Hi,
in the past days, some people came to me in order to have my opinion about this game* (and especially BMDM). This caught my attention, and I have to admit that I don’t understand the motivations of its developers. What’s the point to rebuild a 16 years old game in a 10 years old one? If the goal was to revive the unique spirit of half-life (deathmatch) and its unique gameplay, I think that what you guys are doing is not on a good road, but will rather lead to failure in a sense I’ll try to make clear in what follows.
First, half-life is a 16 years old game, mostly (if not totally) dead, with an already split community (people playing valve and people playing adrenaline gamer, both steam and won2). Being an original game and not just a(nother) copy, it inherits some form of authority you guys will have hard time dethroning. Surely, this previous virtue is not something one should focus on too much, there is room for improvement and continuation of half-life style. Yet, can BMDM unify half-life communities and bring to it new (non casual) ones? If yes, how? Can it do it without any big drawbacks on what the original game is? Isn’t source an already out dated engine to realize such a project? Let us recall what happened with quake 3 and quakelive (no change of engine). The game is now totally dead and is fictively alive thanks to some sponsors and marketing made by its developers.
Second, by looking at the team members of this project, the lack of good players is not left unnoticed. Where are the members who understand the game for what it really is, for its potential, and for what has to be improved? The little “history” of video gaming has shown that projects like that always led to a simplification, not to say a noobification (skillwise speaking), of games mechanics. You know, video games are like school systems. You don’t make a good game by decreasing the amount of skill and exigency it requires to be well played. On the contrary, a good game is a game that discriminates players with respect to their skill and investment, and that is not friendly to casual and unskilled players. What makes half-life (deathmatch) unique is both its long learning curve in order to be able to express yourself decently, and its aggressiveness (being anti-casual gamers). In this game, you can perfect and rape a supposedly good player in a 1o1 if you’re much better and aggressive enough. In this game, you have to time weapon and ammo, not armors. You can kill someone who is 100/100 with 1 HP thanks to head shot and the total unbalance of weapons, making hitscan aim (gluon, bow, gauss and especially wallgauss and nukes) a much more efficient tool to rape your opponent than projectiles. You have to develop a whole gameplay around spawn cycle (the latter being not so random at all), and can’t possibly be called a good player if you don’t know how to move at least decently.
Third, it looks like the game you guys released is still full of bugs, and lack most half-life features (wallgauss, etc etc). How is that a good strategy to release an unfinished game? You know, most people are trying a game when it is released and then forget it. Maybe you guys should consider being less hasty. Let me give you a criterion in this respect: take a look at this channel https://www.youtube.com/user/1212testmicro and these movies youtube.com/watch?v=3NXnGuS2Jvk .
Now, consider that the game shouldn’t be released until it becomes possible to redo all these things in a way that is more or less as hard as in the original game.
Regards.
- because I’m more or less the authority of half-life deathmatch.