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Feath said:Because it takes away from "You" being Gordon. Also, there's a point that every mirror that shows you in the game looks awful. The movement never looks right, because you don't move in real life like you do in a game.
Cybernoid said:Real life != game. You are basically suggesting that a dinosaur's movement wouldn't look right because that's not how you move.
Feath said:No I'm not. I'm saying that seeing yourself in a mirror will automatically give you a feeling of "That doesn't look right".
Smack500 said:I loved half life dont get me wrong, but I always kind of wished your character had more involvement. You dont talk or see yourself, this makes me feel more out of games then the opposite. Everyone talks to you but you just walk around killing and progressing like a mute soldier or robot.
I can think of one time in BS where Barney presumably talks but we don't hear (the imprisoned scientists). There are no such times in HL.Cybernoid said:It's a common myth that Gordon and Barney etc. never talk. They do talk, but you just don't hear it. That's the whole point.
Varsity said:I can think of one time in BS where Barney presumably talks but we don't hear (the imprisoned scientists). There are no such times in HL.
Of course, but he doesn't speak while the palyer is controlling him.Cybernoid said:It was just made more obvious in BS. I find it highly improbable that Gordon can function in a research laboratory without saying one word.
Matthias said:it's just too difficult to have realistic reflections of your character.
Cybernoid said:We've had reflections like that since Duke Nukem 3D...
Mechagodzilla said:If you think about it too much, not seeing Gordon sounds bad. But the point is that you're not supposed to think about it. If valve doesn't make Gordon for you, then you develop your own Gordon subconciously to fill the blanks. During gameplay, you don't notice not having visible feet and things like that. You just subconciously assume feet are there. So, even when you look down, your mind fills in the blanks.
This is a useful strategy because it allows you to do things that no game can possibly do anytime soon. Is there a texture on the floor that you want a better look at? If your feet were visible, there's no command for "move my left foot a few inches to the right so I can see the rock underneath it". But, with Valve's strategy, you look at the rock, and subconciously assume your foot has been moved out of the way. It's only when you really analyse the situation that your feet "disappear", because you're removing the illusion.
It also allows you to do things that would require a thousand seperate buttons. Do you drive your car gangster-style with one hand at 12 'o clock on the wheel? Since Valve doesn't show Gordon's hands on the steering wheel, you can imagine that he does too, without having to press the "j" key to switch grip styles.
When you look at the movies and screenshots, the no-hands approach is distracting because you see a wheel turning by itself.
But, when actually playing the game, You think "I will turn left" and then the wheel turns left, and the car turns along with it. Since you were engaged in all those actions, your brain fills in the middle part automatically: your hand must have been on the wheel in order for you to have turned it. So, you automatically assume, despite the visual evidence, that you must have been holding the wheel. Then, you automatically assume you must have been using your hand, which must have been attached to your arm, etc.
People always say: "Well, if you can see your hand holding the guns, why can't you see it turning the steering wheel or grabbing a paint can?"
Really, it's the other way around: "If you're supposed to imagine how you pick things up or how you drive, why did Valve decide to use a model instead of imagination to represent holding a gun?"
The answer to that is pretty simple. If they didn't show you holding the gun, you would have a gun just floating in the air in front of you. Unlike tossing a can or climbing a ladder, the Gun is an important thing that you have to look at all the time. You need to look at the gun constantly, because it shows you important visual information.
The hand animations show you when you're reloading and when you're ready to fire. And the gun, on the basic level shows you which weapon you're using and which weapon you're switching to.
There definitely will be more character involvement from the NPCs, thanks to the new faial animation system and some quality voice acting. You won't see gordon for a couple reasons though.
First of all, having Gordon interact with the NPCs automatically while you're talking to them means that there's automatically less things you can do. Let's take this example sequence:
Valve style:
Alyx: Follow me Gordon!
Gordon: ...
Farcry style:
Alyx: Follow me Gordon!
Gordon: Let's get out of here!
From this written standpoint, The farcry one is better. Why would Gordon be a mute?
But, ingame, the Valve version is better, because of one key reason: What if you didn't want to follow her? With the imagination thing, you can replace the "..." with any statement you want, automatically.
You can say "sure", or you can say "screw you, I'm going this way". It works really well.
For a good example of what I'm talking about, try this: Play some HL1, and find a barney. Now, instead of just pushing the use key, think about what you would say to a real person at the same time.
If you think "follow me", and then Barney says "sure, we might stand a better chance if we team up", it's kinda freaky.
BRODIEMAN2k4 said:Gordon doesnt talk for the same reason that Link and the guy from GTA3 doesnt talk, it's supposed to be you
But it works better in HL, since you don't actually see yourself,so a mirror would just ruin the effect