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File: 1608527560075.jpg (104.05 KB, 1280x720, Money.jpg)

 No.488

So in case you didn't hear about some of the stuff people have found digging through the files of Alyx but Half-Life 3 literally died for this game as in the assets for the cancelled Half-Life 3 game are still in Source 2's coding and even the weapons for the game are still packaged in the model files.

Also it turns out Alyx is just a reworked Half-Life short story as people found the normal non-VR files for the game and it was just a tech demo that was 40 minutes long, the VR stuff was just slapped on and it was turned into a full game.

TL;DR: Alyx is just the greedy cash grab on the Half-Life name we all knew it was and the proof was literally in the pudding.
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 No.489

Half-Life 2 is trash and everyone who thought its follow-up might be good was a hysterically delusional Valve fanboy.
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 No.490

File: 1608527560272.jpg (37.51 KB, 650x519, fps map design.jpg)

>>489
Thermonuclear take that I agree with tbh. HL2 is so bad its badness infected the shooter genre as a whole. Pic related.
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 No.491

File: 1608527560375.jpg (93.2 KB, 472x501, e5bb1c1675280ec134e1c86743….jpg)

>>488
Valve's gotta sell (shill) their 1000$ totally necessary peripheral somehow
I assume enough streamers have bought it to turn a profit anyway.

But, a 40 MINute tech-demo you say?
With normal controls, THaT's how quick it is??
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 No.492

>>491
It's actually over 15 hours, even more if you take it slow and explore. I don't like HL Alyx but to pretend it's some glorified tech demo when it's an actual full game is ridiculous.
>>490
The 1993 map is linear as shit. It could probably work as a COD campaign level as well. Let's not pretend the 90s was an era of godly game design.
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 No.493

>>491
It's perfectly playable with a Rift S if you don't care about the Zuck
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 No.494

>>492
Data miners have literally gone in and already found the non-VR files and played through it, there's like 50 videos of it already up on Youtube. In fact the team behind the original Half-Life Source mod said they'd rather just port the entirety of Half-Life 2 into Source 2 with non-VR because just making Alyx non-VR for everyone is such shit because of how poor the levels and overall length are. The VR aspect is really the only thing that stops people from being able to tell.

It's almost like the VR part is just a glossy coat of paint for assets of a game they cancelled but didn't wanna waste.
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 No.495

File: 1608527560769.png (21.59 KB, 1244x944, plutonia map01.png)

So, was Boneworks better?
>>489
Half-Life 2 gave us Gmod, though.
>>492
>The 1993 map is linear as shit. It could probably work as a COD campaign level as well. Let's not pretend the 90s was an era of godly game design.
True, most Doom-clones didn't really catch what made the design captivating in the first place. The ones that most people remember, though (Rise of the Triad, Blood, Unreal, Hexen, etc.) did at the very least have interesting interactions between movement, the weapons, the enemies and the space the player traversed, which helped underplay how mazy and stupid the level design got at times. Not to mention some of the better Doom levels did have fairly non-linear design in the sense that you had to think about where you went beyond just "go forward and sometimes do a secret". It's mostly a consequence of how it was necessary to plan for deathmatch and singleplayer in the same level, but it worked surprisingly well at times.
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 No.496

>>495
>It's mostly a consequence of how it was necessary to plan for deathmatch and singleplayer in the same level, but it worked surprisingly well at times.
It's not that surprising considering the nature of architecture. You're designing a space for people to traverse. If the purpose of the space is to get from point A to point B it's going to be boring unless you deliberately add complexity. If it's supposed to allow skirmishes with choke points and opportunities for flanking then you have to make the design more complex to suit those needs.
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 No.497

>>495
Half the plutonia maps were made by Dario Casali, who worked at valve since HL1 and likely was involved in the level design with Alyx too since hes was in the credits.
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 No.498

>>497
So you're saying he turned into a colossal hack?
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 No.499

>>497
Interesting, i didn't know he made maps for TF2 too.
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 No.699

One of the writers who retired from Valve gave us the story he had planned for Half Life 3 and explained why it never materialized. Basically Valve has too much anarchy, or they were too obsessed with making money from Steam and lost the ability to make games.
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 No.3902

Why are there 2 half-life threads?
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 No.4234

>>699
He was fired because his hl3 was awful
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 No.4269

>>4234
It could have been good, its impossible to tell based on synopses like that. If you were to reduce HL2 to its base synopses and tell people about straight after HL1 they would almost certainly say the same thing.
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 No.4274

>>4269
Half-Life 2 was garbage along with its shitty "episodes" and a sequel to all that couldn't have been anything other than garbage.
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 No.4804

The Fallout 76 of Halflife

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