Pacing ultimately, teaching the player constantly and having them demonstrate their aptitude. The world is the story,. The game is so good at directing you to areas of importance.
Some simple examples:
1.When you get to ravenholm you see half a zombie resting on top of a saw blade embedded into the wall. Instantly you have a mental picture of what happened and potentially what you'll be using. Later in ravenholm you enter an open area and see a raven in front of you. It gently takes off and floats into the air. Your eyes track it and on the roof tops you see a Fast Zombie shriek and start running towards you... masterful
2. For a few levels, the antlions are dangerous, forcing you off the sand and being a worth adversary en masse. You'll rely on thumpers to keep them at bay while you get supplies. Later, you acquire bug bait to put them to work against your enemies, turning off those thumpers you had previous relied on.. It's not just a different weapon with bugs instead of bullets, it's part of the entire narrative that continues for huge chunks of the story leading to the prison infiltration and showerblock boss battle.
3. When you arrive in the tenements you are exposed to civilians in a dilapidated environment. They are consoling each other, offering you insights into the city over watch and combine. You move through these areas freely until you hear "Miscount detected in you area" It doesn't take a astrophysicist to work out that miscount is you. The tension escalates and you are being chased by enemies, some civlians offer some assistance and get you on the roof tops. Just brilliant.
4. Alyx says "man of few words aren't you"
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