Didn't I tell you you should just crawl into a hole and fucking perish there?Stop the trolling ffs, the story in HL (entire series) is non-existent and only a dumbfuck would even argue that HL2 is the better game.
It has NOTHING on HL and then i am not even discussing the brilliant spinoffs HL made possible.
Shooters aren't just about shooting stuff these days anymore, Wyrmie. It's about creating an environment that has it's own ecosystem, simulations and coherent world structure/lore/history.
I didn't say that. And there was lot's of shooting in the Bioshock presentation.Then again you are the dood who were protecting shitty Biocock Infinite presentation by saying that they didn't show shooting (in a shooter) because showing shooting (in a shooter) is boring. FFS man.
The only difference between cutscenes and shit like that long, torturous, utterly uninteractive Kleiner's lab dialogue is that cutscenes are skippable. Thanks for the innovation, guys.There are no cutscenes in HL2, Wyrmie.
There are story portions where you need to solve puzzles, do a bit of platforming, etc. in between in order to continue, just as there are action sequences where people give story background. Which of these qualifies as a cutscene and why? And, if you're suggesting it's better to keep narrative compartmentalized rather than integrated into the play experience, do you also have anything to back that up in objective terms, or is that just personal preference stemming from the fact that you just want to shoot lots of aliens? Because in that case I'd say Half-Life really isn't your kind of game - try Serious Sam instead.I don't see how the cut-scenes in half-life are interactive. You can't communicate or change anything at all. You can just move around while the cut-scene is happening and literally do nothing. I remember in HL1 not being able to kill NPCs during cutscenes and in HL2 not being able to fire at friendlies at all. Some interactivity there!
Being able to jump on NPCs heads and literally throw crates at them while they just keep talking breaking the immersion and destroying the illusion of interactivity a lot more than camera fixing on the NPCs face.
Why don't you carry that just further?The only difference between cutscenes and shit like that long, torturous, utterly uninteractive Kleiner's lab dialogue is that cutscenes are skippable. Thanks for the innovation, guys.There are no cutscenes in HL2, Wyrmie.
It's a letter of the law vs spirit of the law situation. Yes, going by a spergian definition of the term, they're not cutscenes. There is no gameplay at all, and there is nothing you can do but watch it play out and choose which of the four walls to stare at in the meantime. But hey, you can choose which wall to stare at, so it's not a cutscene. Strictly speaking, yeah, that's true. But what's the point? You are literally stuck in a tiny room in which there is nothing with which to interact whatsoever, with no choice but to watch/hear the scene playing out in front of/behind/beside you. The basic idea might be an evolution over purely static cutscenes, but it was done in the most pointless way possible. I like HL2, I've played it through a few times, but every time I get to scenes like meeting Barney or sitting in the lab juggling cactuses I just want to skip the fucking thing. Not to mention HL2 having plenty of scenes where control is taken away completely - riding the coffin thing through the Citadel, the end of Episode 2 - and I have no idea how those aren't cutscenes by any definition.I guess one could argue that the talking bits in HL2 could be considered cutscenes in much the same way that we consider Call of Duty-style first person sequences as cutscenes. The only difference would appear to be that in HL2 you can move around while the "cutscene" is playing, but isn't this seriously stretching the term "cutscene"? Should we consider all interactions with NPCs cutscenes in the same sense? What about travelling from one location to the next without any action inbetween, is this also a cutscene?
It's a letter of the law vs spirit of the law situation. Yes, going by a spergian definition of the term, they're not cutscenes. There is no gameplay at all, and there is nothing you can do but watch it play out and choose which of the four walls to stare at in the meantime. But hey, you can choose which wall to stare at, so it's not a cutscene. Strictly speaking, yeah, that's true. But what's the point? You are literally stuck in a tiny room in which there is nothing with which to interact whatsoever, with no choice but to watch/hear the scene playing out in front of/behind/beside you. The basic idea might be an evolution over purely static cutscenes, but it was done in the most pointless way possible. I like HL2, I've played it through a few times, but every time I get to scenes like meeting Barney or sitting in the lab juggling cactuses I just want to skip the fucking thing. Not to mention HL2 having plenty of scenes where control is taken away completely - riding the coffin thing through the Citadel, the end of Episode 2 - and I have no idea how those aren't cutscenes by any definition.I guess one could argue that the talking bits in HL2 could be considered cutscenes in much the same way that we consider Call of Duty-style first person sequences as cutscenes. The only difference would appear to be that in HL2 you can move around while the "cutscene" is playing, but isn't this seriously stretching the term "cutscene"? Should we consider all interactions with NPCs cutscenes in the same sense? What about travelling from one location to the next without any action inbetween, is this also a cutscene?
I love how this entire time the HL fanboys knew that the people criticizing the games meant scripted scenes and not cutscenes (you all aren't that dumb) but chose to pursue semantics anyway. And it took a single reasonable Jimbob to change things around. I guess what I'm saying is that you all are idiots to a degree, just on a different side of the argument. This is almost worse than the "what is RPG" debates.