gogchad3: Half Life was the Halo of it's time.
Babby's first retro fps.
Everyone who was into old school fps hated it for ruining the genre.
Doom, Quake, Blood, Duke, Unreal, Marathon, System Shock, Dark Forces fans all considered it inferior.
Only normies liked this tripe.
Or maybe other people just have different preferences than you? Like enjoying some lore and story to give context to the action. Doom is rightly considered one of the best shooters of all time, but a game doesn't have to play identical to Doom in order to be good.
Warloch_Ahead: I was reminded of this phrase recently and I wanted to discover more what exactly it means. I can only assume it's a story-driven but gameplay-focused linear first person shooter.
What games can you think of that fulfill that "Half-Life" feeling? Doesn't have to be exact, just in the ballpark. SiN would be a pretty good example even though it came out first.
rtcvb32: Linear story telling with physics puzzles and guns... Dystopian world with zombies and other unwanted means.
Going off my HL2 memories (
So if it's HL1 you're talking about, i don't know), it sounds like most FPS games, though Half-life 2 that i played had a little more physics puzzle and lots of level traversing. The occasional silent dialog with someone after major checkpoints.
Remove puzzles and add more aliens, you get Halo. Add more aliens and horror, you get Aliens Colonial Marines. Add more fun guns, and you get Borderlands. Add more space bending with a companion, you get Bioshock Infinite. Make it a loner in a jungle and you get Tomb Raider (
2013).
I suppose it's more the story and how well crafted things are to keep you either guessing or keep you interested more than anything.
I think one of the main elements is that these game try to make their world feel lived in rather than existing purely for the sake of gameplay. The puzzles and traversal serve that by forcing the player to interact with the environment, and therefore experience the environmental storytelling, as opposed to just shooting all the enemies and walking to the next encounter. The dialog then serves to add context and explain some of the environmental storytelling you just experienced.