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lb:half-life [2025-08-09 18:16:31] – [Half-Life 2] ninjasrlb:half-life [2025-09-12 09:39:06] (current) – [Half-Life] ninjasr
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 ====== Half-Life ====== ====== Half-Life ======
 +{{ img:b:r:half-life.png?460 }}
 **Half-Life** is an FPS game franchise created by [[lb:Valve]] based around a theoretical physicist getting caught in an alien invasion that he probably caused. Now his goal is to kill everything. **Half-Life** is an FPS game franchise created by [[lb:Valve]] based around a theoretical physicist getting caught in an alien invasion that he probably caused. Now his goal is to kill everything.
  
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 The Quake-like style involves entering a room and then quickly eliminating everything inside it...as in, running and gunning. Pretty self-explanatory.\\ The Quake-like style involves entering a room and then quickly eliminating everything inside it...as in, running and gunning. Pretty self-explanatory.\\
 The slow-and-steady style involves carefully maneuvering thru the environment and then out-thinking your opponents...like sneaking up on them, or dispatching them in an otherwise clever way.\\ The slow-and-steady style involves carefully maneuvering thru the environment and then out-thinking your opponents...like sneaking up on them, or dispatching them in an otherwise clever way.\\
-The former approach is encouraged with the fast movement, the fact it's in a modified Quake engine and...that's all I can think of. The latter approach is encouraged by making the enemies quite tough, making Gordon fragile (relatively-speaking) and...that's all I can think of.+The former approach is encouraged with the fast movement, the fact it's in a modified Quake engine and...that's all I can think of. The latter approach is encouraged by making the enemies quite tough, making Gordon fragile (relatively-speaking) and having puzzles thruout the game.
  
 Originally, I believed that the slow-and-steady playstyle was the intended gameplay style and Valve simply failed to nudge player psychology in that direction...but since I've learned just how...//unusual//...Half-Life's development was, I'm now convinced there just wasn't a unified vision: different devs working on the game prioritized different playstyles. This then combined together into a strange mess. Originally, I believed that the slow-and-steady playstyle was the intended gameplay style and Valve simply failed to nudge player psychology in that direction...but since I've learned just how...//unusual//...Half-Life's development was, I'm now convinced there just wasn't a unified vision: different devs working on the game prioritized different playstyles. This then combined together into a strange mess.
lb/half-life.1754763391.txt.gz · Last modified: 2025-08-09 18:16:31 by ninjasr

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