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The Adoration of the Nihilanth
Jakkar
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December 20, 2013 - 4:41 pm
Member Since: February 11, 2011
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A thought process runs wild, an angry Welsh geek returns to town to rant at those who'll listen, for he has been thinking in the desert.

Half-Life. Adored to this day, described by Valve (big surprise) on their Steam service as follows...

"1998. HALF-LIFE sends a shock through the game industry with its combination of pounding action and continuous, immersive storytelling. Valve's debut title wins more than 50 game-of-the-year awards on its way to being named "Best PC Game Ever" by PC Gamer, and launches a franchise with more than..."

"... pounding action and continuous, immersive storytelling."

Mmm. About that.

I was always of another camp, another denomination of the Faith, for as a young man one of my first computer games was - rather than Half-Life, as began PC gaming for so many in my mid-twenties age-bracket - the original Unreal, released around the same time.

Two very different approaches to design are evidenced, and there's absolutely no surprise that firstly; Half-Life won, and defined the mechanism of linear, scripted gameplay with impressive set-piece non-interactive events. Or that secondly, the creators of Unreal went on to alter their technique first to the extreme of producing exclusively competitive multiplayer arena combat titles, and then generic hyper-masculine scripted third person action games for the later mainstream consoles in order to succeed in a market that failed to greet Unreal as warmly as might have been hoped.

Let's look at the core distinction between the two games...

Half-Life: A linear first person shooter in which you, an inexplicably martially talented young scientist travel through an environment that frequently explodes or collapses as you pass 'trigger' points in an unending succession of grey corridors and air vents, a large number of sewer levels, and with graded frequency introduces you to new weapons and new enemy types to use them on. Some creative weapon designs balance out the very bland ones, while uninspired visuals trapped between a low-fi realism and a retrofuturistic 'EINSTEIN HAIR!' egg-head scientist vibe - with some of the silliest alien designs this side of 1965 abound alongside an 'adequate' audio experience. A nice engine for mobility and exploration is only occasionally used to good effect, as the basis of gameplay remains 'travel between dramatic and violent scripted events behind windows/grilles/across chasms, shoot aliens and angry men with guns while balancing ammunition expenditure between said events'.

Meanwhile...

Unreal: Linear first-person shooter in which you crash land upon an unknown alien world as a prisoner of unknown crimes, escape the wreckage of your ship and - using your translator device - follow a breadcrumb trail of computer readouts, ancient heiroglyphs, last wills and journals of the dead through the wildernesses, villages and ruins of a world with an ancient alien culture in decline, exploring large open environments. Piecing together a story from tiny, personalised fragments, learning as much or as little as you please and finding equipment depending more upon your willingness to explore dangerous areas and negotiate traps and ambushes than by necessity and guidance. Beautiful, quiet, minimalistic, while meanwhile possessing an incomparably superior combat AI capable of offering an intense and unpredictable challenge even to my jaded tastes as a veteran of multiplayer FPS games, speaking in 2013 based upon a recent replay.

In retrospect, it makes so much sense, the way the industry turned following the release of this pair in 1998. Offered two paths; guided, exciting interactive movie-play, walk down the corridor and observe how the world explodes in a surviveable manner just in time for your arrival, but don't you dare try to stop the execution, don't try to save the scientist, don't *interact* with this, heavens no.

... or exploration of a world rich in what might be termed 'archaeological detail', to be discovered or ignored as you please, filled with an unpredictable living AI. Highly challenging, and not a lot of hand-holding. Quite possible to get 'stuck', to get lost. Very difficult to find all of the secrets and special equipment.

While Half-Life introduced a new form of gaming in terms of scripted sequences, the first step toward 'interactive movies' in the guise of games, Unreal was the 'true 3d' evolution of Doom. Quake 2 had segued off into a more simplified shooter as compared to the rich level designs of Doom and its sequels, but Unreal took us right back, but chose to give us combat and horror coupled with exploration of a beautiful and mysterious world, rather than a blood-soaked science fiction b-movie, and took it to the vibrantly colourful/grimly atmospheric limits of the technology of the time.

Fifteen years on we laud each creative release, we thrill for the true sandboxes, we desperately mod greater detail and immersion into our worlds and cheer for each indie release that defies the 'Call of Duty' standard - yet our pink-tinted nostalgiagoggles insist that Half-Life remains 'teh best gaem evar'. Veteran PC gamers and journalists alongside them seem to possess an almost universal faith in the notion that Half-Life was The Beginning, and The End. That it is the insurpassable gold-standard for game design.

Yet everything that frustrates the self-consciously 'aware' old guard of games journalism (from the PC gamer teams on both sides of the pond to RPS, and you, my dear tappers) about the loss of player-agency and freedom in modern first-person games began, in my opinion, with Half-Life. It took the first step on that downward slope toward giving the player shiny treats for walking through the door in a dead, static world that only springs to life to amuse the Master.

Unreal was the first 'true 3d' mainstream game to write the story into the world itself, to let the player discover the secrets, to challenge the player with an AI simulation, rather than a sequence of pop-up targets. I don't think it was supremely influential. I don't think it led to any major developments except for the spinoff Tournament titles. The Elder Scrolls grew up to provide Morrowind, STALKER and Pathologic emerged from the deep darkness of the post-Soviet psyche regardless of what came before.

That's the tragedy. Unreal was the last of its kind, followed only by occasional brief hauntings of the Old School (from Painkiller to Shadow Warrior), more focused on the frenetic pace and the tawdry aesthetics of the nineties than the freedom.

Unreal lost, and was lost. Just trying to find information on it today can be difficult, as the search results crowd with the rich communities that grew up surrounding the far better known multiplayer sequels.

... It's all rather sad.

I wonder what that other world looks like, today - the parallel path in which Unreal was crowned, instead?

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Steerpike
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December 20, 2013 - 11:12 pm
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Now that's the kind of discussion we like to see initiated around here! (also: deserts in Wales? who knew?)

 

You made me remember some things about those games, Jakkar. Like you I was very taken with Unreal's eerie world and the fragments of story it contained, like someone had put a novel in a blender. It was gorgeous and imaginative, and it left most of the story making up to you (which I generally like, I like making up stories from pieces). Fun to play, creative, colorful, and definitely gave you a sense of world. Really the worst I can say about Unreal is that it was too long. Which is an odd thing to say, but there you go.

It's a fair question, why Half-Life got the crown and Unreal didn't. I don't know, honestly. I certainly didn't mind Half-Life's triggered scenes and silly aliens as much as you, but I can see where you're coming from. I think the mundanity is actually part of the game's spell. That's another odd thing to say. Seriously, though, Half-Life did strongly tie the player to the world. Evocative as Unreal was it never seemed to produce the same impact on the player. Half-Life was a game that knew what it wanted, and with Unreal, I always got the sense that it didn't, and tried to be too many things.

Unlike many players, though, I was never transported by Half-Life. I had a copy (no, a copy - sorry Gabe, I was young) but hadn't played much and was actually kind of turned off by the opening, though I can't remember why. It wouldn't be until the following year that I'd play through the game.

I remember it because I moved that summer, from a squalid post-university dump into a nice apartment I couldn't remotely afford. My friends helped me move - you do this in your twenties, it's good times - and for some reason after we were done, one of them played Half-Life. All night. And into the morning. And then his girlfriend came over to find out what was keeping him, so he left, only to turn up at my new door some hours later, saying "Can I play Half-Life?"

This went on for maybe two weeks, then he finished the game. Then I played though it, so maybe it was just because I'd seen most of it that I wasn't sock-knocked. I know for sure I'd long since finished Unreal (which I'd actually bought, on launch day - you're welcome, Tim), because it was the game I learned to FPS with a mouse on. I remember playing it in that dingy awful hovel where there'd been a murder down the hall and the dude across from me's door was off the hinges because the cops had knocked it down so often. Geez, you'd think that Unreal would hold a more special place in my heart, what with the mouse and the murder and stuff, but the games I really remember from that time (well, thereabouts) are Thief, Dungeon Keeper 2, and System Shock 2.

 

Technically you asked what the world would be like if Half-Life's and Unreal's history were switched.

That's a tough one.

But my guess is we might be worse off. No great lessons were learned from Unreal (except colored lighting, but damn, remember that power cable that zapped around at the beginning? Holy SHIT that was amazing), certainly none about the vast, empty dreamscape of its world. You and I are the only two people I've ever known who think about Unreal's story or setting that way. That being the case, if Unreal had won, would more games evoke the same thing? The rest of the world looked at Unreal and saw Deathmatch. This may have been a blessing in disguise, because for all of Half-Life's many flaws in modern eyes (there's a reason no one talks about the Black Mesa mod any more), designers took what was best about Half-Life and ran with it. I'm just not sure they'd have taken from Unreal what I'd have taken, or you.

 

That being said, I'm in the mood to play Unreal, so I am off to check GOG for it. I miss the Razorjack... maybe my favorite shooter weapon. Couldn't hit a god damned thing with it, and the only firearm that consistently injured its operator more seriously than its target. But I did love that thing.

 

We raise a glass to Na-Pali.

Life is the misery we endure between disappointments.

Jakkar
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December 21, 2013 - 3:32 am
Member Since: February 11, 2011
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You make me smile.

*raises a glass of ginger beer to so many Nali he failed to save, in 1999 and in 2013, in the grim blue light of a winter sunrise, and ensures this remains marked 'Unread' to reply fully, soon*

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Synonamess Botch
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December 22, 2013 - 9:36 pm
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I wish I could contribute meaningfully to this topic.  But I never played Unreal.  I'm not even sure why not, but the best I can remember is that I thought it was just about the multiplayer.  That or the fact that although I enjoyed Half-Life, I had no great affection for the FPS as such and was selective about the ones I chose to play.

I remember getting frustrated initially with Half-Life as well Steerpike.  I think it was mainly that I found it too twitchy for my more RPG-oriented tastes.  It was the first encounter with a Vortigaunt.  I distinctly remember it.  Killed me flat out and I thought I had no chance.  I had loads of fun with Doom before it, but you also didn't have to look up and down in Doom.  I may have played a demo of Unreal, but it just never grabbed me I guess.

Pity, since your descriptions of it Jakkar remind me of my beloved Dark Souls.

 

Rule #2: Double-tap

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Helmut
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December 25, 2013 - 1:22 pm
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There was once a time when I had written a story for a world conquering video game whereupon a brave spaceship pilot was forced (by nefarious actors) to crash on a remote planet. Subspace radio communication was naturally blocked by ionospheric interference, so the protagonists were forced to try to ascend the large mountain/tower/spire thingy in an effort to get above the blocking layer. Naturally the ascension would be spiritual as well as physical, so trials would have to be passed, and sacrafices would have to be made. Anyway, I was playing Unreal when I thought, "WTF? This is my game." Only there was 3000 times more of it than I ever thought possible. The game went on and on and through at least four logical end points. That and the anonymity and sameness of the characters makes it tough for anyone to remember anything more than vague recollections. Half Life had that pretty cool AI of the time, and named persistent characters that eventually became the franchise. I think Unreal has aged quite a bit better though, to be honest. Some of the puzzles in HL aren't fun at all anymore.

My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude

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xtal
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January 2, 2014 - 5:15 pm
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It's simple why Half-Life won at the time: because it was different in so many ways to what came before it, and where it was the same it was arguably better.

Half-Life aimed high in every area of design, even if today we see many as dated (the, in retrospect, godawful jumping puzzles). The AI was impressive compared to what there was at the time; the level design was rock solid (with the exception of Xen); maybe most importantly, there was so much novelty that came with the in-game "LOADING" where aside from that one capture scene you never relinquish control of Freeman.

As for ushering the industry down a more cinematic path, I don't think it's ever fair to single out one work of art and point to its negative influence. Do we blame George Lucas & co. for fast forwarding special effects tech and creativity because they're now overused to death? No, because obviously before the tech was available people wanted to do it; they just didn't know how. His studio was just one of many in the history of film to advance a particular part of the medium. Maybe Half-Life unlocked Pandora's box, but Valve didn't force everyone else to open it.

 

I think the truth is that even if Half-Life never existed Unreal wouldn't be much more than it was. Certainly for some in a minority, like yourself Jakkar, Unreal is appreciated deeply, but it couldn't hold a candle to the mainstream appeal of HL, nor its bells and whistles.

I recall the beginning few levels being quite memorable, for obviously the graphics, the very alien setting, and the horror elements. I didn't play past those first few hours though ... it just lost me I guess.

Where Unreal's influence is obviously felt is in the engine they continued to develop. In a way you can argue nothing has been more influential since; it's totally ubiquitous. There's that.

 

When I opened this post I thought it was going to be some weird explanation of how the Nihilanth is the greatest end boss ever, which would obviously have to be an impressive explanation!  tongue

If being wrong's a crime I'm serving forever

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