{"id":14654,"date":"2012-01-03T07:36:18","date_gmt":"2012-01-03T12:36:18","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=14654"},"modified":"2012-01-03T13:14:24","modified_gmt":"2012-01-03T18:14:24","slug":"errant-signal-half-life","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=14654","title":{"rendered":"Errant Signal: Half-Life"},"content":{"rendered":"<p>If you&#8217;ve read this blog for any length of time, it&#8217;s probably obvious that I enjoy analyzing and discussing games at least as much as I enjoy playing them.  I sing the praises of games I like as a way of spreading the joy, and I criticize games that annoy me as a kind of catharsis. I think games journalism is very much lacking in this sort of careful introspection, and I&#8217;m always glad to see someone new join the ranks. <\/p>\n<p>Here is a guy who is doing this in a big way and deserves a lot more attention than what he&#8217;s getting.  <a href=\"http:\/\/www.youtube.com\/watch?v=E32j9ufrpoE\">His analysis of Grand Theft Auto IV<\/a> is the most incisive I&#8217;ve seen.  You may remember <a href=\"?p=2739\">I did a side-by-side review of GTA IV and Saints Row 2<\/a>.  I pointed out these problems, but Campster&#8217;s review gets into why they&#8217;re problems and how they are at such odds with the core gameplay. As of this writing, Campster&#8217;s GTA review has less than 2,000 views, and that&#8217;s a shame.  Please do your best to remedy this.<\/p>\n<p>I first discovered Campster when a reader forwarded me a link to his review of Half-Life (the series) and his position that the game is &#8220;overrated&#8221;.  As an admitted Half-Life 2 fan, I think some people are hoping I&#8217;ll jump in here and defend Valve&#8217;s flagship title. My defense is probably going to be much milder than most people might imagine, but I&#8217;m willing to offer it.<\/p>\n<p>Here is Campster&#8217;s take on Half-Life.  My response follows.<\/p>\n<p><table class='nomargin' cellspacing='0' width='100%' cellpadding='0' align='center' border='0'><tr><td><iframe loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.youtube.com\/embed\/q-3gcVICiCs\" frameborder=\"0\" allowfullscreen class=\"embed\"><\/iframe><br\/><small><a href='http:\/\/www.youtube.com\/watch?v=q-3gcVICiCs'>Link (YouTube)<\/a><\/small><\/td><\/tr><\/table><\/p>\n<p><!--more-->Overall, I&#8217;m not sure how to approach his thesis.  It depends on what he means by &#8220;overrated&#8221;.  If he&#8217;s saying that Half-Life is praised as flawless when it shouldn&#8217;t be, then I agree.  The game is not perfect and I can see those flaws despite my fandom.  There&#8217;s lots of room for criticism here. <\/p>\n<p>If he&#8217;s suggesting that Half-Life is rated above other, better games in the same genre, then we have grounds for a debate.  It&#8217;s not perfect, but Half-Life 2 stands above every first-person shooter that&#8217;s come out in the seven years since its initial release. (Excepting the episodes.  I actually think the original Half-Life has aged poorly and suffers from a lot of pacing issues by today&#8217;s standards. I recently played through it and found it to be a bit of a slog. Most of my praise is aimed at the sequel. His own points are spread across the entire franchise, so let&#8217;s not get too picky about the particulars.) <\/p>\n<p>Here are my responses to his major points:<\/p>\n<h3>Gordon Freeman is a Mary Sue<\/h3>\n<p>A Mary Sue is an author insert character, so that she can live out her fantasies through her protagonist avatar.  It seems like that should be different than a character created specifically so that the reader (or in this case, player) can live out their fantasy. The writer didn&#8217;t create Gordon for himself, but for the player.<\/p>\n<p>In any case, I think this is an unavoidable by-product of having a silent protagonist.  Gordon is an empty vessel for us to inhabit, and by design he doesn&#8217;t really have a personality.  No personality means no character flaws. Giving him flaws would require giving him dialog.  If he&#8217;s going to have dialog then we probably need to move the camera to third person for the cutscenes so that we can see him emote.  And if he&#8217;s going to emote then he needs to have a personality and a clear set of motivations and goals.  Now we&#8217;re talking about making a very different sort of game. <\/p>\n<p>Yes, the other characters do eventually elevate Gordon to some sort of messiah, and the reasons for their praise and adoration always seem to come from off-stage.  This is one of those quirks of the series.  I thought it was pretty understandable in Half-Life, and inexplicable in Half-Life 2.  In either case, Campster&#8217;s point stands that the game spends a lot of time clumsily stroking the player&#8217;s ego.<\/p>\n<h3>Alyx Vance is a masturbatory aid for the player<\/h3>\n<p>I never got this vibe from Alyx. I never got the sense that she was flirting with me. (At least, not in Half-Life 2. In the Episodes? Maybe.) She didn&#8217;t feel engineered for wish fulfillment to me.  I&#8217;ve always seen her as a natural and practical character who fit perfectly into the gameworld. What would the writer have needed to change to make her less so? Should she be stupid? Ugly? Annoying? A coward? Selfish? I don&#8217;t think Alyx is any less valid a character than most intelligent, attractive, sympathetic, and brave heroes in fiction. Yes, she&#8217;s not as fleshed out in her motivations as Breen, but he&#8217;s the villain and she&#8217;s a supporting character. <\/p>\n<p>This reminds me of the criticism of Avatar, where the Na&#8217;vi were so blatantly engineered to be sympathetic characters that it felt cheap and manipulative. Some people in the audience detect this manipulation and reject it, and so the whole world falls apart for them.  As with allegory and propaganda, you need a gentle touch or you&#8217;ll incite backlash rather than empathy. I think Alyx trips that alarm with some people, which is where the distaste comes from.  <\/p>\n<p>Ironically, I think this comes from the very thing that Campster mentioned: The nearly universal awfulness of other female support characters in games. Our standards have been dragged so low that when someone reasonable is introduced it feels like the developers are cheating.  If we had more decent female characters, Alyx wouldn&#8217;t stand out so much.<\/p>\n<h3>&#8220;The Content Muncher&#8221;<\/h3>\n<p>This is where I really disagree with Campster.  I don&#8217;t see the combat as &#8220;stupid, time-wasting bullshit&#8221;. It&#8217;s rewarding all by itself.  Half-Life 2 constantly feeds us information about the world without forcing us to sit still for exposition.  It&#8217;s the gold standard for environmental storytelling, and I can&#8217;t see what Campster thinks the game should be doing.  His point about &#8220;Do, don&#8217;t show&#8221; is a brilliant one, but since Half-Life 2 is better than almost all other shooters when it comes to this, I don&#8217;t see how this could be improved without changing genres. <\/p>\n<p>Even when you&#8217;re in the &#8220;stupid, time-wasting bullshit&#8221; gameplay, the environment around you is still telling you a story.  The section of Half-Life 2 where you fight through the underground railroad tells us volumes about how the resistance works, how the overwatch operates, and shows us how the Combine have been treating the planet since the previous game.  No other shooter has even come close to this level of environmental storytelling.  Okay, I&#8217;m sure it&#8217;s <em>possible<\/em>, but I don&#8217;t think it&#8217;s particularly fair to hold the game to a standard that doesn&#8217;t even exist yet. <\/p>\n<p>You don&#8217;t want a game of all cutscenes, and non-stop combat will become tiresome after a while. Combat. Puzzles. Cutscenes. Exploration. The game regularly shifts between these states to keep things fresh. This isn&#8217;t a mark against the game.  This is something other games really need to get right. <\/p>\n<h3>Let&#8217;s Completely Change what the player is doing every two hours!<\/h3>\n<p>I&#8217;ve always seen this changing gameplay as a feature, not a bug.  A feature which is lacking in just about every other shooter out there.  Would the game be better with <em>less<\/em> variety?  I liked Crysis 2, but by a third of the way through the game I&#8217;d basically had my fill of its gameplay.  It was just more humanoid foes to shoot with the same (or similar) guns. More than anything, that game would really have benefited from some physics puzzles, a &#8220;gravity gun&#8221; (but please, not really a gravity gun) section, some secret stashes, and a [good] vehicle section.  It would have been very welcome to encounter some small foes (like Half-Life&#8217;s manhacks) some big foes (like Half-Life&#8217;s hunters) some swarms of dumb cannon fodder (like Half-Life&#8217;s various flavors of zombies) some huge foes (like Half-Life&#8217;s striders and gunships) or something else to break up the monotony of shooting various flavors of &#8220;dudes&#8221; with guns. (Some of the dudes were aliens, but they were still man-sized bipeds with firearms.)<\/p>\n<h3>Half-Life 2 is a theme park ride.<\/h3>\n<p>He&#8217;s 100% right about this one.  You usually don&#8217;t cause the events, you witness them.  Even when you do technically cause them, it&#8217;s not by choice.  I didn&#8217;t actually know what would happen when I destroyed that bit of combine machinery.  I didn&#8217;t do it because I understood what was going on, I did it because it was obviously the next thing to blow up in this Combine-shooting funhouse.  I didn&#8217;t open the door because I know where I&#8217;m going, I opened the door because it&#8217;s the only way I can go, and if I shoot all the dudes then I get to the next level where I&#8217;ll find more doors and dudes. <\/p>\n<p>The player is a child with a gun:  You don&#8217;t know what&#8217;s going on, you don&#8217;t understand what the adults are doing, but darned if you aren&#8217;t going to make a big mess and a lot of noise while your betters point you towards your next playground. <\/p>\n<h3>We haven&#8217;t gotten any closure on anything yet.<\/h3>\n<p>This is another valid point, and unfortunately I don&#8217;t think it&#8217;s going to change in the next game.  The ending of the original Half-Life set the tone: It&#8217;s all a mystery by mysterious aliens and their mystery-plan!  I doubt we&#8217;ll get any inkling of who the G-man is or how all of these elements fit together.  I predict that the next game will end much like the original did:  With the G-Man walking out, saying some cryptic stuff, and then we fade out.  Earth will be saved, but we won&#8217;t know what the aliens wanted from us, what the G-Man wanted, how the Vorts fit into this conflict, or why the G-Man is employing such indirect means of accomplishing things. <\/p>\n<p>I suppose this is the cheap, easy way of avoiding plot holes: Avoid explaining anything.  No information means no contradictions.  <\/p>\n<h3>Wrapping up&#8230;<\/h3>\n<p>My take on Half-Life is that it&#8217;s the pinnacle of a genre that could be a lot better. Yes, more player agency would be very welcome, and a stronger story could lead to a bigger payoff. It&#8217;s by no means a perfect game, and I get that there is a great deal of <a href=\"http:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Main\/HypeBacklash\">hype backlash<\/a> surrounding the title.  How much praise it deserves is based on how we&#8217;re judging it.  If we&#8217;re looking at it in an abstract way, analyzing what it is and how it could be even better, then there&#8217;s plenty of room for discussion. But if we&#8217;re comparing it to its contemporaries then it deserves all the praise it gets and more. What faults it has are worse in other titles.  Most of the criticisms of the title boil down to a criticism of the genre itself.<\/p>\n<p>In fact, it seems like the shooter market is moving away from the very things that made Half-Life so beloved:  Gunplay has become ceaseless and monotonous. Set design has been reduced to &#8220;places blown up and caked with dirt and concrete dust&#8221;. Storytelling is now quarantined into fixed-view cutscenes that deliver exposition in bulk doses. Characters fall in the spectrum between &#8220;macho&#8221; and &#8220;very, very macho&#8221;. <\/p>\n<p>Other games can&#8217;t even manage to attain Half-Life&#8217;s thin <em>illusion<\/em> of agency, sticking us in linear corridors and feeding us wave after wave of scripted guys to mow down, after which we follow the GIANT BLINKING ARROW to the next encounter.  <a href=\"?p=14352\">In Spoiler Warning we recently discussed<\/a> how even our combat agency has been removed, and we&#8217;re often compelled to beat an encounter in a particular way. (Like in games where you&#8217;re forced to use the turret. Or in Homefront, where the game wouldn&#8217;t shut up about grenades until I&#8217;d thrown enough to make it happy.) <\/p>\n<p>I&#8217;d go so far to say that a lot of my praise for Half-Life 2 is less a celebration of the title and more a celebration of the core design philosophy and principles that I wish other developers would embrace. <\/p>\n<p>Is Half-Life 2 overrated? I don&#8217;t want to name names or anything, but see a lot of <a href=\"http:\/\/www.techradar.com\/news\/gaming\/consoles\/battlefield-3-is-ea-s-fastest-selling-game-ever-1037892\">other<\/a> titles in the same genre that rate higher, sell better, and show far less artistry in their construction. Is Half-Life 2 more linear than Fallout 3? You bet. Is it shallower than Deus Ex? Without a doubt. But that kind of criticism strikes me as disparaging a Porche because it&#8217;s not a helicopter.  Yes, I&#8217;d <em>love<\/em> to see a few more of those kind of games on the market, but if we&#8217;re talking about shooters then I think Half-Life 2 has always stood above its contemporaries. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>If you&#8217;ve read this blog for any length of time, it&#8217;s probably obvious that I enjoy analyzing and discussing games at least as much as I enjoy playing them. I sing the praises of games I like as a way of spreading the joy, and I criticize games that annoy me as a kind of [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[120],"tags":[23],"class_list":["post-14654","post","type-post","status-publish","format-standard","hentry","category-videogames","tag-half-life"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/14654","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=14654"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/14654\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=14654"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=14654"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=14654"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}