Wednesday, November 26, 2014

Let's Breakdown: Half-Life 2 [part 4 - Highway 17]

Vroom Vroom (it’s a car this time)
The main menu continues to keep you drawn in.
                Ah, Highway 17, my (personal) favourite chapter of the game because of its atmosphere and general ‘feel’, and that’s not taking into account the more enjoyable, open gameplay and numerous moments. In a sense it’s the game’s first chapter in which you are truly isolated, save for brief interactions with other Resistance members at the start and a little way in, otherwise it’s just you, your (well, Alyx’s) scout car, the antlions and a whole lot of combine. The coastline is long, barren and littered with antlion-repelling devices, which are essentially tall devices that constantly strike the earth, releasing tremors that repel the antlions. The coastline is also littered with Resistance bases be they abandoned or taken over, abandoned (or now infested) houses of citizens who lived along the coast and various temporary Combine bases
THUMP THUMP
                The chapter is, obviously, akin to Water Hazard in the fact that it is a vehicle-centric chapter albeit with a whole lot less emphasis on the vehicle itself. The Scout Car is fast, armed from the get-go and capable of executing a brief turbo mode which lets you cross large gaps but will more often cause you to drive off a cliff. Another difference is that the Scout Car is not immortal, it can take a whole lot of punishment, but it can be destroyed and, as mentioned above, driven off cliffs – which results in a non-standard Game Over of the ‘G-Man is disappoint’ variety, which essentially calls you a dunce for failing to keep shit together, a style of Game Over used whenever something essential to the plot is destroyed or killed, and it’s a smart, lore-relevant way of forcing you to restart instead of having text shout at you over the fourth-wall saying ‘FRIENDLY FIRE IS NOT TOLERATED’ or ‘YOU DIDN’T DO x’.
Detours often contain optional encounters with zombies.
                Another difference from Water Hazard is that this chapter involves a lot more start and stop and generally ‘not using the vehicle’. The Car is only ‘truly’ used to zip across the antlion-infested sands and you generally have to disembark to clear the way or to inspect the various attractions along the coast. Interestingly, a lot of these attractions are optional, present only for those hungry for resources or those wishing to take their time and explore everything, if you so desire you can speed through much of the chapter by just driving through anything before you.
                Combat-wise the main attraction of this chapter… are not the antlions, but the Combine, who now oppose you with their real soldiers. Gone are the days of facing off against the terminally self-oblivious Civil Protection, as you now face the Combine Overwatch, who are far better equipped, more durable, smarter and capable of using tactics against you. Combat-wise it’s important to not forget about your toy from Eli, the Gravity Gun, which adds its own dynamic to the fights even though it is not compulsory to overcoming your foes… but why would you not use it? It’s too much fun. Nonetheless, the Gravity Gun gives you a method to still fight when low on ammo (since the Pistol doesn’t really cut it against the Overwatch), since cinderblocks and radiators are very injurious to health. You can also throw back grenades using it and use it to manipulate the now less-conveniently-present explosive barrels.
Keep the Shotgun Combine far, far away. 
Lest you want this to happen. 
                The chapter also has some great set-pieces of the kind that you control, instead of watching as things get flashy, with minor ones being confrontations with Combine Gunships, a less minor one being the crane segment and the major one being the bridge segment.
Crane goes SMAAASH!
                The crane segment is a brief one, which is comedic more-so than anything else because you pilot a gigantic magnetic crane to open a path for yourself, and combine forces challenge you on foot… while you’re in a crane capable of tossing about GIGANTIC METAL shipping container, resulting in combine ragdolls flying all over the place. The bridge segment has you going underneath a bridge, carefully walking across the ‘walkways’ below it as you make your way to the machine to turn off the barrier that blockades your way on the bridge above, and it is absolutely dripping with atmosphere, from the eerie music that plays as you begin to make your way along the walkway as a train thunders across the bridge above, causing the entire foundation to shudder. And the tone and pace of the segment changes when, on your way back, you are challenged by a Gunship.
Welcome to the bridge. 
                This chapter also provides some fine examples of Half-Life 2’s principle of ‘variety in all things’, since you can see this in play in some of the smallest things. Normally, you have to press a switch or disconnect a cable to disable a Combine field, but in one case you find no switch, but find that a Combine jeep-cum-tank is powering the field, which yields to you the pleasure of using your Gravity Gun to ‘find’ a way to send the vehicle on a one-way trip down the cliff-side. It’s, as I said, a fine example of the little ‘moments’ that give the game so much character, atmosphere and unwritten lore – things that give the game a surprising amount of replayability owing to their charm, and how you might come to see something differently, such as how the initially-seemingly-comedic ‘Sometimes, I dream about cheese’ becomes somewhat saddening when you give it more thought.
                It also continues the pattern of teaching-without-telling, from the initial moment wherein your car is overturned, causing you to use the Gravity Gun to set it straight (and teaching you that the Scout Car isn’t as catty as the Airboat). Or the moment that teaches you of the antlion-repelling devices’ function, where you come upon a fence seemingly blocking your way with a house on your right, forcing new players to disembark, following which they learn that that giant pounding device repels antlions. The player then inspects the house and learns of the device’s range when he is joined by several antlions in the house.
Arsenal

                Pulse Rifle
Essentially a much stronger, far more accurate version of the SMG, albeit with a smaller clip size and minimal reserve ammo. It does the job of the SMG better and is far more effective at greater ranges, making it your true ‘main’ firearm in many cases. Of course, ammo for it is scarce, forcing you to use it at the start of firefights to thin the number of enemies down to a more manageable size, often used to eliminate high-priority targets. You’ll typically end up using it to kill Shotgun Combine before they reach you, or to ‘fight fire with fire’ by using it to deal with Pulse Rifle-wielding Combine. It’s secondary fire, which is unused in this chapter, fires a ball of energy that bounces off surfaces and disintegrates anything it touches, making it rather lethal to (almost all) enemies since getting spontaneously disintegrated is bad for health.

                Crossbow
Essentially the ‘sniper rifle’ of the game, it fires rather hot looking bolts capable of impaling enemies onto surfaces. Did I mention that it is a one-hit kill against all Combine? It is essentially an upgrade to the Magnum’s fatalistic side (while the Shotgun is the upgrade to its burst-damage side), and quickly becomes an essential part of your arsenal since the ability to instantly kill a target is rather helpful, to say the least. Though the AI is a bit dumb when it comes to dealing with the crossbow, often charging at you in a straight line or leaving themselves in plain sight, I did speak of the aged AI before but it’s really pronounced when, right after you bolt his adjacent buddy, the other enemy doesn’t think it’s time to be a bit more mobile. Though its strengths are off-set by ridiculously scarce ammo, making it highly situational.

                Rocket Launcher
Your main weapon for dealing with the larger, armoured enemies you face off against – such as Gunships and Striders. Its unique attribute is that the rocket follows your aiming laser, letting you guide the rocket around, using it to avoid intercepting fire or using it to shoot around corners. Ammo for it is scarce (except for instances where you face enemies that have to defeated (primarily) using it), and it is a major ‘oh shit’ weapon, great at clearing out multiple enemies with a well-aimed shot. An interesting take on the basic rocket launcher that you won’t end up using that much.
               
Enemies

                Antlions
“It’s Antlion spawning season!” thus with a single line uttered by a NPC you meet briefly, the omnipresence and respawning nature of the antlions is justified – a cute little touch. Antlions don’t do much damage but they are fast, capable of flying at you (less like flying and more like a guided jump) and their main goal is to swarm you and kill you with a hundred paper-cuts, making them rather similar to headcrabs in a way. Their numbers are their only source of threat, since an individual antlion is incredibly weak, capable of being killed quickly by any weapon (sans the Pistol) and can even be flipped over by the Gravity Gun, exposing their weaker underbelly (you can flip an antlion over and kill it with a single crowbar swing – no ammo needed).
Appearance-wise ‘Starship Troopers’ is probably the first thing that comes to many people’s minds, which gives them an odd ‘homely’ feel which goes well with the fact they have seemingly adapted ridiculously well to life on Earth – which raises several story-related questions of their origins and life on Earth. They bleed yellow and explode deliciously, but their unending numbers makes traditional fights with them far less satisfying since you have to do less fighting and more ‘get the hell away’.

                Combine Overwatch
Now you know they’re really serious – they’re sending their main force after you. Facing off against them is where the previously mentioned ‘weapon dancing’ truly comes into its own, as the various weapons they wield, how deadly they are and their ability to use tactics (however rudimentary by some standards) force you to adapt on your feet and keep switching weapons to quickly deal with each threat. You’ll quickly form a hierarchy of ‘what to kill first’ and will typically go Shotgun Combine>Pulse Rifle Combine>SMG Combine.
                They differentiate themselves from the lesser Civil Protection by donning a uniformly coloured uniform alongside heavier armour and brighter visor-eyes. There’s a bit of variety to be found on their uniforms as well, with soldiers from different areas having different markings, such as the Nova Prospekt soldiers having their own insignia.

                Shotgun Combine
In the vanilla game, they blended in with their comrades, but Episode One and Two decided they were dangerous enough to give them their own colour scheme, and thus they get their own entry here. The colour scheme? Brown and red. Why? Because they’re probably the most dangerous enemies in the game. A single Shotgun Combine can take you from 200% to dead in a matter of seconds if allowed to get close to you, evoking the zombie mentality of space control in their own way. They become an odd source of jump-scares (of sorts), as turning the corner to find yourself face-to-face with one or being snuck upon by one, can be startling as the sudden burst of gunfire is generally accompanied by your health falling as fast as Icarus.

                Gunship
A gimmick enemy, but a fairly fun enemy nonetheless. Your rocket launcher is your main means of making it not kill you though it is capable of shooting down rockets fired at its face, which means that you have to use the launcher’s ability to guide missiles to bypass its guns and hit it. The gunship often turns towards your rockets, leading to moments where it’s your guiding abilities versus the gunship’s turning abilities, which makes for some fun little moments that aren’t very challenging. Though things change a bit when you simultaneously face off against two in a later chapter, with them backing each other up, which generally forces you to use yourself as bait, wherein you bait out their gunfire and try to quickly get in a rocket hit while they’re busy with you.

                Aside from the Dropships you glimpse, these are the first Combine synths that you face –biological life perverted by Combine technology to the extent that they look neither like life nor machine, but a bizarre and unsettling amalgam of both. The Gunships look like a hybrid between a chopper and an aquatic life form (it has fins!).


Next Up: The Antlions finally get their time in the spotlight. 













No comments:

Post a Comment