![]() Its mouth is located on its underbelly, and it attacks with a grating sonic screech canonically intense enough to cause internal bleeding. "Sonicanis myriops" was the first creature I ever saw from this franchise, so it's the first one I actually associate with the game and the first I'm going to review! A simple but effective design, the Houndeye is a fat, yellow-skinned creature with three roughly dog-like legs, and instead of a head, the front of its torso opens up into a dark, insectlike multifaceted eye. Today, we'll go over the original selection of these alien things along with a few of their facelifts in the years since, and a handful of my favorites from the rest of the franchise. You likely don't need a refresher on Half-Life's general premise: a secret research facility accidentally opens a dimensional rift to an alien world, and alien things come out of it. So many games have built upon this model in the decades since, it's easy to forget that it was ever something radically new. Instead, they found a relatively seamless virtual world in which NPC characters are fighting for their own survival independently of the player, creatures exhibit more than "kill on sight" behavior and there's never just one way to get around the next threat. Gamers who went in blind to Half-Life may have expected to simply shoot little monsters until the monsters are all gone, shoot the big monster until the big monster dies, teleport to the next level and repeat. In 1998, We were all still used to video games with rigidly distinct levels, linear progression, tightly scripted events, and AI that rarely surpassed that of the average Koopa Paratroopa. ![]() The author of this piece, and many like it at the time, was awestruck by how the game played out "like a movie," and perhaps rightly so. I first heard of Half-Life from an article in "PC Gaming's" January 1998 issue, which for some reason I owned before I owned a computer that could play games. It also still feels to me like a relatively "new" or "modern" game, somehow, even though for many of you, it's a relic of an ancient time before you were ever born. ![]() So I've never actually played Half-Life, but through over two decades of cultural osmosis, it sure feels like I have. Underwater fog is slightly brighter, but not as bright as software mode or with gl_use_shaders 0 on vanilla.Finally Reviewing Classic Half Life Creatures If gl_overbright 1 is enabled (with HLFixes patch), gl_use_shaders does nothing. gl_use_shaders 0/1 and gl_overbright 1 with latest update, HLFixes 1.20 Beta 1: gl_use_shaders 0 and gl_overbright 0 with latest update, HLFixes 1.20 Beta 1: But this makes the black metal gate less visible as its should be. NOTE: HLFixes 1.20 Beta 1 is only compatible with older Nov 17 version, but it works fine with the Nov 19 patch.įogs looks extremely dark, and the brightness was reduced. gl_use_shaders 1 and gl_overbright 0 with latest update, HLFixes 1.20 Beta 1: gl_use_shaders 1 with latest update, vanilla:īroken fog, obviously. gl_use_shaders 0 with latest update, vanilla:įog is bright, which makes the black metal gate more visible. NOTE: everything below looks almost vanilla or vanilla with HLFixes, just with the PS2 rock textures and that was it, but the result should be the same. Better comparison after November 19 patch: ![]()
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