It is already out as far as I’m concerned.
Here’s another reminder to sign this initiative if you live in the EU.
Look up OneShortEye on youtube. The main focus is point and click game speedrunning, but a lot of the videos are an in-depth look into the design and history of various games, like this one about Colonel’s Bequest.
I’ve recently been thinking of how I hate RPGs where if you have a choice, it’s between obviously bad and obviously good outcome. Bonus points when it’s determined by a single dialogue option at the end.
So I came up with a concept of an RPG where every quest has multiple solutions and every single one of them turns out disastrously for everyone involved. Like I’d love to see some real gut-punches there. The only way to avoid that would be to not accept the quest in the first place. If you don’t, after some in-game time passes you get to hear how the situation resolved itself nicely without your involvement. The kicker? Most if not all XP would come from quest rewards, so in order to not cause harm to everyone you meet, you’d have to essentially do a challenge run.
I know it’s not what you asked for, but I remember a couple of years ago someone making a game heavily inspired by GTA 2. Never got around to playing it myself, but it looked good.
Can’t find it right now though. Googling gave me Glitchpunk, which looks similar, though not as I remember it. And apparently it’s stuck as early access and might be dead. Maybe someone else will remember that other game I remember.
One tip for the final Nod mission I would have wanted to know before playing it - the game tells you that you have time until the GDI station makes three orbits and then gives you an hour timer. I was running out of time and made a despearate push for the final objective with just seconds remaining and then… another hour timer started. You have 3 hours to beat that map, I thought it was just the one =/
It’s the finale where you have all the toys and get to play with the enemy in any way you want. Don’t make the same mistake as me and rush through it, you can take your time.
I always saw it as a quirk of the way the game is programmed (they didn’t bother disabling crouching while mid-air) that they just ended up somewhat legitimising by teaching it in the tutorial. AFAIK you only have to use this once or twice in the entire game, and don’t recall it ever being useful when not forced (maybe except for climbing where you shouldn’t to sequence break).
It’s not part of the core gameplay. You learn in in the tutorial, forget about it, get stuck in the middle of the game, remember this is a thing, use it once and then forget about it again.
At least that’s how I remember it. It’s been a while since I played HL1.
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I would argue the storyline was a big part of it. While barebones by today’s standards, compared to the likes of Doom, Quake or even Unreal, it was pretty amazing to have a continuous narrative throughout the game.