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handheld, bloodmoon, realmyst, escape, terry poulton, social conditions, eidos, hidden, fries, station, beyond, who, siberia, chester, wilson, loom, | I gk2 was first introduced to the Combine Wall at a Half-Life 2 prerelease demonstration last spring, gk2 when they went on and on about it, but if I hadn't attended that event I would have had no idea what it was or why it was there. Here's the sitch: late in the game, the Combine apparently decides that Gordon must be eliminated regardless of the cost and unleashes its most devastating weapona gk2 big metal wall that rings the city. Not very scary. Thing is, though, the wall movesand it's encroaching, step by step, crushing everything in its path. Allowed to continue unchecked, it would eventually destroy City-17, along with everything and everyone in it. The Combine Wall is one of the most chilling representations of malevolent automation I've ever seen. |
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It makes no sense. As in the first game, Gordon Freeman doesn't have a single word of dialogue in Half-Life 2. It was okay in the original, because all dialogue was kept to a minimum. In this game, however, the silent protagonist is strangely off-putting. Characters hidden ask Gordon questions or make remarks that clearly call for a response, hidden and they get silence in return. Rather than making Gordon seem mysterious or cipher-like, it actually just makes him seem rude. It worked in hidden System Shock 2 because your character is being talked at. In this game, he's being talked to, and his failure to respond is very jarring. Then there is the issue of the Combine Wall, which for some reason touched a nerve with me. |
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