![]() ![]() And instead of picking up health packets, you can head over to a bathroom or a construction area to find a health and armor recharger.Īnother thing that is very predominant is a sense of story and overall gameplay and flow. You can find ammo hidden within closets or lockers or even on dead soldiers. For instance, you'll get a pistol from a dead security guard and you'll find an experimental weapon in a research laboratory or a dead critter. Instead, you'll have to be observant as the weapons are in more realistic places. To protect a sense of realistic integrity, the weapons aren't just "laying around" like in other games. Because of this, Half-Life feels immense (in a good way) and you'll become immersed in the world from start to finish. It is all done seamlessly and without any level progression at all (each portion is broken into segments that flow into one another). ![]() You start in the research laboratory and continue to progress through and out of the facility, reach the outside and even visit alien worlds. ![]() Instead of traversing from level to level, the game itself consists of one large, interactive setting. They decided to break this trend and in Half-Life, this fact is evident. They apparently took note that almost every single game in this genre is set up the exact same way - go from level to level, pick up the weapons and power-ups strewn about and kill lots of mindless enemies. Valve obviously spent a lot of time researching to see what the other first person shooter games have done in the past. ![]()
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