![]() ![]() Gordon barely fights his way through the facility and at one point even deals with the Black Ops soldiers sent to eliminate all the scientists, aliens and HECU marines. After a challenging battle, the scientist gains the upper hand and finally destroys the creature.Ĭooperating with surviving scientists and security officers, Gordon ultimately works his way to the mysterious Lambda Complex, where a team of scientists teleports him to the alien world Xen, where he must destroy the Nihilanth, the creature keeping Xen's side of the dimensional rift open.Īfter reaching the alien dimension and fighting hordes of different alien monsters, Gordon manages to reach the portal that takes him to Nihilanth's chamber. As the creature explodes, Gordon suddenly gets teleported. Upon gaining his senses back, Gordon sees the mysterious G-Man that he has encountered multiple times throughout his journey in Black Mesa. Speaking in a strange manner, the man says he is impressed by Gordon's deeds and his decisiveness. Claiming Xen to be under "their" control, G-Man comments that he has recommended Gordon's services to his employers, and that now he wishes to offer Gordon a job. Finally, G-Man makes Gordon choose between accepting the offer by jumping into the portal and fighting a battle with no chance of survival. Half-Life's plot was originally inspired by the computer games Doom and Quake (both produced by id Software), Stephen King's novella The Mist, and an episode of The Outer Limits called " The Borderland".Īfter a brief moment, Gordon steps into the portal, thereby accepting the job. Valve’s in-house writer and author, Marc Laidlaw, who wrote the books Dad's Nuke and The 37th Mandela, later developed and expanded the plot. However, the most distinctive aspect of the game is not the plot itself, but rather the way it is presented to the player. The game tells the story by flowing into scripted sequences that are integrated as part of the game rather than as cutscene intermissions. These sequences range from the introduction of major plot points such as the Resonance Cascade to bringing the player into a particularly difficult part of a level. Two of the intended results of this style of presentation were to increase immersion and to maintain a continuous narrative that keeps the player's interest throughout. This differed from games at the time, making Half-Life distinct, as well as defining conventions that would last for years to come. Valve implemented other factors to heighten the feeling of immersion, such as preventing the player from seeing or hearing their own character, who remains a silent protagonist throughout the game, and ensuring that the player rarely loses the ability to control Gordon, even during monologues. ![]()
0 Comments
Leave a Reply. |