I do like Half-Life 2 enough to replay it every couple of years but have to agree that it does many things worse than HL 1. And having first played 2 before 1 that's not just nostalgia.
* Reduced number of interesting alien creatures is a clear downgrade. Having different varieties of head-crabs does not make up for the absence of houndeyes and bullsquids. Making Vortigaunts friendly isn't bad for the world building but there is no interesting alien enemy to replace them either.
* The complete absence of completely alien environments like HL 1's Xen is disappointing. You'd think with the improved graphics they could really make Xen shine, but not, instead we get generic dystopian sci-fi combine architecture.
* HL2's puzzles feel more like a tech demo than something that is designed to be challenging and fun. Was impressive for the first time but the tech itself is pretty standard fare these days.
* Friendlies in combat are just too annoying without much more advanced AI than what HL2 has. It didn't work well in Opposing Force and HL2 really doesn't do much to improve it - sorry, being able to spam C to keep them from killing themselves doesn't cut it.
* This is going to be subjective but I prefer HL1's much more solitary levels and a bit more serious mood. Realistic human NPCs are hard to get right even outside combat so having fewer of them as needed is generally better for immersion.
* HL1 also gives you a bit more freedom in how you approach things. You can easily kill the first helicopter as soon as it appears over the dam if you save up enough heavy-hitting ammo. Might be more down to over-testing for HL2 (something that Valve seems to be proud of in the developer commentary) to and preventing "exploits" and make sure players experience everything as intended rather than a conscious design in HL1. Both are quite linear experiences but somehow HL2 feels even more scripted.
Still, HL2 was technically impressive when it was released (at least I was impressed) and its lip sync animations are still ahead of the robot movement in many games released even today.
there's not a huge difference between locking the player in a room and just taking control away from them for a cutscene.
But there is
a difference. Even locked in a room, things have to progress in real time instead of skipping over parts that the designers would rather not thing up a sensible sequence of events for. Designers must also actively come up with ways to restrain the player instead of just having you act a retard in cutscenes for plot reasons.
I agree that HL2 is often lazy and unnecessarily restricts player agency to make sure things play out how the designers envisioned but it could still be a lot worse if they felt free to take control away from you completely whenever convenient.
So you're left to bounce around throwing books at people's heads, to which they don't react because they're playing out their cutscene totally independent of what you're doing.
Well they do skip ahead if you slap them on top of the head, clearly reacting to you being annoyed at them for wasting your time.
IIRC there were some parts where NPCs skip/shorten the setpiece if you don't pay attention to them but maybe that was in the episodes. In any case, there could have been a lot more reactivity to player actions during not-cutscenes.
- The gravity gun is a novelty. It's not very useful apart from selected levels where it becomes your only option.
Disagree, throwing saw blades, mines, radiators and toilets at enemies remains fun throughout the entire game.