Very underrated video; great job! I will say, I think the music and the talent behind the cutscenes were so under utilized and I feel there was care in those aspects of the game. And I'd agree the graphics are decent in some places
Thank you very much! I would agree with everything you say here. The cutscenes are actually pretty good, the writing and direction are a little weak, but I assume it's the first time they've done something like this. So I'm sure that the eventual sequel will be better
You’re gonna love this (assuming you went in completely cold.) At the start of the dark corridors in Albuquerque, you were supposed to pick up some light goggles, go into your Even-less-like-Half-Life-2-than-cutscenes Inventory to equip and use them. At least that’s what all the people at launch were struggling with.
I gotta say that inventory system was terrible, and I wish I ragged on it more in the video. It's quite funny to think that nearly everyone had the same issues because the game is just that poorly made. I wasn't even aware of Night Vision Goggles lol
This game feels like it was written by a 14 year old Half-Life fanboy with insecurity issues, but then their dad went and made random people develop it at gunpoint.
This video is now in episodic form over at: ruclips.net/p/PLBMk0JeWp4-AUG0cPhTz-kBmtQ9_n8cyj This makes it easier for you to enjoy half hour chunks. Or you can just watch the full video here.
@@ConversingGames I agree. One thing that wasn't bad was the first person animations and models, and the animation work for the cutscenes was actually pretty good considering it was basically a source mod. I also agree the shift to more tactical combat was an interesting move and if it had more time in the oven could have been *really* cool. Mitchell's VA also did a really good job for the most part, so yeah it's definitely not all bad. I feel like the lack of quality control and self assessment in terms of overall design and philosophy is what really hurt the project.
@@kilomandarin9950 All the artists who worked on it did a great job, like you said. I think a lot of the game is well-done, but it screams lack of polish, and it's obvious the writer/director did not understand how to compose a narrative. I guess you could sum it up as interesting gameplay which needs more time in development, and a narrative that should of been scrapped as it reads like a bad fan fiction. Which I suppose is what the game's charm is.
@@ConversingGames yup! Perhaps you could do a "silver linings" series on some of these games you've covered to shed some light on the parts you did like? Might be a good way to touch on both sides.
@@kilomandarin9950. I was actually thinking of doing something like that. I wanted to revisit some of the games I didn't like and maybe try playing them differently, or even getting someone who likes the games to talk me through the game? Because this channel has made me realize that I have very different tastes from a lot of people. And I think that's interesting to talk about.
So these guys immediate plan is to just nope out to the sea. Do these guys not have families? I would imagine if you told a bunch of soldiers that the bases that their families and loved ones lived at were under assault they'd have a hard time ditching. Especially after a surrender. They're still soldiers, there's still a chain of command. The first thing they'd do is be recalled and reorganized under some arm of the Combine.
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Your cutscene is Art. Also lol at those chapter titles
Thank you very much! Had to learn SFM for the authentic experience
Very underrated video; great job! I will say, I think the music and the talent behind the cutscenes were so under utilized and I feel there was care in those aspects of the game. And I'd agree the graphics are decent in some places
Thank you very much! I would agree with everything you say here. The cutscenes are actually pretty good, the writing and direction are a little weak, but I assume it's the first time they've done something like this. So I'm sure that the eventual sequel will be better
I've been dying for another long-form dunking of this game ever since the good ol times a few years ago. Thank you for this!
You’re gonna love this (assuming you went in completely cold.) At the start of the dark corridors in Albuquerque, you were supposed to pick up some light goggles, go into your Even-less-like-Half-Life-2-than-cutscenes Inventory to equip and use them. At least that’s what all the people at launch were struggling with.
I gotta say that inventory system was terrible, and I wish I ragged on it more in the video. It's quite funny to think that nearly everyone had the same issues because the game is just that poorly made. I wasn't even aware of Night Vision Goggles lol
Larry feels like a character out of scary movie
the ``pumpkin heads`` are actually one of the combine elite synths concept art, you can find more info about them at the wiki, but yeah great vid.
Concept art that needed more work
@@llewelynshingler2173 yeah, it was kinda ugly
This game feels like it was written by a 14 year old Half-Life fanboy with insecurity issues, but then their dad went and made random people develop it at gunpoint.
This video is now in episodic form over at: ruclips.net/p/PLBMk0JeWp4-AUG0cPhTz-kBmtQ9_n8cyj
This makes it easier for you to enjoy half hour chunks. Or you can just watch the full video here.
I've lost count of how many times I've watched this video. This game is a beautiful disaster and I love it (and this review for dunking on it)
This game actually kinda grew on me over time. I hate it, it's terrible. But you can't deny that it has some sort of charm
@@ConversingGames I agree. One thing that wasn't bad was the first person animations and models, and the animation work for the cutscenes was actually pretty good considering it was basically a source mod. I also agree the shift to more tactical combat was an interesting move and if it had more time in the oven could have been *really* cool.
Mitchell's VA also did a really good job for the most part, so yeah it's definitely not all bad. I feel like the lack of quality control and self assessment in terms of overall design and philosophy is what really hurt the project.
@@kilomandarin9950
All the artists who worked on it did a great job, like you said. I think a lot of the game is well-done, but it screams lack of polish, and it's obvious the writer/director did not understand how to compose a narrative.
I guess you could sum it up as interesting gameplay which needs more time in development, and a narrative that should of been scrapped as it reads like a bad fan fiction. Which I suppose is what the game's charm is.
@@ConversingGames yup! Perhaps you could do a "silver linings" series on some of these games you've covered to shed some light on the parts you did like? Might be a good way to touch on both sides.
@@kilomandarin9950. I was actually thinking of doing something like that. I wanted to revisit some of the games I didn't like and maybe try playing them differently, or even getting someone who likes the games to talk me through the game?
Because this channel has made me realize that I have very different tastes from a lot of people. And I think that's interesting to talk about.
Incredibly underrated video bro! Hope to see more :)
I thought Harvey was a Lieutenant when they first met him but when they get to the ship he was demoted to sergeant
Might be right. It's been a while since I played it
17:06 Not entirely true, the start of the game has you talking to a dude on the radio, but that's a minor nitpick.
So these guys immediate plan is to just nope out to the sea.
Do these guys not have families? I would imagine if you told a bunch of soldiers that the bases that their families and loved ones lived at were under assault they'd have a hard time ditching.
Especially after a surrender. They're still soldiers, there's still a chain of command. The first thing they'd do is be recalled and reorganized under some arm of the Combine.
16:23 weird, i saw other youtuber that had to use the brown table instead of the above one for some reason