You start with slow weapon switching in a DOOM game??!
It sounds a bit like Mirror’s Edge Catalyst, where it really felt like they’d been told they ‘needed’ to add an upgrade tree when they basically didn’t.
Meaning half the things were basic moves like rolling out of falls or jumping off walls that you should have had from the beginning, and the other half were mainly superfluous.
Then of course the game basically tells you to buy those essential upgrades in the first 3rd of the single player campaign, meaning they might as well have given them to you at the start.
I guess they could argue that it’s a way to spread out the learning curve… maybe.
My memory of what ‘classic Half-Life’ is may no longer be reliable, but if it’s puzzling exploration and basic weapons, I’m down.
I kinda want to try to finish Submerged first though, as it’s also supposedly not a short game, but I’ve had it half finished for a year now.
Playing through HL:OpFor has also made me interested in Black Mesa.
Does anyone know how it handles things like the movement speed, etc? Does it keep them at HL1/2 speeds, or slow them down to modern shooter speeds?
Talking of Opposing Force again, the end boss battle was really weird, in that it was very easy but long. It was basically a case of repeating the same 3 steps 3 times… which wasn’t especially hard, especially with quicksave and with the fact that they gave you an unlimited health regen pool in the next room.
The boss would also occasionally do that thing bosses do of spawning minions, but it would only spawn the same single minion each time which was no threat.
So, basically, once you worked out what to do and what to avoid, it was a zero threat situation and just boring to work through.
The main boss being, in fact, the rope that you had to climb to get to the regen pool, given that the rope physics had a 30% chance of you falling to your death each time.