So I finished up playing Episode 1 last night on my dads comp (swanky top settings), and I have to say - Exit 17 really does suck. Perhaps that's a little harsh, because I've certainly played alot worse, but the fact still stands in my mind that this is Valve at its worst.
Now originally I was all for Exit 17, even to the point of defending the dull citizen escort, but that was probably due to being swept up in release hype and that oh-so-wonderful ending. So what's wrong with it? Well, alot of things really. First, we've got the citizen escort. Now, escorting NPC characters has always been a problem in the genre, and I'm not sure what Valve were smoking when they thought they could pull it off. I'm going to blame Alyx for this one. A rather revolutionary NPC in that she isn't useless, she's a well established character and because she aids, rather than hinders.
The same can't really be said for the rebels. I think I lost more in the Nexus courtyard than I did in the final stages of the evacuation. For starters, I didn't have the ability to tell them what to do or where to go. So when the Combine soldiers came bursting through the windows, I couldn't send my rebels to the other side of the warehouse. So I either let them get mowed down or I take huge damage from the shotgun toting soldier. It isn't very practical. Perhaps if they'd had the sense to do it themselves?
"Don't forgot to reload Dr. Freeman!"
The next problem would be how repetitive it is. You go back and forth a total of 5 (?) times, including repeated enemy placements. Not to mention the complete lack of urgency. The only thing that reminded me of the Citadel's imminent destruction was when I fancied a look up. No sirens were sounding, no vortex lightning crackling and certainly no "Come on Gordon we have to keep moving!". Now I think alot of that was down to the back and forth nature of it all. You don't really get a sense of urgency when you have to linger in the same dull spot for about half an hour.
It wasn't fun, it wasn't exciting and it really let the rest of the game down. I felt the urgency in the Citadel, I felt a reason to keep going and I felt as though I really should get moving. Infact, I felt that very same thing when I emerged from the sub tunnels. Kleiner's rather straight to the point speech had me hurrying for the exit.
So ok, the escort mission is over. What next? A strider battle. Now this was great, and it was very well done. Trouble was, it didn't feel like the finale it should have been. It wasn't the climax I'd been waiting for. It wasn't how the chapter should have ended, and more importantly, Alyx wasn't present. Alyx had gone through the entire episode with me, and I wanted her there at the end. A true opportunity was missed here. We started it together, we should have ended it together.
But the ending made up for alot of it - because it was, by all means, bloody awesome.
To sum it up, I feel as though Exit 17 let the game down. It really did. It should have been replaced with some a great deal more climatic. Perhaps a hectic battle through a series of train yards? Anything really.
Your thoughts?
Spoiler: Kupoartist sucks
Now originally I was all for Exit 17, even to the point of defending the dull citizen escort, but that was probably due to being swept up in release hype and that oh-so-wonderful ending. So what's wrong with it? Well, alot of things really. First, we've got the citizen escort. Now, escorting NPC characters has always been a problem in the genre, and I'm not sure what Valve were smoking when they thought they could pull it off. I'm going to blame Alyx for this one. A rather revolutionary NPC in that she isn't useless, she's a well established character and because she aids, rather than hinders.
The same can't really be said for the rebels. I think I lost more in the Nexus courtyard than I did in the final stages of the evacuation. For starters, I didn't have the ability to tell them what to do or where to go. So when the Combine soldiers came bursting through the windows, I couldn't send my rebels to the other side of the warehouse. So I either let them get mowed down or I take huge damage from the shotgun toting soldier. It isn't very practical. Perhaps if they'd had the sense to do it themselves?
"Don't forgot to reload Dr. Freeman!"
The next problem would be how repetitive it is. You go back and forth a total of 5 (?) times, including repeated enemy placements. Not to mention the complete lack of urgency. The only thing that reminded me of the Citadel's imminent destruction was when I fancied a look up. No sirens were sounding, no vortex lightning crackling and certainly no "Come on Gordon we have to keep moving!". Now I think alot of that was down to the back and forth nature of it all. You don't really get a sense of urgency when you have to linger in the same dull spot for about half an hour.
It wasn't fun, it wasn't exciting and it really let the rest of the game down. I felt the urgency in the Citadel, I felt a reason to keep going and I felt as though I really should get moving. Infact, I felt that very same thing when I emerged from the sub tunnels. Kleiner's rather straight to the point speech had me hurrying for the exit.
So ok, the escort mission is over. What next? A strider battle. Now this was great, and it was very well done. Trouble was, it didn't feel like the finale it should have been. It wasn't the climax I'd been waiting for. It wasn't how the chapter should have ended, and more importantly, Alyx wasn't present. Alyx had gone through the entire episode with me, and I wanted her there at the end. A true opportunity was missed here. We started it together, we should have ended it together.
But the ending made up for alot of it - because it was, by all means, bloody awesome.
To sum it up, I feel as though Exit 17 let the game down. It really did. It should have been replaced with some a great deal more climatic. Perhaps a hectic battle through a series of train yards? Anything really.
Your thoughts?
Spoiler: Kupoartist sucks