This
was probably broken with the 2013 update, at least I remember running into the stuck train then. Was
supposed to be fixed in 2014 but I guess not fully.
I see, so it was getting stuck there too. I was aware of the bug that was causing the earlier one to stop, just before the stairs down which the flaming barrel is dropped.
I couldn't replicate the bug now and I no longer have the autosave from the instance when it happened, where it was replicable.
Recently I noticed a problem with the train in the first combat level too, so maybe Valve broke something again ...)
What sort of problem?
When I played the first level of ‘Route Kanal’ recently, the second Combine train (i.e., the third train counting the one which stops earlier for you to use it to jump across the tracks) didn't appear at all after I jumped down into the canal below or onto the platform with the closed door suspended over the canal. The train should appear then, running over the two Civil Protection squads closing in on the player along the tracks.
What version are you playing?
Never encountered that problem.
The standard Steam version. I don't think I have the bug-fixing patch-mod installed, but I'll make sure later. The only possibly abnormal thing is that I don't have a graphics card and I had to use a launch command to force a higher version of Direct3D.
It's also the first time I encountered it and I was quite taken aback.
How do you compare it to the first Half-Life?
While I like HL2, Half-Life 1 will always remain one of my favorite games.
Game is quite underwhelming in some instances, that fight with the Combine and placing turreta in Nova Prospekt is really frustrating.
I approached playing the series in the ‘correct’ way, so that while HL2 which attracted my attention, I played HL1 and its expansion packs first. Initially I wasn't entirely interested or maybe habituated to playing games like that, so I found the gameplay kind of dull and probably didn't go with the flow of the set pieces. The cartoonish grotesque, huge research facility with hazards to explore, and the government cover-up theme appealed to me a lot, however, and I loved the ending.
HL2 wasn't exactly what I was expecting it to be—more streamlined, not very challenging, and with character drama constituting much of the plot, but I enjoyed most of it exceedingly for the continuous thrill of the easy-flowing action, set pieces, and various interesting details; I found the setting to be intriguing and unique too. The way Valve does, or used to do, things has so much style and flavour—the Combine radio chatter, the atmosphere of the Central or Eastern European city gradually being consumed by the alien machine, what I think is the intentional vagueness of the story with regards to the role of the player or the real nature of the enemy, the alarmed and sad feeling one gets from seeing the headcrab zombies with the bloodied hosts muttering and shambling around, and screaming if set on fire ...
But on a more concrete gameplay side, I do agree in principle that the game is too easy and constrained by scripting, especially early on. Where I differ from the Codex consensus is that the vehicles and vehicle sections are among the best in games, because apart from more open-ended games, vehicles in action games need levels tailored to them. The gravity gun is good and functional, but of course one loses interest in playing with physics in games past a certain point. The antlion bugbait is the real gimmick of the game—the spectacle is nice to look at, but there isn't much gameplay to it at all.
The later prison levels are among the most boring in the game, together with that canals section at the end of ‘Anticitizen One’. The squad mechanic is very poorly implemented and the rebels basically work only as a background when they don't get in the way. Generally, having the unique NPCs accompany the player in combat sections brings nothing of worth to the game either, it's just too basic and bland.
The actual shooter part of the game becomes good only in the street war, where the followers don't get in the way. There are more soldiers to fight, the level design at times facilitates interesting situations where they can be dangerous, and the grenades can even kill you and it's fun to throw them back. The striders are very cool and the sections where they can blow up parts of buildings are very exciting, especially the last street battle which can feel genuinely hectic; however, concluding those sections with crates of endless rockets is a big let-down. The final chapters are fun at first, but the last battle should have been something more unique and elaborate.
I learned to appreciate the first Half-Life more later, as I kept replaying it. It takes some prior knowledge, or just a play-style, to get into the midst of the set pieces without playing too carefully. Playing it on hard also made it feel more interesting compared to the difference a difficulty increase makes in most games of this type. I got into the Build games, Doom, and Quake only afterwards and I was quite astounded by how consistently excellent their gameplay was, since I used to assume that they were just too simplistic and repetitive. It wasn't until then that I understood what was good about pure shooters and why they didn't need to be ‘diversified’ with various additions and showiness to be highly fun. Ironically, despite my fondness for the HL series as a whole, it doesn't seem like I'll ever experience the first game in this way, as a sort of revelation. I rather cherish it for the whole set of things that make it feel the way it does.