I’m not young. But 25 years after the hype, I am finally getting around to playing half life (1)! Stupidly missed the free action, but paid a few eurocents for it. They’re totally worth it! Awesome game, holds up very very well after two and a half decades!
Now get black mesa
Sphks@lemmy.dbzer0.com 1 year ago
The novelty was the story in FPS. Before Half Life, all you have to do is to shoot every moving sprite and grab keys to open doors. The story was a splash screen between the levels.
Nowadays it doesn’t look special to have a story. When I first played Half Life, my mind was blown away.
massive_bereavement@kbin.social 1 year ago
There were a lot of FPS with story on them, like Hexen (I and II), System Shock, Ultima Underworld (although it was more of an RPG hybrid, Outlaws, Unreal, Witchaven 2, Goldeneye, Duke Nukem 3D, Blood, Rainbow Six, Dark Forces, etc..
A lot of these had complex puzzles beyond shooting everything and colored keys, but also cutscenes, character classes, convoluted stories and extensive lore. Hell, Marathon and Marathon Durandal had incredibly complex stories and lore for what they where.
The biggest difference was that HL was a story without cuts where there weren't "levels" nor cutscenes, but scripted sequences to push forward the story.
There were though "chapters" but the change between these was minimal. It was the closest to a cinematic feeling we had to the date.
skulkingaround@sh.itjust.works 1 year ago
A lot of those other games played like shit compared to HL1 too. System shock 1 is pretty much unplayable by modern standards purely due to controls, just as an example.
FierroGamer@sh.itjust.works 1 year ago
Maybe it’s confirmation bias of my part, but last time I played it, it was still very amazing to go through all the puzzles, not just the story, mechanically it was very well rounded, plus the ai feels really smart and all the details for the creatures’ ai makes them feel like real living beings if you’re able to notice them.
Ashtear@lemm.ee 1 year ago
Indeed, the story was part of it, but the level design and the AI scripting was also a big deal in 1998. So much of today’s single-player FPS experience can be traced back to Half-Life.
bleistift2@feddit.de 1 year ago
I got half life (2?) in a bundle with Portal and didn’t understand at all what the fuss was about. After the introduction, it’s running and gunning through a building, then running and gunning through sewers, then running and gunning through more buildings, then running and gunning through a street, then running and gunning in a swamp, then driving a hovercraft, then running and gunning some more, and that’s where I stopped playing.
kosherbacon79@lemmy.world 1 year ago
You played Half Life 2; and part of the appreciation for it comes from how well it tells the story via showing without telling. There’s no intro monologue which outright says “humanity is under the boot of alien invaders and Gordon Freeman is the only hope for humankind,” instead you hear Dr. Breen welcoming you to City 17 over large screens, see everyone wearing plain blue jumpsuit, watch them get their food from a dispensary, see a massive creature accompany troops down the street.
The second reason that game is beloved is the source engine physics puzzles, which were revolutionary at the time.
Aganim@lemmy.world 1 year ago
For me Unreal already filled that place. Of course HL amped it up to 11, but Unreal already had decent story elements for that time. I loved how you could track the fate of fellow survivors over multiple levels at several occasions. The lore strewn around. Reading the log of a guard who you just blew to smithereens and finding out they were handed a crap posting, making you almost feel sorry for him.
The way and scale of how HL handed the story was absolutely novel and definitely something else, but it most definitely wasn’t the first to include story elements.
Most definitely not true. 1997’s MDK springs to mind and the before mentioned Unreal also had nothing to do ‘with shooting sprites and collecting keys’.
weew@lemmy.ca 1 year ago
or the story was written out in the booklet that was included in the box…
pomodoro_longbreak@sh.itjust.works 1 year ago
Also the scripted sequences that were all in-engine were amazing at the time.
We were used to cool things happening in a pre-rendered cut scene before, but with HL1 everything happens from the player’s perspective in real-time while you’re in control of them. Even the opening where you put the crystal in the beam and actually cause shit to go haywire felt like an incredible moment of player agency in the world. Like oh man what did I doooo