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handheld, bloodmoon, realmyst, escape, terry poulton, social conditions, eidos, hidden, fries, station, beyond, who, siberia, chester, wilson, loom, | Interestingly, Half-Life 2 is also more progress-driven, where its predecessor was objective-driven. In most cases, your goal is to get from point A to point B, not to turn on the power or launch a satellite or get help or what dreamcast have you. You also almost never return to areas you have already visited. It doesn't dreamcast really affect the tenor of the game, but it surprised me, given that Half-Life was one of the pioneers of seamless, objective-driven play. Game structure is the same, short dreamcast loading screens separating sections of each titled chapter. The action is carefully tuned to keep you busy and on your toes without becoming ho-hum or irritating, as each mission and game section calls for a different play style and evokes different emotional responses: levels range from creepy as hell to intense and adrenaline-packed, from claustrophobic to crushingly open. |
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I can only assume that the story station comes across as so bizarre because they cut the bejesus out of this game; station if it was actually intended to be that way, then station the people who wrote it should turn in their Writers Guild cards right now. In the end, it's obvious that the story of Half-Life 2 is the middle chapter of a three-part saga, and like all middle chapters, it's highly unsatisfying. Where's the Beef? From a gameplay perspective, though, Half-Life 2 is impeccable. It sports fabulous level design, good action, and excellent pacing. The gameplay is refocused slightly; where Half-Life was riddled with jumping puzzles and "miniboss" battle/puzzle sequences, here the concentration is more combat-oriented, with fewer boss-like encounters and far fewer jumping puzzles. On one hand that's nice; jumping puzzles belong in Prince of Persia and nowhere else as far as I'm concerned. I did miss the large-opponent facets, though; there are no encounters along the lines of the sound-sensitive clanking monster in Half-Life's Blast Pit level. |
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