The Skaarj were designed to lunge around and dodge your slower projectiles. If there were more than one, they'd all be lunging around dodging your projectiles. I never felt that it was anything but good hit prediction and a tendency to remain cautious rather than charge you. However the game implemented them very well. The Skaarj were tough bastards with a good chunk of HP; you never did encounter more than, say, three at a time, to avoid giving them the impression of being cannon fodder. The part of the ISV-Kraan level where they respawned endlessly was a damned travesty.
Well, they also had some fairly impressive pathfinding and environmental awareness. They should have packed a bit more rape, though, maybe then ISV-Kran Deck 1 Skaarj Rush would have been more of a "fucking run!!1" moment.
Anyway:
I finished BMS.
It was good, but there quite a few things I'm butthurt about:
1. Overall the AI works pretty much as it did in original - marines flank, retreat and 'nade you in a semi-smart manner, plus they fire quickly, houndeyes try to swarm you if in group, retreat if alone, alien grunts do the regular alien grunt thing and so on, however:
-assassins are lame, yes, they are fast, mobile and navigate their environments extremely well, but they are a bit too straightforward in their approach which gets them killed awfully fast, especially with fucking glowy goggles.
-Vortigaunts don't seem to lose morale, go nonhostile or fake nonhostility.
-Marines don't seem to set 'nade traps and use grenades more sparingly - meh.
2. While I wouldn't mind ON A RAIL getting cut, and appreciate new areas, there was a lot of cutting aimed specifically at reducing HL's already meagre nonlinearity )to avoid confusing retards or something). I mean mainly SURFACE TENSION and, ironically, ON A RAIL.There are quite a few interesting sequences gone.
Also, to add insult to injury RESIDUE PROCESSING was left completely intact and, despite being the most pointless and boring chapter that should be reduced to some token processing section, maybe padded a bit to elicit "I want my weapons baaaack!!!1" feeling of vulnerability.
3. No Xen. Yes, I know they will release subsequent content separately later on. No. Fuck you.
4. Aliens are too human. I'm speaking mainly of morphology and, in case of vortiguants, of vocalization. In general I always considered HL2 and Episodes' Vortigaunts shit, albeit with cool looking eyes.
5. Vehicle fights are the epitome of fail, especially given that they require cheesing the fuck out of derpy AI while ducking behind an indestructible box or other seemingly insubstantial obstacle.
6. Visuals are excellent, but some particle effects look poor even compared to HL1. I'm speaking of ones accompanying Gluon Gun and its otherwise cool disintegration effect and some misc ones like flies. The former could use some colour gradation and different method of expiry to produce more natural effect (or just be ported and colour adjusted HL2 disintegration effects - why the fuck not?). The latter look like lifted verbatim from Q2. Some effects could also use richer palette (energy weapons) or better dynamics (muzzle flashes).
7. Explosions are weak, especially in terms of sounds, same with firing the RPG.
8. Some weapons are overbalanced, for example Tau Cannon got general boost in terms of firepower and effectiveness, but lost its secondary spalling effect so there is little difference between alt and primary modes and weapon lost much of its flavour. Hivehand is cool, but it seems to inflict way too much rape.
9. Some of the sequences lost their organic character due to too much railroading.
10. Frequent CTDs later on.
11. If you give me aiming with sights function for Python, then give me a good reason to use it, or at least sights that don't suck. Yes, that may mean having to add up to five more polys on the model, I don't care.
12. I like my corpses blood splattered and messy as much as everyone else, but having an Icky look as if it was half flayed after but two bolts from xbow is a bit too much.
13. If I see one more game with snipers (or autoturrets for that matter, but especially snipers) having not just laser sight, but bright, conspicuous laser beams attached to their weapons I'm going on a killing spree. With a fucking axe. With laser pointer taped to it.
14. Houndeye model looks nice, but it seems swollen somehow. Would benefit from having a lot of stuff (like eye, uh... sphincter or individual ommatidia) finer.
Now for the good stuff:
1. The reimagining is generally pretty faithful and of good quality.
2. There is a lot of unique dialogue and characters introduces in place of original's clones without actually affecting the composition or pacing of the whole. Characters you'd have to leave at some point now provide some rationale other than "hurr i'm a derpy AI and can't navigate hazards".
3. Difficulty is generally increased, to the point where I toned it down to medium at later stage.
4. Someone on the team knew their stuff - there are many whiteboards in the facility with pretty interesting stuff (especially those pertaining to physics, less so with xenobiology).
5. Some alterations include changing the somewhat derpy stuff in the original, others giving an i(effective!) llusion of a much bigger place.
6. BMS teem seem to have managed partial armour in Source engine.
7. Manning .50 Browning MG.
8. Physical engine actually adds something to game here. In the mayhem of combat there is a lot of potential ad-hoc cover or tactics like rolling out a flammable barrel.
9. No more flashlight baterry running out of charge after 15s of use.
Or at all.
10. Characters react to stuff. Yeah, it's generally scripted, but when you, for example, lead a guard to teleporter and step through he will be appropriately shocked.