Okay, i have spent a fair amount of time savaging the portions of games that i disliked, so it seems only fair that i apply the same logic to games that i do like. First, i'm going to hate on Doom3, then, much as it pains me, i'm going to tear in HL2.
Doom3 was a game that a lot of people were really looking forward to. I love demons, i love shooting things and i love shooting demons, so this game was obviously high on my list of games to get. So i did, and found that i needed windows XP to run it, instead of the windows ME that i was running at the time. Okay, so maybe this upgrade was a good thing, but it was still a pain in the ass. When i first played through the game i was amazed at how good it looked. Or rather, at how good what i could see looked. Goddamn, that game was dark. And not just demon-worship, hell-loving dark. Apparently your character only could hold one thing at a time. Sure, some of the weapons may have been two-handed, but no pistol/flashlight combo? Yes, this was obviously an early-on gameplay decision by id, buy nonetheless, it was still off-putting to go from the garish colors of Doom II to the lack of color in DooM3. Another thing that bothered me about the flashlight was the lack of soft shadows. You'd hit the edge of the cone of light and bam, there it ended. No soft edges.
And why rehash a game that was already near the top of the genre? The storyline is something everyone who know the early incarnations knew, so why not take it somewhere else? I appreciated the re-imagination and return of so many classic monsters, but why not come up with some more new ones? Even counting bosses, counting all old versions of zombies as one, and all new zombies as their own enemy type, there 11 new villains, and 9 old. Discounting those qualifiers, there are 8 standard enemies making a repeat appearance, and 6 new ones. So most of the new characters are one-offs. And the majority of new stuff are just rehashes of old stuff. The Trite is essentially a lost soul with legs, a wraith is an imp with legs for weapons, and a maggot is a wraith with an extra leg. Hmm, see any shades of my NPC argument? Don't get me started on the player's weapons either. Ooh, the soul cube... is a box with knives! The chainsaw is a lot of fun, but why not something like the Commando's arm? Push the enemy away, or grab them and swing them around? Or how about the shields that some of the Z-Sec have?
Though they didn't really bother me at first, one of the lamest parts of DooM3 was the monster closets. Walk into an area, see something on the ground, go to pick it up, and stuff jumps out from a secret panel in the wall behind you. Repeat ad nauseum. Sure, they were scary the first couple of times, but how often is an imp really going to hide in a panel until someone goes for the armor that is sitting on the ground in front of it. Which leads me to another pitfall: the imps. Seriously badass characters. Or they could have been. They could have crawled all over shit, but nooooo, they had to walk everywhere. We see them bust out of ducts and pipes and crawlspaces in cinematics or as intros, but never to attack the player. God forbid they jump from wall to wall to ceiling and sneak up on the player. No, that would be too scary.
Another thing i think that the designers missed out on was the fact that the whole Mars colony was falling apart around the marine. That shit should be epic, panels flying across the room randomly, causing damage to whatever they hit, floors falling out from underneath the player, or things the player needed (read: was scripted to need, but could actually do without) were destroyed. Or whole sections of the base being left without oxygen. Inside, not outside.
Now, let me turn my vast knowledge towards Half-Life 2, since i could make a game better than that in my sleep. Seriously though, HL2 is one of my favorite games, both to play, and to work with. But it's far from perfect.
Some people have complained about the story, and that is certainly problematic. Sure, i've figured out what is going on, but that's mainly because i have read making-of books, websites and magazine articles, and studied the strategy guide duteously.
HL2 was touted as a revolution of interactivity. And to a large degree it was. But i think that the gaming public had wanted some Red Faction thrown in there for good measure. By the way, thanks so much for stealing the source code, and making us wait another two years. We're talking fully destructible environments, the kind of stuff Crysis is promising. And being able to throw chunks of it around at will. Admittedly, the Gravity Gun has changed gameplay forever, and hopefully the Portal gun will take it one step further. But you could only really pick up junk. Imagine being able to blast a washing machine through a wall, into combine forces on the other side, and now you're talking what i wanted.
Oh there's the obvious discrepancies of an MIT Grad becoming a one-man slave-race liberatin', dictator overthrowin', chick-mackin' hero... but there's what bothered me about HL2:
Vehicles? Just why were they necessary? An airboat? A machine-shop dune-buggy? Aside from being rather out-of-place, these scenarios were waaay too long. Sure, it's fun to run combine forces over, but in two different vehicles? I'll pass, thanks.
One thing that really bugged me (lolz for punz) was the Ant-lions. They were an amazing gameplay mechanic, for the 45 minutes that you could use them... how cool would it have been to send ant-lions and the GUARDS up against the striders? Damn, that would be neat. But no, all of a sudden, you are stuck with a useless squeak-toy in your inventory.
I got stuck for a time in the Nova Prospekt section, where you have to fight against wave after wave of combine forces, aided only by some sentry guns. After dying the second or third time, i stacked up a bunch of crates, climbed up on a ledge, set the guns up and sat back while the combine rushed at me and got slaughtered. No damage, ever. On the one hand, it felt damn good to figure out how to outsmart the AI like that. But, damned if it didn't feel like cheating.
And Ravenholm, what the fuck was that about? All of a sudden your stuck in some hick town where the only defense against the rampaging zombies is a Russian priest in converse high-tops? And why not trick out some of the traps? Gravity is an amazing thing, especially in the source engine. Why not throw some flaming debris into piles of straw to start fires? Or burn down parts of buildings? Or just blow them up, even in scripted events. That kind of stuff is kids play in Hammer.
So i've just spent over 1200 words badmouthing a lot of brilliant people's work. The point of this blog is to be constructive, not an asshole, so let's make amends. What would i do if i were a contributor to these efforts...ignoring technical limitations, for the sake of fun.
For Doom3, like i said, i'd give the imps more freedom in the mobility department. Wallclimbing and dropping from the ceiling for starters. A section where you are being chased by a hellknight would be awesome as well, with you trying to close doors and dump crap in its way, and it throwing all of that stuff, or even picking up and throwing imps at you. Or why not let you use the soul cube to convert one enemy to an ally? And this is hell, why don't any of the enemies use flamethrowers against you? And why not make the flashlight into a weapon? Say that the demons can't stand the light, and will either freeze or flee from it. And maybe some of them get enraged by it, going berserk and attacking whatever is nearby?
Now, onto HL2. I've already mentioned that i would like environmental destruction and better integration of some of the sections. Gordon is supposed to be an MIT graduate, so how can that best be show in a game, where the emphasis is on action, rather than logic? Especially in a game where the protagonist is mute, and is never a part of cutscenes? Well, one way would be the McGuyver route. In Under Siege Steven Segal stick a bottle of something in a microwave and makes a bomb out of it. Why not let Gordon do that? I know for a fact that can be done with the existing Hammer engine. You could even put equations on the wall and force the player to use real-world chemical equations to make explosives. That might not be so PC in today's “terrified of terrorism” climate, but fuck that shit. Or go even farther, and have Gordon build traps like Father Grigory's. Anyone remember the Amazing Machine, or whatever that game where you built those crazy contraptions to carry out some mundane task? You could set up equation-like minigames wherein Gordon could build branching trees of gadgets from crap he found lying around.
Gordon has also become, much like Billy Pilgrim, unstuck in time. So why not make that a mechanic of the game. Sure, it didn't work so well in Blinx, and the slo-mo made a nice appearing in F.E.A.R., but HL2 is a game that follows set scripted action and events until something causes the AI to deviate, so why not use that to your advantage. Gordon could trigger complex chains of events by looking forward into the future and seeing where a guard will be at a specific moment and triggering physical events prior to that. Not original, but sure could be fun. This could be used for stealth purposes too.
But back to the MIT grad thing. Why not let him modify things that he finds? Akin to the weapon mods of Deus Ex: Invisible War, let him change the effects of weapons. But MITers are cool, so he could do the duct-tape thing, like Ripley did in Aliens. Flamethrower + machinegun = pwnage. Now we're getting somewhere. If he has an advanced degree in theoretical physics, why not let him use it for weapons. Armed and Dangerous 2 (or was it Hidden and Dangerous?) had Black-Hole bombs, so why not anti-matter bombs that would let him punch holes in the sides of buildings. Or have Dr. Kleiner build him one, and make him do field repairs on it?
So, DooM3 and HL2 were amazing games. The faults that i have with them are nothing compared to the mountains of good things that could be (and generally have been) said about them. This was merely an exercise in fairness of criticism, and an examination of what could have been done differently.