[COLOR=‘Orange’]Half-Life
Power Up - I kept trying to find the right weapon to kill the Garg, never knew the tesla-coil transformers would blow it up.
Surface Tension - The nuclear bunker with all the tripmines. Turn a corner, headhumper on face, tripped a mine, kaboom. Repeat. I also was very frustrated at finding that slow, slow crank to open the floodgate on that dam.
O.A.R. - Seems to be everyone’s whipping-boy in this thread, but I have to agree. Tedious. Confusing. Extremely long.
Lambda Core - Alien grunt after alien grunt popping in behind you.
Xen - The red-headed step-child of HL1… kudos to Laidlaw and Lombardi (et al) in making a truly alien place, but a bit too alien in some parts. Some puzzles were solved with dumb luck.
[COLOR=‘Orange’]Half-Life 2
Ravenholm - Also seems to be a punching-bag for this thread, but I only dislike the part with endless-respawn zombies as you make your way to the church. Those who say it’s too much of a change in the game, I got one word for ya: sawblades
Highway 17 - The buggy is fun, but it wasn’t involved in the gameplay enough. It’s just faster than sprinting and running, but it ends up getting you from point A to point B. I had to find those few places to really use the Tau Cannon effectively. (a bit underpowered, IMO) Oh look… an ammo crate on the back. :meh: Fill it with rockets, ‘nades or rods, now we’re talkin’. :jizz:
Sandtraps - More and more are chiming-in on this chapter, and I have to agree. The whole “stay on the rock” bit may be innovative survival-horror spun with platforming… but on harder settings it’s sooo lethal. If you take time to scour the caves with the GG, you’ll find some good stuff, but it never seems like enough.
Follow Freeman - The AI are idiots, indeed. I keep commanding them far away from me just to draw some Combine fire. They actually helped in a few spots, but those were just a few.
“Get away from me, 'nade magnets!”
At least when you reach the top of the shelled-out building, they start to drop like poisoned pigeons.
“I can fire off one more rocket if you go over there and get shot for me. Thanks! Who’s your messiah, eh?”
One time, had just one survivor left and he kept saying “get to the horse… go to the horse… the horse!” over-and-over-and-over. Talk to the crowbar.
Our Benefactors - Get into one of the pods? Are you kidding me? As if that wasn’t weird enough, there’s a chance that you board one that gets zapped with lethal radiation.
“Enslaving our world, but they keep the pods clean. How nice.”
The reward, however is a sweet tour of the insanely creepy citadel… and a supercharged gravity gun. Unfortunately, it’s not “super” enough to hold anything when blasted by a strider.
[COLOR=‘Orange’]HL: Episode 1
Going through the citadel one more time is pretty exciting. Some are crying about the elevator part with the big chunks of debris. Just hold alt-fire to catch those suckers, then push it into the dark-energy beams to disintegrate them. Solved that for ya.
Yeah, the pitch-black part. There’s no easy way to do it… but it’s kinda cool when Alyx starts to mess with your head.
“What the hell does this ultra-science flashlight use for power, a watch battery?”
Converting rollermines is a key strategy, especially with the snipers in town. The only sucky part is the ALG battle afterward, where Alyx is almost no help at all and that one AI fighter is scratchin’ their ass the whole time.
Some say the citizen escort is a drag, but it does escalate with each group, making it a bit more interesting each time you go back and forth. Too many shottie soldiers will really ruin your day there, but if you can catch one of the Overwatch orbs and fire it back, it’s almost worth it.
Strider battle… is just over the top. Where did this super-charged and super-pissed strider come from? “What did I do, kill it’s mother or something? Sheesh!” I don’t care how quick you are, you’re going to learn through dying how to beat that part.
[COLOR=‘Orange’]HL: Episode 2
The whole beginning is a bit annoying, like a tutorial smeared into the storyline. I guess that’s for all the OrangeBox nubz.
After the vortie comes to pick up injured Alyx, the whole elevator-shaft part is klunky and can phys-kill you too easily.
“No, mister vortie. You go on. Don’t worry about me. I’m dead.”
The “quest for essence” was a bit drawn-out, but having vortie buddies was pretty sweet.
Until you figure out hunters, they are just maddeningly tough. Once I figured out “return to sender” kills, it was much more satisfying.
No more buggy, now it’s a musclecar. At least you get from point A to point B in style. The “radar” they add is nice, but Alyx keeps nagging you about it.
“Is she going to say that every time!? Yes, dear. I’ll pull over.” :fffuuu:
The hillside with the forcefield, that final house. There’s almost nothing in the house, but then you get in the basement and snap! Picking-up ammo too soon and you run out, hunters everywhere and nothing to grab. It was almost too hard.
I know it’s off-topic, but Dog-versus-strider is just as epic as it sounds. I haven’t won that race yet, maybe next time.
There’s an achievement if you save the sawmill from being leveled by the striders. HA! It’s the building in the center, almost every strider will take a shot at the thing!
I have to agree about the showdown at White Forest; too much at once.
Running down hunters with the car is quite cathartic, but if you run into a strider-leg by mistake it’s a nasty hit.
BTW, If you’re having trouble aiming the Magnusson spheres, then you should have practiced more on the “hillbilly hazard course.”
And finally, I was just sad that Eli dies. That really made it an anti-climax and I’m really de-motivated to play it through again. For what? So he can die once more? They should have made something hopeful at the end, saving Eli’s death for beginning of EP3. At the start of a game, it’s excellent motivation… revenge!