…and boy, are my arms tired. Yeah, I know it’s been out a while, but in addition to having to start the game over from scratch when I got a new computer, I had World of Warcraft, The Sims 2, and a burgeoning personal life all vying for my attention. And this is somewhat notable, since it’s the first game I’ve actually finished since the first Knights of the Old Republic a year or two ago.
It’s easily the best game of last year, its only competition being Sims 2 and WoW. In fact, I’m going to go ahead and say that it’s the best game ever made. Really, this is why I wanted to get into games in the first place – to show that they can be real experiences without being just interactive movies and without being just mindless twitching or number-crunching. When big stuff happens in this game, it’s just a whole different feeling than anything you can get from a movie or a book or a play. It’s one of the only cases where I feel like the term “interactive entertainment” isn’t just some meaningless, pompous marketing phrase like “graphic novel.”
The negatives:
[ul]
[li]The ending was anticlimactic, to say the least. And it’s a drag that they didn’t give a clearer idea of what you were supposed to do, exactly – I had to lose about three or four times before I gave up and read a FAQ.[/li][li]Jumping puzzles are lame anyway, but even moreso when you can’t see your feet. And there were times I felt more like Mario than Gordon Freeman. I expected to get to the Citadel and have Alex say, “Thanks, Gordon, but our princess is in another castle!”[/li][li]Having a squad of followers is a neat idea, but just ended up feeling hokey. They had no self-preservation instincts, so I eventually just gave up trying to keep them alive. At least the antlions you knew were supposed to be disposable. Still, I guess it did keep it from feeling so lonely and giving the impression that there was a real resistance going on.[/li][li]It was pretty clear throughout that you were being led along by the nose and there was one right solution to any puzzle. But they worked it into the story wherever possible, usually very cleverly.[/li][li]There was only one boat level.[/li][/ul]
The positives:
[ul]
[li]The initial ride-through of the Citadel, where you see everything that’s going on inside. Most developers would’ve cut corners, or wouldn’t have bothered to put in such a long completely non-interactive sequence, but the timing was perfect, and these guys understood that the pay-off was important. You had to see what you’d been fighting to get to for so long, and it just built up this sense of dread.[/li][li]The super gravity gun. At the end of the game, you just want to go around as an uber-badass and blow shit up. And they worked it perfectly into the storyline.[/li][li]The pacing overall. There were frustrating moments, but hardly any that felt completely dead. You get a hint of what you’re fighting at the very beginning, everything is foreshadowed at least once, and the tension builds and then falls at exactly the right times.[/li][li]Since when do game developers put so much effort into mood? There are moments of dead silence except for the sound of surf or dripping water, zombie movie creepiness, sci-fi movie creepiness, general dread, and just bad-ass hollering while you watch stuff blow-up or jump over burning gas tankers.[/li][li]Since when do game developers care about subtlety? Characters and exposition are brought in as they really would be, instead of beating you over the head with introductions and back story. Some stuff you just figure out on your own instead of having it explained to you. Sure, many of the story events are cliches, but they don’t feel like it until you’re looking at the game in hindsight; while it’s going on, it feels completely real.[/li][li]Everything else.[/li][li]And especially the boat level.[/li][/ul]
So yeah, I liked it. Now I guess we just have to wait 5 more years for Half-Life 3.