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zanzibarbreeze

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Metroid Fusion: A relic of a bygone era?

I cannot criticize old games in a vacuum. That is, I cannot play a game from five, ten, fifteen, twenty, or twenty-five years ago without looking at it from a modern perspective. When writing a summary of my thoughts on any given game, then, I am judging the game from a modern standpoint: how does this game hold up today, and is it playable today? Has it aged terribly, or has it aged well? I have played through Metroid Fusion once before this most recent instance. While I am certainly no Metroid connoisseur -- I must admit that the only other encounter I have had with the franchise is with Super Metroid -- I once thought highly of Fusion, and I am well aware that it is well regarded by fans of the franchise. Unfortunately, I have to say that playing through it now with a critical eye, Fusion hardly holds up as well as I thought it did. From this modern peak, Fusion seems to have chosen unusual paths to clop through. It comes across to me as severely difficult, certainly to the extent where it would unsettle those uninitiated to this particular genre, those unfamiliar with this style of games, and those without a generous patience.

Design


     The game world is quite sizable.
 The game world is quite sizable.

Metroid-vania

The large scale of Metroid-vania games has always appealed to me: the many rooms to explore, the many paths to take, the seemingly infinite course. Metroid Fusion is no different. Setting out with the knowledge that there is an expansive realm ahead is a good feeling.

Security rooms

Finding the hidden security rooms is an interesting experience. By in large the path is reasonably hinted at. There are instances where something goes terribly awry, and it’s possible to head in a tangential direction. That is, in fact, the point of having the rooms hidden, so it’s by no means unwelcome. Anxious players may find themselves turning to a walkthrough, however.

     For the most part, any time the SA-X appears is a bad thing.
 For the most part, any time the SA-X appears is a bad thing.

Fear the SA-X

Perhaps the best designed part of Metroid Fusion is Samus’ clone, labeled ‘SA-X’ by the computer CO. The strong force of the SA-X and the massive threat posed by it creates for a very terrifying atmosphere every time the SA-X appears on screen. The game does a very good job of making the player fear the SA-X, and conveying the message that one should fear this menace. That fear is palpable.

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The boss battles are very one-dimensional

I was struck by how one-dimensional every boss battle in this game is. It’s quite bizarre; even jarring from a modern perspective. Each battle essentially boils down to this: fire the most powerful weapon at each boss’ vulnerable point. There’s no variation, and the conclusion of each battle sees the player fights a spine-covered globe in order to earn another power. To be quite honest, the environments are more testing than the boss fights. Some of the boss fights are frustrating, but once the patterns are learned and the solution is found, the door opens itself.

Good sound effects

I cannot speak as to what the high watermark is for sound effects for Game Boy Advance games, but I found Fusion’s sound effects to be quite acceptable. The depth of noise is impressive. Each action on screen, whether carried out by Samus or by the full bestiary of enemies, seems to have its own sound effect assigned to it. I was surprised (maybe naively) by the fact that footsteps have sound effects. There are plenty of modern games that don’t have good footstep noises and plenty which should but don’t have any at all, but this game does well.

The music is okay

A wisp of a bad taste mars my appreciation of the music. I largely find that about a quarter or a third of the tracks are listenable to, and the rest don’t convince me. They seem to be composed of pops, hisses, and bleeps; the tracks bring to mind ill-fated Game Boy Color compositions. Though the composers here, Minako Hamano and Akira Fujiwara, have made valiant attempts to appropriate Super Metroid tunes and others from the franchise, not everything turns out well, and that’s regrettable. Some of it is quite fitting, but as a whole the music seems to me dominated by mediocre tunes. I am somewhat amazed this game saw the release of a CD soundtrack. Nevertheless, here are three tracks I think notable:

6. Environmental Tension

  
 
‘Environmental Tension’ prompts me to think of Japanese film scores from the mid 1900s, in particular scores for jidai-geki (period pieces). It’s the heavy drums that evoke this. In particular I’m thinking of the title music for Seven Samurai.
 

18. Sector 1 (SRX)

   
 
The heavy drum motif recurs throughout the soundtrack. This is one of the cases where the lengthy run of gameplay music works for the game. I particularly like the crescendo midway through and then the subsequent return. The buzzing and fuzziness I dislike from the soundtrack in general are present in this song -- the bass didn’t turn out right across the game -- but I think it works well for this track.

28. Sector 4 (AQA)

   
 
I like ‘Sector 4 (AQA)’, because I think it’s the progeny of those fantastic new wave NES and SNES soundtracks I adored some time ago (and still adore). The original track has been well appropriated in this case, and the bass isn’t quite the nemesis it is in other tracks.

Graphics and animation


 Metroid Fusion looks like an 80s fever dream...
 Metroid Fusion looks like an 80s fever dream...

 ...but at least it doesn't resemble the early builds for the game, which bore graphics more deserving of a Game Boy Color game.
 ...but at least it doesn't resemble the early builds for the game, which bore graphics more deserving of a Game Boy Color game.

The bright aesthetic is irritating

The bright aesthetic of Metroid Fusion has likely carved channels in many people’s retinas. The game generally looks like an array of different Duplo blocks amassed together. It is scarcely one of the best-looking Game Boy Advance games. Samus’ suit alone looks like something well entrenched in the mid-80s. The elemental environments contrast with the rest of the game, for the ice and the fire areas are quite attractive. Everything else requires some work. It’s not the sprites or the graphics themselves which I find offensive; it’s the actual aesthetic. It’s much too bright and much too flashy, and it doesn’t quite work from a modern standpoint.


Gameplay


Jumping is heavy

The jumping is heavy, which will not surprise veterans of the franchise, but I found it rather unsettling for the first thirty minutes. However, I was relatively accustomed with Samus’ weight after that thirty minute mark. Despite still having some difficultly in consistently hitting rolling jumps (as opposed to normal jumps) in high pressure moments, I was not at all nonplussed by the jumping at the conclusion of the game.

 There is a lot of dying in this game.
 There is a lot of dying in this game.

Learn to die

I found the frequency at which I was dying to be quite jarring, at least until I built up enough health to pose some resistance against enemies. My expectations have been morphed by games today in that I won’t die, and in that health, whether through pickups or regeneration, will be easy to come by, but that is not at all the case in Metroid Fusion. I find it hard to speak to this with regards to this game. Many would say that this is precisely the point of the game, and that it is meant to be hard in this manner. But I would be lying if I was to say that I was fully enjoying the game 100% of the time, or even 75% of the time. The game can be a pleasant experience, but there are certainly infuriating moments which left me somewhat soured. The average 2010 game player is not accustomed to such difficulty. Can Metroid Fusion justly be criticized because facets of it are products of a bygone era? Perhaps not fundamentally, but from a 2010 lens it most assuredly can. This game’s difficulty curve (what it expects the player to achieve) is frighteningly steep, and it comes off worse for wear because of it.

There are things the player will never work out

I’m not sure how the player is expected to guess some of the different tasks in the game, such as killing some enemies and not collecting their Xs so that the Xs form other enemies, or waiting around for a set time in an area, or killing some enemies but sparing others. None of that is ever explicitly defined in-game, and while much of that is implemented where taking the path is optional, in at least two instances these ‘puzzles’ are used to block the main path.

The ability to change the environment plays well

This is a staple of platformers, but Metroid provides such a variety of weapons, and such a variety of different things to affect, that it leads this particular gameplay mechanic to stand out, even in modern times.

The screw attack is a fine weapon

The screw attack is a fine weapon; it always has been. I found it to be a tremendous relief as soon as I regained it, because no enemy can oppose it, and the screw attack makes the game significantly simpler.

Story


No Caption Provided

Both the story and the writing are okay

The Metroid franchise seats much more focus on the experience and the refined gameplay than either the story that justifies the game or the writing which communicates that story. For this reason, the developer could be forgiven for not dedicating development time or gameplay time to the story, but in this case Nintendo R&D1 vested both in Fusion, and the results are positive. The story that is present is largely utilitarian but interesting nonetheless. The writing is surprisingly cogent and, while by no means astonishing, has much better phrasing than I expected to meet.

The CO

The idea behind the computer Commanding Officer is sound. Although it may seem quite helpful at first, the CO is always malevolent. Through the course of the game the realization dawns on the player that something is not quite right with the machine and this suspicion is solidified mid-way through when its traitorous nature is revealed. It is of course a played plot twist, a story point that has been very much reused over time, let alone by video games so far this century. Perhaps the dull blow is softened by the fact that the twist is visible almost from the outset.


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Metroid Fusion ends up being a canny and satisfactory game for me. Unfortunately, I cannot repress the feeling that its time is limited. It was a fine game in 2002, but the eight years that have elapsed since have hardly played in the game’s favor. I do not wish to damn it to an inert fate, but I expect that it will be all but forgotten by the mid-point of this decade.
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Games that are bad: Pursuit Force: Extreme Justice

There are some games that are just bad. There are some games that are offensive. There are some games that should have been good, but disappoint because something went terribly, terribly wrong during the proceedings. Pursuit Force: Extreme Justice is all of those three things. You shouldn’t buy Extreme Justice and you shouldn’t play Extreme Justice, because it’s a waste of your time and it’s a waste of your money. What I find most frustrating is that there’s something about Pursuit Force that is sensibly fun and good. That something is steamrolled under the weight of a terrible story and flawed design and, as I conclude, I honestly hope that the core gameplay of Extreme Justice is stripped out, and that that core gameplay finds its way onto the PlayStation Network where I’m sure it will make for a fine game.

Design


 I desperately wanted this game to be fun, but the aspects of the game that make it unfair utterly destroy the experience.
 I desperately wanted this game to be fun, but the aspects of the game that make it unfair utterly destroy the experience.

It’s not fun

Pursuit Force: Extreme Justice isn’t fun, and it isn’t fun because it’s artificially difficult. That is, it’s not difficult naturally, but it’s difficult because it’s unfair, and because it cheats. One of the problems is bad checkpointing (see below) but in most cases it’s just bad design: time limits will be too harsh, or the player takes too much damage too easily, or there are too many factors that need to be accounted for. The following conditions affront the player in the penultimate mission: a short time limit; two different damage counters that need to be carefully monitored; waves of enemies; a tremendously long course to cover (fourteen miles, or perhaps it’s fourteen kilometers, in just over three minutes). It took me over five attempts on the easiest difficulty setting. I implore you to believe me when I say that it’s not enjoyable. I frequently found myself asking, “What am I playing this for?”

Brutal checkpointing

Extreme Justice suffers from unfortunate checkpointing. The game only checkpoints when the mode of gameplay in a level changes -- for example, there will be a checkpoint in between a shift from helicopter to car, and then a checkpoint from the car to on-foot, but there won’t be a checkpoint in the middle of that ten minute car section, so if one fails half-way through it’s necessary to sit the entire section over.

Replayability

In terms of replay value, Pursuit Force features many different challenges with different objectives that the player can attempt. Each challenge is a spin-off of a story mission. I’m not sure if anyone will enjoy the game enough to actually want to attempt those missions, but he few I participated in were certainly more interesting than the campaign mode.

The gimmicky names for level settings do not accurately reflect the difficulty of the game

Like many games, rather than succinctly and accurately listing difficulty levels such as ‘Easy, Normal, and Hard’, this game prefers to substitute its own monikers. Unfortunately, in this case the titles afforded to each level are quite misleading, especially considering how tough the game is overall. “Casual” is apparently for people who “Don’t play many games”, but anybody choosing this difficulty is liable to not make it past Act I. “Experienced” and “Hardcore”, means that you “Play games often” and “Play games whenever you can” respectively. Setting aside the fact that “Casual” for Pursuit Force is closer to what is on average ‘Hard’ for other video games, what the titles are associated with is completely ludicrous. How often people play video games has no correlation with how good at video games they may be.

Nice music

I heard perhaps only three or four tracks throughout my five hours of play time, but the music did suit the gameplay, and I most definitely noticed it, even if it is a little bit ‘action video game’ generic. It’s pseudo-theatrical, and there’s not much there, but it’s appreciable.

Graphics and animation


 I've seen these buildings many, many times, and you'll see them too (in the event you decide to play this video game).
 I've seen these buildings many, many times, and you'll see them too (in the event you decide to play this video game).

The graphics are cookie-cutter

There’s nothing in Extreme Justice that one hasn’t seen before in early PlayStation 2 games. The environments whizz past hastily, but the player will notice that there are only five or six different building models, and only three or four different environments: the city, the rural parts of the city, a marsh, and a river.

The CG pre-rendered cutscenes look like a bad PlayStation 2 game

Extreme Justice was released in 2008, but the pre-rendered cutscenes look quite bad. To be fair, the animation isn’t horrible, but better character models can be found in PlayStation-era CG.

Scant animations

The animations are decent, but they are very limited. There are only one or two animations per action but the camera angles change frequently so this deficiency is well masked.

Gameplay


 There's a lot to enjoy at the base level, but it gets bogged down by the many other missteps.
 There's a lot to enjoy at the base level, but it gets bogged down by the many other missteps.

It’s a good idea

The core idea upon which the game is constructed is good. Essentially, players drive through a city playing the role of a cop that can jump from car to car (or motorcycle, or truck). The player eliminates terrorists along the way. I think the idea is unassailable, and there’s nothing else that plays the same on the market. It’s unfortunate that BigBig seems to lack scope and the ability to design, but as a whole, the base foundations of Pursuit Force are excellent. It’s important to keep this in mind. When the missions are well designed, well executed, and when the game is fun, there’s nothing quite like it -- it feels totally unique and very engaging. Pursuit Force is at its best when it’s frenetic, frantic, rushed, and when that urgency wracks the player. It is unfortunate that those moments are few and far between, but there is a very true and honest kernel of video game somewhere beneath the minutia of garbage.

 And there's a lot of driving behind other vehicles and firing a weapon, but I never found it repetitive. I only found it troubled by other things.
 And there's a lot of driving behind other vehicles and firing a weapon, but I never found it repetitive. I only found it troubled by other things.

It doesn’t feel repetitive

The game is very repetitive -- there are essentially five different types of missions that are reappropriated perpetually -- but because the core idea of BigBig’s gameplay is sound, it never really feels that way. This is, ultimately, a point in Extreme Justice’s favor.

The weapons are indistinguishable

It turns out that there are a fair number of firearms in the game, but aside from the ones that manage a one-hit kill, most players will probably not care enough to tell the difference. Some fire more quickly than others, but all are on auto-fire, so at some point they all blend together.

The on-foot missions function acceptably

There are many games on the PlayStation Portable which have console-based shooting mechanics, but which suffer from the PlayStation Portable’s lack of a second analog nub. Pursuit Force solves this problem by not letting the player move while shooting. It’s actually not all that bad; it’s certainly functional. It could definitely be better, but it’s overshadowed by the fact that the player never really needs to fire a weapon, because if one runs up to any enemy a delightfully simple quick-time event is engaged which, if completed successfully, disengages any enemy permanently. One can essentially chain-run from enemy to enemy without ever being required to fire a weapon.

Buddy AI characters shoot you

I was shot at on two different occasions by my buddy AI characters because they failed to recognize that it was me, not a hostile, piloting a gang vehicle.

Story


The story is terrible

Maybe one shouldn’t expect much from a PlayStation Portable game, but having such a bad story is inexcusable. Essentially, there’s a cop, his wife gets murdered, gangs overrun the city, a Federal agency called VIPER take over the operation, but then it turns out that VIPER are the bad guys. The story is presented like a Saturday morning children’s cartoon, but not a very good cartoon, and a cartoon that has crude and vulgar undertones. The problem is that it’s all been done before. There’s not one shred of innovation. The characters are boring, one dimensional, and I would be very surprised if it took the writers more than thirty minutes to design the whole thing.

The dialogue is terrible

As bad as the story is, the dialogue is worse. The writing is just not good. It really is the stereotypical types of language that twelve- and thirteen-year-olds think of as ‘Hollywood script writing’. It’s near racist, and fully offensive, both to one’s sensibilities and intelligence. I will admit that I expected to be able to find a game script online and I didn’t start noting down individual quotes until the late stages of the game, so I apologize for not being able to present to you some of the worst pieces of dialogue ever witnessed on the PlayStation Portable. Nevertheless, here are some of the less bad (which is saying something) pieces of dialogue from the game:
 
  • An African-American character named Mad Balls, while swinging two giant wrecking balls over his head, screams at the player in all caps to, “FEEL THE POWER OF MY BALLS!”
  • One of the main character’s sidekicks says, “Let him know who’s boss, Commander!”
  • Other members of the Pursuit Force lay into a wimpy scientist, named Dr. Pertwee (who is helping the Pursuit Force make grounds against the enemy) with phrases such as the following: “Speak English, four eyes” (when the scientist uses grade-six level English), and “Shut up, Geek!”
  • A British woman says to the Commander, “You’re blooming mad!”
  • One of the many repeated catchphrases of hostiles is “Decimate them!” I once had the pleasure of hearing this when there was only the player character on screen. Furthermore, apparently people still don’t understand the meaning of the word decimate, which is literally to destroy every tenth person (why else would the word ‘deca’, Greek for the number ten, be the root of the word?).

The same dialogue will be repeated time and time again, as is the case with “Decimate them!” I heard one Russian say “You Westerners make easy prey” three times in one mission. Listening to the Eastern European characters, one would think that the Cold War was still in progress. 
 

The voice acting is terrible

Stereotypical voice acting is necessitated to accompany stereotypical dialogue. Throughout the game, players will be greeted by Rednecks, tough and rough military commanders, Cajuns, Hispanics, and a Chief who refers to any British person as a “Limey”.

Things which prove technical astuteness

I found the following to be amusing: at the conclusion of each mission there will be lengthy, poorly written pieces of exposition delivered in something called the ‘Briefing Room’ (it should really be the ‘Debriefing Room’, but nevertheless). How can we make the Briefing Room more legitimate looking, BigBig’s designers asked? By adding the following: scrolling binary code (which makes everything look more technical), voice equalizer levels (which don’t synchronize with the voice acting, but that’s fine) and voice wave patterns (which don’t synchronize with the voice acting but, again, that’s fine).


What Pursuit Force could have been

 There should have been 100% more jumping through the air in slow motion while firing a gun and 100% less stupid story and stupid characters and stupid dialogue.
 There should have been 100% more jumping through the air in slow motion while firing a gun and 100% less stupid story and stupid characters and stupid dialogue.
The thing I find most disappointing about Pursuit Force: Extreme Justice is that at its core the game has some great ideas and a ton of potential. I’m disappointed because it’s dragged down by pathetic, petty things that it doesn’t require. Not all games need a story. Pursuit Force most definitely does not need a story. All players need to know is that they play as a crime fighting team that likes extreme stunts. This game’s terrible story bogs it down when in actuality all it needs is one hundred and fifty different missions, with each mission having a few unique twists that make it stand out.

The Pursuit Force franchise should really be on the PlayStation Network (Pursuit Force is published by Sony, so unfortunately such a product I am imagining would never grace the XBOX Live Arcade). It should be a simple $15 PSN game that has some great gameplay underneath. What Pursuit Force isn’t, and will never be, is a serious game with a serious story and serious characters and a serious narrative. The best part of Pursuit Force is screaming down the freeway in fast cars and leaping from vehicle to vehicle, and firing a gun at hostiles while in midair and in slow motion. This game should essentially be Burnout Paradise but with third-person mid-air shooting. It isn’t. 95% of it is bogged down by things that really shouldn’t be there, and that’s what’s most depressing. I sincerely hope this franchise is disseminated in its most basic form on the PlayStation Network, because that’s where it belongs, and that’s where it would thrive. 

No Caption Provided

Past articles

Here is a list of the other games I have covered, for posterity’s sake.

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On HL2: Episode Two, linearity, the G-Man, and Episode Three

Having reached the end of my Half-Life 2 experience, pending now only the release of Episode Three, I can authoritatively say this: I enjoyed everything that I played, especially Half-Life 2, but I am surprising myself (though perhaps not you, dear reader) when I say that I enjoyed Half-Life 2: Episode Two the most of the three games. The reason why I find that surprising is that, in the lens through which I perceive video games (which is, admittedly, a lens still firmly entrenched in the era spanning 1996 to 2004) what amounts to an expansion pack or a side-mission for a video game should never really have the chops to outdo the original, which is what Episode Two manages, with colors that fly so high that they have propelled themselves into the exosphere. So, in that very longwinded spiel, and in the not-so longwinded but admittedly long text that follows, I am saying what amounts to this: Half-Life 2: Episode Two is better than Half-Life 2, even though it is less than half the length of Half-Life 2. Also, I cannot suppress the anxiety that raps through me when I consider that I am still awaiting Episode Three.

The following is organized as per my other few posts that I have so far amounted. I discuss points I think significant with regards to Episode Two’s design, graphics and animation, gameplay, and story, before giving my own impressions of some parts of the game, impressions which didn’t quite seem to fit under the preceding four limbs. Because I think there is much of interest to discuss with regards to Episode Two I’ve included three brief essays (or rather three brief collections of thoughts) about linearity in Half-Life 2, the G-Man cutscene in Episode Two, and, finally, where I think Episode Three will go and where I would like Episode Three to go from the conclusion of Episode Two.

Please note, for your own welfare, that Episode Two probably still contains some very spoiler-worthy moments which I refer to liberally all over the post. It has been three years since release, but doubtless there are still people who are waiting to play the Half-Life 2 arc until just before the release of Episode Three. I cannot account for those individuals and as such I have decided not to mark spoilers. I beg that you read at your own discretion.

Episode Two preserves many of the finer points of Half-Life 2 and Episode One . Because I have already posted blogs about Half-Life 2 and Episode One, I won’t repeat those common points unless they seem particularly salient or unless Episode Two built upon or amended those commonalities. I have instead placed much revised versions of the original points in spoiler tags, but I encourage you to glance at the original texts if you are so inclined.

A note on the PlayStation 3

All my playthroughs of Half-Life 2: Episode Two have been on the PlayStation 3. Two criticisms could be leveled here: firstly, Episode Two was designed to be played on a personal computer. It was not designed for consoles. Interestingly, some parts of the game work better on consoles, but there are clearly some detriments. Primarily, aiming with joysticks is plainly not as precise as aiming with a mouse. There are other things which work in the consoles’ favor: take, for instance, the fact that platforming is reportedly less painful on consoles.

Secondly, much has been made of the fact that the PlayStation 3, though still the complete Episode Two experience, bears the worst version of Episode Two. Perhaps this is in fact the case, but I personally find no real fault with this particular edition. Attribute this to the fact that I have played no other version; ultimately, though, I’ve experienced none of the major problems that critics have cited. Loading, for instance, is not as distressing as others would have you believe. Neither did I experience any frame-rate issues whatsoever in this particular instance of playing the game. In comparison with the majority of other PlayStation 3 games, Episode Two plays proficiently and without tumult. Make of these points what you will, but I note that with those who try to claim that the PlayStation 3 version of this game is somehow unplayable or offensive, if there are such people, are incorrect.

Design


There are now large areas without load breaks

All my experience with Valve has seen games with short areas and game-stopping load breaks bridging those areas together. It’s never particularly bothered me but it is nice to see that in Episode Two Valve managed to build considerably large areas without load breaks segmenting them into smaller, more manageable chunks. I was particularly impressed with the Antlion caves, but more so impressed with the roads up to White Forest (the house, for instance) and the large, ‘open world’ arena in which the Strider fight takes place at the end of the game. Other shooters which load areas by streaming negate this praise, but the fact that Valve managed to make some gains over their previous shooters in the Half-Life franchise is, I think, worth noting.

     The early White Forest environments are very well designed.
 The early White Forest environments are very well designed.

Excellent environmental design

There’s nothing quite like Valve’s sound design. Sound acts as an auger for elements bearing down on the player. Everything has its own unique, distinct sound. But Valve’s ability to design environments -- not level design, but environments -- has also increased in leaps and bounds over what is evidenced in previous Half-Life 2 games. An excellent example of this is the early sequences of Episode Two, particularly moments before Alyx dies. The player is well aware that there’s a Hunter in the area: he’s seen it and he’s heard it, and he recalls what it looks like from Episode One, but there’s nothing he can do about it because he’s got no weapons and he’s never seen it in the flesh and he’s utterly powerless. Moreover, the player doesn’t want to fight it. Nobody wants to fight Hunters, but that’s all due to the brilliant design.

Choice

Half-Life 2: Episode Two gives the player much more choice than previous games in the franchise. There are several moments in the game where the player can choose to bypass large battles and continue on the path to White Forest. There is, for example, the large dual-house fight after the encounter with the Advisor. One can hang around and clear both houses, or one can just get in the car and keep motoring on. It’s a nice example of weighing up the consequences: ‘I can have fun figuring out how to survive this’, or alternatively, ‘I don’t have enough health and I don’t have enough ammunition and I need to go’. It’s also a more realistic look at how people cope with situations like this: in real life, most individuals would flee when they’re a team of two armed people versus twenty armed soldiers plus four robots that attack the player and that are called specifically called “Hunters”.

     Episode Two, just as Episode One, includes awesome buddy action.
 Episode Two, just as Episode One, includes awesome buddy action.

Great co-op partners

If I was to do a survey of all the games this generation that had AI controlled co-op characters, I think that by-in-large I’d find that it’s apparently very hard to successfully integrate AI buddies into a game. Valve showed with Episode One that it could manage very well, but it’s managed to build upon that effort in Episode Two. Running with a computer buddy in Episode Two is an absolute joy. In too many games AI characters provide only irritation; in Episode Two Alyx and the Vortigaunt are not only legitimately helpful, but also fun to run with. They provide assistance in cases where the player needs it -- the Vortigaunt, for instance, is good at eliminating the acid-spitting antlions; Alyx will provide cover for the player while he’s trying to solve the puzzles on the road to White Forest -- and they’ll also let the player in on what’s on their mind. Importantly, however, it’s always praise. No player wants to be nagged at by a buddy. There’s all of that in most other games, and there’s none of that in Episode Two, which is truly a breath of fresh air.

    A Hunter in wait.
A Hunter in wait.

The Hunter is a great enemy

Here’s what’s great about the Hunter: while the Combine still may not have the sprightliest artificial intelligence in the world, the Hunter makes up for them completely. The Hunter is a tremendous threat -- it’s aggressive, it’s fast, it’s dangerous, it’s cruel, and it’s brutal, and above all, the player will never be satisfied with their approach to dealing with the Hunter. It’s amazing that there is an enemy where, on foot, one can never be happy with one’s ability to destroy it, even by the end of the game. There aren’t really any weapons that are instantly effective at dismantling a Hunter. The magnum takes at least a full clip to dispatch a Hunter; three rockets are required from the rocket launcher. The Pulse rifle’s energy ball is a fine approach, but that ammunition is scant in Episode Two. In actuality, the best way to eliminate a Hunter is to run it over using a car, but on foot, the Hunter is a worthy adversary, and I love the way the beast was designed by Valve. Another thing that’s also horrifying: the Hunter comes into buildings and moves between rooms, no matter how big or small. It’s simply a great enemy.

     The driving is more bearable than the driving in Half-Life 2.
 The driving is more bearable than the driving in Half-Life 2.

The driving is much better handled than in Half-Life 2

While it didn’t seem to me that the actual driving mechanic has improved over Half-Life 2, the environments in which the player is required to drive have most definitely improved in the sense that there are no longer any tight roads or turns, and there aren’t any random obstructions on the path. As a result the driving is much less bothersome and much simpler, and cruising through the forest environment is fairly enjoyable.

‘Sector Sweep’ is Kelly Bailey’s best work

Kelly Bailey is the chief sound design engineer at Valve. Prior to Episode Two, he was responsible for all the music for the Valve-developed Half-Life franchise. The music in this franchise has never really been prominent. It’s almost always in the background, ambient, and it never really pipes up to contribute to the action as a whole. Of course, there’s nothing wrong or nothing lacking with regards to that, because music can serve different purposes. However, Sector Sweep, the song that plays after the contact with the Advisor in the basement, is Bailey’s best work. It’s loud, it’s heavy, it’s violent, and it’s good, and it totally heightens this portion of the game with the Combine fight and lends the fight much more feeling and tension.
 

The “Previously on...” sequence was handled well

This is by no means the most significant part of Episode Two, but I feel it’s worth mentioning, because it certainly impressed me enough to jot down a quick note. The introduction segment to Episode Two, which essentially covers the story so far, is nicely cut. It’s upbeat, well timed, well compiled, and it’s great to watch even if one knows all the inner workings of the Half-Life 2 narrative.


Graphics and Animation


Character animation is superb

Episode One iterated over Half-Life 2 with regards to how characters animated, and Episode Two iterates similarly over Episode One. In Episode One, characters mostly stood around talking and did very little moving while talking. This has been completely overhauled in Episode Two. Characters now move independently of the player. That might sound a little trite, but consider that in Half-Life 2 non-player characters seemed to be anchored to the player. They can now move independently of the player without first checking their position as per what the player is doing. Also, non-player characters are much livelier. Their gestures and hand movements are now very relevant and add an extra layer of expression on top of facial expressions and the script. Indeed, paying full attention to a character while the character is talking is now instrumental to understanding that character’s message, whereas in Half-Life 2 or Episode One the player could get by with staying within earshot and listening only to the speech. Episode Two is fantastically immersive.

No Caption Provided

The antlion caves look spectacular

I’m very fond of the aesthetic of the antlion caves. Valve has featured plenty of dark areas in the past, but the antlion caves manage to be both dark and well lit, if that makes any sense. I was particularly impressed by the larvae nests, the yellow, webby, sticky, funky look. These areas as a whole are very convincing and are very soft on the eyes and, in a way, it unintentionally contrasts with the forest areas of the game which, from a 2010 perspective, are starting to look a little rough. By contrast the antlion caves could be a contemporary compostion. It’s particularly so with the very yellow parts of the cave where the giant larvae nests are (during the chase/fight with the Guardian). The scope of the area is very impressive and the textures are impeccable.

No Vaseline

Whenever we refer to Vaseline in graphics, the instant picture in our minds is of very early games from this generation, even up to 2008, where a lot of the textures and even some of the characters appeared to be shiny, and the screen and the atmosphere appeared to be slightly blurry or foggy -- in other words, the Vaseline effect, as if the world had been smeared in Vaseline. It was an interesting effect earlier in the generation but one that has been much discredited over the last few years. It’s heartening to see that Valve did not succumb to this, especially with the rocky, craggy environments in Episode Two. To be sure, there is a little shine in the antlion caves, but it feels natural, and it isn’t present anywhere where it would be inappropriate.

Facial animation is brilliant

The facial animation in Episode Two is still ahead of its time. Improvements over Half-Life 2 are less noticeable than improvements in body animation because Half-Life 2’s facial animation was astounding to begin with. If anything, the expressions haven’t changed all that much, but the way they transition and animate with regards to the body is much more convincing.

Gameplay


Significantly better AI over Half-Life 2 and Episode One

I’ve previously made much of the fact that the artificial intelligence for enemies in Half-Life 2 and in Episode One was rather terrible, but the AI in Episode Two is much more credible. The Combine troops now seem to work together in groups when assailing the player. No longer do they rush, and if they do, it’s very infrequent. Hostiles also seem more inclined to move behind cover, or just move around, as in move back or shuffle to the side, when they’re under attack. They also pose a significant threat, especially in areas like the house on the road to White Forest where they enter the building and clear from room to room.

Episode Two straddles the line between being a shooter and an ‘action-adventure’ game

What is Episode Two? I’m not quite sure. There’s always been the argument that because the shooting in the Half-Life series has not been in the top tier, and because the Half-Life series has been so focused on puzzles and navigating environments, that Half-Life is more an ‘action-adventure’ game (whatever ‘action-adventure’ means) than a shooter. Episode Two positively straddles the line between the two, because the shooting has gotten better (as we’ll mention below), but also because Episode Two places much more emphasis on good, positive combat and shooting than it does on puzzles, the most of which are now out of the way and optional, or much simpler and less gravity- or physics-based. I personally am inclined to refer to Episode Two as a shooter, just as I have always been inclined to describe the Half-Life franchise as a shooter series.

 The shooting has gotten much better.
 The shooting has gotten much better.

The shooting has increased in quality over Half-Life 2 and Episode One

As in the above, the shooting in Episode Two is much better than in previous installments in the series. It’s much more accurate and it feels like the weapons have weight and punch, and their presence in the world registers. It’s important that the quality of the shooting increases exponentially alongside the quality of the enemy AI. Obviously as the threat posed by hostiles increases the need to be precise and accurate increases also. Valve did well with Episode Two.

A previous weapon button would be useful

It suddenly struck me in the early stages of playing through Episode Two that a previous weapon button would be convenient to have; in other words, a key that swaps the weapon Freeman is holding for the previous non-gravity gun weapon Freeman was holding. I assume there is such a button on the PC version of the game, and I assume that the reason such a button wasn’t included for the consoles was because there aren’t an infinite (or at least exorbitant) number of keys on the controller. There’s no quick or easy way to select weapons that are on the extreme left or right of the menu on the console version of the game (for those who don’t know, the weapons are organized as something of a wagon wheel on the directional pad, and to select the Pulse rifle, for instance, one has to press right three times; for the magnum it’s up three times -- obviously this takes longer than a quick selection and can make the difference between losing some health and hemorrhaging health in areas packed with aggressive enemies). Having an ability to instantly swap weapons would go a long way.

The weapons come in quickly

Episode One took a long time to introduce weapons to the player, and by the time the full palette was featured the game had ended. This is not so in Episode Two. The shotgun and handgun are made available near instantly and the other weapons are distributed much more easily and evenly throughout the game than in Episode One. Moreover, the weapons are introduced during periods of time where it makes sense. The only weapon that is perhaps a little out of place is the rocket launcher. It’s never really needed in the game as a whole.

No stupid puzzles or tasks

How nice it is to not have to drive a boat across pipes, or not to have to catch giant pieces of falling rubble using the gravity gun! Half-Life 2: Episode Two features no stupid puzzles or tasks, unlike the games in the franchise preceding it. Many of the puzzles come in at late stages in the game and are optional and very interesting. One of my favorite puzzles is one that must be completed for the rocket launcher lambda cache to be accessed. I recall during my first playthrough of the game that I spent approximately thirty minutes in that room trying to find the solution, convinced that it had nothing to do with the cache of grenades in the corner (I should have known better). I even brought in objects from outside to try and climb up to the platform as opposed solving the puzzle via the proper method. Then it finally clicked that what I had to do was slide a grenade under the pop-up platform and allow myself to be propelled up. It was glorious. Puzzles like that are very entertaining and rewarding. I appreciate the fact that Valve included several puzzles which are totally optional, but which are mostly entertaining. For those who don’t want to stop and just want to keep going, they can, but for those who do want to stop and experience the game fully, the puzzles beckon.

The zombies are abusive

Here’s something that I found very disturbing: the zombies in Episode Two are abusive. Zombies now throw environmental objects at the player, and they pose a very valid and fierce threat. They are dangerous, and it hurts when one gets hit in the face by barrels and crates. Gordon reels back, the screen shakes; there are alarmingly loud sounds -- bones breaking and a distinct shattering. It hurts psychologically as well, which is why I call the zombies “abusive”. Why does the game have to be so cruel? Any predisposed fondness for zombies you may have will disappear upon playing this game, assuming you, my reader, have not played this game yet, because the zombies are jerks, and it is brilliant. It makes fighting with these previously placid hostiles much more engaging.

     More disturbing than gnomes traveling laterally is that Office 2007 recognizes Travelocity, Starbucks, and other corporations as official words.
  More disturbing than gnomes traveling laterally is that Office 2007 recognizes Travelocity, Starbucks, and other corporations as official words.

Travelocity

There is an achievement in the XBOX 360 version of Episode Two that requires the player to take the garden gnome (that looks like the Travelocity gnome) from the first little hut at the very beginning of the game and carry the gnome across the world to Magnusson’s rocket at the very end, where the player must deposit the gnome in the rocket before heading to the underground chambers of White Forest. I have not attempted this, but I like the idea. Apparently it’s very difficult and very frustrating, but I imagine that it’s also somewhat rewarding. I find that quirky tasks like this are much more charming and appealing than, say, collecting collectibles scattered throughout the world.

Innovative achievements

Linking with the Travelocity gnome are the interesting achievements that The Orange Box package is endowed with. I recognize the value of achievements which cause the player to think about the way they play the game, and which cause the player to play the game using different methods. Here are some unique achievements:
 
  • Kill five enemies with a Manhack. 
  • Kill a Combine soldier with his own grenade.
  • Use flares to light 15 zombies on fire.
  • Kill five barnacles with one barrel.
  • Send the garden gnome into space.
  • Kill a Hunter with its own flechettes.
     

Story


Even I can appreciate the blatant Black Mesa/White Forest parallels

Speaking personally, I find narratives that beat you over the head with explicitly obvious information infinitely less appealing than subtler storytelling. The parallel between Black Mesa and White Forest is quite blatant and over-nourished, but even so, I think it’s nicely handled. For those that may not have realized, here are a few draws: the name Black Mesa is obviously comprised of the word Black, which is the darkest color known to man, and the word Mesa, which is a flat, clear, barren, elevated plain defined by sharp cliffs at its edges; whereas the name White Forest is comprised of the word White, which is the lightest color known to man and not dark, and the word Forest, which in ordinary usage implies a very hilly, rough landscape, exceedingly pockmarked with trees. Then there are the functional similarities: both the Black Mesa and White Forest facilities are scientific, and serve as the testing grounds for new technology. In both facilities the player descends deep into the ground and up above the surface. There are many more, and one could go on, but those are the more superficial similarities.

Amazing G-Man speech

I actually want to discuss this with more detail in the section below, but it’s worth a very brief mention here. This G-Man cutscene is amazingly good, and I can’t refrain from watching it over and over and over again.

     Dr. Magnusson -- he's a god.
 Dr. Magnusson -- he's a god.

I love Dr. Magnusson

Good stories have good characters; Dr. Magnusson is not just a good character, he is a superb character. I adore Dr. Magnusson. I can boil it down to his traits. My favorite thing about him is his inability to thank or praise others. He’s brilliantly written and more than funny. There’s nothing more amusing than Magnusson mocking Eli, Alyx, and Gordon for having a “family reunion”, or Magnusson putting the destruction of the Striders down to his aptly named ‘Magnusson Device’ as opposed to Gordon’s deployment of said device (in fact, he’s probably right, because those Striders basically do “just destroy themselves”). Magnusson also parallels very nicely with Alyx. Whereas Alyx is patient with the player, Magnusson is not, and he’ll even follow and beleaguer the player over the facility’s intercom, and criticize and nag when things aren’t going quite to his pace or when things aren’t going so well. It sounds like it could be irritating, but in reality it’s rather comic. Valve have found a way to nag funny, which is a concerning breakthrough in the world of video games. Some pearls of wisdom from the Magnusson:
 

If I'm right about this -- and I have no reason to doubt myself -- you are carrying the very code Doctor Mossman had hoped to recover!

Oh -- oh, excuse me if I'm interrupting tea time! I'll just step out until you've finished, if that's more convenient!


Observations


Pins and needles (To the White Forest)

 
 
I rarely respond to media, but there were several moments in Episode Two when I had the pins and needles going, and the death of Alyx is a prime example. I don’t know quite why I got effected at this stage: I can only surmise that it’s because I like the character Alyx and don’t want the character Alyx to die, because, in all honesty, I think that this scene is handled rather poorly, and I know what the problem is: it’s the first person perspective, and the fact that the player is trapped and can’t move. It’s extremely dissatisfying being frozen and not being able to move and not being able to properly see what’s going on. If the way that scene is handled doesn’t lead to the impact, then the reason why it can elect a response is because of the character being hurt. I think that’s a strong indication of Valve’s ability to build character, that they can especially do so when not in the best of circumstances.

Stepping on grubs (This Vortal Coil)

There’s a strange moment when the player first emerges from the first antlion caves into the large arena with the two men and the Vortigaunt and Alyx. Yellow antlion larvae are dispersed throughout the caves. Step on them and they perish. When the player exits into the room, one of the men there says that stepping on the antlion grubs will summon more antlions. As it turns out, that’s not actually true, but I don’t understand why that line was included. It only serves to strike doubt into the player, and it seems a little off-key. I felt like I was responsible for everything antlion-related that had happened hitherto, when that’s simply not the case.

The vortigaunt is a great co-op partner (This Vortal Coil)

I love blasting through the caves with the vortigaunt. He’s a simple character to grow to because of the writing. I adore the way he words praise, and the constant praise and constant amazement at what Gordon Freeman can do.

The cog puzzle is a little silly (This Vortal Coil)

It’s true that there are no stupid or bad puzzles in Episode Two, but those two words do not discount silly puzzles, which is what this cog puzzle is. It essentially involves having the player find a cog somewhere in a room and attach said cog to where a bunch of other cogs and levers are. It’s just a bit pointless; it’s essentially a hunt puzzle. The only legitimate part of it is finding one’s way around the barnacles. It’s funny to see the cog placed in the machine only for it to be spirited away by upwards by a barnacle. Then panic ensues and the player throws everything they have at that one barnacle. It’s nice to see that Valve can elect such fury through the use of rather mild-mannered enemies.

“Be adequate.” (This Vortal Coil)

Nobody even knows what this means, but it’s a great line. If I had the balls I would use it in real life. “Be adequate.” What the hell does that even mean? “I don’t know, it sounds like something the vortigaunts would say.” Be adequate, Gordon. Be adequate.

The bridge physics puzzle is a little silly (Freeman Pontifex)

This is a strange puzzle, and it’s strange because it doesn’t really make sense with regards to the physics in the world. In theory, removing all the cars on a broken piece of bridge wouldn’t cause the bridge to lean to one side as if it was weighted. The bridge should, in actuality, be level. If anything the puzzle is unfair. Very few people would immediately click that the solution to the puzzle is to knock all the cars off the bridge, because it’s such cognitive dissonance with regards to the physics in the world. I recall that I got stuck at this portion during my first playthrough some time ago, because I didn’t think that would be the solution, especially after being so well trained to use the game’s physics beforehand. The best part of the bridge is actually the hut to the side. The small hut is dark, and the player knows that he shouldn’t go in there, but he does, and he dies. It’s a nice example of the game punishing the player for going somewhere they absolutely know they shouldn’t, and it’s cool.

The Hunter fight is really cool (Riding Shotgun)

This is dependent on the Hunters being really great enemies, which they are. As a whole, though, the Hunter fight is very nicely done. What’s especially effective about it is the decision to trap the player and Alyx in what is a relatively small room (at least for the early stages of the battle). There’s not a whole lot of space to move around in, and against the Hunter -- a very aggressive enemy, perhaps mostly famed for its ability to kick and impart pain -- the situation feels very life threatening.

Dog vs. Strider (Under the Radar)

  
 
With regards to good animation, the Dog vs. Strider battle is a good example of something that’s entertaining to watch and that captivates, even though the player has nothing to do with it. As the player, I even felt a little vulnerable throughout. But it’s a well handled sequence. It could have gone horribly, horribly wrong, but it didn’t.

   Don't worry - Lamarr's been detoothed.
 Don't worry - Lamarr's been detoothed.

Poor Lamarr (Our Mutual Fiend)

Some people like to put Lamarr in the rocket and lock the hatch so that Lamarr gets blasted off into space. Poor Lamarr! Poor, poor Lamarr! He just wants to be happy.

The attention to detail in White Forest is impeccable (Our Mutual Fiend)

It’s worth briefly praising the attention to detail in White Forest. The detail makes the place look really used and lived-in and populated. There is, for example, the whiteboard which shows the player the thinking behind the Magnusson device, the taped-together nature of the site, and the microwave with Magnusson’s lunch. Overall, it’s really nice, caring design.

The end (T-Minus One)

   
 
I find that the ending to Episode Two is still shocking and distressing, even after having seen it multiple times. Again, it’s not so much that the scene is handled particularly well. It’s more down to the acting in this case, in particular the voice acting both from Eli and especially from Alyx. The way she weeps after the fade to black is truly upsetting.



I now want to move away from discussing individual aspects of the game and addressing some wider themes that are worth some talk.

Welcome to the open world

One of the impressions that Half-Life 2: Episode Two imparts, whether a false impression or one that is justified, is that Valve is looking to break with the strictly linear approach they have taken to the Half-Life franchise (where there is only one way forward and the player is blocked or actively discouraged to retread their footsteps) and is looking to extend the world to where there are many more options and many different approaches the player can take in addressing a situation. I constructed this impression by looking at two different aspects of Episode Two. Firstly, the levels as a whole are now much grander in scope than before. In employing the term ‘levels’ I’m specifically referring to the way the game approaches areas, that is, each area that the game has to stop and load. As I mentioned above, I was impressed by how big each level is, especially the sections around White Forest, and I was impressed by how few loading breaks there were compared to Half-Life 2. Secondly, with reference to White Forest, I found it interesting how open the last sequence was. There were several different roads and paths to take to head from one building to another and the player can stand before Striders or ring around them. The area is massive, and open.

Linearity is one of the things about the Half-Life franchise that really jumps out at a player that’s paying attention. Linearity in other games is an excessively negative term. One of the main critiques of Final Fantasy XIII (and indeed Final Fantasy X before it) was that it was very linear, and that the player was holding up on the analog stick the majority of the time. And yet, shooters, particularly first-person shooters like Halo, Half-Life, and Killzone, tend to be exceedingly more linear than other games, and are not particularly lambasted for it. It was from these games that the term ‘corridor shooter’ emerged, because even if the world was faux-open, the player was really only running and gunning down a corridor. And what does linearity mean for racing games, where the whole goal is to drive around the same course five or six times, always going forward, and always retracing the same ground?

Ultimately, it’s rather unsettling to note that all games are linear, even ‘open world’ games. There is always a natural progression of where the player must go and what the player must do. The most traditional example of an open world game would be the Grand Theft Auto franchise, but even there, although the player can play in a sandbox, they must proceed down a very linear, very structured path to complete the game. They have to complete missions for a number of different non-player characters before they can quell what has been motivating them and defeat the final boss. The world and the levels may be open, but the game is anything but open. The game will always be linear. There’s something to be said about pretending not to be linear, however. That’s what games like Grand Theft Auto do, and with regards to racing, that’s what games like Burnout Paradise do -- even though the player will always have to head in the same direction and head to one destination, he can take any number of finite routes to get to that destination. Thinking about that, it’s interesting to consider whether Valve was trying to adopt a similar, Burnout Paradise-like approach.

Linearity bears its comforting qualities for both game developers and game players. For developers, designing a linear course for players to walk and shoot through is far less difficult than designing a less linear, more open shooting gallery. But for players, linearity also brings that feeling of assuredness. There’s that feeling of no matter what, all that is ever required of one is to move forward and move to the next objective. The player won’t have to backtrack across old ground just to get a new weapon; the player won’t have to backtrack across old ground just to unlock another door and press a button on a computer console; the player won’t miss anything behind him and he won’t have to worry about exploring every single different path because there’s nothing of note down ninety percent of them in any case.

Linearity is Valve’s bread, and linearity is Valve’s butter. Was Valve trying to splinter (but not break) the mold with Episode Two? If they were, they managed it in a way that was easy to appreciate. If there is a spectrum of linearity, where at one end there is extreme linearity and at the other end there is extreme ‘open world-pseudo linearity’, then Episode Two sits somewhere in the middle, but closer to linearity than to open world-ness. Episode Two is a very satisfying linear experience that offers different paths, but ultimately paths that all lead to the same final destination.

As much as Half-Life is linear, it must be said that linearity is not a base quality of Half-Life. The base qualities of Half-Life come down to shooting, progressing through environments, and solving puzzles. Linearity is a non-essential quality. That’s not to say that Episode Two indicates that Valve will eschew linearity for Episode Three or for Half-Life 3. The allure of linearity is too much to resist for both players and developers alike. Despite that fact, moving away from isolating the player in corridors provides different results. Valve tested the waters with the conclusion to Episode Two, and it’s up to them to divine what comes from it.

“Dr. Freeman...”

 
 

No Caption Provided
 
This scene is without question my favorite cutscene of the Half-Life franchise, and one of my favorite cutscenes across all video games. There are a few simple reasons for this standing, but I think it pertinent to briefly address some points I find interesting about the scene and some things that I think are probably worth noting.

I like the fact that Valve spends a long time establishing that the player will never lose control of Gordon Freeman, even throughout most scenes of exposition, only for Valve to then disrupt this quality during the times when the G-Man appears. This has some significance, obviously. It has primarily to do with the fact that the player is now watching a cutscene as opposed to listening to exposition. Cutscenes have instructive qualities in video games, because it’s a time when the player typically has very little control. The player is essentially told to set down the controller and watch and listen, which, as aforementioned, is the antithesis of the traditional Half-Life approach to communicating story and narrative. This scene is very clearly a cutscene, for it features things that could never happen in the ‘reality’ of the ‘Half-Life world’. It jumps to the past in a setting from Black Mesa, and then it jumps to the future to a setting from White Forest (another Black Mesa/White Forest parallel), and in between it features the indoor urban setting from Dr. Mossman’s transmission, a still of men falling to the ground and blood spraying out from their bodies. Then there are the more obvious signs that this is a break from ‘reality’ -- the holographic, transparent G-Man, for instance. These things all have natural implications on the character of Gordon Freeman. It’s a long running joke that Gordon Freeman is not actually a ‘free’ man, for he is largely being controlled by the G-Man. This scene serves as a fine indication of that. Not only is Freeman not a free man, but it’s also made abundantly clear that this is not Gordon Freeman’s game, and neither, by proxy, is it the player’s game: it’s the G-Man’s game.

The fact that the G-Man becomes somewhat preachy is a fair reflection of his influence on the goings-on. He ridicules the Vortigaunts, not particularly because they oppose him, but in order to instill doubt in the player’s mind and in Freeman’s mind. The subtexts of his statements pose legitimate questions: what motivation do the Vortigaunts have, and why, in actuality, are they helping Freeman make it through his odyssey, and why do they help Alyx survive? Moreover, why do they opt to save Alyx and Gordon at the Citadel, and then Alyx outside White Forest, but not Eli at White Forest? The G-Man is, of course, saying that the Vortigaunts act not from altruism but for their own benefits.

 The Vortigaunts were actually the player's enemy in Half-Life.
 The Vortigaunts were actually the player's enemy in Half-Life.
The G-Man also poses a legitimate moral test to Freeman. Is Gordon Freeman a tyrant? Because, as the G-Man says, there was a time when the only experience the Vortigaunts had of humans was a crowbar coming at them down a steel corridor. The crowbar is an obvious allegory for Freeman himself, and the aggression posed against the Vortigaunt species. It’s not to say that only crowbars were used to attack these creatures; it’s really a statement that everybody was acting with violence against the Vortigaunts, and they were eventually enslaved by the Combine. Is Gordon Freeman really doing the right thing, and is his behavior fair? Perhaps one justification is that he is essentially acting to save humanity. The Combine is aggressive towards him, but surely some other creatures, some other forces, are only acting to defend themselves. The ultimate question of judgment is that, in Episode Three, if the Vortigaunts were suddenly to turn against mankind, does man turn aggressive once more, or does man attempt to seek a non-violent resolution?

 Why does Breen appear during the G-Man's speech?
 Why does Breen appear during the G-Man's speech?
Obvious qualms are raised about the nature of the Gordon Freeman character in the G-Man’s narrative. Is Gordon Freeman, or rather, is the player, an unforeseen consequence, and if so, an unforeseen consequence for whom? The player and Freeman are recruited by the G-Man to fight this war, so obviously this cannot be said to stand for the G-Man. And, perhaps most mysteriously of all, why does Wallace Breen’s face keep flashing up on the monitor behind where the G-Man is sitting? The most prominent instance is when the word “naysayers” is uttered. The G-Man says: “I have learned to ignore such naysayers when quelling them was out of the question.” He mixes his tenses unwittingly (have/was as opposed to had/was or have/is), as if he had decided how he was going to end his sentence and then changed his mind half way through, as if he was going to end it as “I have learned to ignore such naysayers when quelling them,” thereby implicitly indicating Breen, as if the G-Man was responsible for Breen’s downfall (which, in a way, he was).

There’s a reason why this scene is so crucial, and it’s that it poses so many questions and neglects to answer all of them. The G-Man obviously feels threatened by the Vortigaunts -- “I had to wait until your friends were otherwise occupied” -- but, if he is so powerful, why does he feel threatened? Is Alyx more important to the G-Man’s plan than Freeman himself is? What are the restrictions the G-Man has “agreed to abide by”, and who posed those restrictions? And why does the G-Man say “extract” like the Vortigaunts say “extract”, with reference to the antlion extract? (Actually, in this case, maybe that’s more of a half-hearted joke from Valve.)

And, finally, one that I find perhaps the most disquieting: why does the G-Man pause, and sneer, when he says to Alyx, “When you see your... ‘father’”? Exactly at the moment he says “father” there is a distortion in the music in the background. Perhaps this is just foreshadowing what is fated to happen to Eli. Or, alternatively, and as the G-Man’s body language and sneer would suggest, is there it that there’s something else related to Alyx’s father? We take it on good confidence that Eli is in fact Alyx’s father, but is the story somewhat deeper? We know Valve’s been throwing around ideas as to the G-Man’s origin. In the early development of Half-Life 2, it was even hinted that he was Gordon Freeman’s father. I personally prefer to place little such significance on the G-Man -- he is just a businessman, as his profile once said, albeit a particularly malevolent and omnipotent one. But that does not mean he couldn’t have been hinting at something else.

That’s why, all in all, I revere this particular scene and hold it in high esteem. It’s so loaded, so well acted, so well paced, and so terrifying, that I simply cannot get past it, and my jaw drops every single time I arrive at it.

Where to from here for Half-Life 2: Episode Three?

It’s been some three years since the release of Episode Two, and fans of Half-Life have been clamoring for Episode Three from the moment Episode Two hit. As a conclusion for this discussion about Episode Two, I thought I’d share my ideas of where I’d to see Episode Three go. I cannot speak to the likelihood of one, some, or all of these things happening, but I always find it interesting when people throw their ideas around, so here are some of mine.

Unfortunately for Valve, expectations regarding Episode Three have been at fever pitch for some time and this fever pitch shows no signs of abating. People might say that “I’m kind of over it” or “Half-Life isn’t so relevant anymore” or “I just want the game to come out” but we all know that as soon as that first Episode Three trailer hits the mercury is going to shatter the thermometer. In other words, it’ll just take some visuals from the game to set people off again. And rightly so, because the Half-Life franchise is one of the most important and one of the very best video game franchises out there. I’m not so concerned that Valve won’t be able to deliver because they will deliver; I’m more concerned about the fact that Valve’s internal fear of not being able to deliver, if such a thing exists, will hold it back. Valve just needs to get the ideas down on paper, and set itself to a timetable, and get the thing finished. It kind of ties in with that whole question we’ve been debating for a while which is essentially, “What do they have to do?” They have to have something big. That’s what’s expected of them. It is a fact that it’s felt like a tremendously long time since Episode Two, and now people are looking toward Episode Three as if it’s Half-Life 3 (the unfortunate synchronicity of the Three/3 doesn’t help, either). It’s quite an unfair burden to place on Valve, of course, because it never intended for it to be like this. Episode Three is merely an expansion of Half-Life 2, no matter that Half-Life 2 was released the better part of a century ago.

Does Valve have to have some big new gameplay revelation? I certainly don’t think they do. I’m not convinced there’s much more Valve can do at this point. What I want is Valve to show that it’s learned from its mistakes. It recently absorbed a developer (I can’t recall the developer’s name, unfortunately) that was famed for its ability to code good artificial intelligence. That’s a good start. AI has always been a problem in the Half-Life 2 arc, and now is the time to show that those men and women can truly code some blockbuster AI. Also important is having great level design, but indications from Episode Two and franchises like Portal and Left 4 Dead show that Valve has grown tremendously in that respect. So, ultimately, no revelations are needed, but a solid, well polished, well oiled product is.

There’s one major gameplay element I think they need to address: physics puzzles. At this point, physics puzzles are expected in the Half-Life franchise, but to me they seem a little trite. I still find the puzzles to be fun, but I think Episode Two truly did hit the right balance with the puzzles, and I would be a little disappointed to see Valve take a step back from there.

Half-Life 2: Episode Two left a tremendous number of narrative questions wafting out in the ether. There are also some narrative concerns. Consider, for example, that Alyx’s father has just died. Alyx needs to be out of commission for at least half the game. There is no way that Valve can justifiably have her running up and around with Gordon once more, because Alyx has always felt akin to a real person. Anybody that’s had the unfortunate fate to see someone go through the grieving process after losing their father, particularly a female who’s lost her father, will know that it is a very long, arduous, and painful process, and people simply don’t pick up the pieces one minute after the event and go and shoot down more Combine, no matter how angry or outraged they are. As I say, then, Alyx almost needs to be a no-show, as beloved a character as she may be. Theoretically Barney should be somewhere around White Forest, if not sheltering at White Forest proper, and I would be more than happy to see him take over the co-op buddy role.

There have been indications that this will not be the case, however, and that Alyx will play a prominent role (which concerns me), because there has long been chatter about the parts deafness and sign language will have in the game. Both Alyx and Dog know sign language. Apparently they learned it when Alyx was dating a deaf scientist at Kliener’s lab before Gordon came along. I’ve not played a game with such a mechanic, so it could certainly be interesting, putting aside that indication that Alyx will be more involved in this game than she probably should be. It occurs to me that it would be a sure-fire way to communicate with the very mute Dr. Freeman, but Freeman being both deaf and mute would be one hell of a retcon to execute, and I think Valve know better than that. It’s also probably not the direction they want to take the character in, in any event.

Finally, I’d like to touch on the whole Portal/Aperture Science/portal gun/Borealis vibe that Episode Three has going. It seems that most people now expect the Portal gun to feature in Episode Three, and for it to be functional and for it to be one of the player’s weapons. I personally am on thin ice with this proposition. It has yet to be proven to me that it would be a good idea. I am more than accepting of a narrative crossover, but Half-Life and Portal are two very different games with very different gameplay styles, and I don’t really think (nor do I want) the two to be crossed over just because it may seem obligatory. Besides, it would need to be explained how exactly the Portal gun got from the Aperture laboratories and then on the Borealis and then back to Aperture for Portal 2 (unless, of course, there is more than one Portal gun, which, in all probability, there is).

I like many others wait with baited breath for the game to come out. My only interest is to see how this edition of the tale of Gordon Freeman concludes, and I have all confidence in Valve that they will be able to do the Freeman -- do the player -- justice.
  

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Past articles

Here is a list of the other games I have covered, for posterity’s sake.

19 Comments

Games I will be playing in the future


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Here is a list of games I will be playing (for my quasi-review/breakdown thing that I do) in the immediate future. I've refrained from putting too many sequels on there. For example, I intend to play most of the Castlevania games, but I'll start with Circle of the Moon because it's one of my favorites. (According to the internet I have bad taste in Castlevania games. Nevertheless.) There are many more that I intend to play that I couldn't fit onto a sheet of letter paper.
 
Do y'all have any obscure games to throw out at me? Not really popular ones, because chances are that I'll get around to them in the future. I'm talking ones that I probably wouldn't have thought of. All suggestions are welcome.
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HL2 Episode One - better than the original, or a lateral shift?

When playing through Half-Life 2: Episode One in the past I had always perceived it as a game that is mostly an extension of Half-Life 2. That’s not to say that it’s bad and that’s not to say that it’s good; rather, instead of a shift up or a shift down, it’s a shift sideways. After playing through it once more I feel justified in holding that view. Episode One is in a very strange realm for me. I don’t know quite where it’s meant to fit. It’s good -- it’s entertaining and it’s well designed and it improves over its predecessor in several important ways -- but that doesn’t stop it from being hard to place.

Because I just cleared Half-Life 2, it seemed to me that the logical thing to do was to steamroll on through to the episodic content. I found that Half-Life 2 holds up well today but I had a concern with Episode One, because Episode One is a very short game, it’s a very simple game, and it doesn’t bring anything new to the table, and, if anything, it’s essentially a patched version of Half-Life 2 with new goals but the same environments: literally a lateral shift, then, as opposed to a shift up or down. And that puts it in danger of becoming irrelevant, but it also means that it could just turn out to be the equal of Half-Life 2.

Episode One preserves many of the finer points of Half-Life 2. Because I have already done a write-up on Half-Life 2, I won’t repeat those points here unless they seem particularly salient or unless Episode One has built upon or amended those points. I have instead placed much revised versions of the original points in spoiler tags, but I encourage you to glance at the original text about Half-Life 2 if you are so inclined.

A note on my playthrough

Here is an approximate record of how I played through the game this time around. I kept personal notes in order to determine my playtime, and progression through the game and the like.

  • Play 1: 8-14-2010, 20:40 to 23:00, Chapter 1 to Chapter 4.
  • Play 2: 8-15-2010, 12:00 to 12:45, Chapter 4 to Chapter 5.

My total playtime was in the region of 205 minutes, slightly under four and a half hours.

A note on the PlayStation 3

All my playthroughs of Half-Life 2: Episode One have been on the PlayStation 3. Two criticisms could be leveled here: firstly, Episode One was designed to be played on a personal computer. It was not designed for consoles. Interestingly, some parts of the game work better on consoles, but there are clearly some detriments. Primarily, aiming with joysticks is plainly not as precise as aiming with a mouse. There are other things which work in the consoles’ favor: take, for instance, the fact that platforming is reportedly less painful and much easier on consoles.

Secondly, much has been made of the fact that the PlayStation 3, though still the complete Episode One experience, bears the worst version of Episode One. Perhaps this is in fact the case, but I personally find no real fault with this particular edition. Attribute this to the fact that I have played no other version; ultimately, though, I’ve experienced none of the major problems that critics have cited. Loading, for instance, is not as distressing as others would have you believe. Neither did I experience any frame-rate issues whatsoever in this particular instance of playing the game. In comparison with the majority of other PlayStation 3 games, Episode One plays proficiently and without tumult. Make of these points what you will, but I note that with those who try to claim that the PlayStation 3 version of this game is somehow unplayable or offensive, if there are such people, are incorrect.

Design


 If one were to look at all video games holistically, you'd get the idea that AI buddy characters never work. Episode One proves that theory wrong.
If one were to look at all video games holistically, you'd get the idea that AI buddy characters never work. Episode One proves that theory wrong.

Alyx isn’t annoying

Having AI characters accompany you for 85% of any game is a fine idea. Unfortunately the majority of video game developers don’t implement buddies well. Too often characters prove to be irritating, urging you along or trying to hurry you up with canned and repetitive dialogue. Mostly they don’t do anything, and sometimes they get in the way. Valve managed to implement Alyx in the game and have her not be irksome in the least. If anything, she’s more than welcome, and Episode One would not be the same without her. Rather than nagging at the player to keep moving, she stays silent. She is functional and she is good at eliminating enemies which pose a threat. And, unlike AI buddies in Half-Life 2, she doesn’t get in the player’s way. Episode One came out in 2006 and still video games come out where AI buddy characters are some of the most infuriating parts of that game. Why, four years later, can’t other developers learn from Valve?

Level design has improved over Half-Life 2

Episode One presents far fewer corridor stretches and many more large rooms in which the player can run rampant. This is most fully realized in the Citadel, but to be fair the return to City 17 sees more constraints applied as necessitated by apartment buildings and rooms and alleyways and the like. Nevertheless, the ratio between the two is well balanced and refreshing, and the design is more streamlined and less filled in by barren roads and dead corridors and empty rooms as Half-Life 2 was.

There’s no getting lost anymore

It was bizarre that players could get lost in the Half-Life 2 world due to unfortunate design despite the fact that Half-Life 2 was so linear. Thankfully, no such problems ever crop up in Episode One, a game that feels just as linear as Half-Life 2 but features more open environments and stages. Valve’s engineers show clear signs of improvement with regards to level design.

  Valve's ability to design levels increased significantly over the showing in Half-Life 2, evidenced by the design of the Citadel core sequence. If Episode One is good for something, it's playing the role Half-Life 2 better than Half-Life 2 does.
 Valve's ability to design levels increased significantly over the showing in Half-Life 2, evidenced by the design of the Citadel core sequence. If Episode One is good for something, it's playing the role Half-Life 2 better than Half-Life 2 does.

Once you’re done with an environment you’re done with an environment

I like the fact that Episode One sets you through whole environments and doesn’t force you to backtrack to get to where you were before. Take, for example, the Citadel’s core, where, once you finish with that whole environment, you don’t have to run back through a myriad of corridors and up elevators. On the contrary, when you’re finished in the core you get thrown straight back where you came from so the game can continue. Again, that’s plainly fantastic design, and a step up from where Valve came from in Half-Life 2 (if you recall places like the bridge and the two boat chapters).

Commentary

As a brief aside, I like the inclusion of commentary in the game. Valve’s commentary is really well done. It manages to be both informative and interesting, even when talking about the more technical side of development. What’s most important is how the commentary is implemented. Commentary appears as speech bubble nodes throughout the world, and each instance can be activated or deactivated by aiming at it and pressing the use key. It’s simple and ingenious. Unfortunately it kind of ruins me for other games -- I would love to learn more about how development went for each and every one of my most favored games, but Episode One is one of the very rare cases where the developers are willing to give some insight.


Graphics and Animation


 Alyx Vance: distributor of first-person hugs.
Alyx Vance: distributor of first-person hugs.

Character animation is superb

It’s fantastic to see another area of improvement over Half-Life 2, and an area so crucial for a game which integrates storytelling directly into the gameplay: there were some flaws in Half-Life 2’s animation, particularly the fact that characters would pivot while walking and talking at the same time -- that is, characters would face the player while walking, so if you stood behind characters they would walk backwards blindly along the path predetermined for them. This has been completely eliminated in Episode One. Characters now seem to prefer to stand still while talking, and if they do move, they move independently of any other beings. Animation has improved tremendously. I didn’t notice it at the time with Half-Life 2, but comparing Half-Life 2 to Episode One, Half-Life 2’s animation seems rigid, stony, like it was cut from cardboard. The characters in Episode One animate significantly more fluidly. It begins with Alyx’s first-person hug, something that passes very quickly and can almost go unnoticed (but pay attention and you’ll see that the way she grabs hold of Gordon, thrusts her head to one side and squeezes her eyes shut with joy is very convincing) and perpetuates throughout the entire game across different situations. It’s a legitimately major step up from Half-Life 2, and it makes the world become much more immersive.

Facial animation is brilliant

The facial animation is still ahead of its time compared to 99% of other video games. You can ascertain the mood of a character just by looking at them. Improvements over Half-Life 2 are less noticeable than improvements in body animation because Half-Life 2’s facial animation was astounding to begin with. If anything, the expressions haven’t changed all that much, but the way they transition and animate with regards to the body is much more convincing.

Gameplay


  The hospital sequence is made better by the great co-op action (co-operation with AI Alyx, that is).
 The hospital sequence is made better by the great co-op action (co-operation with AI Alyx, that is).

The hospital section is fantastic

The hospital section of Episode One is more than worthy of its own mention. I love the speed and the pace of the area. There’s nothing better than running through those corridors and blasting both alien creatures and Combine, and also using the environment to one’s advantage: using chairs, tables, radiators, among other things. The music also adds a whole lot to the atmosphere.

Most of the weaponry is given to the player too late in the game

Having a variety of weapons is fine, but there’s no point in giving so many firearms at such a late stage in the game where there’s no use for them. For the first chapter and most of the second chapter players solely use the gravity gun. For some reason, the majority of the weapons are then dumped on in the latter half of the fifth and penultimate chapter. At that point they seem to be there only to form a full cast of weapons -- the opportunity to put the crossbow to good use is never really presented. Obviously there’s a difficulty in satisfyingly implementing all the weapons because the game is shorter than its predecessor. Considering this, perhaps some of the weapons should have been dropped, because it doesn’t feel like the magnum or the crossbow have any real place in the game.

Getting out of water onto land is no longer tough

Menial problems probably have simple solutions -- this idiom is proven true by Episode One. In Half-Life 2 there was some strange issue with the player’s ability to jump out of deep water onto dry land, but this problem has been well remedied in Episode One. The game detects that the player is jumping close to land with the intention of leaving the water, so it gives Freeman’s jump an extra boost, a helping hand so to speak. It almost seems to be a patched solution rather than a change in the way the water and the way jumping is treated, but it works fine, even if it does look a little jarring.

Artificial intelligence has improved slightly

Both enemy AI and ally AI was terrible in Half-Life 2. Both have been improved in Episode One. Enemies now pose a greater threat, but the majority of them are still quite prone to running directly at the character. At least they fire their weapons while doing this unlike in Half-Life 2. The “kamikaze run” phenomenon seems to be exclusive to the first two chapters -- in other words, particularly the sequences in the Citadel. By contrast, the AI is much more cogent in the Urban Flight chapter, where at least some of the hostiles – unfortunately, still a minority to be sure -- seem to hover around particular areas and take cover. Even then, they seem predisposed to charging at the player. Ally AI is significantly more improved as borne out by Alyx, but also by the resistance members. Allies now are quite capable at defending themselves when faced with a reasonable challenge (but they certainly can’t defend themselves against waves of Combine or against explosives) and they no longer trap the player in corridors as they did in Half-Life 2.

Story


Great, funny writing

   
 
The writing seems to have become more chirpy, lively, and lifelike over Half-Life 2. I’m thinking of Alyx in particular and the many cracks she makes for the duration. She seems much more real and convincing than in Half-Life 2. This isn’t just limited to her asking the player for help, like asking for the flashlight to be pointed in one direction or shielding her eyes when you point the flashlight directly at her. It has to do with the way she interacts with her world and other characters. Before Dog throws the van across the chasm and into the Citadel, she claims that it’s quite a safe danger (if you’ll allow me the oxymoron) because “he’s a robot and he’s done the math”. She then whispers in his ear, “Uh… You have done the math, right?” (witness that at around 8:40 in the above video). It’s quite amusing to see Dog give a negative response. Another example, of many, is her ‘Combine + Zombie = Zombine’ gag, which is amusing and terrible at the same time, and that’s precisely the point; also her making zombie noises and totally freaking out everybody who plays the game.

Observations


Killed by the game (Undue Alarm)

Episode One marks the first time in the Half-Life universe where I’ve been killed by the game. Such phenomena are apparently not rare in Half-Life 2, yet it had never happened to me. By contrast I was killed by the game within the first ten minutes of Episode One, during the part where Dog throws the van over the hill onto the ground, and Gordon and Alyx are to board it. Unfortunately I was looking across at the Citadel at the time, and was standing square in the middle of where the van was scripted to land. Rather than squashing me, the van landed directly on top of me and seemed to spit me out laterally across the field -- literally laterally, straight as an arrow. I landed against the Citadel and fell into the chasm below. A nice introduction back into the world of Half-Life 2, then.

The terrible tasks continue (Undue Alarm)

In Half-Life 2, Valve’s level designers had the player launch a boat off a ramp and drive across some very circular and very unstable pipes before trying to fit into a tiny gap after a long distance. It was a hard, frustrating, dull and daft task, and the fun continues in Episode One, where the player is required to catch giant falling pieces of rubble overhead using the gravity gun before the rubble falls and kills the player, or kills Alyx, or causes the large freight elevator (made entirely of glass, which may be aesthetically pleasing but is probably not a safe or practical design choice) to shatter and disintegrate. It wouldn’t be so bad if the game gave the player ample warning. After you catch one or two of the pieces there’s a long hiatus, and you think, ‘Well, that was probably it’. I fell into this trap despite the fact I’ve completed the game three times prior. One time Alyx said, “Gordon, heads up,” and I scarcely had the time to take my thumb off the face buttons and place it on the right analog stick -- a mere fraction of a fraction of a second -- before the large hunk of unruly metal careered straight into the elevator and my screen turned red. I am caused to wonder what the point of this entire section is. Who thought this was fun at the time? Nobody. Nobody thought it was fun. Maybe it was included because the elevator journey was too long and boring. In that case, just shorten the thing or find a way around it.

The group escort seems a bit repetitive (Urban Flight)

I had to do four different escort runs, back and forth, all in the same area. It is quite true that for each run the game sets different tasks: there might be snipers or their might be hopper mines, or there might be several dropships of Combine troops. But one does grow slightly weary of the trips back and forth. I appreciate that the scope of Episode One was limited, and there probably was neither the room nor the time to make extensive, intricate levels with many layers -- an extended obstacle course, for instance, as opposed to using one short course four times. That doesn’t change the fact that this section is repetitive, however.

Striders are dangerous, fierce enemies.
Striders are dangerous, fierce enemies.

Strider battle (Urban Flight)

I really like the Strider battle that concludes the game. It’s fast, desperate, and frantic, and I’ve never had a comfortable level of health, and those poisonous black headcrabs always show up at the wrong time. I think it’s a fantastic extended set piece which is very vivid and memorable, and it’s executed superbly, save for one complaint that I have: it’s too easy to get stuck on geometry. Perhaps I don’t need to rush through it as I do, but the threat of the Strider has such an impact on me that I’m inclined to hold down that sprint button. Unfortunately Gordon seems inclined to get snagged on a wall, or on a pipe sticking out of a wall. Once in mid-sprint-jump I bumped into some pipes jutting out of a wall and fell to my death. Since the section is so frenetic, it seems a little unfair to place disruptive objects in the way.


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I said that I couldn’t quite figure out where to place Half-Life 2: Episode One, before uncomfortably concluding that it was more a lateral shift to the right as opposed to evolution or devolution from Half-Life 2. Maybe its best position is tacked on to Half-Life 2. For all those who felt the previous game’s ending was something of a non-event, then moving straight on the Episode One like it was part of Half-Life 2 is a fine strategy which few would fault. Because, again, for all intents and purposes, Episode One feels like the extra bits that Valve wanted to include in Half-Life 2 but couldn’t find the time to include or didn’t have the fleshed out story to tack these levels upon. Ultimately though, I think there’s nothing really wrong with Episode One. It probably won’t be amazing people four years later, but it’s a solid experience that’s well worth a playthrough for those who haven’t visited it for some time, but especially for those who have neglected to complete it in the first place.

Past articles

Here is a list of the other games I have covered, for posterity’s sake. Maybe I've dissed a game you love or loved a game you've dissed. Either way, your opinion, assuming it is communicated cogently and intelligently, is more than welcome. We’ll soon be covering Half-Life 2: Episode Two, the original Half-Life, Metroid Fusion, and Pursuit Force: Extreme Justice in the future.

16 Comments

In case you didn't know, Half-Life 2 is still pretty good

I am not the first to perceive a major risk in revisiting beloved old video games. Like many other media, like films and books, video games are subject to the attrition caused by the temporal forces of our world. Time goes on; consumers evolve as do tastes and theories of design. Upon release media remains static, a snapshot of time, a snapshot of that era’s design philosophy. There is always the concern, then, that a game that was outstanding on day one is going to be mediocre a mere two years later and positively terrible five or ten years later.

Such was the only fear I harbored during the load sequence of Half-Life 2 -- that the Half-Life 2 I played a mere year back might have suffered in that twelve month window of time. Because twelve months ago Half-Life 2 was still amazing, but in that twelve month break some excellent games have been released, and in that twelve month break design philosophy has evolved, maybe not tremendously from when I last played the game, but enough -- enough to serve as a detriment.

Half-Life 2 was outstanding upon its release in 2004. Half-Life 2 is still outstanding in 2010.

It’s easy to ask how, and it’s easy to ask why, and those are easy questions to answer, and concurrently they’re not easy questions to answer. What I know is that I had an amazing experience clearing this classic game once more, and while I can’t promise to answer those questions in the following, I will try my best. What follows is my experience with the game on yet another twist of the valve.

N.B. I feel like I shouldn’t have to say this, but it seems there’s always an inherent danger on the internet when people disagree with you: this is all my opinion, and it may not necessarily reflect yours, and it is not my goal to force my opinion onto you for I am not a Half-Life 2 proselytizer. Please also note that I do not mark spoilers in this guide, but the only substantive spoilers are in the ‘Story’ section. My arbitrary statute of limitations -- let’s say two years for each game in the Half-Life franchise, because they’re so popular -- has long since passed for Half-Life 2.

Three brief notes

A note on this text

The text is broken down into four main sections: design, graphics and animation, gameplay, and story. I’ve then gone on to include three sections at the end. One covers a series of linear observations that I jotted down while playing the game, observations that didn’t seem to fit in the four main limbs of the text. I’ve dedicated the second minor section to addressing, discussing, and evaluating some of the criticisms of Half-Life 2 that I’ve come across, and the third minor section to the idea of the journey in video games.

A note on the PlayStation 3

I have no doubt that this will amaze some, but I have cleared Half-Life 2 either four or five times, and each of those playthroughs was on the PlayStation 3. I don’t play computer games and I have never played Half-Life 2 on the PC. Two criticisms could be leveled here: firstly, Half-Life 2 was designed to be played on a personal computer. It was not designed for consoles. Interestingly, some parts of the game work better on consoles but there are clearly some of the game’s traits that are less well represented on consoles. Primarily, aiming with joysticks is plainly not as precise as aiming with a mouse. But there are other things which work in the consoles’ favor: take, for instance, the fact that platforming is reportedly less painful and much easier on consoles.

Secondly, much has been made of the fact that the PlayStation 3, though still the complete Half-Life 2 experience, bears the worst version of Half-Life 2. Perhaps this is in fact the case, but I personally find no real fault with this particular edition. Attribute this to the fact that I have played no other version; ultimately, though, I’ve experienced none of the major problems that critics have cited. Loading, for instance, is not as distressing as others would have you believe. Neither did I experience any frame-rate issues whatsoever in this particular instance of playing the game. In comparison with the majority of other PlayStation 3 games, Half-Life 2 plays proficiently and without tumult. Make of these points what you will, but I note that with those who try to claim that the PlayStation 3 version of this game is somehow unplayable or offensive, if there are such people, are incorrect. (As a matter of interest, the only installation required took one minute before The Orange Box menu loaded.)

A note on my playthrough

Finally, here is an approximate list of how I played through the game this time around. I kept personal notes in order to determine my playtime, and progression through the game and the like.

•    Play 1: 7-30-2010, 21:30 > 23:00, Chapter 1 to Chapter 4.
•    Play 2: 7-31-2010, 21:30 > 23:30, Chapter 4 to Chapter 6.
•    Play 3: 8-1-2010, 21:15 > 22:45, Chapter 7 to Chapter 8.
•    Play 4: 8-2-2010, 22:00 > 23:30, Chapter 8 to Chapter 9.
•    Play 5: 8-3-2010, 21:00 > 21:40, Chapter 9 to Chapter 10.
•    Play 6: 8-4-2010, 22:40 > 23:40, Chapter 10 to Chapter 11.
•    Play 7: 8-5-2010, 14:30 > 16:30, Chapter 11 to Chapter 13.
•    Play 8: 8-5-2010, 22:00 > 22:45, Chapter 13 to Chapter 14.

My total playtime was approximately 655 minutes, or close to eleven hours.

Design


The slow introduction of puzzle theory is superbly executed

 
 
One of the things that Valve has long been good at implementing in their video games is teaching the player how to deal with obstacles in the environment, whether it is the slow progression and introduction of enemies, or steel vents, or the fact that some doors cannot be opened. In this case what is so impressive is the way Half-Life 2 slowly trains the player to deal with puzzles. It begins with simple theory: because the handling of physics in this game is accurate, you can use objects in the world to manipulate environmental issues. Cinder blocks will weigh down a seesaw. Buoyant barrels will prop up objects in the water. Throughout the game, the simple beginnings of puzzles in the early stages are built upon to make things more complex and more interesting and more entertaining by the end of the game. And here’s the most amazing thing: I don’t find the puzzles boring. Even after five playthroughs, even though I can complete each puzzle (or know how to complete each puzzle) without too much din, I still enjoy them. I can easily place my finger on the reason why: the puzzles in Half-Life 2 make sense. Literally, they’re not nonsensical; they don’t involve rotating symbols on statues so they all fit a predetermined order as in Uncharted 2 and they don’t involve rotating and slotting differently cut blocks of stone into a wall as in God of War II (I’ll spare the Resident Evil and Silent Hill series the humiliation and won’t mention any of their vacuous and completely irrational and absurd “puzzles” -- as 1UP.com’s Scott Sharkey once pointed out, it must be hell to work at Umbrella: you’d have to collect five different keycards from around the complex just to use the bathroom). Those puzzles don’t make sense, and they don’t have anything to do with anything. As a contrast, the various obstacles in Half-Life 2 have a basis in reality and that’s what makes them so more compelling.

Learn from the non-player characters

Similarly to learning over time, early in the game there are certain segments where players have the chance to observe NPCs dealing with enemies. The implication is that the player is meant to observe and learn from those who know better. It’s simple. It’s not done in a cutscene. You can pay attention or you can blitz on and ignore. It’s just easy, caring design that really shines through.

The scripting and set-pieces are impressive

Still impressive: scripting and set-pieces. One of my running arguments about Half-Life 2 is that it’s the subtle things about the game which really make it special, and the subtle scripting here is very well done. It can be as large or expansive as a big wave of Combine forces, or it can be something a little off-beat like Civil Defense cops dropping explosive barrels down into an area you’re in, or it can be the slightly more extravagant and interesting scripting like Combine forces abseiling down from ledges on nylon ropes. It all increases the tempo and adds to that frantic feel of the gunplay in the game, and modestly put, it’s engrossing.

No Caption Provided

Headcrabs

The fact that headcrabs are scary and are a fierce force to be reckoned with is a testament to their excellent, profound, and poignant design, and I don’t use these words lightly. Headcrabs are largely recognized as one of the main icons of the Half-Life franchise, and yet they are essentially the weakest enemies in the game, they don’t do much, they don’t pose much of a threat, but as players we regard them as tremendous figures and we build them up as such. In part it has to do with the sound design (particularly in the case of the poisonous black headcrabs). To be sure, the creatures are fast, but with a crowbar or a shotgun they cause little pain. I find the headcrabs both disturbing and distressing, more so when I find myself low on health. A fan of headcrabs? I think not.

Astonishingly good sound design

There’s nothing quite like Valve’s sound design. Sound acts as an auger for what’s coming up. Everything has its own sound: the chopper, the dropships, manhacks, zombies, headcrabs, the “maracas of death” headcrab (as coined in Rebel FM’s Game Club), the Pulse rifle, grenades, the gravity gun, doors opening, footsteps, Combine communications, electricity, striders -- all this, including but not limited to. The reason why it works so well is because each sound is distinct. You know exactly what something is as soon as you hear it. The other day while looking for a cab I heard a shrill electrical whining in the distance. It was coming from a construction site a block away but as soon as the sound reached my ears I thought: manhacks. The sound was almost identical. And I subsequently thought, ‘This can’t be good, because I’m now integrating video game things into reality’. It’s the first time it’s ever happened to me.

Falling

Hand-in-hand with the sound design is the game’s approach to falling. For much of the game great care is taken in establishing the fact that players should be very wary of falling, even from small heights. Don’t fall at all, but if you have to fall, players are told, fall on a crate or something similar. Disincentives obviously include health loss, but the sound design enters the fray: the brutal sounds of bones snapping, and groaning, and my favorite of all, the female HEV suit voice-over warning: “minor fracture detected”, “major fracture detected”. Then, quite enigmatically, the game presents the player with several giant pitfalls that you have to survive without any soft ground to fall on, and without any guarantee that you’ll make it. Ostensibly the most notable section is in the mines after Ravenholm, particularly that one shaft before the large cave that serves host for some twenty or thirty headcrabs. It’s an interesting dichotomy: ‘Never fall because it’s bad for you, but actually we’re going to make you fall and see how you enjoy and deal with the consequences.’

Getting lost

Here’s another dichotomy, but less of an exaggerated one: Half-Life 2, from beginning to end, is fully linear (though not detrimentally so), but sometimes you can get lost. And I’m not quite sure how this happens, but some people have suggested it’s just a negative artifact of the design process. Take, for instance, the sequence in Ravenholm directly after the introduction of Father Grigori. There is one door that you have to head through to proceed. Strangely enough, its texture is the same as the doors in the area that cannot be opened, so it’s liable to being passed over. A second example, at least for me, would be the infuriating crusher sequence later in the game in City 17, where a crusher bears down on the player and the escape path happens to be above the player rather than on level. It wouldn’t have been such a problem if the path had been clearly indicated, but ultimately that’s what the puzzle is all about. Again, however, it’s strange to see such a linear game that’s so efficient at herding the player through levels get bogged down by bizarre choices in some areas.

Great music

Kelly Bailey’s music is often subtle in Half-Life 2, for it is very ambient, but its presence is much appreciated. It’s a nice addition to the play in general. In the dark areas there will be moodier pieces, and then in the action sequences there’ll be the large, loud, electronic music.

        It's the idea of the journey, and I love that you see so many different things on the journey and do so many different things on the journey. It's unlike pretty much everything else.
 It's the idea of the journey, and I love that you see so many different things on the journey and do so many different things on the journey. It's unlike pretty much everything else.

Lengthy single-player experience

I cover this extensively towards the end of the text, but I am a fan of the lengthy journey that is Half-Life 2. On average it’s a twelve hour game, and that’s for people who have played through the game before. It can last some sixteen hours for first-time players, which is extraordinary for a first-person shooter in an era where single player campaigns last little more than six hours. Thus, Half-Life 2 paints those games in a bad light. Half-Life 2 does not have more fat than muscle. It’s accurate for me to say that I enjoy most all of the game, and there are no parts I would redact. I’m sure that others have different opinions. Maybe some would cut the Sandtraps section of the game, for instance. From my perspective I don’t feel the same. I would change nothing.

Quick saving

Quick saving on the PlayStation 3 is simple: hold down the START button for a few seconds. I can’t speak to whether there’s a similarly effortless way of quick saving on the XBOX 360 version of the game. As I understand it is apparently a feature that Electronic Arts integrated into The Orange Box. Why doesn’t every first-person shooter include such a method of saving, let alone every game made?

Graphics and Animation


The graphics are still acceptable

Half-Life 2 has undoubtedly begun to show its age, but the game does look fine. Perhaps its sustainability has more to do with the aesthetic of the game than the fidelity of the textures. For a game that was released in 2004 (and that as I understand was updated for the console versions of The Orange Box in 2007) Half-Life 2 is holding up well. Again, I would certainly be taken by surprise if Half-Life 2 were to win contemporary awards for graphical prowess, but at the same time neither is its look offensive.

The facial animation is brilliant

  
 
If the textures are starting to show their age, the facial animation is still ahead of its time compared to 99% of all other video games. The live, in-engine animation is astonishingly good. You can ascertain the mood of a character just by looking at them. Cut the speech and script out of the game and by all accounts you would still understand much of what’s going just by looking at the faces thanks to the caliber of animation.

Characters pivot while walking

There are some instances where the illusion of the game is broken. One way in which this can happen, one of these strange breaks from “reality”, is when characters addressing the player are programmed to walk and talk and face the player, all simultaneously. This means that if you’re walking behind the character they’ll turn around and walk blindly backward along the invisible breadcrumb path set by the developers. Venture before them and they’ll turn back around. You can travel back and forth and see them pivot. It’s flattering -- because they are desperate to make eye contact -- but all the same it’s quite terrible.

Gameplay


The shooting has both good and bad traits

While I’m sure that the shooting in Half-Life 2 was exceptional during the game’s original run, it’s a great deal less convincing in 2010. It’s also difficult to pinpoint exactly what the problem is, especially since I’m addressing the console version of this game throughout, not the mouse and keyboard variant. I think I would boil it down to this: the shooting is heavy and weighty, almost getting towards the realm of sluggishness, but the weapons have little to no punch or feel. That is, they don’t record in one’s hands. This cannot be said to be true for all weapons. The register of the Pulse rifle, for instance, feels totally real and can border on becoming distressing if you’re playing the game at a high enough volume. Note that this has nothing to do with the damage the weapons deal, which is separate to this (and which, incidentally, Half-Life 2 copes with satisfactorily). When using the handgun or the sub-machine gun it feels like the weapons flit across and thud lightly into the enemy. They don’t shoot death; they shoot a light metal, albeit a light metal which is good at disposing of hostiles. Does that make sense? Maybe it doesn’t. And here’s something which will confuse me, and surely you, the reader, more so: I like the shooting in Half-Life 2. I just said the handgun feels flitty, but if it feels flitty it also feels good. There’s nothing like the speed at which that weapon fires. It is lightning quick. I find that it’s dexterous; at one point I was even using it before the shotgun to clear corridors in Anticitizen One and Follow Freeman.

Each weapon is an individual

Having said that much, there is no explicit and noticeable overlap between the six main firearms with regards to the shooting (the pistol, the sub-machine gun, the Pulse rifle, the magnum, the shotgun, and the crossbow). Each weapon is well utilized and has its own specialized uses in different situations. The handgun, for instance, as aforementioned, may be weak, but it is both fast and versatile and I found it useful for clearing rooms. The shotgun is fantastic contingency for indoor fracases. The Pulse rifle is the go-to weapon for long-range outdoor conflict. This may be something that sounds like it applies to many first-person shooters, but I feel like Half-Life 2 is more unique and better done than others. Most other shooters have significant overlap between weapons -- there might not be any functional difference between a sub-machine gun and an assault rifle, for instance, or there might be three separate types of assault rifle that all do exactly the same thing and act the same way. That’s simply not the case in Half-Life 2.

The gravity gun is a great counter-weapon

   
 
Much can be said about the gravity gun and how interesting it proves to be as the quite unconventional weapon that it is, but these attributes have been well covered by critics and fans alike across the internet. Instead, I like the idea of the gravity gun as a counter-weapon. I love the fact that you can use the Combine’s own armaments against them. Grenades they cast can be scooped up and pitched right back at them. Most gratifying of all, energy balls (the alternate fire of the Pulse rifle) fired by the special Combine forces can be reeled in and shot back at hostiles. In fact, if skilled enough, one can get into an endless loop with the energy ball where it’s fired and then spooled back in, and fired, and spooled back in, ad infinitum. So, the gravity gun is really quite an engrossing weapon.

Getting out of water onto land or ledges can be tough

This is such a strange issue, but it’s one that frustrates almost instantly. It’s particularly prevalent throughout the Route Kanal chapter. Why is it so difficult for Freeman to get out of the water and up onto a ledge? It has something to do with that jump button. It’s bizarre, is what it is. You’ll be jumping up two or three feet out of the water and still be unable to mount this short, waist height ledge. Surely this was a noted issue during play testing. It was widespread enough to be mentioned in the Rebel FM Game Club Half-Life 2 episodes; there was a suggestion that the game required a ‘climb over’ button. That’s not quite necessary; I just find it interesting that Valve did so well on near everything else and missed such a simple yet frustrating flaw.

      Vehicles control poorly, but it's actually only a real problem in tight areas.
 Vehicles control poorly, but it's actually only a real problem in tight areas.

Vehicle controls are unfortunate

This might be forgiven because it’s an artifact of Half-Life 2’s era. Unfortunately, both acceleration and steering are mapped to the same analog stick on consoles -- that is, press up on the analog stick to accelerate and yaw left or right to steer. This causes problems for obvious reasons. Incline down on the stick to reverse. Unfortunately, when you reverse there’s some inverse/invert/opposite/false logic control going on where the boat twists around in random directions. I hear the PC vehicle control is also bad if not worse. Actually, I’m a little surprised that EA didn’t make a pass at altering the controls for the console version on The Orange Box.

Weird geometry issues while on vehicles

This is very rare, but it connects with the unfortunate vehicle controls so I think it’s worth mentioning. There are instances where vehicles, especially the boat, will get caught on a lot of geometry. In the boat’s case, because it tends to pitch awkwardly through the water at high speeds, it can get caught on rising mounds of sand or the many logs strewn throughout the water. Again, it’s just a little bit unfortunate that the experience can be somewhat sullied by these small niggles.

      This is about as menacing as it gets from the Civil Defense forces and the Combine forces.
 This is about as menacing as it gets from the Civil Defense forces and the Combine forces.

Both enemy AI and ally AI is legitimately bad

Something went terribly wrong when the AI was being programmed for all non-player character units in Half-Life 2 (save perhaps Alyx); certainly more so for hostiles than for allies. The way enemies behave just doesn’t make sense. Both the Combine and the Civil Defense cop forces are horrendously dense. They seem to take pleasure in standing out in the open, and, if that’s not enough, running straight up to the player and standing directly in front of the player without doing much in the way of fighting back. Other than their force -- the damage they deal -- all the hostiles are tame. There’s one particularly bad instance at the Lighthouse where four or five consecutive dropships drop Combine forces on the ground. Ordinarily the Combine would be something of a relatively meek threat. They are all but completely docile however, because they’re scripted to come straight out of the dropship in a straight line, single file, very slowly, and they don’t move, and they don’t try to dodge fire or roll around, so the best way of clearing this section (in all of sixty seconds) is to stand directly outside of each dropship every single time and act as a one-man firing squad, dismissing every single Combine soldier as they exit. It’s all made especially more disappointing because the enemy AI in the original Half-Life was so good for its time. The Marines/Black Ops units move around quickly, chase you, drop back, and take cover. They certainly don’t wander around a diamond like they’ve just hit a home run for a grand slam, as the Combine does. If anything, as raised in the Rebel FM Game Club analysis of Half-Life 2, the AI in Half-Life 2 is actually a step down from the AI in Half-Life, which is certainly surprising. Ally artificial intelligent is also blunt. Tell them to stay and they’ll follow, tell them to follow and they’ll stay. They rejoice in placing their heads in the jaws of death. Then again, it is all in the name of freedom, and all under the control of the Freeman.

Story


     Is it really that time again? (That's not actually a rhetorical question.)
Is it really that time again? (That's not actually a rhetorical question.)

Great story atmosphere

Valve is one of the few developers that manages to extract some response from me for the medium of video games. In saying this I am specifically referring to story elements. On close analysis it must ultimately be leveled down to the fact that Valve’s characters are so well formed, so well developed, and so well represented by animation and voice acting, that the game can be incredibly immersive at times. I was often struck by pangs of pins and needles, caused by the appearances and the monologues of the G-Man. He is the most adored character, the most brilliantly eloquent, and the creepiest, most unnerving, and most unsettling character in the Half-Life realm; he is all these things concurrently. And as soon as the G-Man appeared -- “Rise and shine, Mr. Freeman” -- I was suddenly hit by this feeling. I can distinctly pin it down to a familiarity with the character and the content of the game but in spite of this it speaks strongly to me that Half-Life 2 was able to even elect a response from me. This feeling is mirrored by the game’s ending scene. And this atmosphere is not just limited to the G-Man. It extends throughout the entire game, and specifically to scenes taking place in the Citadel. The times when that immersion is broken are rare, but the fact that those moments do exist is more positively indicative of the significance and power of Half-Life 2’s atmosphere than it is negatively indicative of those few parts where the game briefly loses its form.

The G-Man sightings are a fantastic idea

  
 
I find the G-Man sightings to be inherently interesting. It is entirely to do with the franchise’s back-story, the universe that Valve has developed for the Half-Life series. The sightings follow the character traits of the G-Man, in that the sightings are simultaneously attractive and frightening. I find I am inexplicably drawn to the G-Man while also wanting to flee away from him. And it’s not like he is a major part of the game; there are perhaps some ten or twelve instances where the G-Man appears for no more than several seconds at a time. It’s the pure mystery of the character that draws us toward him, and that’s why he’s such a celebrated figure and such an integral part of the world of Half-Life 2.

Time, Dr. Freeman

   
 
Half-Life 2 also carries with it one of the best, if not the best, endings across the pantheon of video games. In talking about the ending I am referring not only to the G-Man’s monologue, but also the final battle. Consider that the final boss battle isn’t a giant, monumental fight -- it’s just a real attempt to undermine Breen, and that’s important. But that’s not what sticks in the mind of most people. What most people think of, of course, is the G-Man. And I think this cutscene is so revered because it’s unexpected, and it is, in many respects, the perfect ending. It doesn’t get bogged down anywhere. It’s not a letdown. It’s this enigmatic force, and it’s this man appearing and meddling in our affairs once more. And, considering the Half-Life universe, it’s perfect. (I feel obligated to point out that my analysis of the ending naturally is colored by the fact that I know what happens in Half-Life 2: Episode One and Episode Two. How I would have reacted upon seeing that ending in 2004, I cannot fathom.)

Observations

The following are observations I made during the game. I’ve plotted them out in chronological order so they’re slightly easier to follow. I’ve also included the relevant chapter title.

No Caption Provided

Walking through the train station is an impressive experience (Point Insertion)

Much has been made of Half-Life 2’s opening sequence. Even after five playthroughs and reams of after-market commentary about the scene, the train station is still outstanding. It feeds into the game’s atmosphere. There’s something about the scene: the way the guards are portrayed, the way Breen is omnipotent and oppressive even at this early stage and the fact that the train station is empty save for some citizens dressed in uniform jumpsuits. The station is depressing. The citizens reflect this with their own individual dialogue. And the player is forced to head through this brilliantly banal course, through hallways and doorways, rooms and foyers. It’s the pinnacle of interactive storytelling without actually saying much.

Pick up that can (Point Insertion)

  
 
This is such an infamous part of Half-Life 2 and yet I still find it to be well done and amusing. There’s something special about the thirty second long sequence apart from its functional purpose of showing the player the nature of this demented world and society. But you’d best be picking up that can. (Or you can throw it at the Civil Defense cop. But you’d best not be throwing it at the Civil Defense cop.)

The plaza and the train station’s vomitorium (Point Insertion)

An epigrammatic note on the exit out of the train station into the plaza: it’s a very interesting moment. It’s a good instance of the ‘Where do I go?’ and ‘What do I do?’ moment (Half-Life 2 suffers from some bad instance of this later on, but here’s a good instance of this). Suddenly the player is presented with something that briefly eschews the famed linearity of the game. In reality the area is stolidly linear, and that’s what’s so well done about the plaza. The plaza is a tiny area but it feels so open. It’s all a big illusion, and it’s all excellent.

Oppression (Point Insertion and parts of A Red Letter Day)

Think about this for a moment: one of the facets of Half-Life 2’s atmosphere is that feeling of oppression. This feeling is wholeheartedly instilled by the storytelling in the first chapter of the game -- the way that citizens are depressed, are sheltering, and are being attacked, beaten. If this chapter disappeared from the game all the player would know is that they were being chased by the Combine. The game starts sparse after the first chapter. That’s why the first chapter is both integral and brilliant, because it establishes that amazing feeling of oppression that lasts not for only a few hours, not for only half the game, but for the entire game.

   This is the sole appearance of Half-Life's  Ichthyosaur in the game. Many more Xen and Race X creatures were slated to appear, such as the Houndeyes and Bullsquids, but they were cut, probably because they didn't quite seem to suit the atmosphere of the game.
 This is the sole appearance of Half-Life's Ichthyosaur in the game. Many more Xen and Race X creatures were slated to appear, such as the Houndeyes and Bullsquids, but they were cut, probably because they didn't quite seem to suit the atmosphere of the game.

The portal (A Red Letter Day)

Entering Kleiner’s portal following Alyx is another instance of where I really felt the story and felt the atmosphere, even though I knew what was coming up -- Breen’s office, and the only instance of the Ichthyosaur in the game. Despite this it remains tense and entertaining.

The crowbar (A Red Letter Day)

This tension is carried over as soon as you get the crowbar. My stomach sank as the music kicked in and I thought, ‘Here it is. Here we go again. This is it.’ And, again, it’s such a striking scene, especially for those who are very familiar with Half-Life 2. It’s the beginning of the journey, Gordon Freeman’s odyssey, once more.

The helicopter gunship is ruthless (Route Kanal)

I’d be surprised to find someone who enjoys being tailed by the most menacing helicopter I’ve ever had the (dis)pleasure of facing off against. On foot, on boat, you’re never safe. It’s really well done, and that’s precisely why it’s so hated. Because it’s hard, and it’s mean, and you just want to be rid of it, and as soon as it explodes it imparts both relief and a great feeling of success.

Water physics puzzles are great (Route Kanal)

I really enjoy the water physics puzzles. They stick out to me because no other video game seems to have done them quite as well as Valve yet. I love the novelty and intelligence of using buoyant objects to prop up other things, or using water to hold down other objects.

Boat control (Water Hazard)

We addressed the vehicle control above, but I think it’s worth reiterating that the boat control, especially in tight areas, can be quite infuriating. It just doesn’t seem to work! Once more, though, had this game been made today as opposed to in 2004, I think this wouldn’t be a problem.

Pipes (Water Hazard)

Hand-in-hand with the controls runs that stupid, terrible, ill-advised pipe ride/jump that you’re required to make half-way through the Water Hazard. Right after coming out of a dark, poorly lit tunnel, the designers expect you to jump on top of a pipe, then ride on top of several other pipes, with your momentum being enjambed by the fact that each chunk of pipe is at a lower level so you end up jutting down on every one like a set of stairs, and then, worst of all, they want you to balance the distance so you can fit perfectly into this small gap that they expect you to get through at the end, at high speed, and off kilter. Worst of all, music runs throughout the first attempt, so they clearly think it’s possible to make it first time, and then when you don’t make it the music cuts. The boat control is terrible, let alone expecting the player to balance the craft on thin, short, circular ground. This was a horrible, horrible idea, a section of the game that serves only to stoke the torment of the player.

Jumps (Water Hazard)

And I’m not sure I quite understand the purpose of having the player negotiate all those jumps in the first place. Why not just have something else connect areas together (like a bridge)? It just adds unnecessary pressure and can slow down the game if one doesn’t hit the jump right. They’re just not needed, and they’re not convincing.

We don’t go to Ravenholm except for when we go to Ravenholm (Black Mesa East)

The fact that the buildup to Ravenholm is so obvious (and the words coming out of the character’s mouths are all but ignored) is fairly laughable, but ultimately it doesn’t bother me. Alyx goes out of her way to point out that “We don’t go to Ravenholm anymore”. Following this, Eli plainly says not to go through Ravenholm, only for Alyx to ultimately conclude, “Okay Gordon! Looks like you’re going to have to go through Ravenholm!” And what obstacle blocks Freeman’s passage through the route that wouldn’t lead him through Ravenholm? Well, separating Alyx and Gordon is some insubstantial-looking rubble that could probably be displaced by the gravity gun. Even if it couldn’t, Freeman’s got Dog by his side! Dog can open heavy, giant airlock doors that weigh like nobody’s business, and yet it doesn’t occur to Freeman or to Alyx to ask Dog to flick a finger at the rubble to make it go away. Again, it’s laughable, but there are very few perfect stories in the world and, after all, there has to be something to make the player go through Ravenholm. Just remember: we don’t go to Ravenholm. Except for when we go to Ravenholm.

   No bullets.
 No bullets.

No bullets (“We Don’t Go to Ravenholm”)

The tutorial for the gravity gun is the entire Ravenholm chapter, because there are plenty of barrels, destructible things, saw blades, and other generally usable objects at Freeman’s disposal. There is an achievement on the XBOX 360 version of The Orange Box that requires players to clear Ravenholm without using firearms. It’s certainly an interesting experience and a great achievement if you manage, and more a testament to the gameplay design that it’s actually possible and that it remains interesting and engaging against to do so many enemies.

The maracas of death (“We Don’t Go to Ravenholm”)

The maracas of death (the black, spider-like, poisonous headcrabs) are introduced in Ravenholm. They are terrifying. It’s the sound they make. As soon as I hear them, imaginary chills shoot down my spine. The only thing worse are those zombies that spawn headcrabs, because the sounds they make are even more terrifying and also highly disturbing. Again, great design.

The bridge (Highway 17)

  
 
I love the way the bridge is designed and how there are many different approaches you can take. You can leap across the beams, or you can cover them slowly. You can take out the gunships quickly, or you can wait on them and take them out at a more opportune moment.

Lonely (Sandtraps)

It’s at this point in the game -- and I wrote this down on the letter paper I was using to take notes -- that I began to feel really lonely (in the game). It’s a feeling I can’t quite describe, and perhaps it’s not so much being lonely, but being down, and not feeling up to the task. Because it’s been so long since the game has provided allies or partners, and it just really sucks. The environments are depressing, and I just wanted to leave. I mean all these things in a positive sense: it’s not a criticism of the way the game’s designed; if anything it’s praise, because that world is depressing, and that world is sad, and it’s amazing that the game can convey those feelings through the screen when other games can only hope to.

No Caption Provided

We don’t step on the sand (Sandtraps)

If you step on the sand antlions will spawn, but I, as I suspect many others feel, couldn’t be bothered setting up bridges made of rubble, so I just sprinted across and kept running and dealt with the bugs as best I could. However, there’s something to be said about that moment where you run up over the hill to where the second set of “sandtraps” is, and the vista opens up, and you see that there are no rocks to run on, and they expect you to cross the sand using only a few planks of woods and the like, and the instinctive reaction is, “Holy crap.” Also, the sequences as soon as you gain control of the antlions are nicely set up. Entering Nova Prospekt using the antlions sees you have to clear a bunch of enemies, and all those areas where you have to think about how you’ll use the antlions are very well designed.

Nova Prospekt, though linear, does not feel linear (Nova Prospekt)

Nova Prospekt feels massive, even though it’s entirely linear. How is this effect managed? Maybe it’s because you can see everywhere (and you can see ahead to where you’ll eventually end up). Again, though, it’s one of those things about the game’s design that confounds me, because I’m not sure how Valve is able to make such a corridor-filled area feel like this giant, expansive complex.

Devoid (Nova Prospekt)

The prison also feels empty, which is even more confusing. There are very few enemies for the first five minutes or so, and despite this the tension is almost at breaking point and it’s helped along by the security monitors which show what’s coming up that are peppered throughout the player’s path. The turrets, which effectively replace the Combine, are put to very good use.

Antlions obstruct the path in tight areas (Nova Prospekt)

This indicates how the team-members will behave in ‘Follow Freeman’ and ‘Anticitizen One’. The antlions just straight up get in the way in Nova Prospekt, and it’s terrible because the corridors are so tight. Thankfully, they don’t seem to turn against you if you kill them (which is what I resorted to doing so I could get through some parts).

Breen’s monologue (Nova Prospekt)

I love Breen’s monologue to the security forces in Nova Prospekt. Everything he says is excellent; Breen seems to me an underrated character. After all, he is fully correct. How can a scientist, who didn’t even really achieve anything as a scientist and who doesn’t even have basic weapons training, pose such a threat to such a force that is the Combine?

Health (Nova Prospekt)

Valve also made a very good design choice when they pulled the majority of the health packs from Nova Prospekt. The result is that for the most part the player is low on health, and the chapter grows very tense and desperate.

Team members block corridors (Anticitizen One)

If I could kill them or opt out of using them, I would, because they really only constitute an obstruction. They’re good for sending them to their death to clear out rooms and activate invisible markers after which enemies spawn, and they’re okay at handling headcrabs, but in corridors they can be more deadly than the Combine because they can lock you in to corners from which you’ll be utterly vulnerable. In spite of this, I like the fact that this section of the game contrasts with the earlier, lonelier, more depressing segments.

Leading to the citadel (Our Benefactors)

 
 
The entrance to the citadel is perfectly handled -- it’s isolated, cold, and lonely, and there’s machinery all around, and it’s oppressive, claustrophobic, and dangerous. It’s so well handled. In entering what will ultimately be the last area of the game one gets this terrible feeling that this, in fact, is it: this is the end.

And, ultimately, the normal game conventions are eschewed (Dark Energy)

Finally, I like the fact that once you reach the last few moments in the game everything that the player has become accustomed to is completely done away with. The Half-Life conventions disappear. Suddenly, control is taken away during cutscenes and pieces of exposition (all control apart from looking around). Even the zoom function disappears, but the lack of movement sticks out tremendously. Moreover, the normal weapons are taken away and you’re left with this curious, overpowered, but strangely unsatisfying gravity gun (I personally dislike the form it takes -- not in a bad way, I just don’t like it as a weapon, but I know many don’t feel the same way). It’s a complete mirror of the way the game begins, and I like the way Valve pulled it off.

Addressing external criticisms of the game


On the charge that the game is too long

I’ve heard the complaint that the game is too long. I think this would be a valid complaint if the game actually had too much fat and not enough muscle. It’s a hard case to make, though, and I certainly don’t think that’s an accurate reflection of Half-Life 2. I think that overwhelming majority of the game is perfectly fine, and that it should be there, and that it’s all enjoyable. That is indeed the metric that has to be considered here: are you still having fun? Are you having fun throughout the entire game? For me, the answer would be an unequivocal yes. There might be parts of the game that are uncomfortable, and there might be parts of the game that are difficult and that are challenging, but if you equate that with being “unfun” then there’s a bigger issue that has to be addressed, and it’s got nothing to do with Half-Life 2.

On the charge that the game is too repetitive

Similarly, the complaint that the game is too repetitive is also largely unfounded. What parts of the game? Sandtraps? The game requires that you build bridges a total of two times. It takes effort and time and it takes a lot of thinking, but it’s not repetition. What other parts of the game? The shooting? The fact that there are many enemies? In actuality, what repetition there is in Half-Life 2 is inherent to all video games of this genre, and it might have something to do with the fact that the game is longer than others. This charge does not survive short scrutiny.

On the charge that the shooting is no longer good, or is now substandard, or is now uncomfortable

I can certainly sympathize with this idea because the shooting, as I mentioned above, doesn’t quite feel as collected as more modern first-person shooters. But I would offer the following as a response: how do you define good shooting? What is good shooting? In Half-Life 2, the enemies fall after receiving a very reasonable amount of fire. Furthermore, the bullets go where you’re aiming, and recoil is manageable and largely negligible. It’s a challenge for me to find flaws. I would define good shooting as being able to target and destroy the enemy without unjust or unnatural hindrances -- that the enemies aren’t bullet sponges, for instance, and that the guns do shoot straight and are fair. And this is all true of Half-Life 2. No, the shooting may not be perfect, but it’s good, and even if it was only average it would be all that is required.

On the charge that iron sights or a zoom function for weapons is required

Of all the possible criticisms, this one is the closest to being fair, but despite this I think that it’s still not a viable flaw. When starting off I did feel like I wanted to zoom in, but this desire soon disappeared perhaps half an hour into the game. Not every game needs to follow the first-person shooter mold that was created circa 2006. Half-Life 2 certainly does not suffer from the fact that you can’t zoom in, because that function is just never necessary in the game. So what’s the problem? Well, there isn’t one. It’s like asking for double the number of weapons to be included in the game. They’re not needed, so there’s no point adding more on. There’s something to be said about simplicity, and simplicity done well, especially in this case.

The journey

As a thought to finish off, I think it’s worth bringing up the length of Half-Life 2. It’s going to be approximately fifteen to sixteen hours for the first playthrough, and twelve on the second playthrough. That’s a significant length. Have we lost something here? It seems to me that games are no longer as long as they used to be. This may not be the trend for role-playing games or for other genres, but I think it’s a fair representation of the shooter and third-person adventure game market. Uncharted 2 is some eight or nine hours, and God of War is similar; Modern Warfare 2 is closer to six hours as is Killzone 2. Killzone 2 can be completed in a mere four hours if you blitz through.
 
Perhaps it’s too hard to design long video games. Maybe it’s too much to handle. Maybe there are too many variables and too many factors; too many things to think about. Perhaps developers can no longer handle the heat of trying to think of different scenarios and different areas and different tasks and different goals to present the player with. Maybe it’s too hard to come up with a good story to back the game with.

Perhaps multiplayer has picked up the slack. Maybe that’s what’s at the forefront now: giving the online experience more focus, because that’s what players will end up sinking more time and money into. Modern Warfare 2 serves well as the best example of this -- such a short campaign, but so much time allotted by players into the online components. But that’s no excuse for games that are single player only. The most recent Silent Hill games, for instance, have been full priced and have not been the longest games of all time.

No one is saying that fat should be added to beef up the experience, because that would achieve the opposite effect. That’s certainly not my contention. Nor do I want to appear like I’m concerned, or that I’m ringing the death bells or something similar. That’s not what I think, because I too enjoy modern games a whole lot, even if they’re significantly shorter. I just find it a little sad that I no longer expect a game to last me some two weeks, for instance. If I hadn’t been playing Half-Life 2 for the purposes of writing something like this, I probably would have only played it for forty-five minutes at a time, and it would have lasted me for twelve days or more. That’s a significant amount of time for a single player experience. And it was a great experience. Is it something missed, something lost? Maybe. Perhaps for some. A little disappointing for me, nothing to make me despair, but something to make me think better of Half-Life 2 when I do pick it up to play through it, because I know it’s going to provide me with an experience that few other games will offer.
 
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Things That are Pretty Good

Here's a list of things that I think are pretty good. The list will be updated on a daily basis. Some of the following aren't on Giant Bomb, otherwise I would have made a Giant Bomb list. Note that I don't mean anything by the numerical order; the numbers are arbitrary.
 

  1. Uncharted: Drake's Fortune
  2. Crystal Pepsi
  3. Half-Life 2
  4. USB flash drives
  5. where were you on the night that your conscience caught up to you?
  6. Bobby Darin
  7. The Adam Carolla Show 
  8. Giant Bombcast
  9. Mollie
  10. High resolution film posters 
  11. Wood
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Why Metal Gear Solid 4 is nowhere near as good as you think

In the following I make certain claims about Metal Gear Solid 4: Guns of the Patriots. In this preamble I want to briefly dismiss some common statements that will surely arise as a result of people reading this. For one, I do not think Metal Gear Solid 4 is a bad game. I merely think that it is nowhere near as good as people think it is. It is an average game. I don’t think it deserved any of the awards it received. It certainly did not deserve the scores it received upon release. I do not think Metal Gear Solid 4 is a bad game, and similarly I do not hate Metal Gear. I was once a devout fan of the franchise. I no longer am. I realized that its story is childish, its narrative is immature, and its script reads like it was written by thirteen-year-olds who think they can make a Hollywood movie with two handheld camcorders (to use an antediluvian term). Furthermore, I realized that there were many, many, many games that were far superior and that better deserved my time and money.

Nevertheless, Metal Gear Solid 2 remains one of my most beloved games, and I rank it in my top five “of all time”.

I repeatedly see Metal Gear Solid 4 brought up as one of the games to get when one first purchases a PlayStation 3. This is wrong, as I explain below. Metal Gear Solid 4 is not one of the best games on the PlayStation 3. It does not deserve to be on the same level as Uncharted 2. I find the notion that Metal Gear Solid 4 is as good as the first Uncharted, let alone Uncharted 2, to be nauseating.

But again, I do not think Metal Gear Solid 4 is a bad game. Anybody arguing that Metal Gear Solid 4 is a bad game is plainly incorrect. Simply put, it is consumed by its flaws and it is not as good as some have suggested.

I would also like to point out that I will rarely praise Metal Gear Solid 4 in the following. The game does have some fine portions, though I could certainly count them on two hands with some digits remaining. Instead, the following essentially constitutes a list of the game’s flaws. I posit that you, the reader, should consider the game’s positives in your own time. I would be very happy to see some of those positives highlighted as comments.

Note that I do not make any attempt to mask spoilers in the following. Read at your own discretion. However, it’s not like you’re missing out on anything. If there’s a part of Metal Gear Solid 4 that is indeed “bad”, it’s the story.

I am a man who readily accepts errors he makes. I have thoroughly read through the following many times over. In certain sections I quote figures – numbers and the like. If I am factually incorrect at any point, I will gladly recant my position and issue a correction without deleting the original text, as I believe is proper practice for errors found in any critical piece.

Finally, the following is purely opinion. I personally believe that it is all fact, that it is all gospel, and that I am entirely correct – this I believe in my own mind. However, I understand and appreciate the nature of opinion, that most if not all that people write about video games is opinion. That’s what this piece is. I do not want to destroy Metal Gear Solid 4 for you. The fact that I do not like it does not change the fact that you may like it, that it may be one of your favorite games. I am simply promoting one argument and opinion about the game. Most of it may happen to be factually true, but you may feel like you can forgive the flaws in the story, and the flaws in the gameplay. I am less forgiving. Because, check it out: I paid $60 for a game that by my estimation is worth about $10.

Enjoy!

Edit 9/17/2011: I just came across this review of the game by one Tom Chick, written when the game was released in 2008. As the gentlemen on the Idle Thumbs podcast said (Idle Thumbs Episode Three), this is probably the only valid review written about the game by someone in the video game writing industry.

Design

Long install times

50% done and there's still four minutes remaining.
50% done and there's still four minutes remaining.

If you only play Metal Gear Solid 4 once you’ll encounter five install screens. The first one launches before the game begins; it takes close to ten minutes to install. Subsequent installs occur during act breaks. Each install takes approximately three minutes save for the final install before Act 5 which takes closer to sixty seconds. Having to install data in the first place is irritating; having to install so much data is nothing more than poor game design. Uncharted: Drake’s Fortune was released six months prior to Metal Gear Solid 4. It requires no install and only shows the player one load screen before the game begins. That load screen is typically a mere twenty seconds.

No full install option is available

Since the game design is so poor, why not give the player the option to install the whole game at once? Perhaps the answer is that Kojima Productions didn’t want to reveal how poor it is at utilizing the ability to stream data. Overall the game would eat up approximately 10GB of hard drive space. This might not be space that the average player has to spare; nevertheless the option should have been offered. 80GB PlayStation 3s were available in 2007, well before game’s release. Consumers with less endowed units would just have had to put up with the act-by-act system. There should have been a choice to install the whole game at once. There wasn’t, and as a result Metal Gear Solid 4 suffers tremendously.

Long load times

The average load time throughout the game is between thirty-three and forty seconds. Repetition for effect: it takes thirty-three seconds (on average) to load between areas. Consider areas that the player jets through in less than a few moments, particularly the gameplay sequence on the back of Drebin’s truck. The gameplay is fragmented hopelessly and beyond recovery, and it completely destroys whatever semblance of immersion there is. What went wrong? For one, it’s what I’ve termed in the past as an arrogant approach to gameplay design. Kojima Productions insisted on having much of the cutscene audio uncompressed. Had that audio been compressed a ton of space could have been saved, and load times would be less stringent. Blu-Rays can retain a great deal of information but their read speed is slow. Compressing and reusing data, reburning the same data several times across the disc as Naughty Dog did with Uncharted and Uncharted 2, can reduce load times to mere seconds during gameplay. The load times are even more embarrassing when you consider Uncharted, which streams all its data right off the disc while the player is playing the game. This approach has been around since the PlayStation 2 era that I know of (for optical media). There’s no excuse here, especially considering the fact that Metal Gear Solid 4 was in development for close to five years. That should have provided more than enough time for Kojima Productions to acclimatize to the PlayStation 3. Naughty Dog had much less time and achieved much more than Kojima Productions could have even hoped to reach. The load times are embarrassing, pathetic, and disgusting, and the game should not have been released in such a state.

Press START to continue

If you consider that the player has to press START to clear the overwhelming majority of load screens, then Kojima Productions has very nearly gotten away with murder. At the end of the majority of the thirty-three second (on average) load screens, players are required to press the START button to proceed through and continue with the game. This quickly gets tiring. You’re forcing me to sit through a ridiculous amount of load screens; somehow you found the balls to make me press START too. And not even the X or Circle button either – no, it must be START. Thankfully the PlayStation button is very nearby the START button, so it doesn’t require too much extra energy to quit and find something else to play.

Choosing acts

It’s not possible to choose individual acts to play through after completing the game. The cynical part of me screams that this design choice was made because the only part of the game worth playing through more than once is Act 2. Maybe Kojima Productions did not want to reveal this glaring deficiency. Realistically, the answer is simple: you would have to install each time you wanted to play a different act. This is unacceptable. (Again, perhaps they should have designed the game so you wouldn’t have to install.)

No demo theater

Previous games in the franchise included a theater of cutscenes (a “demo” theater) that let players watch through all the cutscenes in the game. To be fair, Guns of the Patriots’ story is largely vacuous, poorly written, and boring, so maybe it’s for the better that no such feature was included. The simple reason why no such feature exists is that the player would have to reinstall each act every time to access each act’s cutscenes. Since the game doesn’t let you install all the data at once, this was probably deemed inappropriate.

There are no extra modes

It’s hard to fathom why Kojima Productions didn’t include extra modes as has long been tradition for the Metal Gear franchise. There are no VR missions or Boss Survival modes to be found. What’s provided is a shooting gallery mode that serves as a test ground for weapons. This had the potential to be interesting, but players are provided with stationary targets in an infinitely flat arena with no topographical variations or buildings or structures. Therefore the mode is redundant. It probably takes up around 50MB on the disc; it’s not even worth the space on which it’s printed. Metal Gear Online is touched on below; in short, it’s not worth the time or the effort or the 4GB install you’re forced to sit through if you select it from the menu.

Lasting appeal

Metal Gear Solid 4 has no lasting appeal. There are no extra modes worth playing and there’s certainly no reason to replay the game more than once, if you can bear completing it once.

The soundtrack is not the best

The part of the budget reserved for researching and developing seventy firearms should have been used to commission Norihiko Hibino.
The part of the budget reserved for researching and developing seventy firearms should have been used to commission Norihiko Hibino.

Metal Gear Solid 4’s soundtrack is alright, but it’s not the best, and I certainly wouldn’t call it amazing. The only person who ever made any good songs for the ‘Solid’ franchise, Norihiko Hibino, was jettisoned in favor of Nobuko Toda and Harry Gregson-Williams, and the result is a soundtrack that is lacking tremendously in punch or style. But what style would you give Metal Gear Solid 4? Metal Gear Solid 4 is a generic war game. It’s not like Metal Gear Solid 2, where there was a more science-fiction-y feel, where that nice jazz style really suited the game. Guns of the Patriots is just another war game, with just another generic Hans Zimmer-esque Modern Warfare 2 soundtrack.

Graphics and Animation

Bad textures

Metal Gear Solid 4’s main graphical faults involve textures, which generally look blurred and artifact-ed, and are poorly realized. Included in the screenshots below are some press screens among which a is texture that’s supposed to represent a range of rocks on a flat plain is attached. I have also attached some screenshots I myself captured using the in-game camera. Notice how terrible the tree looks! That tree is actually about six feet away from the player. There’s also something strange going on with the texture for the handgun. See also two side-by-side screens where there’s something weird that’s happened with a rock. Finally, I’ve included some Uncharted: Drake’s Fortune screens for comparison. You’ll recall that Uncharted: Drake’s Fortune was released six months before Metal Gear Solid 4, and probably finished proper development nine months before Metal Gear Solid 4 was released. Uncharted is plainly much better looking. Wasn’t Metal Gear Solid 4 meant to be the greatest game for the PlayStation 3, the best looking game, the game from one of the best developers currently operating, a developer whom we thank the heavens for? That’s me being sarcastic, which I realize is unpleasant, informal, and not proper conduct. Here’s the blunt reality: Metal Gear Solid 4’s textures look like garbage. They’re representative of a game released in 2006, not a game released in 2008, and they’re an utter embarrassment.

  1. The first image shows something strange going on with a rock. Also note how bad the tree looks even at this stage in the normal view. Wait until we look through Snake's eyes.
  2. This may very well be the worst-looking tree of this console generation.
  3. The blurred ground texture here looks like vomit. See also the rubble in the background.
  4. This ground texture is an order of magnitude worse than the previous image's ground texture.
  5. See the wall texture on Snake's left. Also the wall textures behind the hostile, that look fairly distorted even from this range.
  6. What's going on with the rocks in the background? Apparently Kojima Productions resorted to using stretched JPEGs.
  7. This ground texture was probably included as a joke. You thought nothing could look this bad -- you were wrong.
  8. That's a nice broken wall texture you've got there.
  9. In comparison, look at the ground texture below Drake's feet. If this was Metal Gear Solid 4, that would have been rendered as three massive pixels.
  10. Check out the sheen between the bricks.
  11. Check out the fidelity between the bricks.
  12. The ground texture and the wall texture here look great, and even though they're some of the worst textures in Uncharted, they're miles ahead of anything found in Metal Gear Solid 4.
  13. The stones on the ground are exceptionally well done (but not even I know what's going on with that grass).
  14. This mud looks almost photo realistic. All it needs is that tree from Metal Gear Solid 4 and it would be 100% lifelike, except not really.
  15. Another near-photo realistic stone texture.

Hair on the character models is terrible

The character models in Metal Gear Solid 4 are relatively well detailed though they are now outdated. The models nearly look as good as the textures look bad. However, all the good work was almost undone by the some of the worst hair modeling seen in any game this generation. Hair is stiff. Major strands do not move individually. Hair animates as one large, massive chunk. Vamp’s hair curtails across his back literally at two right angles with a flat base. It shimmies from side to side like a slider moves across in an options menu. Naomi’s hair acts similarly; the strands that fall down her face are particularly offensive. Snake’s mustache looks like it came straight from a mold. It never moves once throughout the entire game.

  1. In the first three images you'll see no change in the way Naomi's hair falls. It's always got the curl to the left, one small strand and one major strand, no matter what angle.
  2. The next three images feature Snake's mustache, which also never changes, and doesn't look all that great either, especially in the last one. I thought facial hair grows. Apparently nanomachines regulate hair strictly. If only Kojima had thought of that, he could of written it into the game.
  3. The last four images focus on Vamp's front strand which is almost identical to Naomi's. I want you to look carefully at the last one to see Vamp's perfectly square hair. Note that it's always stuck to his body like that, so it looks like it's part of his clothes. Also note that the cuts never variate.

Animations are outdated, stiff, and clunky

While the character models may look impressive, the way they animate is certainly not impressive. By in large the animations are stiff. They are slow, heavy, and unappealing. While the way characters move may be militaristically accurate, many of the actions they execute are completely unrealistic. Why maintain partial realism then, especially since those “realistic” animations are the ones that look the worst? Reload animations are also repetitive. CQC animations are more repetitive; there may only be one version for each action, but I cannot confirm this. (Also, this hasn’t been confirmed, but I’ve seen several comments online proposing that some animations are identical – that is, verbatim copies – to ones found in Snake Eater. I say this isn’t true, because Snake Eater’s animations are actually better than those found in Guns of the Patriots.)

Snake takes too long to fall through the air

The worst offender in the animation department is the action Snake makes when he falls down from a ledge or through the air. He sticks his arms and elbows out at an acute angle and bends his knees, resulting in a look like he’s treading water. Furthermore, it takes an impossibly long time for him to fall through the air. It’s like he’s wafting up there, or like you’re watching him fall in slow motion.

Gameplay

Much was made of Metal Gear Solid 4 implementing western-style gameplay mechanics into a game that is traditionally very Japanese. The development only goes halfway though, and it picks the worst parts of western archetypes to adapt.

Not actually a stealth game

Kojima Productions may like to think it has fooled you into thinking that Metal Gear Solid 4 is a stealth game, but don’t allow it the pleasure of doing so. The truth is that Guns of the Patriots is almost a bonafide action game. Sure, you could progress without setting off any alerts, but it’s much easier to simply blast your way through in the over-the-shoulder view and ignore the enemy’s advances. As a result, Metal Gear Solid 4 becomes Time Crisis, and that’s insulting Time Crisis because even Time Crisis has more depth. However, I find that Metal Gear Solid 4 is more enjoyable when you’re playing it like it’s Gears of War.

The psyche gauge is irritating

I would totally forgive all these flaws if Metal Gear Solid 4 had featured the Playboy issue with all the video game characters in it. That would have been too meta to handle.
I would totally forgive all these flaws if Metal Gear Solid 4 had featured the Playboy issue with all the video game characters in it. That would have been too meta to handle.

If there’s one thing that labors the player throughout the game, it’s the psyche gauge. In areas where too many guns are being fired or too many enemies are around Snake (so it’s bad for both action- and stealth-oriented players) the psyche gauge begins to fill up. Once the psyche gauge begins to fill up, Snake’s ability to aim and hold a firearm steady virtually disappears. He becomes clunky and he vomits a whole lot. It makes the game very difficult to play; it’s Sisyphus pushing the boulder up a hill, because the game coaxes and coaxes you to use the weapons and then takes that right away (like Mirror’s Edge); in the converse the game coaxes and coaxes you to stay stealthy and then it takes that right away as well. The lesson learned is that you should never enter a battlefield lest you lose your mind in sixty seconds flat – unless of course you can take a break to look at some non-nude Playboy models in some Playboy magazines you happen to have handy. This seems to sort everything out pretty quickly.

No cover system

For an action game, it’s amazing that there’s no native cover system. To be sure, there’s plenty of cover available – sandbags, low walls, indeed, a lot of proper walls, but the only way of hiding behind low cover is to crouch, and then hit triangle to shimmy awkwardly. You then have to hold down a number of buttons to attack. The system is identical for walls. What’s even more astonishing is that it was easier to take cover and use a weapon in Metal Gear Solid 2 and Metal Gear Solid 3, but Metal Gear Solid 4, with its more western-oriented approach design, has taken an inexplicable step backward.

Enemies are bullet sponges

On all difficulty levels, enemies absorb too many bullets. Previous installments in the series saw two shots – one for each leg – disable an enemy. This is ineffective in Metal Gear Solid 4. Enemies can take a multitude of rounds to the chest, certainly far too many to be realistic, even on the Easy difficulty; god forbid you play the game on Extreme.

Enemy AI is average at best

This has long been a problem throughout the Metal Gear series, but it’s at its worst in Metal Gear Solid 4. The game doesn’t compare well with its contemporaries, specifically games like F.E.A.R which released years earlier. The enemies fall into predictable patterns that involve standing up and letting you shoot them while occasionally firing back. To be fair, it’s no worse than many other games, but it certainly is not good, and one would expect better from a ‘monumental’ studio and a ‘terrific’ developer that is Kojima Productions, and the ‘brilliant’ mind of Hideo Kojima. Additionally, the threat of being caught or being chased is negligible compared to past games in the series because of Metal Gear Solid 4’s action-oriented play.

The camouflage system makes eluding enemies too easy

The octocamo: making every difficulty level akin to very easy.
The octocamo: making every difficulty level akin to very easy.

While the concept of the Octocamo may be impressive, in reality it almost breaks the game, especially once the player finds the head camouflage halfway through Act 2. It’s amazingly easy to achieve an 85% to 90% camouflage rating. At that point Snake becomes virtually invisible, even though there’s a blatant man-shaped lump spread-eagled across the ground. You might as well give the player the proper stealth camouflage at that point, as both achieve the same purpose, except that one is “legitimate” (according to the game) and one is not.

The Drebin Points and Drebin Shop systems break the game

Previous installments of the series had players attempting to conserve ammunition and limit their use of weapons. Not so in Metal Gear Solid 4, because as aforementioned, Metal Gear Solid 4 is actually an action game! Being an action game is fine, but don’t lie about it, and don’t take away any difficulty by making resources instantly accessible. Now, by navigating through the pause menu, players can buy near every gun in the game and stockpile up on ammunition at almost any point in the game, even during boss battles. How useful! Now any challenge the game might have had has been thrown by the wayside. Sure, Drebin points – the shop’s currency – have to be accumulated, but they are very easy to come by, for all it takes is eliminating one soldier to racket up points, certainly more than enough points to purchase a ton of ammunition for the one-size-fits-all M4 (see ‘the game can be completed with just one gun’ below). The very premise of the shop is absurd. The idea is that Drebin drives his truck around following the player and can therefore provide the player with firearms. How is Drebin supposed to roll his truck up into the basement level of Shadow Moses where the boss fight with the Cyborg Ninja took place in Metal Gear Solid?

Not enough chaff grenades

It’s amazing that the only item that’s not available in the overly prolific Drebin store is the chaff grenade. By the time Act 4 rolls around players will realize that chaff grenades are among the most useful weapons against machines in the game. So why not make them available to the player in the Drebin store? Just about every other weapon in the game can be abused through the store; it makes no sense not to include chaff grenades as well.

The game can be completed with just one gun

The M4 is the only firearm you'll ever need because it can turn into a sniper rifle, a shotgun, and a grenade launcher. And you can stick a flashlight on it, too!
The M4 is the only firearm you'll ever need because it can turn into a sniper rifle, a shotgun, and a grenade launcher. And you can stick a flashlight on it, too!

In all honesty, lack of chaff grenades probably isn’t that much of an issue since you can complete the entire game using only the M4, the very first weapon the player gets in the game. The weapon can be modified by equipping a silencer, a dot sight, a scope (to mimic a sniper rifle, a weapon which the M4 turns out to be surprisingly good at emulating), a shotgun attachment, as well as a grenade launcher attachment. Players will never run short of ammunition since the enemies seem to bleed 5.56x45mm rounds. All other weapons are weaker or less accurate or take longer to reload.

EDIT: Above I state that the M4 is the first weapon the player gets in the game. This is incorrect. Although the M4 is made available very quickly, the first weapon the player gets is the AK 102, not the M4.

There are too many weapons and not enough variation

In spite of this glaring deficiency, a total of seventy weapons are available to the player. Approximately fifteen of those are unique, and the remaining cache consists of variations with minor tweaks to the statistics (+1 recoil, -1 accuracy et cetera). What possessed Kojima Productions to include so many weapons? Grand Theft Auto IV had eleven firearms, and all of them had more weight, were more unique, and felt better than any of the weapons available in Metal Gear Solid 4. I don’t know how long it took to implement weapons, but even if it took Kojima Productions a short time – let’s say only three days for the sake of argument – to code, it was three days too many. Why didn’t they spend that development time to decrease load times or to make the textures look like they belonged in a game released in 2008 as opposed to a game released in 2006?

Beauty and the Beast boss battles

As with anything formulaic, it just gets stale after a while and that's a major disappointment.
As with anything formulaic, it just gets stale after a while and that's a major disappointment.

I can say that I enjoyed the first few Beauty and the Beast boss battles, but towards the end you begin to realize that the battles essentially follow a template. There’s a cutscene of a hostile (attractive) woman beforehand, then the battle begins, then the player defeats the boss, the boss transforms into a more feminine form, the player defeats the feminine form, and the feminine form writhes on the ground and expires for good. This occurs a total of four times. It was well done and very impressive the first time around, especially the final death sequence. The same compliment cannot be issued for the second, third, and fourth time around.

There’s no native first-person view

Many games feature a native first-person view – that is being able to look through the player character’s eyes at the press of a button. Splinter Cell: Double Agent does, as does Assassin’s Creed. Uncharted: Drake’s Fortune incorporates a useful zoom function. Metal Gear Solid, Metal Gear Solid 2, and Metal Gear Solid 3 included a native first-person view also. Amazingly, Metal Gear Solid 4 does not. For a game that reportedly revolves around analyzing enemy behavior, this is a tremendous oversight. The only way to access the first-person view is to equip a weapon and aim it. One can also equip the binoculars or the camera, both of which are sluggish and difficult to use. How can you miss such a crucial feature? I certainly cannot surmise why this was left out.

MGS as FPS

Hideo Kojima very nearly lied (who would have thought?). He promised that players would be able to play through Metal Gear Solid 4 in its entirety as a first-person shooter. This is actually possible to do, believe it or not: I almost achieved this feat but I could not bear to play past the midpoint of Act 2. It’s extremely difficult to play through Metal Gear Solid 4 as a first-person shooter. The main issue is the fact that Snake moves about as fast as a turtle when he has a firearm drawn (again, the only way you can access the first-person view is to have a firearm drawn). Snake’s movement rate is painfully slow, and it actually makes it hard to focus attention on the game. I think it takes, like, ten seconds to travel across a room that’s about twenty feet in length.

The stupidity of the escort mission

There are a number of logical leaps that once has to make if one is willing to accept Act 3 as a legitimate piece of gameplay and not something that an infant thinks is good video game design. Why, for instance, doesn’t the resistance member wear his PMC design from the very beginning of the sequence? Why does the resistance member loiter around when you haven’t caught up with him? Why does the resistance member whistle aloud while he’s walking down thesilent streets, even though he knows he cannot allow himself to be caught? And how did the resistance members visit Big Mama’s house the hundreds of times they had to before Snake arrived on the scene to help them get through the dangerous back streets of “Eastern Europe”? Furthermore, why is it that as long as you don’t look like Snake PMC soldiers won’t be bothered, even if you’re wearing one of the ridiculous alternate face camouflages? (Credit goes to Ravi Singh of The Snake Soup for pointing these things out.)

The escort mission cannot be completed by jumping to the finish

Even if you know where you’ll have to end up, you still have to guide the resistance member through the twenty- or thirty-minute sequence through “Eastern Europe”. Why not just let the emeritus player carve his way straight through? Okay, fine, because it’s part of the game. That doesn’t make it good, however, and it doesn’t mean that logical disconnect should have occurred. Act 3 is like Swiss cheese. Or rather, it’s like air with some incidental cheese taking up some space.

Act 3 is entirely ripped from other Kojima games

Haven't I played this before? The answer is yes.
Haven't I played this before? The answer is yes.

Following one individual around a nonsensical maze first debuted in Metal Gear 2: Solid Snake. Riding around on a motorbike first debuted in Metal Gear Solid 3: Snake Eater. Much of the framing in the cutscenes is a call-back to Snatcher and Metal Gear Solid 3. Has Kojima Productions just run out of ideas, or is it so intent on providing a ham-fisted nostalgia trip that its willing to plagiarize itself?

Act 4 is light on gameplay

Act 4 is tremendously light on gameplay. The game forces the player to clear hackneyed sections and boring passages filled with robots that will either infuriate or will pose no problem. Whatever gameplay there is gets fragmented repeatedly by long, laborious cutscenes and radio conversations that essentially boil down to “we’ve been here before”. What jokes there are aren’t really funny. Being asked to insert the second disc is a nice callback, but it’s entirely a throwaway line, just as most of the act (and game?) as a whole.

The Metal Gear battle was underwhelming

Since the first Metal Gear the bipedal robots were something to be feared, but the Metal Gear boss battle – REX vs. RAY – turns the robots into cheap cartoon entertainment. The control of the vehicle is heavy but as a whole the robot doesn’t pack any punch. There’s no kick behind the attacks; there’s no visceral feedback to let you know that you’re in a machine that deals death. It’s like a half-erect reproductive organ: it’s uncomfortable, it’s sluggish, and it doesn’t do anything. What was once feared simply becomes a shell of its former self, an unintentional parody.

Act 5 has no gameplay at all

Act 5 is the textbook definition of linear. It begins in one, long bottleneck arena before progressing into some short hallways and then a long catwalk and then a hallway and then a hallway and then a hallway and then an arena and then a hallway. I might have mixed the order up a little bit; it tends to blend together. You understand.
Act 5 is the textbook definition of linear. It begins in one, long bottleneck arena before progressing into some short hallways and then a long catwalk and then a hallway and then a hallway and then a hallway and then an arena and then a hallway. I might have mixed the order up a little bit; it tends to blend together. You understand.

The sum of Act 5’s gameplay is approximately fifteen minutes of control, five of which is spent alone, all of which is spent holding up on the analog stick, which is a forgiving way of saying that Act 5 is stupidly linear. For less able players it might be closer to twenty or thirty. Skill level decides how much mileage you’ll get out of this portion. Once more, the act is peppered throughout by cutscenes that are boring and melodramatic and poorly scripted and not worth your time.

Metal Gear Online is not good

Instead of having players register with the PlayStation Network, Konami has you register with them twice to play Metal Gear Online. You also have to have a PlayStation Network account; apparently one account wasn’t enough. At its very core, this multiplayer game just isn’t interesting. It suffers from the same flaws as Metal Gear Solid 4 does – its heavy controls and weak, unappealing weapons. Moreover, it never mustered a big enough user base and the few users that play now have been around since the very beginning. There is no room for debutants.

The in-game iPod is underwhelming

Having an in-game iPod is fine, but not letting the player put their own music on said iPod is not fine. The likelihood players will actually want to listen to some selected tracks from old Metal Gear soundtracks is slim, because Kojima Productions didn’t even manage to choose the best songs. Why not let the player stream music from the PlayStation 3’s hard drive? Who’s to say? It probably took too much time to implement. Either that or the way Guns of the Patriots was designed didn’t allow for the PlayStation 3 to simultaneously access songs from the HDD while its simultaneously struggling to spin the Blu-Ray and ripping itself apart. It’s the old Mirror’s Edge conundrum: if you’re going to make guns useless, don’t put them in the game. If you’re going to add an iPod, don’t make me wish that I could play my own music instead of Calling to the Night or Can’t Say Goodbye to Yesterday, thank you very much.

Emblems

Uncharted: Drake’s Fortune has a myriad of unlockables ranging from game-enhancing features to making-of featurettes. Naughty Dog did one very intelligent thing with Uncharted: they included achievements before Sony had implemented trophies. And the achievements? They actually did things. They unlocked weapons that you couldn't get in the game. They unlocked modifiers like god mode and infinite ammo. They unlocked new camera modes, costumes, and aforementioned special features – all of this adding an extra layer of re-playability to the game. To be fair, Guns of the Patriots has achievements as well. They’re called ‘emblems’, they number some forty, and they require the player to execute menial and ridiculous tasks for almost no reward. To get the ‘Chicken’ emblem, for example, the player must do the following: Trigger an alert over one-hundred-and-fifty times, kill over five-hundred individuals, require over fifty continues, use over fifty healing items, and rack up a total of thirty-five hours in playing time. What kind of achievement is this? This is literally as stupid as the achievements that XBOX360 games had in the console’s launch period. Madden NFL 06 gives you thirty points for scoring a touchdown. Metal Gear Solid 4’s achievements are worse. Here’s GameFAQs’ bfsrc’s guide’s advice for racking up the thirty-five hours of play time required for the Chicken emblem: “Plug your controller in the USB port to keep it charged. Hide somewhere [in the game]. Leave PlayStation 3 on overnight. Mess about in the game. Leave it on overnight again. You should pick up thirty hours that way. Watching cut scenes will help as they are included in the total time.” Note the shopping list-like grammar, denoting the banality of the task. To be fair, you at least got a Solar Gun and some face camouflage for getting the emblems. Because, you know, those are the kind of essential items that really provide the impetus for another playthough.

Story

The story is not good

Metal Gear Solid 4’s story is not good. It is largely vacuous and utterly third rate. In that sense it’s your quintessential video game story, so perhaps it’s not so much of a problem, then. It’s entirely nonsensical and is strung together by cheap, resigned, tired explanations for why things happen. “Nanomachines”, as we’ll see, Is not a legitimate answer for everything. Having a ten minute long wedding scene at the end of the game is completely unwarranted and silly. How many bullets do Meryl and Johnny absorb during their dumb quasi-love making marriage proposal sequence? Why would you inter cut a laughable scene with Snake being cooked to death in a hallway full of microwaves? It’s completely anti-climactic. Moreover, almost every character that is dragged from the annals of Metal Gear history only barely has a reason to exist. Why is Naomi even there? As if there aren’t any better scientists on the face of the earth. Why risk your entire operation by picking such a volatile scientist? There are so many silly holes and blatant pitfalls, I cannot hope to summarize them in the short space I’ve allotted myself here; perhaps I’ll do a separate post just analyzing the story, but it strikes me as fruitless endeavor.

Characterization

We’ll touch on this very briefly. Many of the characters in this game are uninteresting or broken or poorly developed. It’s impossible for Snake to do what he is able to achieve; he’s falling apart by the end of Act 1 and yet he’s able to survive and defeat Ocelot at the end of Act 5, and he’s still alive at the end of the game. There’s no point of showing and telling the player how Snake is close to death when he plays and acts just as his younger self. Then there’s Ocelot. Not even the writers can decide who Ocelot is. He’s Ocelot, except he’s actually Liquid, except that it’s the nanomachines playing tricks, except that he’s actually always been Ocelot and is just playing around, except that he thinks he’s Liquid, but he’s actually Ocelot. So we return back to the long running theme here: what is the point? Why not just make everything simple and spare the players the agony, and stop insulting their intelligence?

The story is largely retconned

The worst part is that the story doesn’t even need to be retconned in the manner which it is. It would surely have been easier to come up with original answers and new characters as opposed to reaching into the grave the franchise has dug for itself just to revive old characters. Kojima’s clearly a fan of conspiracy theories; a conspiracy theory involving the United States government and the Patriots (much as the player understood them as at the conclusion of Metal Gear solid 2) would have been more satisfying and more logical than “The Patriots were actually these people you knew all along except we hid it from you and the only reason we were able to hide it from you is because we actually didn’t know about it ourselves”. The problem with retconning is that you end up breaking things, and if they don’t get broken they get warped beyond recognition. That’s what Metal Gear Solid 4 did to the Metal Gear Solid “lore” (a phrase which affords the series’ narrative more credit and stature than it deserves).

Long cutscenes that don’t contribute to anything

Guns of the Patriots is full of cutscenes that are thirty or forty or fifty minutes too long. In many instance the same message could be conveyed using cutscenes of approximately five minutes in length. A fine example is the conclusion of Act 3, which runs near thirty minutes in length. Five minutes of this involves many soldiers arriving in the area; a further stretch involves the same soldiers being executed non-invasively by Ocelot. The remaining time is used up by long exposition and melodramatic dialogue, capped by EVA’s senseless death as she hurls herself into the water. The scene could easily have been truncated to what’s most important: Ocelot’s actions and the essential things he has to say for the narrative to keep ticking along. The ending sequences with Big Boss and Major Zero is much the same. Similarly many other scenes: fights with Gekkos, shots of soldiers sliding down rooftops – while impressive, these are ultimately nothing more than fluff when utilized more than once. It’s disappointing, but one can expect no less from unprofessional writers and ersatz film directors.

The script is bad

The story may have been a hair’s width more bearable if the script wasn’t so bad. Fans have long criticized Metal Gear Solid 2 for what they see as a terrible script; if this is true then Metal Gear Solid 4 truly paints Metal Gear Solid 2 in a divine light. The lines the characters vomit from their mouths hold no illusion of being good or well written. This is pure soap opera material. Not even a great writer could salvage the refuse of the train wreck that is Metal Gear Solid 4’s script. See here, one of many examples:

Raiden: It was never going to work out for me. It even rained the day I was born.
Snake: You've got it all wrong. You were the lightning in that rain. You can still shine through the darkness.
Raiden: The lightning....

Yes, Raiden. You were the lightning in that rain. The lightning. Get it? Because Raiden, also called Raijin, was the god of thunder and lightning in Japanese mythology. We’re so good! That’s gold, Kojima! Gold!

“The System” and “Nanomachines”

Characters sure like to say “The System”. In fact, the script has one-hundred-and-sixteen instances of that very phrase. There are sixty-seven instances of the word “nanomachines”, which, compared to the phrase “The System” may not seem that bad – but only when you forget the fact that nanomachines are the excuse for every single thing that has ever happened ever in the Metal Gear series. The nanomachine is Kojima’s ultimate deus ex machina, and he just cannot get past it. The way nanomachines are employed is desperately unfortunate. How can you justify explaining everything in Guns of the Patriots using just one thing? It’s so dissatisfying. It’s terrible storytelling. It’s unacceptable and utterly unconvincing, and Annie Wilkes from Stephen King’s Misery would have a lot to teach Kojima if she ever got her hands on him (those who have read Misery will recall that Annie Wilkes does not enjoy cheap answers to mysteries and tough situations). Why is Snake old? Nanomachines. Why can Snake still move like he does? Nanomachines. Why can’t Vamp die (except when he dies)? Nanomachines. Why can Vamp heal himself? Nanomachines. How does Naomi survive? Nanomachines. How does FOXDIE get transferred? Nanomachines. How does Liquid Ocelot control people? Nanomachines. Why is Liquid Ocelot so good at doing the jazz hands? Nanomachines.

Explanations about the Patriots are convoluted and unfair

The explanation provided about the Patriots is convoluted. Everybody you ever trusted throughout Metal Gear Solid 3 was actually working for the Patriots it turns out, except that there was never any sign of or a hint of this in any of the other games. So thanks for turning up and paying your admission fee. It’s like every bad episode of 24 compressed and then expanded again. Any good conspiracy theory is bulletproof: that is, any evidence against the conspiracy has simply been planted there by the people behind the conspiracy to cover the conspiracy up, and any evidence for the conspiracy is conversely a slip-up by the people behind the conspiracy. There’s no possible way to disprove the conspiracy theory, then. Metal Gear is a little bit like a conspiracy theory. I can sit here and say that the Metal Gear story is silly and immature and not well written, but on the other end of that people can sit there and say, “But don’t you get it? That’s the point.” Metal Gear’s story is bulletproof. Except it’s not. It’s just not good.

Act 3’s story is just as bad, if not worse, as Act 3’s gameplay

Why present Snake with revelations about the Patriots that are completely irrelevant to what’s actually going on? Why have Snake and Big Mama chase a van in which Big Boss’ corpse isn’t actually contained in the first place? Why does EVA jump in the river when she knows that body is actually Solidus? Why doesn’t FOXDIE harm Liquid at this stage in the game? (Credit goes to Ravi Singh of The Snake Soup for pointing much of this out.)

Drebin and the Beauty and the Beast

Part of the formulaic nature of the boss battles involves Drebin, who calls Snake after each woman is killed to launch into a three minute monologue about the character’s back story. That’s great, except the characters don’t really exist in the mind of the player because they’re never looked into with enough detail outside of the actual battle itself. The only time they appear in cutscenes is when they’re killing people. What’s the point of analyzing the character when there’s no character there to begin with? Why should the player care about their back stories when the Beasts are invoked only when they are to be killed by the player? Kojima knows this, and he knows the Drebin monologues are boring and pointless: case in point when Drebin says so himself.

Name drop

One of the many retcons that doesn’t make sense involves Dr. Madnar. Madnar was a character that appeared in the two original Metal Gear games for the MSX. He was not mentioned in the first three ‘Solid’ games. Suddenly his name is just randomly dropped in this game in relation to Raiden. The worst part of all is that the name doesn’t even elect a reaction from Snake, who’s meant to know who Madnar is! So what’s the point of even putting it there in the first place? Perhaps due to some weird twisted fantasy that the story will actually be important if you summon every Metal Gear character under the sun. Well, Running Man wasn’t included. Too bad.

There’s no game

That was a crass overstatement. It’s not an overstatement to say that Metal Gear Solid boils down to six hours of gameplay and ten hours of cutscenes. This is not enough to constitute a $60 game or even a $30 game that has no replayability. The player and the consumer expects more and deserves more. Perhaps it wouldn’t be as bad if the story and the cutscenes weren’t so atrocious. Unfortunately they are. When you really start to consider this, I’m amazed that Metal Gear Solid 4 took five years to develop. What were they doing the whole time? Infinity Ward took a little over a year and a half to develop a first-person shooter with a marginally longer single player mode and an excellent multiplayer mode. Kojima Productions couldn’t achieve the same feat in five years.

Bad characterization of women

If only this actually made any sense and had any relevance to what's going on in the game's paper thin story. Way to dispel popular stereotypes of the Japanese, Kojima Productions.
If only this actually made any sense and had any relevance to what's going on in the game's paper thin story. Way to dispel popular stereotypes of the Japanese, Kojima Productions.

You might be forgiven for thinking that Hideo Kojima is a pervert. I’m in no position to say, so I won’t, but I do know his latest Metal Gear game included being able to see a nubile girl (who looks to be all of fourteen years of age) in her panties. In Metal Gear Solid 4, players can see Snake look down women’s tops and look up women’s skirts. Each Beauty and the Beast character can be coaxed to pose suggestively. It’s nothing but sheer perversion that provides a tremendous disconnect with what’s meant to be going on in the game (you know, friends dying and the earth essentially going to hell).

Addendum: A brief and simple thought

Most of Metal Gear Solid 4’s worst problems could have been avoided if the game had been developed for the XBOX 360 as a multiplatform title. The crucial factor is this: a Blu-Ray holds 50GB of data while a DVD holds 9GB. What Metal Gear Solid 4 needed was streamlining. It needed to have only six hours of cutscenes and twelve hours of gameplay, instead of the converse. Load times would have been razed to nothing on the XBOX 360. Audio would have been compressed; the game would be smooth and visceral. Moreover, it would have helped to get to the very core of what the experience is supposed to be. In 2005, on GameSpot’s podcast The HotSpot, then-GameSpot editor Bob Colyaco wondered how many hours of cutscenes Hideo Kojima might be able to fit onto a Blu-Ray. The answer is seven hours too many.

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Slicing things up and cutting things down


       Make this hella blog post hella less daunting and download the magazine-style PDF (1.6MB)
    Make this hella blog post hella less daunting and download the magazine-style PDF (1.6MB)
 
I'm setting out on a journey to play through some hella old games (five years old or more) and see how they hold up. Do they hold up at all? Are they still worth playing? This is a very condensed version of the PDF, which you can find here. I ran a little long this week. We' ll keep it to a thousand words in the future.
 
What I find in God of War is piece of work that is most entertaining, that is both spritely and cogent, and a game that requires some mastering, like all good games should. In short, if there was to be a pantheon of required PlayStation 2 games, a time capsule of Sony’s second console, I would be hard pressed not to include God of War. It’s a game that deserves to be played and should be played.
 
Some might posit that there are other factors brought into consideration when they contemplate playing a “retro” game, but for me nothing is more important than the game’s mechanics and, if I I’m being frank, I care very little for such things as sound and graphical quality (though I’ll certainly be covering those aspects of God of War shortly). That’s an important part of an old game’s survival: the game must first be playable. Those who grew up in the PlayStation 3 era might find it extraordinarily difficult to play games with tank controls, the Resident Evils of the world, and who can blame them? Compared to the games we have today, Resident Evil seems positively archaic.

 They thought they could stop Kratos by climbing a hundred feet up a ship's mast. They were wrong.
 They thought they could stop Kratos by climbing a hundred feet up a ship's mast. They were wrong.
Sony Santa Monica did a good job with God of War. The mechanics hold strong, something that’s probably due to their simplicity. Kratos kills enemies who want to kill him, and there are bosses, and there are puzzles to solve, and there are platforming sections, and there are two different weapons which can be wielded along with four different types of magic, and as the game goes on Kratos grows stronger as do his abilities. Remove the supernatural elements and God of War becomes Uncharted. Kratos moves fluently, and it’s very easy to control him. The number of different attacks and the comprehensive move list (comprehensive for the style of game) sees more than enough variations and different strategies which make for an interesting palette of approaches players can take to each set piece. The control might as well be ripped from this current generation.

If there’s any criticism to be raised it’s that some of the quick time events seem a little irrelevant. Take raising doors for instance: to raise an overhead door, players must mash down on the circle button for a period of seconds; if the players let up at any point during the sequence the door thuds back down sharply and the sequence must be started over. More often than not the outcome is certain: the player will not let up. Moreover there are certain points throughout the game where Kratos effortlessly lifts or levels objects that are far heavier than the overhead doors: whole marble columns, for instance. So there’s a bit of a disconnect with Kratos struggling to lift a door, and it just seems like it’s putting the player through more than is necessary (not unlike having to navigate several submenus just to get to an option that could have been placed in the first menu in role playing games, for instance).

The action combat heavily outweighs the puzzles or tests of skill. That’s not necessarily a bad thing since the development team, under the tutelage of David Jaffe, seems to take joy in presenting the player with what could only be termed “cruel and unusual punishment”. The infamous section in hell has the player navigate through fields of spikes; if a spike is even so much as grazed the player starts again. It was my own Sisyphean labor, which is, of course, fitting. It’s quite the site to behold.
Though God of War may be difficult it never began to feel unreasonable, at least not for me. Even the spike portions can be made simple as long as the player applies himself and learns the spikes’ patterns. It’s a game that is action heavy but there is always an out, and where the player has the will he will find the way. The tools are right there on the controller. Mastering God of War comes down to learning how to use these tools.

A brief note: I advise against playing this game on the Easy difficulty setting. At that point it becomes a war of attrition; Easy is too easy, and it’s impossible not to feel like you’re just going through the motions and grinding down the game just to reach the end. Part of the beauty of God of War is battling with the game and making it through each situation. First time players should most certainly start on Medium. That said, this game is in that uncomfortable midpoint between modern games and classic games: it provides ample tutorial notes throughout (one way in which it is modern) but it does not allow for a change of difficulty level during the story mode (one way in which it is slightly antediluvian, if such a term is fair). Players who find themselves stuck towards the endgame have no way out other than to begin anew.

 The graphics are a bit of a mixed bag. Overall I would argue that they're a good reflection of where PlayStation 2 games had reached by about 2005, even though God of War was released one year earlier. That means it was ahead of its time.
 The graphics are a bit of a mixed bag. Overall I would argue that they're a good reflection of where PlayStation 2 games had reached by about 2005, even though God of War was released one year earlier. That means it was ahead of its time.

And the rest

I was actually surprised by the graphics that I was faced with here. In my mind I had built up God of War as one of the best-looking games on the PlayStation 2. I know now that I was mistaking it for God of War II, because the original God of War has long since begun showing its age. The character models in the cutscenes are offensive. They are muddy and utterly unappealing, something that’s been struck terribly by the fact that the environments are still passable, so the bad models are well out of place. The CG “high resolution” (a term used in the game) cutscenes also show hallmarks of aging. Animation is clunky and blood streams and ripples out of bodies in large insoluble chunks, too reminiscent of jello (although I can remember myself thinking it looked like it had a nice style to it in 2004). Times have moved on from that style of CG, and that particular aesthetic does not survive the heave into the twentieth century’s second decade. And, of course, lips do not fully synchronize with the voice acting: neither in the in-game cutscenes nor in the CG cinematics.

By contrast, in-game God of War still looks fantastic, and perhaps that’s why the cutscenes stick out like a sore thumb. Again, character models are not the best to grace the PlayStation 2 but the action moves frantically enough that it won’t bother players who can’t stand one or two blurred figures. The environments themselves are well rendered. The game’s aesthetic does not personally appeal to me – it is dark and grim and soiled and dirty – but it suits the content, so I cannot find fault there. The case may have been different if more of the game took place during daylight hours, but Kratos’ life seems resigned to the bleak night, at least in this outing.

The music is also impressive, if not a little bit heavy on a chorus of males chanting, sometimes in Latin, sometimes in parrot Ancient Greek. It is brilliantly suited to the game: in sections heavy on fighting, the big, sweeping, booming orchestral score shoots through the speakers and aims for the player. In quiet sections where the player has to switch to strict problem-solving mode, small, picky background music sets the tone. I have to admit I’m rather addicted to “The Splendor of Athens”, one of the problem-solving tracks. It has quite the Eastern sound, but, nevertheless, it’s a nice easy listen, fitting for the cucumber-on-eyes-facial type of deal. “The Vengeful Spartan” and “Athens Rooftop Fighting” are the large, sweeping pieces, and they typify the character of Kratos quite accurately. 
 
 
What of the character of Kratos? Scope clearly took over in place of character development and character depth. Kratos’ character is barely developed; he’s a man who is angry because he’s had to kill a lot of people, among them people he cares deeply for. Clearly the narrative as a whole comes off second best to the gameplay and the action at large.

There is room for recovery, however. God of War’s writers essentially plunged their arms elbow-deep into a melting pot of Greek mythology, clenched their fists tightly, withdrew, and retained anything that did not waft away from between their fingers. It’s more re-appropriation than it is plagiarism, to be sure. It’s an adaptation of the themes and motifs from Classical Greek storytelling that we recognize as our own today just as much as it is an adaptation of the mythology. Kratos is, for instance, playing out the Olympian cycle of life by dethroning Ares and replacing him. His trials are similar to those of Heracles; he faces insurmountable odds. He destroys his guardian, the god who literally owns him. All this serves as the lining which mostly holds the game’s narrative together. Certainly, this game’s achievements are not camped in the realm of the narrative. Nevertheless, it’s an interesting story that is cogent, and that incorporates some solid elements. I found that I was more “touched” by the memoranda left behind by Pathos Verdes  III, the beleaguered fictional (in so much as that he does not exist in proper Greek mythology) architect of Pandora’s temple who lost both his sons due to the nature of his work serving the gods. Contact with him is limited to several lines of written text in books spread throughout the game, yet I found myself inexorably drawn to his story, drawn to this character, this insane man who lost himself to the gods. For all intents and purposes, he is a warning to Kratos – a warning from a man who is essentially Kratos’ predecessor.

But maybe, even with those twenty-one words in the preceding sentence, I’ve already begun to read too far into the story. This is surely a signal for me to stop.

All this praise (and scant criticism) is worth little if there’s no reason for you to pick up the game. However, I do feel like God of War is worth one’s time. It’s worth a first time play and it’s worth a biannual (I won’t go so far as to say annual) replay. It certainly deserves a position in the PlayStation 2 time capsule. It’s not because it’s a hard game, it’s not because it’s simple; it’s not because it’s a particularly important game and it’s not because it made some amazing advances for all video games. It’s because the game is well formed and it’s a complete package. The fact that it went on to influence many more games – its indirect progeny – also helps some.

GameStop and online retailers have the Greatest Hits reprint of God of War listed for $15. I would say that it is worth a purchase for those that don’t have it. It deserves to be played more than once. And as a “time capsule” game, it’s one that’s worth having. The last time I cleared the game before a week back was in 2007. Since then I’ve rediscovered the game, I’ve rediscovered some of the ‘magic’, if you’ll forgive a phrase that’s dangerously hackneyed. I’ve rediscovered the wonder of the game and I’ve enjoyed it. In 2019 God of War will be fifteen years old. I’m sure that when I boot the game up then, I’ll feel the same way.
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Weekly podcast review for the week of 6-20-2010

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Weekend Confirmed 06-25-2010

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(5/5)
Garnett Lee (H), Brian Leahy, Jeff Cannata

2:11:14

One thing is clear after listening to Shacknews’ comparatively “humble” coverage of E3 -- simply put; in terms of pure analysis, Garnett Lee’s team does the best job. If one was looking for an accurate, intelligent, adroit breakdown of E3 2010 it would be wrong to not point at Weekend Confirmed’s two episodes, and this, the final episode, in particular. Continues.

 

Giant Bombcast 06-22-2010

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5/5  
Ryan Davis (H), Jeff Gerstmann, Vinny Caravella, Brad Shoemaker
1:58:16
 
There would have been no doubt in the minds of the faithful that the Giant Bombcast would return to form after a muddy final E3 outing, but even if there was doubt, this week’s edition displays the same cohesion and cogent air that has come to be expected of the Bombcast and that the previous episode so desperately lacked. The episode’s early stages are rich with a bevy of callbacks to the third E3 Bombcast that all are sure to enjoy. (It’s nice to know that the crew is still very adept at exploiting inside-baseball humor, especially humor largely targeting them.) Continues.


The Oddcast 06-27-2010

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4/5 
Tina Sanchez (H), Sam Kennedy, Scott Sharkey, Chris Plante
1:20:26

In terms of pure entertainment value, The Oddcast delivers the best of this year’s podcasts related to E3. Funny stories stitch this episode together in between great discussions regarding video game content, specifically violence. It’s a rather astonishing contrast. The podcast beings with a noisy chorus of vuvuzelas, transitions into Chris Plante summarizing everything wrong with the Football World Cup in approximately fifty seconds, and then into the best analysis of Sony’s PlayStation Network + plan that I’ve heard from any outlet. Continues.

 

4 Guys 1UP 06-25-2010

No Caption Provided
1/5 
Ray Barnholt (H), Justin Haywald, Matt Leone, Frank Cifaldi
0:59:38
 
This week’s short length either led to this episode’s demise or had absolutely no effect on how it turned out; for what it’s worth, slant more towards the latter. It’s another lost, vacuous, wasteful episode of the “main 1UP podcast” from 1UP and Barnholt. At this point both seem to only be doing the show because of an obligation to update the RSS feed every Friday. A lack of updates would be infinitely better than releasing such a show in such a state. Continues.

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