Some stuff I've played/am playing (half of it is Half-Life gushing):
Half-Life (completed)
I won't repeat what I said before already, but it was a great experience. The final boss on Hard is total bullshit, but I love bullshit, so I had a great time and was unbelievably satisfied after I won (it took like two hours).
Half-Life: Opposing Force
What an absolutely fantastic experience. This expansion is certainly more action-oriented than the original game was, and it feels significantly more ahead of its time. The combat and level design in this game, despite being made in 1999, are stuff you could've easily seen coming out of the mid-2000's. The graphics are mindblowing too, and boy are the weapons outstanding. It isn't as memorable as the first game and the final boss was definitely worse, and it is quite short, but over-all, I think it provides a more consistently excellent, juicy experience. If it weren't for the fact it was only an expansion and therefore suffered from being a little short and not having as developed a story, this would be a 10. It's like an... approaching 10.
Half-Life: Blue Shift
Wow, this one was kinda horribly mediocre. There were about one or two neat puzzles and some of the best interior lighting the series had to offer yet, but it's basically a bizarrely short, frustratingly bad version of the original game. The worst part of it for me was the combat: there were some pretty elaborate setpieces, but holy shit are the enemy placements bad. Like with the previous two games, I was playing on hard mode, and I can't count the sheer number of times I finally managed to take out a room of marines and then try and hide behind a train car or something to quicksave, only to have ten vortigaunts spawn around me in a circle and take me out with one hit right before I'm able to (and thank god I didn't, really). This was a recurring theme, and man was it frustrating. On a positive note though, I really appreciated how they expanded upon what life is like at the Black Mesa facility, with virtually every single NPC doing their own thing, having their own little personality. It made me legitimately care for them, and it made me sad when I saw them die. It reminded me of the police in the original Die-Hard: though a lot of them were killed off and they weren't even given that much focus, through very subtle means (facial expressions, brief dialogue and body language), you immediately establish a connection with them and want to see them succeed.
Black Mesa
I can't describe how outstanding this remake is, it's actually retarded. Graphically it's easily the best thing I've ever seen come out of the Source engine. Design-wise, it does feel just slightly different from the original, but that's mostly due to the fact that you can't really replicate the exact feel of a game from like 20 years ago when you improve the graphics past a certain point. It does what Blue Shift did for world-building, but 20x more. The added character interactions and all the extra rooms are all completely in the style of the original, but better. The gameplay - the combat especially - is so much more solid and refined (I really like that you can pick stuff up now), and the additional music is brilliant. Seeing scientists falling, getting electrocuted and crushed, now re-staged with years of technical improvement, went from a semi-goofy gore-fest to something legitimately terrifying.
I also love that they created dedicated Kleiner and Eli characters, which definitely helps to tie the lore together. Unfortunately, their voice actors really do sound like bootlegs (kind of unavoidable when they have such recognisable, iconic voices), which is annoying since I'm pretty sure they could've easily gotten a hold of the original actors given how high-profile this remake is. Maybe they tried to do that and weren't able to for some reason, or maybe they just had too much pride.
I'm about half way through the game, and I'll report back again later.
Half-Life 2: Cinematic Mod
I used to like this thing a lot, but after having just replayed a bit of it, I really don't anymore. Some of the additions were neat and FakeFactory clearly put a ridiculous amount of time and effort into it, but the entire thing is just so mislead and somewhat uncanny on an aesthetic level; a lot of the things it tries to do are the exact opposite of much what made Half-Life 2 so iconic in the first place, and yet it's still technically Half-Life 2, kind of. A lot of the re-worked environments are legitimately beautiful on their own merit, but it just feels like a mess. As much as I tried, I really did not have fun playing it. It felt like something was constantly in the way, inhibiting the raw fun of the game. It felt incredibly
fake. It's akin to walking outside and not being able to hold your head up straight with desaturated vision, and suddenly Batman music starts playing, and there's dickbutt graffiti on your forehead. Hangover simulator, maybe?
For note, I haven't bothered to go into detail on the character models and shit, since they're all optional, and I think the 9730 Alyx models kind of have it speaking for itself.
I got part-way through the second chapter and decided to call it quits, and instead tried out:
Half-Life 2: Update
This is the definitive way to play Half-Life 2. Whereas cinematic mod really tore apart Valve's carefully-sculpted world and replaced it with something infinitely less coherent, the guys who made this mod understood HL2 to its core. I initially thought Half-Life 2 was a beautiful-looking game, but couldn't help but notice it did look a little shoddy, graphically, compared to every installment and Source game after it, and this mod essentially enhances it on a technical level to look even better than Episode 2. The added environmental details here and there (primarily in the backgrounds) are all 100% in the style of the original and only make the game look that much more immersive and beautiful.
Here are some screenshots I took that show off the enhanced lighting, HDR and stuff:
One funny thing about this game is that I've never actually beaten it, and I've never played Episode 1 or 2. I've gotten to Nova Prospekt twice years back (once in 2007 and again in 2009 or 2010) and both times stopped playing for some reason. I'm at Nova Prospekt again right now, and will be playing again more tomorrow (with Keane, Rayfist and nr0r watching).
Also, weird thing to mention given the current state of affairs, but I'm actually weirdly impressed with how the game portrays its female characters, which I didn't take note of until just recently. Ideally, it's not something I should have to take note of, but I do think it's genuinely uncommon to see them show up right alongside the men without makeup or anything, contributing to the resistance. I'm not saying there aren't realistic female characters in games, but seeing them portrayed like this so casually and with little to no objection from anyone is a rare thing indeed.
On that note actually, I think it's funny how feminists like Brianna Wu and Dina Abou Karam have somehow managed to create some of the blandest, most offensively basic female characters in recent memory.
Crash Bandicoot
This game is pretty solid, and an impressive first take on 3D platforming. A lot of it is really fun and quite challenging. My problems with it are pretty much the same as anyone's: it had far too many crate bridges given how slippery the mechanics are, and 100%'ing levels is incredibly tedious and unfair at times. The design and difficulty are also all over the map, with a totally inconsistent use of environments, with the difficulty of any given level able to be assessed by which environment it takes place in. One of the hardest levels in the game is like the 9th level, and the final island alternates between having difficult and incredibly easy levels. It felt like they just sort of threw a bunch of concepts together and made it up as they went along, but still came out with a surprisingly fun and memorable end product.
Strange how a lot of games still chose to use MIDI for some reason, even though they literally didn't have to.
Crash 2
A
huge improvement in every way. There's a very noticeable, meticulously-crafted difficulty curve (as opposed to the totally inconsistent difficulty of the first game), and Crash feels
way better to control. The cutscenes and voice acting are all phenomenal too.
The only problems I have with it are that I don't find the environments themselves quite as memorable as those in the first game (I loved the underground temples), and that the physics are still a little bit strange at times. Literally 3/4 of my deaths are caused by a very obvious oversight in the mechanics where, if you build up velocity in-air and let go, you stop instantly (good), but if you then press the opposite direction in-air, rather than accelerating from zero, it restores your previous velocity and forces you to decelerate in said direction before you actually start moving in the other. It's incredibly annoying, arguably even moreso than Crash 1's slipperiness.
Conker's Bad Fur Day
technology4617 and Rayfist got this for me as a Christmas gift (yeeeaaaaaaah!), and yeah, it's great. I've never seen a game openly embrace British-style obscene humour so lovingly, and it's freaking hilarious. I'm closing in on the end of the game, and this half is where the game really shines - from Uga Buga onward, it's pretty close to perfect (more on Uga Buga later, actually). Spooky and It's War are beyond outstanding: They seamlessly combine a number of genres together without ever feeling contrived or slipping up even once. Every single new mechanic or gimmick that's introduced is executed flawlessly, and they're both the funnest and funniest levels in the entire game so far.
The first few levels, while being good, I think suffer a bit from a lack of direction, particularly Bats Tower. Their environments I didn't find all that memorable (aside from the poo tower/cave specifically), and the boss fights weren't very remarkable, especially the boiler and the brief segment leading up to it, which I thought was surprisingly shitty. As funny and memorable as the Great Mighty Poo is, it's basically a cutscene, and the actual fighting part is boring and mindlessly easy.
- Uga Buga, being in the latter half, I thought was one of the outstanding levels. There was one part of it though that I couldn't glance over: the nightclub. When I first walked in, my mind was blown to shreds by the music and graphical effects. I'd never seen anything like that on the N64 before, it was incredible. However - and this is something probably rather subjective - the puzzle in this room was too cryptic (at least it was for me), and even once you figure it out, it's obnoxiously fucking annoying to execute. The timing and precision required is absolutely retarded (aiming the piss stream so that he's hit at the right angle, and with the right amount of range, to roll into the holes), and every time you screw up is a massive, agonising test of patience (losing health and spending like 30 seconds drunk-walking to the sober station, and then having to go over to the drunk station, watch the getting-drunk cutscene, and then waddle slowly back into position and try again, only to fuck up like 10 more times.
The game is really, really great though. To me, it's a very satisfying 9/10. I don't think it's perfect over all, but there are
significant portions of it that pretty much are.
Jak and Daxter
I actually played through these like 8 months ago, but never posted my thoughts for some reason:
Awesome, awesome game. The environments and music are all wonderful, and the character animations, especially on the faces, were extremely impressive. Funny story actually: Because the memory card I was using was funky, I ended up having to replay the entire first half of the game three times in a row. The first time I got to the lost precursor city (after 2-3 play sessions), my save file got corrupted. The second time I spent a few hours getting to that part in one setting, beating the city, and then shut it off, only to find out that it never even created a save file. So on my third playthrough, I finally got through there and beat the game.
Interestingly, I think my favourite level is actually the Precursor Basin. The driving mechanics are
really fun, I loved the environment, and the challenges are all addictive.
Jak II
Okay, I've got to say, they completely botched the first game's cliff-hanger. Pretending the first game didn't exist for a second though, this one has an awesome introduction. Hearing Jak talk for the first time and escaping the jail was, well, really hype. The entire game is super stylish, and every single character is memorable. The story was thrilling too - the build-up to fighting Praxis was genuinely epic and satisfying (I wanted to kick the shit out of his asshole) and the plot twists were interesting. The gunplay felt solid and the platforming was arguably even more fun than in the first game. The only real problem with it is that some of the missions could be very frustrating at times, even though usually ended up enjoying the challenge in the end.
Jak 3
I'm a little split on this one. On one hand the mechanics feel a lot more refined than Jak II's and the settings offer a lot more variety, but on the other hand, it feels really drawn-out without a lot of direction. The first couple hours are great as you're being introduced to everything, but after that it starts to feel like people are just telling you to go do random things in the desert without much purpose. Jak trying to regain his Haven City citizenship isn't exactly as enthralling a concept as bringing down the sly, deceptive, corrupt leader of a government who injected you with dark eco, unknowingly drawing power from an ancient precursor force. I haven't beaten the game yet though, so I'll se what the rest of it is like.
Silent Hill
I also played this like a year ago but never talked about it. It's probably the best horror game I've ever played (if you can even call it that). It's probably the best example I can think of a game that utilised the PS1's hardware limitations to its advantage. The low resolution gave this sort of faux effect of nonclarity, the integer geometry jitter gave it a bizarre sort of dreamy vibe (as if reality could crumble at any moment), the low-quality sound effects were looped to create a totally unique, almost horrifying atmosphere (the boiler room), the low view distance fog was used in context correctly, and the tank controls made you feel vulnerable.
The puzzles/riddles are very smart and challenging, but never overly-cryptic. I never found myself getting stuck for too long, and always felt both satisfied and impressed when I solved one. The combat is also very balanced, challenging and rarely annoying, and the weapons all serve their individual uses, with the rifle being a very controversial choice: on one hand you could use it on this enemy in front of you and get away unharmed, but on the other hand, you don't know if you'll ever find another ammo pack for it (literally), and it might come in handy later. You never really need to use it, but it's there for you to always question whether you made the right decision or not.
I know a lot of these sounded really positive, but, I mean, if you're going back to experience the classics, there's a reason they're classics.