Torgo
2[H]4U
- Joined
- Oct 16, 2002
- Messages
- 3,149
As one astute poster put it, every generation has their own form of artistical expression. Be it oil paintings, literature, movies or television, the population has attempted to put their own meaning into these art forms. Naturally, video games for today's generation can also fit this category. This isn't a recent event with electronic video games. Since the days of interactive fiction, video games have been able to tell a story and in turn examine our society as well as any other art form. Video games have become part of the popular culture, inspiring songs and rap lyrics; a touchstone for societal blame; or a way of interacting with others.
It's the intention of this article to examine one of the most anticipated games of 2004: Half-Life 2. The focus will be limited to the design and elements related to gameplay. The technical aspects of the product relating to video and programming are best left to other discussions. In writing this, I've attempted stayed away from interviews by Valve or publications such as "Raising the Bar" to maintain an objective viewpoint. I base my analysis based only on my work experience in the gaming industry, conversations with close friends who are game developers and my own gameplay experience. I hope that when reading each article that you might write down some thoughts to type in later for discussion. I never claim to be able to read Valve's collective mind, nor do I have all the answers. By dissecting this game in an intelligent manner, I hope that you can gain some insight on how a AAA title is made, the decisions made and some of the possible reasons for them. There are many spoilers, so if you haven't played the game, stop reading. This first part will involve a lot of opinion and setup for the levels to come. The meat of the critique will start with Part II with the level breakdowns. Enjoy.
Part I: Introduction, Challenges and Key Elements
Creating a sequel to a game is a daunting task. In some respects, working on a sequel would seem fairly easy to do. You already have established characters, storyline, a universe with laws to follow. When creating a Star Trek game, you know there will be spaceships, Klingons and Vulcans. Make a Star Wars game and you'll have Jedi Knights, force powers and light sabers. It's all there for you.
A designer is already behind the 8-Ball, facing the unrealistic expectations of an adoring fan base. The designer is tasked for making a new game that's bigger, better and more fantastic in every way. You mistreat your established characters or universe you can kill the franchise. If the laws of the universe takes a wrong turn, the company is accused of heresy.
In almost all of the video game brainstorming sessions that I've taken part in, it's very similar to deciding what type of book or movie that you would like to make. There is much consideration as to what the public will buy as well. For example, I may be dying to make a Strawberry Shortcake FPS game, but chances are that my audience is going to pass. Valve didn't have to worry too much in this scenario since stamping the Half-Life 2 name on a Strawberry Shortcake FPS would still sell like hotcakes.
The process starts with a genre; such as science-fiction, history, western, mythical, fantasy, etc. From there, the type of conflict is chosen: man vs. man, man vs. nature, man vs. himself, man vs. society and so on. The best video games of all time have used the harder themes of man vs. himself (Ultima IV, Planescape) or man vs. society (The Longest Journey) but that doesn't translate to sales. Almost all first person shooters, and Half-Life 2 is no exception, uses man vs. man. Now the stage is set for the storyline.
Storyline
Not all games require a deep storyline. Pong has no story at all, but yet started the home videogame revolution. Most early arcade games required only a sentence or two to describe the objective. Doom can be boiled down to "Find card. Open door. Kill anything that gets in your way." It's fun and enjoyable but doesn't make a lasting impression on the player. A simple experiment is to ask a gamer of their favorite moment in Unreal Tournament 2004 and Final Fantasy X. A fan of UT2K4 will describe an action or event that occurred. The FFX player will describe a key story element that unfolded. The original Half-Life did an excellent job of mixing action and story. Players will recount both types game elements when asked to describe their favorite part of the game.
Half-Life 2, in order to meet expectations needed to go further. It exceeded in some areas, but failed in others. One of the first rules of sequels is to design it so that people who have never experienced the original can quickly jump in and catch up with the action. Without experiencing the original, Half-Life 2 is very difficult to understand the surrounding situation. For that matter, it's difficult for established players to catch up. The designers make the incorrect assumption that everyone playing Half-Life 2 has played the original. While a great majority has played the first game, it has been five years since that release and many other players have skipped the original game and went straight for Counter-Strike.
This puts the player at an extreme disadvantage. It's a shame too, because outside of an exposition to explain the story, there are plenty of chances to explain the storyline later in the game. This is never taken advantage of. There are bits and pieces throughout the game, but they are never put together in a cohesive whole. As I played, I felt pulled instead of compelled by the storyline. Without the establishing plotline, I felt like a lost actor in a difficult movie asking, "What's my motivation?"
The game seemed designed to trickle out information little by little as the game progressed. The System Shock series used this to the greatest degree of success, using journal entries and notes to seamlessly explain the story in a controlled fashion. Half-Life 2 in the beginning levels starts to do a good job in this fashion with the G-Man starting off the game in a Timothy Leary acid-trip with ominous foreshadowing. The television monitors with Dr. Breen making Big Brother announcements clues in the player that not all is right in this place. The supporting characters such as Barney, Dr. Kliener, Dr. Vance and Alyx give the most information, but without any sense of pacing. The information only comes after long, long periods of action and then measured chunks of exposition. Those who crave non-stop action were probably annoyed when the talking began and I was annoyed when not enough information was coming my way. It's a difficult balance to strike to be sure, but for this game more information could have easily been supplied. I'll be talking more about plot as I examine each level in depth.
One thing that Half-Life 2 did exceptionally well with was mood. It nailed it as few games ever have. When designing a game, it's important for the art team to quickly establish a stylebook to follow. Structures can not have a mixture between gothic and modern design. They have to follow an established pattern of structure, palette and hue. From the beginning of the game, the aging, decrepit feel of an former Soviet Republic washes over the gamer. The trash and Cyrillic characters. The cramped living quarters to the rusted industrial complexes. The cities seemed in perpetual sunset which lent a red tint to the surroundings. This also applies to the clothing that the well-dressed Combine armies possessed to the death camp blue jumpsuits civilians wore. You could sense the despair in the people went "talking" to NPCs.
Ravenholm, which I'll discuss later in much greater detail, is soaked in terror and darkness. Obvious cues are taken from Silent Hill and Resident Evil games to great advantage. Even at the end of the game where the player is taken on tour of the Citadel, the designers succeed at instilling a sense of awe and hopelessness at overcoming such looming odds.
Characters
The designers of Half-Life 2 had two established characters to work with. Gordon Freeman and the mysterious G-Man from the last story. There were supporting characters such as the lab doctors and Barney they also had freedom to use. Characterization was only used in the first game to advance the story where it needed. In the sequel, the designers attempted to establish more memorable characters and raise the bar in this respect. This isn't as easy as it sounds since the player has no interaction with the characters. Not that it is needed mind you. Gordon is a man of action, not words as is evident since he never utters a sound unless hitting the floor after falling 9.8m/s
This was a conscious choice by the designers to have Gordon remain consistent with the previous game. There really wasn't any need for him to talk with the characters and ask them questions. It would have no impact on the game in the end. A game like Knights of the Old Republic has the main character interact with the NPCs because it has a direct impact on the player character and his alignment. Gordon doesn't need to profess his love for Alyx or confront Dr. Breen in a fit of anger. The designers have already made that choice for you... and would you choose otherwise? The drawback is that the player isn't as engaged as he could be or establish a deeper connection with the characters, but at the expense of long lulls in the action. And that is what Half-Life 2 is mainly about; action.
Let's take a moment and examine the characters for what we have in the game. The most fleshed out (and I say that loosely) is Dr. Breen. Voiced by the excellent Robert Culp at a young sounding 74 years of age, we learn more about him, his beliefs and his goals from his speeches to the populace. He's obviously in charge of this place and in command. He's confident, smug and seems to want to be a father figure to everyone. Dr. Breen wants to be a savior for the human race. One thing missing that I'm confused on his character is his motivation. Does he truly believe in what he says to the populace or is he enjoying the fruits and benefits of being head honcho?
Dr. Eli Vance, voiced by Robert Guillaume, is like a grandfather you love to visit. He seems to have all the answers to our questions, but before we're able to get of them we're either not transported correctly, forced to play with Dog or kidnapped.
Dr. Kliener is obvious comedy relief. As far as the story goes, it's a great addition to the game and he does provide some good information for the player. Even better is that he's voiced by the same guy from the first game. Continuity is always a good thing.
Barney Calhoun finally gets a last name. He only provided cursory background as to his current position, but his southern style of speech and uncanny ability to be actually useful is welcome. Unlike the freedom fighters later encountered, Barney has personality and is able to separate himself from the rabble.
Judith Mossman is probably the most confusing character, mostly from the way she's written. When first encountered at Black Mesa East she seems well rounded. Later in the game, the lust she has for Eli almost seems like she stalked him in her spare time and Eli seems clueless to her true feelings. In the end, it's hard to tell what the hell she was thinking when she double-crosses Breen. Was it out of love for Eli? A sudden epiphany? Was it the plan all along? Who knows because the script is really weak at this point.
I saved Alyx for last since she seems to get all of the attention of the gamers. Exotic, good-looking and voiced well, Alyx does fall into the stereotype of being young, brash and damn the consequences "I've got to save my father!" Forget about saving the planet, your dad has been captured and you have to save him. Alyx also too easily falls for Gordon looking at him with puppy dog eyes intoning, "Be careful". Did the designers know this? Duh, of course. It succeeds because the general gaming public loves her. They're examining her for tattoos and what color thong she's wearing. From a design standpoint, she's great, but from a critical standpoint she's a bit clichéd.
These six characters make up the heart of the game. There are other people that are met, but are anonymous denizens of the game with the sole exception of Father Grigory. His character is much like the G-Man, serving as a guide to the next section or area. The good Father is memorable for having a few bricks short of a load and being good with a shotgun. I'll discuss him in more detail in the Ravenholm breakdown, but suffice it to say that he was so good at what he did, Valve will do us all a disfavor and dig up his corpse to be used in Half-Life 3. Sometimes it's just better to let a character like that be used once and remembered forever rather than recycled and abused.
There's a reason I didn't include Gordon Freeman in this list. I didn't include Gordon because in this particular game, he has no character to speak of. He interacts with no one, he has no growth or show any kind of emotion. This is in contrast to the first game where time was spent getting to know Gordon, his routine and his co-workers. People related to Gordon because they had had boring jobs and wished something exciting (perhaps not with aliens) would happen to them. In the sequel, Gordon Freeman runs around, does some things and that's about it. The characters, including the G-Man give little feedback as to what Gordon might be feeling or expressing. Simple phrases like "Hey, wipe that smile off your face!" or "Don't look so scared! It's just a headcrab" can make the experience a bit more engaging. Simple additions to the script is all it takes.
Interaction
Being able to interact with your environment is a challenge in every new game. It's one thing to turn on a switch and have a light come on, it's a greater feat to grab a bottle and throw it at someone in a realistic matter. One thing that most people agree on is that the interaction in Half-Life 2 brings games up to a new level. This can be attributed to one item in the game, the gravity gun. The physics engine incorporated into the game is fantastic. Bodies fall down, objects bounce and toilets can be thrown in multiplayer.
The use of objects in such a manner opens the door to new gameplay possibilities. The Sandtrap level where you need to use the objects lying around to traverse sandy open spaces is an example of how this could be done. While Half-Life 2 isn't the first game to use this technique, it exhibits the best use of it to date. Rather than a straight shooter, certain puzzle elements can now be used.
Not that there aren't drawbacks to this method. The challenge for designers is come up with limitations for such a device. Not everything thing in the game can or should be manipulated. It's just too much work for a game team to currently do. That's why they incorporated the visual opening of the "claws" and the buzzing sound when the gun was pointed at something it could move and grab. All the level designers need to do is make sure that objects moved and grabbed are consistent.
A problem I constantly had was being able to manipulate objects so I could place them accurately. If you grabbed plank wrong, you couldn't just turn it around just like that. It took plenty of trial and error to get the darn thing straight. During the prison levels when a gun turret was knocked down, it was damn impossible to set it back up facing the right direction. I honestly don't think the programmers had time to figure out how to rotate an object properly.
One thing I never did like was picking up an object and not showing my hands holding said object. The reason for not showing your arms is simple. It comes from a game called Trespasser. It featured full physics and hands holding objects like crates and books and what not. The problem is that the arms looked totally goofy and distorted. To do something similar with Half-Life 2 would be problematic. I'm sure it was tried, but was probably dropped due to the complexity and animation it would take. Still, it's a bit strange to pick up a bottle and have it "float" there.
One thing of note when it comes to interaction. There comes a point in game evolution that a game has so many objects that can be manipulated, those that can't really stand out. Nothing bothers me more than to look at some large panel with a horde of shiny buttons and I can use it. In Half-Life two, I can turn stations on monitors, grab a cardboard box, whack a dead guard in the crotch, but I can't turn off a generator or work a monitoring station to tune in reruns of the Brady Bunch. The lesson is that if you're going to place objects that look interactive, you should probably make them that way or be able to give some sort of feedback on why you can't use that object.
Quick example. When using a Combine terminal, just have a voice state that the terminal has been locked. Tuning a radio just features static. Doors that don't open have a "locked" sound. If something is too heavy, have the player "grunt". Audio cues are probably the easiest form of feedback to implement. Is it overkill? As long as the game designers are able to maintain the illusion of the player being in another world, the better.
This is just part one of a larger series. The remaining parts will concentrate on individual levels, the choices the level designers made, some more comments on the game structure and other individual game elements.
One request for those posting comments is to please limit your comments to game design, elements and to points raised in this article. Please save your comments on graphic engines, performance or Steam. Models, textures and lighting comments should only be posted as it pertains to game or level design. An example of a good comment is "The darkness of Ravenholm lent to a creepy atmosphere, but the illusion was destroyed by the stark white textures of the zombie white lab coats." A bad comment would be "By not using Shader 3.0 instructions to their fullest, frame rates dropped in combat situations."
It's the intention of this article to examine one of the most anticipated games of 2004: Half-Life 2. The focus will be limited to the design and elements related to gameplay. The technical aspects of the product relating to video and programming are best left to other discussions. In writing this, I've attempted stayed away from interviews by Valve or publications such as "Raising the Bar" to maintain an objective viewpoint. I base my analysis based only on my work experience in the gaming industry, conversations with close friends who are game developers and my own gameplay experience. I hope that when reading each article that you might write down some thoughts to type in later for discussion. I never claim to be able to read Valve's collective mind, nor do I have all the answers. By dissecting this game in an intelligent manner, I hope that you can gain some insight on how a AAA title is made, the decisions made and some of the possible reasons for them. There are many spoilers, so if you haven't played the game, stop reading. This first part will involve a lot of opinion and setup for the levels to come. The meat of the critique will start with Part II with the level breakdowns. Enjoy.
Part I: Introduction, Challenges and Key Elements
Creating a sequel to a game is a daunting task. In some respects, working on a sequel would seem fairly easy to do. You already have established characters, storyline, a universe with laws to follow. When creating a Star Trek game, you know there will be spaceships, Klingons and Vulcans. Make a Star Wars game and you'll have Jedi Knights, force powers and light sabers. It's all there for you.
A designer is already behind the 8-Ball, facing the unrealistic expectations of an adoring fan base. The designer is tasked for making a new game that's bigger, better and more fantastic in every way. You mistreat your established characters or universe you can kill the franchise. If the laws of the universe takes a wrong turn, the company is accused of heresy.
In almost all of the video game brainstorming sessions that I've taken part in, it's very similar to deciding what type of book or movie that you would like to make. There is much consideration as to what the public will buy as well. For example, I may be dying to make a Strawberry Shortcake FPS game, but chances are that my audience is going to pass. Valve didn't have to worry too much in this scenario since stamping the Half-Life 2 name on a Strawberry Shortcake FPS would still sell like hotcakes.
The process starts with a genre; such as science-fiction, history, western, mythical, fantasy, etc. From there, the type of conflict is chosen: man vs. man, man vs. nature, man vs. himself, man vs. society and so on. The best video games of all time have used the harder themes of man vs. himself (Ultima IV, Planescape) or man vs. society (The Longest Journey) but that doesn't translate to sales. Almost all first person shooters, and Half-Life 2 is no exception, uses man vs. man. Now the stage is set for the storyline.
Storyline
Not all games require a deep storyline. Pong has no story at all, but yet started the home videogame revolution. Most early arcade games required only a sentence or two to describe the objective. Doom can be boiled down to "Find card. Open door. Kill anything that gets in your way." It's fun and enjoyable but doesn't make a lasting impression on the player. A simple experiment is to ask a gamer of their favorite moment in Unreal Tournament 2004 and Final Fantasy X. A fan of UT2K4 will describe an action or event that occurred. The FFX player will describe a key story element that unfolded. The original Half-Life did an excellent job of mixing action and story. Players will recount both types game elements when asked to describe their favorite part of the game.
Half-Life 2, in order to meet expectations needed to go further. It exceeded in some areas, but failed in others. One of the first rules of sequels is to design it so that people who have never experienced the original can quickly jump in and catch up with the action. Without experiencing the original, Half-Life 2 is very difficult to understand the surrounding situation. For that matter, it's difficult for established players to catch up. The designers make the incorrect assumption that everyone playing Half-Life 2 has played the original. While a great majority has played the first game, it has been five years since that release and many other players have skipped the original game and went straight for Counter-Strike.
This puts the player at an extreme disadvantage. It's a shame too, because outside of an exposition to explain the story, there are plenty of chances to explain the storyline later in the game. This is never taken advantage of. There are bits and pieces throughout the game, but they are never put together in a cohesive whole. As I played, I felt pulled instead of compelled by the storyline. Without the establishing plotline, I felt like a lost actor in a difficult movie asking, "What's my motivation?"
The game seemed designed to trickle out information little by little as the game progressed. The System Shock series used this to the greatest degree of success, using journal entries and notes to seamlessly explain the story in a controlled fashion. Half-Life 2 in the beginning levels starts to do a good job in this fashion with the G-Man starting off the game in a Timothy Leary acid-trip with ominous foreshadowing. The television monitors with Dr. Breen making Big Brother announcements clues in the player that not all is right in this place. The supporting characters such as Barney, Dr. Kliener, Dr. Vance and Alyx give the most information, but without any sense of pacing. The information only comes after long, long periods of action and then measured chunks of exposition. Those who crave non-stop action were probably annoyed when the talking began and I was annoyed when not enough information was coming my way. It's a difficult balance to strike to be sure, but for this game more information could have easily been supplied. I'll be talking more about plot as I examine each level in depth.
One thing that Half-Life 2 did exceptionally well with was mood. It nailed it as few games ever have. When designing a game, it's important for the art team to quickly establish a stylebook to follow. Structures can not have a mixture between gothic and modern design. They have to follow an established pattern of structure, palette and hue. From the beginning of the game, the aging, decrepit feel of an former Soviet Republic washes over the gamer. The trash and Cyrillic characters. The cramped living quarters to the rusted industrial complexes. The cities seemed in perpetual sunset which lent a red tint to the surroundings. This also applies to the clothing that the well-dressed Combine armies possessed to the death camp blue jumpsuits civilians wore. You could sense the despair in the people went "talking" to NPCs.
Ravenholm, which I'll discuss later in much greater detail, is soaked in terror and darkness. Obvious cues are taken from Silent Hill and Resident Evil games to great advantage. Even at the end of the game where the player is taken on tour of the Citadel, the designers succeed at instilling a sense of awe and hopelessness at overcoming such looming odds.
Characters
The designers of Half-Life 2 had two established characters to work with. Gordon Freeman and the mysterious G-Man from the last story. There were supporting characters such as the lab doctors and Barney they also had freedom to use. Characterization was only used in the first game to advance the story where it needed. In the sequel, the designers attempted to establish more memorable characters and raise the bar in this respect. This isn't as easy as it sounds since the player has no interaction with the characters. Not that it is needed mind you. Gordon is a man of action, not words as is evident since he never utters a sound unless hitting the floor after falling 9.8m/s
This was a conscious choice by the designers to have Gordon remain consistent with the previous game. There really wasn't any need for him to talk with the characters and ask them questions. It would have no impact on the game in the end. A game like Knights of the Old Republic has the main character interact with the NPCs because it has a direct impact on the player character and his alignment. Gordon doesn't need to profess his love for Alyx or confront Dr. Breen in a fit of anger. The designers have already made that choice for you... and would you choose otherwise? The drawback is that the player isn't as engaged as he could be or establish a deeper connection with the characters, but at the expense of long lulls in the action. And that is what Half-Life 2 is mainly about; action.
Let's take a moment and examine the characters for what we have in the game. The most fleshed out (and I say that loosely) is Dr. Breen. Voiced by the excellent Robert Culp at a young sounding 74 years of age, we learn more about him, his beliefs and his goals from his speeches to the populace. He's obviously in charge of this place and in command. He's confident, smug and seems to want to be a father figure to everyone. Dr. Breen wants to be a savior for the human race. One thing missing that I'm confused on his character is his motivation. Does he truly believe in what he says to the populace or is he enjoying the fruits and benefits of being head honcho?
Dr. Eli Vance, voiced by Robert Guillaume, is like a grandfather you love to visit. He seems to have all the answers to our questions, but before we're able to get of them we're either not transported correctly, forced to play with Dog or kidnapped.
Dr. Kliener is obvious comedy relief. As far as the story goes, it's a great addition to the game and he does provide some good information for the player. Even better is that he's voiced by the same guy from the first game. Continuity is always a good thing.
Barney Calhoun finally gets a last name. He only provided cursory background as to his current position, but his southern style of speech and uncanny ability to be actually useful is welcome. Unlike the freedom fighters later encountered, Barney has personality and is able to separate himself from the rabble.
Judith Mossman is probably the most confusing character, mostly from the way she's written. When first encountered at Black Mesa East she seems well rounded. Later in the game, the lust she has for Eli almost seems like she stalked him in her spare time and Eli seems clueless to her true feelings. In the end, it's hard to tell what the hell she was thinking when she double-crosses Breen. Was it out of love for Eli? A sudden epiphany? Was it the plan all along? Who knows because the script is really weak at this point.
I saved Alyx for last since she seems to get all of the attention of the gamers. Exotic, good-looking and voiced well, Alyx does fall into the stereotype of being young, brash and damn the consequences "I've got to save my father!" Forget about saving the planet, your dad has been captured and you have to save him. Alyx also too easily falls for Gordon looking at him with puppy dog eyes intoning, "Be careful". Did the designers know this? Duh, of course. It succeeds because the general gaming public loves her. They're examining her for tattoos and what color thong she's wearing. From a design standpoint, she's great, but from a critical standpoint she's a bit clichéd.
These six characters make up the heart of the game. There are other people that are met, but are anonymous denizens of the game with the sole exception of Father Grigory. His character is much like the G-Man, serving as a guide to the next section or area. The good Father is memorable for having a few bricks short of a load and being good with a shotgun. I'll discuss him in more detail in the Ravenholm breakdown, but suffice it to say that he was so good at what he did, Valve will do us all a disfavor and dig up his corpse to be used in Half-Life 3. Sometimes it's just better to let a character like that be used once and remembered forever rather than recycled and abused.
There's a reason I didn't include Gordon Freeman in this list. I didn't include Gordon because in this particular game, he has no character to speak of. He interacts with no one, he has no growth or show any kind of emotion. This is in contrast to the first game where time was spent getting to know Gordon, his routine and his co-workers. People related to Gordon because they had had boring jobs and wished something exciting (perhaps not with aliens) would happen to them. In the sequel, Gordon Freeman runs around, does some things and that's about it. The characters, including the G-Man give little feedback as to what Gordon might be feeling or expressing. Simple phrases like "Hey, wipe that smile off your face!" or "Don't look so scared! It's just a headcrab" can make the experience a bit more engaging. Simple additions to the script is all it takes.
Interaction
Being able to interact with your environment is a challenge in every new game. It's one thing to turn on a switch and have a light come on, it's a greater feat to grab a bottle and throw it at someone in a realistic matter. One thing that most people agree on is that the interaction in Half-Life 2 brings games up to a new level. This can be attributed to one item in the game, the gravity gun. The physics engine incorporated into the game is fantastic. Bodies fall down, objects bounce and toilets can be thrown in multiplayer.
The use of objects in such a manner opens the door to new gameplay possibilities. The Sandtrap level where you need to use the objects lying around to traverse sandy open spaces is an example of how this could be done. While Half-Life 2 isn't the first game to use this technique, it exhibits the best use of it to date. Rather than a straight shooter, certain puzzle elements can now be used.
Not that there aren't drawbacks to this method. The challenge for designers is come up with limitations for such a device. Not everything thing in the game can or should be manipulated. It's just too much work for a game team to currently do. That's why they incorporated the visual opening of the "claws" and the buzzing sound when the gun was pointed at something it could move and grab. All the level designers need to do is make sure that objects moved and grabbed are consistent.
A problem I constantly had was being able to manipulate objects so I could place them accurately. If you grabbed plank wrong, you couldn't just turn it around just like that. It took plenty of trial and error to get the darn thing straight. During the prison levels when a gun turret was knocked down, it was damn impossible to set it back up facing the right direction. I honestly don't think the programmers had time to figure out how to rotate an object properly.
One thing I never did like was picking up an object and not showing my hands holding said object. The reason for not showing your arms is simple. It comes from a game called Trespasser. It featured full physics and hands holding objects like crates and books and what not. The problem is that the arms looked totally goofy and distorted. To do something similar with Half-Life 2 would be problematic. I'm sure it was tried, but was probably dropped due to the complexity and animation it would take. Still, it's a bit strange to pick up a bottle and have it "float" there.
One thing of note when it comes to interaction. There comes a point in game evolution that a game has so many objects that can be manipulated, those that can't really stand out. Nothing bothers me more than to look at some large panel with a horde of shiny buttons and I can use it. In Half-Life two, I can turn stations on monitors, grab a cardboard box, whack a dead guard in the crotch, but I can't turn off a generator or work a monitoring station to tune in reruns of the Brady Bunch. The lesson is that if you're going to place objects that look interactive, you should probably make them that way or be able to give some sort of feedback on why you can't use that object.
Quick example. When using a Combine terminal, just have a voice state that the terminal has been locked. Tuning a radio just features static. Doors that don't open have a "locked" sound. If something is too heavy, have the player "grunt". Audio cues are probably the easiest form of feedback to implement. Is it overkill? As long as the game designers are able to maintain the illusion of the player being in another world, the better.
This is just part one of a larger series. The remaining parts will concentrate on individual levels, the choices the level designers made, some more comments on the game structure and other individual game elements.
One request for those posting comments is to please limit your comments to game design, elements and to points raised in this article. Please save your comments on graphic engines, performance or Steam. Models, textures and lighting comments should only be posted as it pertains to game or level design. An example of a good comment is "The darkness of Ravenholm lent to a creepy atmosphere, but the illusion was destroyed by the stark white textures of the zombie white lab coats." A bad comment would be "By not using Shader 3.0 instructions to their fullest, frame rates dropped in combat situations."