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	<title>Comments on: Eurogamer: Half-Life Opposing Force Retro</title>
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	<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/</link>
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		<title>By: Grape Flavor</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372985</link>
		<dc:creator>Grape Flavor</dc:creator>
		<pubDate>Tue, 08 Dec 2009 21:00:25 +0000</pubDate>
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		<description>Obligatory shill for Operation Black Mesa: http://www.obmsource.com/

I&#039;m avoiding any Half-Life 1 series &quot;retrospectives&quot; in order to keep the experience relatively fresh when I play the remakes. :)</description>
		<content:encoded><![CDATA[<p>Obligatory shill for Operation Black Mesa: <a href="http://www.obmsource.com/" rel="nofollow">http://www.obmsource.com/</a></p>
<p>I&#8217;m avoiding any Half-Life 1 series &#8220;retrospectives&#8221; in order to keep the experience relatively fresh when I play the remakes. :)
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		<title>By: Bobsy</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372690</link>
		<dc:creator>Bobsy</dc:creator>
		<pubDate>Tue, 08 Dec 2009 13:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=22211#comment-372690</guid>
		<description>Indeed.

The best thing about OpFor is the potential for Shepherd&#039;s return in a HL2 spin-off. Using that time-honoured Vortigaunt logic of  what your name sounds like, he could have a pretty epic Moses-style destiny ahead of him, shepherding citizens away from danger.</description>
		<content:encoded><![CDATA[<p>Indeed.</p>
<p>The best thing about OpFor is the potential for Shepherd&#8217;s return in a HL2 spin-off. Using that time-honoured Vortigaunt logic of  what your name sounds like, he could have a pretty epic Moses-style destiny ahead of him, shepherding citizens away from danger.
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		<title>By: DMJ</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372674</link>
		<dc:creator>DMJ</dc:creator>
		<pubDate>Tue, 08 Dec 2009 12:38:53 +0000</pubDate>
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		<description>It was realistic for Hollywood values of realism.</description>
		<content:encoded><![CDATA[<p>It was realistic for Hollywood values of realism.
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		<title>By: Kelron</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372671</link>
		<dc:creator>Kelron</dc:creator>
		<pubDate>Tue, 08 Dec 2009 12:33:03 +0000</pubDate>
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		<description>I haven&#039;t played Opposing Force for ages, but I played (most of) Half Life recently and the level design annoys me a lot. It&#039;s not because it&#039;s unrealistic, but because I have no idea what I&#039;m trying to achieve, as a character, I&#039;m simply looking for a way to progress along the route laid out for me.  I ended up crawling into every vent I saw because if I continued along the corridor it would almost certainly be a dead end or a locked door.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played Opposing Force for ages, but I played (most of) Half Life recently and the level design annoys me a lot. It&#8217;s not because it&#8217;s unrealistic, but because I have no idea what I&#8217;m trying to achieve, as a character, I&#8217;m simply looking for a way to progress along the route laid out for me.  I ended up crawling into every vent I saw because if I continued along the corridor it would almost certainly be a dead end or a locked door.
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		<title>By: bill</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372665</link>
		<dc:creator>bill</dc:creator>
		<pubDate>Tue, 08 Dec 2009 12:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=22211#comment-372665</guid>
		<description>Anyone remember Oni, Bungie&#039;s Anime inspired action game? 

The big selling point was that they hired REAL ARCHITECTS to design the levels! This was a first, as up to that point levels had basically come from level designer&#039;s imagination.  The end result: Oni&#039;s combat rocks, but every review criticises the boring level design. 

Personally I think many old FPS games had better level design, because there was more freedom and creativity then. Levels were designed to be GOOD LEVELS first, and places second.  Recent FPS games have great graphics, scale and set pieces, but so often the need for realistic level design means that you&#039;re fighting on a flat plane all the time. 

Jedi Knight had some of the best FPS levels ever, and they involved jumping on lots of big fans ;-)</description>
		<content:encoded><![CDATA[<p>Anyone remember Oni, Bungie&#8217;s Anime inspired action game? </p>
<p>The big selling point was that they hired REAL ARCHITECTS to design the levels! This was a first, as up to that point levels had basically come from level designer&#8217;s imagination.  The end result: Oni&#8217;s combat rocks, but every review criticises the boring level design. </p>
<p>Personally I think many old FPS games had better level design, because there was more freedom and creativity then. Levels were designed to be GOOD LEVELS first, and places second.  Recent FPS games have great graphics, scale and set pieces, but so often the need for realistic level design means that you&#8217;re fighting on a flat plane all the time. </p>
<p>Jedi Knight had some of the best FPS levels ever, and they involved jumping on lots of big fans ;-)
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		<title>By: bill</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372663</link>
		<dc:creator>bill</dc:creator>
		<pubDate>Tue, 08 Dec 2009 12:15:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=22211#comment-372663</guid>
		<description>I&#039;m with you. 

I&#039;m not saying it&#039;s a bad game. But even at the time I don&#039;t remember it getting a huge amount of praise. Half Life was clearly a must buy, and every games magazine told you so. OpF got ok reviews, but nothing that said &quot;must buy&quot; or &quot;best expansion ever&quot;. 

Though I&#039;m perfectly happy to have retrospectives for non-classic games, and reading this one has made me want to check out OpF again.  If only i knew where any of my CDs or CD-Keys were.</description>
		<content:encoded><![CDATA[<p>I&#8217;m with you. </p>
<p>I&#8217;m not saying it&#8217;s a bad game. But even at the time I don&#8217;t remember it getting a huge amount of praise. Half Life was clearly a must buy, and every games magazine told you so. OpF got ok reviews, but nothing that said &#8220;must buy&#8221; or &#8220;best expansion ever&#8221;. </p>
<p>Though I&#8217;m perfectly happy to have retrospectives for non-classic games, and reading this one has made me want to check out OpF again.  If only i knew where any of my CDs or CD-Keys were.
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		<title>By: bill</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372659</link>
		<dc:creator>bill</dc:creator>
		<pubDate>Tue, 08 Dec 2009 12:04:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=22211#comment-372659</guid>
		<description>Mysteries of the Sith tops it though. 
;-)</description>
		<content:encoded><![CDATA[<p>Mysteries of the Sith tops it though.<br />
;-)
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		<title>By: devlocke</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372619</link>
		<dc:creator>devlocke</dc:creator>
		<pubDate>Tue, 08 Dec 2009 09:57:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=22211#comment-372619</guid>
		<description>&lt;blockquote&gt;&lt;cite&gt;Arathain &lt;a href=&quot;http://rockpapershotgun.com/rpsforum/topic.php?id=1023&amp;page=3#post-44452&quot; rel=&quot;nofollow&quot;&gt;said&lt;/a&gt;:&lt;/cite&gt;
I’d never rip a game for being linear and scripted.  I don’t think most people would.  It’d be like ripping GTA for being too open.  
It’s a silly argument.  Linear, open, story-driven, player-driven… I don’t care what you do, I care how well you do it.
&lt;/blockquote&gt;
For the record, while I don&#039;t have a problem with linearity - I love story-driven games - the particular form of Half Life&#039;s linearity really bugs me.  It&#039;s so channeled.  There&#039;s never a duct you can access that you don&#039;t have to crawl through, never a crack in the wall you don&#039;t have to enter... there&#039;s none of the fluff that makes a game world seem real.  Everywhere you go, there&#039;s only one way to go.  Once you realize that, the sense of exploration just sort of dies, because you don&#039;t have any choice in the matter.  I never felt like I was in control of what happened in the Half Life games I&#039;ve played, and it ended up making it seem way less interesting.  Even Super Mario Bros. let you choose the high road or the low road occasionally, and gave you options for how you&#039;d handle challenges.  There is only ever ONE way forward in Half Life, Opposing Force, and Blue Shift.  
They&#039;re not bad games, but I totally consider their particular form of linear level design to be a definite weak point that mars what would be an otherwise great experience.  The universe is really neat, it&#039;s a shame the world is so shallow.
EDIT:  Also, typically the payoff for linearity is a deep story.  Half Life/Opposing Force/Blue Shift don&#039;t really have that.  It&#039;s sort of a worst-of-both-worlds kinda thing.
</description>
		<content:encoded><![CDATA[<blockquote><p><cite>Arathain <a href="http://rockpapershotgun.com/rpsforum/topic.php?id=1023&amp;page=3#post-44452" rel="nofollow">said</a>:</cite><br />
I’d never rip a game for being linear and scripted.  I don’t think most people would.  It’d be like ripping GTA for being too open.<br />
It’s a silly argument.  Linear, open, story-driven, player-driven… I don’t care what you do, I care how well you do it.
</p></blockquote>
<p>For the record, while I don&#8217;t have a problem with linearity &#8211; I love story-driven games &#8211; the particular form of Half Life&#8217;s linearity really bugs me.  It&#8217;s so channeled.  There&#8217;s never a duct you can access that you don&#8217;t have to crawl through, never a crack in the wall you don&#8217;t have to enter&#8230; there&#8217;s none of the fluff that makes a game world seem real.  Everywhere you go, there&#8217;s only one way to go.  Once you realize that, the sense of exploration just sort of dies, because you don&#8217;t have any choice in the matter.  I never felt like I was in control of what happened in the Half Life games I&#8217;ve played, and it ended up making it seem way less interesting.  Even Super Mario Bros. let you choose the high road or the low road occasionally, and gave you options for how you&#8217;d handle challenges.  There is only ever ONE way forward in Half Life, Opposing Force, and Blue Shift.<br />
They&#8217;re not bad games, but I totally consider their particular form of linear level design to be a definite weak point that mars what would be an otherwise great experience.  The universe is really neat, it&#8217;s a shame the world is so shallow.<br />
EDIT:  Also, typically the payoff for linearity is a deep story.  Half Life/Opposing Force/Blue Shift don&#8217;t really have that.  It&#8217;s sort of a worst-of-both-worlds kinda thing.
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		<title>By: pimorte</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372605</link>
		<dc:creator>pimorte</dc:creator>
		<pubDate>Tue, 08 Dec 2009 09:19:10 +0000</pubDate>
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		<description>&quot;MY DOGS ARE BARKING!&quot;
&quot;MY DOGS ARE BARKING!&quot;
&quot;MY DOGS ARE BARKING!&quot;
&quot;MY DOGS ARE BARKING!&quot;
&quot;MY DOGS ARE BARKING!&quot;

shutupshutupshutupSHUTUUUUUP</description>
		<content:encoded><![CDATA[<p>&#8220;MY DOGS ARE BARKING!&#8221;<br />
&#8220;MY DOGS ARE BARKING!&#8221;<br />
&#8220;MY DOGS ARE BARKING!&#8221;<br />
&#8220;MY DOGS ARE BARKING!&#8221;<br />
&#8220;MY DOGS ARE BARKING!&#8221;</p>
<p>shutupshutupshutupSHUTUUUUUP
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		<title>By: Mr. Awesome</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372531</link>
		<dc:creator>Mr. Awesome</dc:creator>
		<pubDate>Tue, 08 Dec 2009 00:18:58 +0000</pubDate>
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		<description>John Walker, you already made a such an idiot article, and you keep posting here to defend your opinions. What a shame. Where&#039;s Alec Meer when you need him?</description>
		<content:encoded><![CDATA[<p>John Walker, you already made a such an idiot article, and you keep posting here to defend your opinions. What a shame. Where&#8217;s Alec Meer when you need him?
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		<title>By: zak canard</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372457</link>
		<dc:creator>zak canard</dc:creator>
		<pubDate>Mon, 07 Dec 2009 20:18:54 +0000</pubDate>
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		<description>Portal - Aperture Science Handheld Portal Device (ASHPD)
Too tenuous?</description>
		<content:encoded><![CDATA[<p>Portal &#8211; Aperture Science Handheld Portal Device (ASHPD)<br />
Too tenuous?
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		<title>By: Tyraa Rane</title>
		<link>http://www.rockpapershotgun.com/2009/12/06/eurogamer-half-life-opposing-force-retro/#comment-372429</link>
		<dc:creator>Tyraa Rane</dc:creator>
		<pubDate>Mon, 07 Dec 2009 19:39:53 +0000</pubDate>
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		<description>Doh. That was meant to be a reply to Bobsy. Reply system failure.</description>
		<content:encoded><![CDATA[<p>Doh. That was meant to be a reply to Bobsy. Reply system failure.
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