Not really. Turtle Rock got bought by Valve, but L4D ain't a Valve game. They only published it. Either way, CS:S =/= Half-Life 2. It's Half-Life 2 vs. Halo 2. Not Half-Life 2 + CS:S vs. Halo 2.DarkLink77Its quite well known that the game was reworked considerably when Valve bought the studio, even on the Wikipedia page of all things.
It's a Valve game, it wouldn't have been what it was, if it wasn't. CS:S was HL2's multiplayer component when shipped - it's a grey zone as following the games release HL2: DM showed up, then CS:S was subsequently removed from being packaged with HL2, and how I do believe they're all sold separately.
The Gravity Gun allowed a degree of physics interaction with the game world that hadn't been delt with, and focused on at such a level in games. Well before you had the likes of Tresspasser and its wonky arm or the ragdoll craze and Far Cry's rolling barrels.It's funny you mention the gravity gun, because after awhile, it felt like a gimmick to me. Not that it wasn't employed properly in some respects, but most of the time I got the feeling, "oh. great. Wonder what I do here.:roll:" The Halo 2 campaign is actually better imo, when played with two people. The dual weilding added tremendous strategies at the higher difficulty levels(again, in coop, but also in sp). Halo 2 was the first game that really felt like you were in the middle of battle for me. When people bring up the campaign in halo 2, I always feel like I must bring up the coop, because it really does make a huge difference.
The art direction in halo is also far more memorable. The alien design in half life is pretty generic, and lame imo. Still a good game though.
Heirren
It changed the game considerably, to the degree where Half Life 2 is broken into a compilation of meta games, many of which rotate round the use of the grav gun. e.g. picking up objects to shield yourself from snipers, creating a safe path over ant lion sand dunes, or a tower defence themed bit with combine turrets etc. It's not a game that rests on a singular focused system of gameplay.
Otherwise no, Half Life's artistic direction is much stronger, not to say Halo's isn't good, but it's the artistic direction that's responsible for driving a good potion of Half Life's narrative, and it's this visual narrative design that has been copied far to many times to this day in game design, as Half Life was in its use of scripts. Compare the representation of Earth in Halo 2 and Half Life 2, it's worlds apart and the later allows far more projection on than the entire sum of Halo 2's or 3's Eath dedicated enviroments. Then there's the facial animations and digital actors in terms of technology, and the sheer scale of the game.
Halo 2's campaign on the other hand while good, compared to the first felt like a large corridor stomp, that never hit the high notes it should have. There wasn't a level that stood out in architecture to amazing Silent Cartographer, or one with the scope or situational variety as Assault on the Control Room.
It all very much felt like a conservative step back, despite the games obvious strengths in its combat systems, and a.i. - coop wasn't half bad either, it's just that the abundance of more restrictive level architecture didn't feel as suitable for multiple players. Then there's the issue of the games narrative which was an absolute mess, despite the introduction of the Artibiter who was an excellent addition to the cast, and a welcomed perspective shift, which was a crushing shame.
The strength of Halo 2 lies in its multiplayer, it really shows. Not to say the singleplayer is bad, it sure as hell isn't, its just sitting well in the shadow of its younger brother Combat Evolved.
Log in to comment