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    Ankur's GameLog for Half-Life (PC)

    Tuesday 15 January, 2008

    GAME LOG # 2

    Gameplay
    As I continued my progress, this game got better and harder. I noticed that the enemies were getting harder and more smarter. I faced some human Marine Forces that have been the hardest opponents I have faced yet. The first, and only, boss I've faced yet required a lot of patience and brains to defeat it. Though, however, the game does not get frustrating or boring. You are always in control and the primary objective does not change. The scariness is still active with new enemies popping up from time to time and challenging you nerves and instincts.

    As the story progresses, you encounter some delusions about a different planet or something and strange creatures. These are all taking place within Gordon Freeman's mind and just as you think you have a grasp on the whole story, they throw more twists and turns at you. I really like this notion of storytelling because it keeps the player more curious. Still, however, there aren't any new characters and some of the people you do meet end up helping you until a certain point or die. The extra characters are mostly composed of security guards and scientists.

    I have also encountered new weapons that reek havoc upon my enemies but ammo for these weapons is scarce so you have to stick with the good old crowbar. The crowbar has become the signature weapon for this game.


    DESIGN

    Half-Life has one of the most intuitive game designs I have ever seen in a game. The most intuitive element is the way it utilizes scripted-sequences to tell the story. While most of the first-person at the time shooters relied on cut scenes intermissions to detail the plotlines, Half-Life's story is put forth entirely through scripted-sequences, keeping the player in control of the first person viewpoint. The player rarely loses control of Gordon Freeman, who has not spoken once in this game yet.

    The game does not progress in levels but continues through in chapters. The Half-Life environments are very varied and free. You always see new places and are never taken to the same room over over again. The tone of the environment and the game itself is very dark and mysterious. You just don't know whats lurking ahead. The environments are also designed in a way that requires you to think and then proceed because the wrong decisions will most probably lead to death. You also have to be very agile with your movement because you might be walking on some thin pipes and below is radioactive material that will kill you instantly.

    From what I've seen yet so far, this game is perfect and needs no changes. All the characters and environments are created beautifully with an emphasis on mystery. I also liked how there is a comedic element to some of the security guards that you run into. If you try to talk to them, they will say some weird things.

    Comments
    1

    This is an excellent log. You brought up good points, particularly with the connection between gameplay, environment, and story. I noticed you started spacing your paragraphs in the second entry. Please continue doing so, as it makes entries much easier to read.


    -David Seagal (Grader)

    Saturday 19 January, 2008 by Lagaes Rex
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