course the environment would be similar. That's like complaining that BioShock is always underwater. Half Life 2 is fairly varied.

For the record, I've never seen any other game's AI use physics objects as cover. I've seen it in Half Life 2, though.

As for good physics, a crate breaking isn't really physics. That's more like object-world/player interaction. Physics are how the crate moves as you toss it around and throw things at it.

Sure, better physics engines have been created, but in 2004, that ♥♥♥♥ was mindblowing. Half Life 2's physics still serve their purpose just fine, though.

Facial animations are still something some animators and developers struggle with, too. While they aren't anything particularly mind-blowing nowadays, the facial animations are still good.
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.
chibilibi 2014 年 8 月 9 日 下午 4:28 
引用自 Shasow
引用自 FuG chibilibi

"Same 3 guns" you mean ~12 guns? "Infinite ammo" You ever played on hard? Your ammo will be eaten up. "No aim" what?

Also, I didn't think Half Life 2's story was TERRIBLE. Sure, it wasn't the 100% greatest story ever told, but the main thing people praise Half Life for is the storyTELLING, rather than the story itself.

Half Life's story itself is more like DOOM's story, but the way it's told isn't.
12 guns? And how many of those "guns" did you actually use? A crowbar or grenade is not a gun, by the way. No, I've never played on hard. I would never re-play Half-Life. And yes, you didn't really need to aim in Half-Life. Just point and shoot, you'll magically hit your target from the hip. The "storytelling" in Half-Life 2 made me feel stupid and made me think Valve thought I was stupid.

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)
Fork_Q2 2014 年 8 月 9 日 下午 4:30 
引用自 Shasow
引用自 Eye Play Games

i didnt know its target audience was idiots that think simple problem solving is cool
That was exactly their target audience with Half-Life 2.

引用自 FuG chibilibi

"Re-used environments" are you talking about Half Life 1 here or Half Life 2? Most of Half Life 1 takes place in the same place (Black Mesa), so of course the environment would be similar. That's like complaining that BioShock is always underwater. Half Life 2 is fairly varied.

For the record, I've never seen any other game's AI use physics objects as cover. I've seen it in Half Life 2, though.

As for good physics, a crate breaking isn't really physics. That's more like object-world/player interaction. Physics are how the crate moves as you toss it around and throw things at it.

Sure, better physics engines have been created, but in 2004, that ♥♥♥♥ was mindblowing. Half Life 2's physics still serve their purpose just fine, though.

Facial animations are still something some animators and developers struggle with, too. While they aren't anything particularly mind-blowing nowadays, the facial animations are still good.
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.

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
Shasow 2014 年 8 月 9 日 下午 4:31 
引用自 Fork_Q
引用自 Shasow
That was exactly their target audience with Half-Life 2.


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.

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
They look almost identical. Ravenholme was the only slightly unique location in Half-Life 2.
Fork_Q2 2014 年 8 月 9 日 下午 4:36 
引用自 Shasow
引用自 Fork_Q

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
They look almost identical. Ravenholme was the only slightly unique location in Half-Life 2.

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.
76561198119391273 2014 年 8 月 9 日 下午 4:36 
引用自 Fork_Q
I don't think there is a FPS that marries tight FPS shooting and good level design with a decently told story just as well. Some of it is dated, the emphasis on physics which were cool then, but animation holds up very well, an AI is unsurpassed.

Bioshock, Crysis (Yes, I will take its story over HL's anyday).

As for AI, FEAR, Killzone.
Dendrobates Tinctorius 2014 年 8 月 9 日 下午 4:39 
引用自 Shasow
Half-Life 2 felt the same all throughout the game. Re-used EVERYTHING. EVERYTHING was the same.
Team Fortress 2
524 hrs on record
:crate:
chibilibi 2014 年 8 月 9 日 下午 4:39 
引用自 Shasow


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.

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.
chibilibi 2014 年 8 月 9 日 下午 4:40 
引用自 Shasow
引用自 Fork_Q

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
They look almost identical. Ravenholme was the only slightly unique location in Half-Life 2.

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.
Fork_Q2 2014 年 8 月 9 日 下午 4:41 
引用自 Maya
引用自 Fork_Q
I don't think there is a FPS that marries tight FPS shooting and good level design with a decently told story just as well. Some of it is dated, the emphasis on physics which were cool then, but animation holds up very well, an AI is unsurpassed.

Bioshock, Crysis (Yes, I will take its story over HL's anyday).

As for AI, FEAR, Killzone.

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.
Shasow 2014 年 8 月 9 日 下午 4:41 
引用自 Fork_Q
引用自 Maya

Bioshock, Crysis (Yes, I will take its story over HL's anyday).

As for AI, FEAR, Killzone.

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 fanboy is strong in this one.
Fork_Q2 2014 年 8 月 9 日 下午 4:42 
引用自 Maya
引用自 Fork_Q
I don't think there is a FPS that marries tight FPS shooting and good level design with a decently told story just as well. Some of it is dated, the emphasis on physics which were cool then, but animation holds up very well, an AI is unsurpassed.

Bioshock, Crysis (Yes, I will take its story over HL's anyday).

As for AI, FEAR, Killzone.

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.
chibilibi 2014 年 8 月 9 日 下午 4:43 
引用自 Fork_Q
引用自 Maya

Bioshock, Crysis (Yes, I will take its story over HL's anyday).

As for AI, FEAR, Killzone.

The first Bioshock was a good game, 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
Fork_Q2 2014 年 8 月 9 日 下午 4:44 
引用自 Shasow
引用自 Fork_Q

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 fanboy is strong in this one.

Just the facts ma'am.
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所有讨论 > Steam 论坛 > Off Topic > 主题详情
发帖日期: 2014 年 8 月 9 日 下午 1:40
回复数: 119