History VideoGame / HalfLife

18th Oct '16 5:00:26 PM dlchen145
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18th Oct '16 4:25:10 PM nombretomado
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** One of the worst is a giant fan near the silo area. The ''only'' way to turn it on is by climbing down a ladder onto a narrow catwalk beneath the blades and pressing a button. The catch is that the fan blades touch the area anyone climbing the ladder up would be, so in order to survive the task you have to press the button and then haul ass and hope the fan doesn't catch you on the way out. One episode of the "FreemansMind" machinima openly gripes about this.

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** One of the worst is a giant fan near the silo area. The ''only'' way to turn it on is by climbing down a ladder onto a narrow catwalk beneath the blades and pressing a button. The catch is that the fan blades touch the area anyone climbing the ladder up would be, so in order to survive the task you have to press the button and then haul ass and hope the fan doesn't catch you on the way out. One episode of the "FreemansMind" "Machinima/FreemansMind" machinima openly gripes about this.
9th Oct '16 1:47:40 AM CassetteTapeHologram
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** There's also the fact that literally everything is apparently structurally comprised, from solid concrete ceilings and walls to steel catwalks. Even most of the elevators don't work. Pretty much the only things in the entire Black Mesa facility that are able to withstand any sort of damage whatsoever are the exit doors, ''and they're all locked''. Freeman's Mind explains away the latter by stating that aliens could be teleporting into the walls. The abandoned areas (the cliff face and the old missile silo) have the excuse of o longer being maintained, but for some areas there really is no excuse. There is no reason that the two generators that run the tram to the surface should be allowed to launch giant arcs of electricity every where.

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** There's also the fact that literally everything is apparently structurally comprised, from solid concrete ceilings and walls to steel catwalks. Even most of the elevators don't work. Pretty much the only things in the entire Black Mesa facility that are able to withstand any sort of damage whatsoever are the exit doors, ''and they're all locked''. Freeman's Mind explains away the latter by stating that aliens could be teleporting into the walls. The abandoned areas (the cliff face and the old missile silo) have the excuse of o no longer being maintained, but for some areas there really is no excuse. There is no reason that the two generators that run the tram to the surface should be allowed to launch giant arcs of electricity every where.everywhere.
7th Oct '16 3:42:52 PM rjd1922
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%%* CharlesAtlasSuperpower

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%%* CharlesAtlasSuperpowerCharlesAtlasSuperpower: Gordon, thanks to his HEV Suit.



* ClimaxBoss: The Gonarch in Half-Life 1. The WolfpackBoss fight with a group of striders in ''Half-Life 2''.
* CombatMedic: The second game has them as resistance fighting the Combine. They'll charge in and gun down enemies with an MP5 before running to Gordon to patch him up.
* CosmicHorrorStory: As the games progress, one can't help but get this vibe with the series. Especially with the presence of the Combine, a force that comes off as some never ending horror series of atrocity after atrocity. Then there's the appearence of guys like the Headcrabs and Antlions....

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* ClimaxBoss: The Gonarch in Half-Life 1. ''Half-Life 1''. The WolfpackBoss fight with a group of striders Striders in ''Half-Life 2''.
* CombatMedic: The second game has them as resistance fighting the Combine. They'll charge in and gun down enemies with an MP5 [=MP5=] before running to Gordon to patch him up.
* CosmicHorrorStory: As the games progress, one can't help but get this vibe with the series. Especially with the presence of the Combine, a force that comes off as some never ending horror series of atrocity after atrocity. Then there's the appearence appearance of guys like the Headcrabs and Antlions....



* EleventhHourSuperpower: The Super Gravity Gun, which appears in the final chapters of the second game and the first chapters of Episode 1, both times within the Citadel. It has enormous range, can grab people and Dark Energy balls as well as inanimate objects, and will always deliver a OneHitKill.

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* EleventhHourSuperpower: The Super Gravity Gun, which appears in the final chapters of the second game and the first chapters of Episode 1, ''Episode One'', both times within the Citadel. It has enormous range, can grab people and Dark Energy balls as well as inanimate objects, and will always deliver a OneHitKill.



** Averted in Half-Life 2. Barney and Alyx both carry automatic weapons and have rapidly regenerating health, while Grigori gets a [[{{BFG}} double-barreled rifle]] that can instantly kill most enemies and is almost perfectly accurate.
** In Episode One, you have to escort civilians to the trains to escape City 17. This gets annoying after the first two trips, and when they start firing rockets at you.
** In Episode Two, in order to get the "Little Rocket Man" achievement, you must "escort" (or rather carry, since it's just an item) a ''garden gnome'' from the first level '''all the way to nearly the end of the game'''. It's easy enough to fling it around for the start of the game, but it takes a lot of work to jam that thing in the car and keep it in place while you're dodging fire from a Hunter Chopper.

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** Averted in Half-Life 2.''Half-Life 2''. Barney and Alyx both carry automatic weapons and have rapidly regenerating health, while Grigori gets a [[{{BFG}} double-barreled rifle]] that can instantly kill most enemies and is almost perfectly accurate.
** In Episode One, ''Episode One'', you have to escort civilians to the trains to escape City 17. This gets annoying after the first two trips, and when they start firing rockets at you.
** In Episode Two, ''Episode Two'', in order to get the "Little Rocket Man" achievement, you must "escort" (or rather carry, since it's just an item) a ''garden gnome'' from the first level '''all the way to nearly the end of the game'''. It's easy enough to fling it around for the start of the game, but it takes a lot of work to jam that thing in the car and keep it in place while you're dodging fire from a Hunter Chopper.



* LabPet: In Half Life 2, Dr. Kleiner has Lamarr, a pet headcrab.

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* LabPet: In Half Life 2, ''Half-Life 2'', Dr. Kleiner has Lamarr, a pet headcrab.



* LetsSplitUpGang: Gina and Colette need to do this now and then to solve some of their puzzles. Gordon gets this line constantly from the [=NPCs=] he's paired with throughout Half-Life 2, often as a result of a bridge conveniently [[BrokenBridge breaking itself]] to split the party. Functionally, it's a gameplay tool to force the player to go it alone.

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* LetsSplitUpGang: Gina and Colette need to do this now and then to solve some of their puzzles. Gordon gets this line constantly from the [=NPCs=] he's paired with throughout Half-Life 2, ''Half-Life 2'', often as a result of a bridge conveniently [[BrokenBridge breaking itself]] to split the party. Functionally, it's a gameplay tool to force the player to go it alone.
3rd Aug '16 10:35:12 AM morenohijazo
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Added DiffLines:



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* HiveDrone: There are several notable examples:
** The Ant Lions from ''VideoGames/HalfLife2''. The player exploits this later in the game by collecting Pheropods from a fallen Ant Lion Guard.
** The Combine operates on this concept for each dimension it conquers, by adapting the local dominant species (in Earth's case, humans) into obedient drones while draining their resources.
** Stalkers - emaciated former humans who work in the bowels of the Citadel. They are emaciated and mutilated, with crude prosthetics replacing their former limbs. And they only communicate by ''screaming''.
** Combine Synths, such as Striders, Gunships, and Hunters, may fall into this category, being support units for the Combine Overwatch.
18th Jun '16 5:34:55 PM Marios2
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There is a Steam group made by (and populated with) Tropers. [[http://steamcommunity.com/groups/tropers Check it out here]] and join up!
27th May '16 6:25:57 PM KingClark
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---> "No regrets, Mr. Freeman...[[DummiedOut but there are a few survivors of your personal holocaust, who would like the chance to meet the man responsible for the total annihilation of their race."]]

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---> "No regrets, Mr. Freeman...[[DummiedOut but there are a few survivors of your personal holocaust, who would like the chance to meet the man responsible for the total annihilation of their race."]]]]"
25th May '16 12:41:41 PM Daethalion
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* [[ConvectionSchmonvection Radiation Schmadiation]]: Only direct contact with radioactive waste causes any issues. Fair enough for Gordon, who has the HEV suit (designed for that sort of things) not valid for the few times [=NPCs=] also get near it unless it's stabilized.

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* [[ConvectionSchmonvection Radiation Schmadiation]]: Schmadiation]]:
**
Only direct contact with radioactive waste causes any issues. Fair enough for Gordon, who has the HEV suit (designed for that sort of things) thing), not valid for the few times [=NPCs=] also get near it unless it's stabilized.stabilized.
** Also played straight by Gordon himself in Episode 1, when he enters a reactor compartment flooded with radiation. Yes, he has his HEV suit, but since he ''never puts on the helmet'' his head is still completely exposed.
25th May '16 9:42:56 AM Daethalion
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* EleventhHourSuperpower: The Super Gravity Gun, which appears in the final chapters of the second game and the first chapters of Episode 1, both times within the Citadel. It has enormous range, can grab people and Dark Energy balls as well as inanimate objects, and will always deliver a OneHitKill.
30th Mar '16 6:32:28 AM Dallenson
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** The elevator in Unforeseen Consequences in the [[VideoGame/HalfLife1 first game]] is modeled almost exactly off of the one in ''{{Manga/Akira}}''. The two expansions that feature this same elevator even acknowledge (atleast, Gear Box does) in that the brush is named "akiraelev".
** One of the deathmatch maps, Halls2, is based of of a similarly constructed netplay level in the first ''{{VideoGame/Marathon}}'', Halls of Death. Halls3 for ''VideoGame/HalfLife2: Deathmatch'' shows the same resemblence.

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** The elevator in Unforeseen Consequences in the [[VideoGame/HalfLife1 first game]] is modeled almost exactly off of the one in ''{{Manga/Akira}}''. The two expansions that feature this same elevator even acknowledge (atleast, this (at least, Gear Box does) in that the brush is named "akiraelev".
** One of the deathmatch maps, Halls2, [=Halls2=], is based of of a similarly constructed netplay level in the first ''{{VideoGame/Marathon}}'', Halls of Death. Halls3 [=Halls3=] for ''VideoGame/HalfLife2: Deathmatch'' shows the same resemblence.
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