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Another puzzle that could use some rework or a better explanation is the force field leading to the Generator Room in the Focal point camp site. It took me some blind trial-and-error before I even thought about tossing one of the H.E.V. batteries into the field. I don't think it would occur to people who start out with playing Balck Mesa: Blue Shift to know that the otherwise "useless" H.E.V. batteries do nothing in this game so trying to associate them with the batteries that Barny does use requires some mental gymnastics that requires the familiarity of having played the base Black Mesa/Half-Life campaign to even draw the connection for this puzzle (i.e. it's not good to create puzzle that require "trivia" knowledge). In other words, I think there should be a segment where we are shown H.E.V. batteries being "accidentally" passed through a field to demonstrate their capability of disabling said fields for a moment.
Finally, there's a passage right above a segment that involves a fan, a switch, and some Alien Controllers to fight that, again, was slightly confusing since the vines leading up to the passage (that coil around the piston elevator that is used to get to that height) look almost entirely like it was "non-traversable set dressing" (A.K.A. background geometry you'd simply fall through). I get that these vines have some emissive lights, but I do think a few more light giving fauna (i.e. the blue glowing flowers) should give the impression to the player that these vines are indeed traverable and not just set-dressing. It doesn't help that the vines are rather narrowish.
Overall, my impressions for this chapter are rather positive, but clearly less polished than the previoous chapter, which itself does still have some issues remaining (such as scripted sequences with Dr. Rosenburg not triggering properly).
Even after the previous puzzle, this one was a little confusing.
Oh, hell yes. I tried half a dozen things before remembering a whiteboard half an hour before that linked the two power sources and it immediately clicked.
A lot of passable sections blend in very well, either due to not standing out from the background or there being far too many overlaid twinkling lights.
Agreed - although I did have a ton of fun with the trains, even if I wish they had behaved more like the original HL service trains (allowing you to step away with it moving).
I think the puzzles are good, but Valve have a history of demonstration, learn by doing, implement going forward. While I've seen this implemented quite well in new puzzles, sometimes it's just too subtle or not previously signposted well enough. Having just replayed HL2, Ep1 & Ep2 with commentary, the balance needed to give the player information without holding their hand is remarkably complicated.
But maybe this was just me, but I felt this chapter got a bit long in the tooth when it got its own "Interloper" segment...or maybe I just started to really get tired with all the Alien Controllers at this point (base Black Mesa also had a problem with the end segment of Interloper also having too many Alien Controllers to fight).
If it's the infinitely respawning vortigaunts right at the end where you've got the crystal powered cannon to fire at the core (incidentally, trying to explain *where* you are at any point is really hard), then there are three respawning health pod barnacle things on either side of the Big Button in the central room. Changed that otherwise impossible-seeming fight to do-able.
I am playing on "Black Mesa" difficulty (which I assume is "medium" difficulty, right?)