Just read some of the print previews of it, and I’m in shockticipation.
The weird thing about Half-life is that, while it was pretty special for it’s time, it shouldn’t stand out the way it does compared to a lot of other games that surpassed it. But it does. And not just because it’s still going stong in multiplayer-land. I played through some single-player bits, including the “They Hunger” mod recently, and it still impresses in both creepiness and having just the right amount of story compared to action/strategy puzzles. It isn’t a RPG, or a talkie. But it still managed to be far more than just “strafe and shoot.” The host of enemies and elements was very inventive, allowing the designers to combine them in different ways throughout the game, and give the sense of an entire alien ecology. And they built on things instead of just throwing more and more of them at you: first you learned how to deal with head-crabs, then tripewire mines. Then they put them together in a single situation, where if you alerted the crabs too early without killing them in time, the crabs would cross the wires and set off a deadly chain reaction.
Half-Life 2, however, looks like it’s going to be that and then some. Its engine sounds easily up to DOOM3 snuff, if not beyond.
Some things I’m jazzed about:
-Much deeper NPC interaction: facial expressions, eyeballs that move and shine independantly, much better AI.
-New Kinetics and physics engine on everything in the game world, characters and objects: meaning that enemies can navigate stairs and ramps just as easily as you can, legs bending to match the terrain, and physical objects will play a much larger role in the action than just “smash to see if health is inside!”
-That still great Half-life enemy squad AI applied to more, and more distinct, enemies, from grunts to swarms of creatures.
-Scripted sequences are no longer static: they can have mutliple directions (other than just being blown up prematurely) depending on your interactions, and characters in the game can perform many of them dynamically in response to various situations.
-The creepy alien “strider” creatures that are supposed to be like 40 feet tall.
The one thing I don’t like is that it appears as if the game takes place in a bunch of different locations. The great thing about Half-life SP was that you really felt like you were trying to find a way out of a huge installation: so huge that several other stories (the add-ons) could fit into the same time frame. Having a “missions” based game is far more like Deus-Ex than Half-life’s feel of “something’s gone terribly wrong and you need to get out before the creeping horrors catch up with you” vibe. It also takes place 15 years later, apparently, which seems to really downplay the events in the first chapter, making it seem less seamless.