Highlighting HL2 Episode One's Commentary Track
Via GameSetWatch, an article on Waxy.org highlighting the great audio commentary for Half-Life 2: Episode One. The article includes a few excerpts from the experience, via flash movies. From the article: "Most of the game's 115 nodes are audio only, pointing out interesting tidbits about the scene you're currently in, such as the visual design, character dialogue, or gameplay. Some of the best examples discuss the iterations a stage or puzzle went through, why original versions didn't live up to expectations, and how they reached their final design. It's a fascinating glimpse into the minds of the developers, very much like sitting next to them as you play through at your own pace. But a few commentary nodes do much more, taking over the player's view to show them something hidden or entirely new. I've captured video from some of my favorites." Completely worth it to play through a second time to experience.
Granted, I've always enjoyed easter eggs, but I have to figure audio commentary takes up a huge chunk of HDD space -- space that's already all-too-scarce when games now take multigigs to install. It's not bloat if you want it, but if you don't want it can you get rid of it?
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it also pointed out some things that HL2:E1 did wrong, and that they went back and fixed. I noticed that Sin:E1 had some of the same problems but apparently no one cared to play test that game and/or go back and fix those issues.
One of those issues is the female character annoying you with "hurry! we are in a hurry! gogogogo let's go! hurry!" for a large portion of the game.
I played a bit of Episode 1 with the commentary on and found it interesting, though not enough to finish the entire episode a second time. I'm looking forward to Episode 2, which looks better in every way.
Here's a great 47 minute video of great player commentary of some of the best moments of Episode One.
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http://video.google.com/videoplay?docid=-77919923
The idea is nice but it reveals some of the internals which are NOT pleasant. What do I mean? "Player gets rewarded by the view of...", "Here we get an opportunity to display some Alex's emotions, making her more believable", "we tried [some horrible, really dumb idea] but we got reports from betatesters that they didn't like it, so we changed it." "It is important to reward the player with praises from Alex"
The story is not a result of a talent. Talent makes the story feel real, be believable because it feels like "if it ever happened, it would happen just like this". But both HL2 and EP1 felt simply fake - engineered, where characters follow script and play emotions, where events happen from script, because you entered a trigger area, not because they should happen about then. When you enter the car you -know- the crane will fail. When you enter the house and see the lift down and a button by it, it's like it was labelled "call lift and zombies". Places, devices, locations, layouts that make no sense but play well as puzzles. (HL1 is guilty of this heavily too).
The underlying script - the concept - is good. But when it left hands of the writer, it wasn't implemented with the game written around it. It got in hands of game designers and they hammered it into the concept of a game, mangling it beyond recognition. Real world isn't split into physics puzzles, vistas, combat arenas and storytelling locations. The commentary track just makes it painfully obvious.
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Chronicles of Riddick: escape from butcher bay and F.E.A.R (directers cut) had something similiar.
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Perhaps they should get the mystery science theater characters' commentaries too. Or maybe those guys from cheap seats. Or me, I can comment on anything funnily! Yup, that's a word.
now stop reading and go play Dance Dance Revolution!
When I tried to play through the game the second time around, it would crash every 15 minutes or so. I think my power supply is to blame, but still... with those load times, it's not fun.
Irrespective of its pros and cons, this just highlights the fact that the lines are blurring between gaming and traditional film and television entertainment.
A-Bomb
so: no difference to movies there there are lame an predictable movies, too. there are movies that don't feel real and beleivable
want proof? watch the house of the 1000 corpses... at one point i even thought "that girl in the dark tunnel will get a shocking event in THREE, TWO, ONE" bojeah, a corpse fell in front of her feet
want more proof? see "Cutthroat Island" (the movie that bankrupted carolco) you know EXACTLY that the whole gunpowder will explode just in the moment when Geena Davis and Matthew Modine jump off the ship There are screenplays that are brilliant, but must be changed, because producers want it to be hollywood-like... happy ends, the bad guy survives in horror films, the good guy doesn't kill the bad guy intentionally - only in self-defense, bankrobbery mustn't be successful unless the "bad guy" has to invest VERY MUCH money and skills, the bad guy may only win if the police are crooks or he has good intentions, romance, trouble in the romance...
watch the commentary on 12 monkeys... terry gilliam talks very openly about how producers tried to force him to make a happy end for "brazil"
The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes