The amount of people absolutely obsessed with backseating is insane
A little fun history: The AI in Half-Life was originally more Doom-like, where the enemies just sort of came directly at you. GoldenEye 007 for N64 came out in 1997, and it used an AI system that had a “decision tree”, meaning for every one of your actions, the AI would randomly select from a number of responses; attack, dodge, retreat, run for an alarm, throw a grenade, combat roll, momentarily raise their hands in surprise, etc. Valve played GoldenEye and realized they had to completely rework their AI. So now, we get soldiers who made decisions based on your actions, but it’s far less random than GoldenEye’s. When you retreat, they flank. When you hide, they throw grenades to flush you out. When you reload, they rush. Etc. Squads work as a team. When one pins you down, another will flank or throw a grenade to force you to move. Also, squads have leaders in Red Berets. If you kill the leader, the remaining squad members become less coordinated. Half-Life’s AI is still impressive but in 1998 it was mind-blowing.
Before this was Quake 2, which had cutscenes but still boiled down to rooms full of enemies. The very next year Half-Life shows up and showed people a living world you could interact with. Changed gaming forever.
1:45 he appears 7:13 the game appears
Despite how many play throughs I've done, it's still fun.
Dude you're really entertaining. I usually don't watch streams (or vods), but you made it really fun! Underrated imo.
This is like watching my child discovering half life on it's own. It is majestic.❤❤❤❤ Cant eaith for the Half Life anthology
The coolest feature of this game is the extremely short loading times stiching together each map so that it feels like one long continuous experience from start to end. Feels like I could walk all the way back to the start at any time if I wanted to
Tip: 30% of the box have some sort of supply and you can change your weapon switch to fast switch in setting (weapon will come up when you press a number, for me i prefer the select switch but some people find it more practical when use fast switch) Also you can press Q to change weapon to your last weapon you use(like when your use smg and shotgun you can press Q and it will fast switch btween them two) Sorry for my eng
There are other half life like Blueshift:you play as a guard and opposing force:where you play as a soldier trying to kill freeman
I love the part when he said What's with the Gman "im sure i will find out" like we are more than 25 years now and we haven't figured shit about him
9:57 training room 36:37 tram ride 40:58 G-man sighting (G-MS) #1 43:00 Anomalous Materials 44:50 G-MS #2 1:01:03 Unforeseen Consequences 1:16:47 G-MS #3 1:37:34 Office Complex 2:15:57 G-MS #4 2:20:10 We've Got Hostiles 2:32:19 G-MS #5 2:55:47 Blast Pit 3:50:19 Power Up 3:50:31: G-MS #6 (Kelski doesn't address him or he didn't notice him) 4:20:08 On a Rail 4:24:35 Stream Ending
At the beginning of the chapter "We've Got Hostiles" (just after 2:20:00) there is a scientist who yells for the silo door to be opened, but the security guard in the locked security room is dragged into a vent by a zombie. This is meant to establish the goal of the level, to open the silo door. You then go through a convoluted series of levels to loop back around to that security room and open the silo door. To me, all those dead end vents and such areas before reaching that security room seem like a deliberate effort by the devs to once again show you all the areas you traversed (which is why they all had impassable viewing spots) and go "see? it's all interconnected, isn't that neat?" before getting to the button for the silo door. There are plenty of signs that you were already there too (dead turrets, used up med and suit stations, closed fire doors), but it seems like all this was lost on you and you didn't seem to recognize any of the vent areas nor the silo door area from which you started. Just thought I would point it out because it's basically the whole concept of the level, besides introducing the military. I'm surprised at the lack of recognition (starting from 2:46:40, or 2:53:30). That's the kind of thing I would perhaps expect from playing the chapter in two separate sessions on different days. I guess I could also understand it when attention is divided between the game and chat, so is that a big factor? These were all areas you had just traversed within about a 30 minute time span. I'm greatly enjoying the playthrough, just a bit perplexed by this is all. Edit: I just read the pinned comment, and I'm guessing it is the whole "simultaneously dealing with chat causes attention issues, especially when new at this" thing, which is understandable. Thanks for the vids!
finds the right path "This is a dead end" returns and dies like a boss
It do be like Arrested Development sometimes when Kelski says something and what happens 1 second later. Dude's got some funny moments.
When I was a kid, I watched my cousin play this. It seemed so real, the way the facility just kept on going and going, so many different machines and test chambers. It felt like something I could never know fully. Quite amazing for '98.
Very entertaining Stream. Nice to see a "youngster" play this AND enjoys it 😉
its always fun to see seomeone try half life for the first time
The point of the four bars, top and bottom on Both sides of the vertical opening doors, is to keep them from being rammed inward or outward. Secure facilities IRL do that, as well as pop up pillars 3' before the door on either side. It's Effective, even if not practical for "everyday use".
@kel_ski