Seven words: HOLY FVKK THEY ARE KICKING MY ASS!! So far, tho, I only resorted to god mode once (with the tentacles), so I guess I’m doing alright. □ I’d rather not do walkthrus, or noclip/god modes, but sometimes I find it necessary. I died ALOT during this chapter and, it’s been SO LONG since I played it, I was having trouble remembering what to do to get out of a certain section (I’m trying to remember which one), and I finally had to pull up a walkthru. We do some to help stem the tide but we get the feeling that it isn’t enough–still, we keep going and fighting. The fighting is vicious, the vortiguants are fighting harder and harder, more and more Alien Grunts are popping in. It sets the stage for the rest of the game, showing the player that the stakes have ramped up, that all sides are playing for keeps, and that you (Freeman) better ramp up your game as well.Īnd Xen is making its presence known, with more and more “bits” that aren’t native to Earth: organic stuff grown on walls, jump pads, etc. It’s long, convoluted, and supremely difficult. This is, at this point of the game, the hardest part of HalfLife, by far. Overall, it’s a great chapter, because it introduces a lot of new stunning level designs and gameplay elements. With them, we open our way to next chapter, Forget About Freeman! We run from him and get to cool airstrike controls. When we lead barney to input codes for us, the game hints on what we should do by placing the first code lock near him.įinally, we find ourselves in the garage with another Garg. There are stunning scripts with soldiers, when they throw explosives, shoot through the ventilation. I looked at the same place in original Half-Life, no z-fighting there.Īnd when we finally get to the balcony ladder, it’s possible to use Half-Life Source’s ladderjump glitch to bypass sections of level or go outside of it: Barney, why couldn’t you do it earlier?Īlso there’s my another nitpick: z-fighting In the next block of ruins, when we find our way around the green doors, Barney will open them for us. Now, if you go back, the game will load your previous save. Finally, it’s possible to laugh at this place by placing a remote control bomb there and exploding it right before going to the next level. Now even a simple headcrab becomes a source of worry. Finally, we’re on the roof and a smoke attracts our attention to the hole which we use to get inside, where we find another exciting new thing: there are tripmines around the building, and if we explode them, the whole building explodes. We go around a gray building, there are snipers, mines and tripbombs on our way. It is strange that Valve didn’t notice it and didn’t fix, because they replaced brush terrain with displacement, and when doing that they were in the editor at that place, and the misaligned texture looks very noticeable. The same misaligned texture in original Half-Life: Then we meet tanks which can turn and shoot at us. In Half-Life: Source the pre-rendered sky was replaced by realtime 3D Skybox: It certainly looks very inspiring, and that fade to black if you fall looks cool. The cliff is something completely different. This chapter introduces minefields, which we can make safe by our weapons. There are supplies lying in various places, one of them is especially dangerous. The designers did a good job at creating a place where it’s challenging to find a way to advance. We get through some terrains, which is a welcome change of scenes, because they look different than the rooms we’re used to. Stupid military sends a lot of these after you, only to be destroyed! It is especially pleasing to play this in Half-Life: Source, because, as you know from my Half-Life Source Fun video, in this version, you can easily destroy a helicopter with the Gauss Gun. This is where I landed after being killed by it. Isn’t that fun?Ī while later, a bridge with big turret. Between its boring gray ruins, very stunning new things are hidden.įuel storage with flying barrels. The Replay Experience Experiment aka TREEĪnother long chapter.
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