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1* SugarWiki/AwesomeMoments: Time nuking the alien cavern's ceiling right and you'll get '''two''' incoming [[DemonicSpiders "flybees"]] caught in the blast and [[CurbStompBattle sent to oblivion]]. Considering the hell these beast give you, it bears an immense CatharsisFactor in addition to sparing you a good portion of your health[[labelnote:and]]nerves[[/labelnote]].
2* DemonicSpiders: The "flybee" enemy[[note]]redeemed from a cut [=HL1=] npc[[/note]] makes a truly formiddable opponent. It frantically flies around, takes a lot of punishment, its attacks ''hurt'' and '''never miss'''. Unless you manage to take it out before it has a chance to attack you're dead meat.
3** The "gorgs" double as GoddamnedBats - they're [[FragileSpeedster squishy but move incredibly fast]], are nigh-impossible to hit due to their small size and have a habit of swarming you and jolting you to death in a matter of seconds.
4* DisappointingLastLevel: The final part consists of few conjoined underground caverns full of GoddamnedBats and the finale is a nonsensical element-based puzzle followed by a faux-dramatic ending cutscene.
5* GoddamnedBats: The "gorg" - a weird small one-eyed limbless frog-like creatures that [[FragileSpeedster fly very quickly]] and [[ShockAndAwe deliver nasty jolts]]. They are about the size of Snarks[[note]]the squeaky bugs from the original game[[/note]] which makes them nigh impossible to hit beyond the range of their bolts and have a habit of [[ZergRush swarming you]] and [[DemonicSpiders zapping you to death]] [[CurbStompBattle in the matter of seconds]]. The only upside to them is that they ''always'' fly [[OneDimensionalThinking straight towards you]] which makes them a bit easier to hit.
6* ScrappyMechanic: Several puzzles are these especially the one with the explosive crates you have to deliver to a trash compactor using a set of reversable conveyor belts. Not only is switching the direction ludicrously tricky and tedious, the GUI has a habit of disappearing and you have to relaunch[[note]]quit to [=OS=] and run the application[[/note]] the game to fix that. On top of that the crates are delivered to the conveyor belt in an elevator - which like all [=HL1=] elevators do, has that infamous habit of getting anything inside stuck to it permanently. Considering on how much bad luck do you have the puzzle may end up UnwinnableByDesign.
7** Right after it there is that extending bridge [[TimedMission timed puzzle]]. The bridge retracts way too quickly for you to scamper down the ladder in time and hopefully jump to the other side. You can't jump out of the control room windows because the developer put invisible barrier there exactly to prevent it.

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