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Me browsing Lemmy, finding this post

You’ve got three guesses!
That aside, I remember back in the day that Op4 received a lot of praise from fans, while Blue Shift was considered by many to be underwhelming. I love them both, but I always thought Blue Shift was the better game. Op4 might be longer and more full of new content, but it’s also all kind of thrown together, playing very loose with the universe. Blue Shift was, by comparison, short, clean, well told, and nailed the setting and gameplay. To me it feels like a very Half-Life game, whereas Op4 feels more like fanfic, like the most impressive single player Half-Life mod ever made.
I agree with you. I’m a huge fan of the series, and I love them all, but I also think my favourite will always be the first one. I honestly think there are many parts of its design that are just impressive, but also subtle enough that they are rarely recognised.
It does of course also have its weak points, that can be critiqued, but I would be boring you with a nitpicky critique, in a long form format, outside the scope of what anyone would want from a Lemmy comment, if I started on that, I think.
I do think Half-Life qualifies as a masterpiece, though. That’s why I am always sad to see when it is recommended to newcomers to the series as the way to experience original, you know? Hell no. It’s an inferior game in many ways.
Black Mesa was a really fun fan homage to Half-Life. I played it several times, and I’m glad that it exists. I think it’s great that it sometimes put its own spin on things, instead of trying to be a 1:1 recreation (because, then, what would be the point, when Half-Life already exists?), but there were some of its design choices that seemed kinda not thought through, and randomly contrarian to its source (pun not intended, hah) material. Its soundtrack was also stupefying… Not only was it bad, in terms of quality, but it seemed like an antithesis to Half-Life’s soundtrack, which was very head-scratching, considering that the game seemed to try to aim at capturing the spirit and essence of Half-Life.
I get you - kinda. Engines are big. Take a look at some of the other “havers of game engines” and see how often threw a whole, working engine away, to recreate one from scratch?
Valve’s Source Engine was first used for a release in 2004, but it wasn’t really a new engine either, as it was just a continuation of GoldSrc, first used for Half-Life, released in 1998. And GoldSrc? Well it was based off of the Quake Engine, later known as id Tech 2, which was the engine of the namesake game from 1996.
Is Valve’s engine a decrepit relic, not suitable for modern games? I haven’t been keeping up, but as far as I know, that’s not really a common refrain. And I know that it has at several points in time been an engine hailed for bringing innovative technology to the table - despite quite literally been a direct continuation of the engine of one the very first mainstream games to sport true 3D rendered graphics.
Without having checked, I’m willing to bet each new version of the Unreal Engine has simple been based off of the former, too, all the way back to 1998’s Unreal. It doesn’t make sense to throw away parts that work just fine, for the sake of it, when you’re dealing with something as big as an engine, as you’re likely to just end up rewriting parts of it 1:1.
But fuck if the Creation Engine isn’t a janky ass mess, and if that hasn’t always been the case! Morrowind was helluva janky too, but we excused it because it was able to deliver something unprecedented. By Oblivion in 2006, that was no longer the case.
Most other havers of engines have done a more or less good job of continually innovating, upgrading, expanding and replacing parts of their engines, whereas it seems Bethesda has always done the bare minimum, to the point that over 50% of the engine must be composed of duct tape at this point, with actual.code presumably on second place somewhere further down.
Bethesda needs to either spend all this excessive development on properly reworking and upgrading their engine, or they should throw it away forever and just license something like Unreal Engine.