So I finally got around to playing HL2 the other day (yeah nah don't ask why it's taken me this long).
Because the game was the first one to use the Source engine, I can't help but notice that a lot of the game puzzles and gameplay focus on the physics, as if Valve was attempting to exploit this part of the engine to the max.
ie. You get a tool that can pick up objects around the world. You can't shoot to destroy turrets, they have to fall over. You build see-saws in the sewers to escape, etc.
Maybe I'm just cynical but because I've played games post HL2 which feature similar physics engines that aren't exploited like this, I'm finding this part of the game a bit overkill. kind of like how there are games build to exploit a graphics engine, this feels like it was built to exploit a physics engine.
Also, the story isn't explained very well either.
And Alyx is actually pretty annoying.
But apart from that Its alright.
I mean, a game like Dark Messiah which also used Source had some physics bits but I always felt like they were more subtle and less exploiting.
I mean, I loved the puzzles in original HL so when I get a puzzle in HL2 its usually like 'Ok I probably have to do something with the gravity gun, or use the environment around me in some dynamic way'
... Are you saying this is a bad thing? That combat isn't just shooting and that puzzles use a diverse and dynamic environment? I so confoos.
Hell, I'd even rate Black Mesa higher than HL2. When I get into Source mapping I think I'll be playing with the BMS tools specifically.
Urby - I know what you're saying... I think maybe I just spent too long playing HL1!
Instant - Thats what I mean... But a game like Doom 3, which was hyped on dynamic lighting, I didn't always think the levels had dynamic lighting for the sake of dynamic lighting, even though the game was exploiting that feature. It was more subtle?
Episode 2 is probably the better game if I had to choose from the Source titles