If you are killed in co-op you reappear at the beginning of the level and have to catch up with the others Save/load anywhere (14 slots, shows the level you're at and the date+time you saved at only) The reactor level connects to three other levels (toxic waste dump, big gun, cooling facility) but the progression there is linear Partially non-linear structure (can go to either the torture chambers or the guard house after the security complex during episode 3 - security complex connects to both of these) One decent boss (final boss's second phase without quad damage or invulnerability)ģ.24 patch: Music volume slider, higher res, supposedly enables alt+tab functionality but it didn't work for me, 20 save slots Most weapons stay useful throughout (not machinegun and the regular shotgun, super shotgun feels somewhat weak/slow in the mid-late game) Some memorable environments (comm satellite, the pyramid, main gate and detention center+torture chambers, breaking down reactor core and big gun) Includes the expansions and various mods (the expansions were made by a different dev) Your weapons and other items carry over between episodes here Some interesting new enemies (on foot humanoid enemies can crouch, enemy that makes other enemies invulnerable - a bit underused though, enemy with a frontal shield) Some innovate or interesting level design (some scripted scenes such as enemies blowing up barrels or bridges+blowing up walls for surprise attacks+one airstrike, powering down or up some rooms to progress - developed a bit further in HL1, enemies that trigger alarm switches to call for backup, drilling machine hazard, lowering liquid levels - Strife, one large scale environmental change - reactor core flooding and destruction, escape sequence in the big gun level) Some minor puzzles (can use some switches to make objects fall on enemies to kill them, some spatial awareness puzzles, ride triggered moving platforms to reach new places, explosive barrels used as platforms) New enemies tend to appear as you're backtracking through part of a level (not enough at times though) ![]() Improved animation and "chunking" effects (blowing enemies into pieces), Nice lighting effects, Some large and detailed models, Moving ships in the sky, More consistent aesthetics and world, Very good art direction overall Switches are hit by moving into them here (or shot if you can't reach them) Partially continuous and sometimes interconnected world (can generally go back to the previous level within the same episode after entering the next and sometimes you're required to go back after hitting a switch/getting a key or activating something to proceed in a previous level, sometimes an episode loops back around so you re-enter the a previous level later on from a different entry point (episode 1), later used more extensively in Half-Life though SS1 and Strife already had fully connected worlds) Some interesting items (silencer - doesn't really work in SP though, ammo capacity upgrades, >100 health items (megahealth (Q1), stimpack - +2 HP which is lost if you get hurt (similar to Doom)), max HP upgrade items (adrenaline - +1 max HP permanently, ancient head item - +6 max HP permanently but there's only one), ) Some shortcuts and some alternate paths through levels Very good feedback from attacking and taking hitsĭifficulty options (easy-hard, have to type in "Skill 3" and then "Map base1" in the console for very hard/hard+ mode, sometimes harder or more enemies on hard) and full control config ![]() Three secret levels via alternate exits (lost station - entered via the comm center level's underwater tunnel, sudden death - via receiving center, comm satellite via outer hangar) - Q1 had a few more ![]() Plenty of secret areas/rooms and the game shows how many you've found+how many there are in total right away if you press F1 (the total number spoils the mystery somewhat but it's better than showing it after the level is beaten this screen also shows your kills vs the total amount of enemies). Some enemies can perform a final attack while dying (first enemy, mini-gunner)įun weapons overall (grenades which let you delay the throw, grenade launcher - Q1, mini-gun/chaingun - Doom though it basically has two firing modes here, BFG - Doom, rail gun, laser machinegun/hyperblaster, rocket launcher - Q1, super shotgun - Doom 2/Q1) Item inventory (can drop items) - means you can choose when to use temporary power ups (rebreather (breathe underwater), enviro-suit, invulnerability, quad damage) Helios one piece.Graphics-8.5 Sound-8 Control-8 Challenge-7 Story-5
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