So you can't kill important NPC's

DEATH eVADER

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Well....There you have it. The E3 vids show that you can't kill NPC's important to the storyline.

The reason why, and it should of been the most bloody obvious

Is that the gun that you are holding points down automatically whenever you aim anywhere towards an NPC.

Two examples of this in the E3 vids are

1) When your with Father Gregory when he was talking to you
2) When your in that underground facility (The one with the vortigaunt)

However, there was no evidence that this would happen if your point your gun roughly at a resistance fighter, this means that you will be able to do more friendly :flame:

[Edit] :flame: should of been :sniper:
 
i think you should have the choice to do it at least once, then just fade to black like in hl1.
 
What about bouncing grenades off walls to hit the NPC?

Actually, it would be sinisterly cooll for Valve to make it obvious not to kill certain NPCs but let you do so anyway, however you are not able to advance in the game because the person tied to making that event happen is dead. MUHAHAHAHHA MUIHAHAHAHAHAHAHAHAHAHAH MUAAHAHAHHAHAHAHAHAHAH

oops i split my pants!
 
You require Alyx to get through this door.

But you killed her with a grenade about 15 hours/300 saves ago

Nooooooooooooooooooooooooooooooooooooooo!!!


All well, just use the "spawn Alyx"_cheat (50 times)
 
Some folks have said that the lowering of your weapon is just a visual cue that this is a person you probably don't want to shoot. It does not actually prevent you from shooting them, however.

So it would seem we will still be able to participate in the sadistic past time of NPC killing. I used to have fun sticking trip mines on Barneys in the original Half-Life.
 
Silly people you just can't point an active weapon at them, I am sure you can either let them die (Father Gregory by zombies) kill them with splash damage weapons or hurl something with the manipulator at them and the game will fade to black.

But it adds to the realism that Gordon doesnt actively point a weapon into a friendlies face or at the back of their head.
 
I'd be quite worried to be honest if I was in their situation and some mute scientist with a goatee and a big orange suit on was running at me with his gun drawn.

Then again if that happened in HL1 they usually had reason to worry :)
 
Lol Chris_D
If I were Valve I'd want to design it so if Gregori dies, instead of a fade-to-black and auto-restore, the game would just throw things at you until you died, like never-ending waves of Fast Zombies charging over the hill. That way there's no lame fade-to-black interruption, but you're still unable to advance if the NPC dies.
 
hmm, if Gordon really is suffering from an unstable mental condition seeing his friends die could push him over the edge. Maybe they could make Gordon have some sort of realistic blackout.
 
Valve said attacking Alyx would result in your untimely demise at the hands of "dog". I suspect it will be similar for other main characters.
 
A headcrab latches onto Father Gregory's head, and you have five seconds to shoot it off before he comes a zombie.

You realise that you can't shoot an NPC

Five seconds is up, He tries to kill you, and is successful, F*ck
 
Gabe said in an interview or some email answer that you could shoot Alyx, and "She'd shoot you back. DOG would kick your ass" ..

This is just some visual thing, I'm sure you just bring the weapon back to normal stance and shoot.
 
You can kill them... it just aims down to show that they are ally... Its not evidence at all.
 
PatPwnt said:
You can kill them... it just aims down to show that they are ally... Its not evidence at all.

Yeah, instead of the crosshair changing color to Green or Blue or something, he just lowers the gun temporarily.
 
PatPwnt said:
You can kill them... it just aims down to show that they are ally... Its not evidence at all.
i'm glad they thought about it :)
 
DEATH eVADER said:
A headcrab latches onto Father Gregory's head, and you have five seconds to shoot it off before he comes a zombie.

You realise that you can't shoot an NPC

Five seconds is up, He tries to kill you, and is successful, F*ck

*note to self, dont take death evader into combat with you*

Death eVADER "Look Dougy youve got a leech on your neck"
Dougy "Oh yeah, you got a cigarete so i can burn it off"
Death eVADER "nah, ill just shoot it off...."
Dougy "ha ha ha, hey.. wait a minute wtf are you doing! arghhhhhh..."

*bang*
 
man this is why HL rules over all other FPS games

instead of having something totally immersion breaking like being unable to shoot with crosshairs over a friendly character, or automatically holstering weapons whilst in a scene with friendly NPCs you get a cool effect of gordon pointing his gun down - however you can still shoot them, but this fails the game

Subject failed to use assets in attainment of goal etc

ie, the Gman kicks your ass
 
Hmm, looks like it could be a toggled setting, because in the second Strider fight on the huge e3 presentation, a few resistance fighters pass over Gordon's crosshair and the gun doesn't lower, but in the first Strider fight the gun does lower.
 
Ahhh, I really love those 'little messages' when you failed. One of my faves was in OpFor, if you managed to kill gordon. Any other game would just let it go, or make him unkillable. But no, we get 'Subject attempted to create temporal paradox'. Just so cool.

When in Blue Shift, I realised the best ending you could possible get is 'Employment Terminated. Reason: Improper use of a firearm...' Hey better to be fired that involved in a resonance cascade!

My all-time favorite though is the one at the end of Blue Shift. I assume the gman writes these things...

SUBJECT: BARNEY CALHOUN
STATUS: OUT OF RANGE
NO FURTHER COMMENT

Just those three words: No Further Comment. I can almost sense the anger of whoever wrote it. Now theres an emotionally involving game!
 
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