I want a pet antlion
18 years ago
And for those of you who don't know why, play Sand Traps/Nova Prospekt in Half-Life 2.
Yeah, I know, I know, the game is old hash, especially against the new titles like S.T.A.L.K.E.R. and Bioshock and such, but I'm slow to get on bandwagons. I hate them. I'll play something because I want to, not because it's new and shiny and popular. I was playing Pokemon Red before it became a fad, and I still play Homeworld 2.
And playing through HL2 made me remember why I really started gaming in the first place...to get pulled into a world where I didn't know what was going to happen next, where my actions would reveal that next piece, that next step, or pull away a little more of the veil. The storytelling in Half-Life (And yes, in Bioshock and such too) is laid out with such depth that I cannot stop playing, I am COMPELLED to keep pushing to rescue Eli, or get to that next bit of cover in the ruins of City 17. It is the story that has always, and will always, keep be truly going in any game. Not the graphics, not the sound, not the 50+ weapons of doomy death and their two methods each of dispatching baddies gorily across the walls of 42 levels.
Now, if you'll excuse me, G-man wants to talk to me again. He does not look impressed that hormigaunts have pulled me from the peak of the Citadel (Valve, I love you and your making of Episode One. Have my babies.)
Yeah, I know, I know, the game is old hash, especially against the new titles like S.T.A.L.K.E.R. and Bioshock and such, but I'm slow to get on bandwagons. I hate them. I'll play something because I want to, not because it's new and shiny and popular. I was playing Pokemon Red before it became a fad, and I still play Homeworld 2.
And playing through HL2 made me remember why I really started gaming in the first place...to get pulled into a world where I didn't know what was going to happen next, where my actions would reveal that next piece, that next step, or pull away a little more of the veil. The storytelling in Half-Life (And yes, in Bioshock and such too) is laid out with such depth that I cannot stop playing, I am COMPELLED to keep pushing to rescue Eli, or get to that next bit of cover in the ruins of City 17. It is the story that has always, and will always, keep be truly going in any game. Not the graphics, not the sound, not the 50+ weapons of doomy death and their two methods each of dispatching baddies gorily across the walls of 42 levels.
Now, if you'll excuse me, G-man wants to talk to me again. He does not look impressed that hormigaunts have pulled me from the peak of the Citadel (Valve, I love you and your making of Episode One. Have my babies.)
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