The
Top Shelf:
Half-Life: Opposing Force
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Vol.
2, Issue 3
November 24, 1999
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Other
new features include the ability to climb and swing on ropes
an interesting physics model that seems to work well; if not perfectly.
Definitely something to spice up the game-play, though, and add
some new-ness to the game engine (as well as open up new options
in multiplayer play). And, as you will learn in Boot camp,
you can control other soldiers - after a fashion. Grunts will follow
you around and shoot things a la security guards (though
with slightly higher effectiveness). Medics will heal you and your
teammates (if needed). And engineers can cut through doors for you
(adding a bit to the find key mentality since
the engineer becomes a skeleton-key as long as you have
him around). All in all, these dont add a ton to the game;
but they do keep things fresh and interesting. And to add to the
realism, your squad-mates will limp or run for cover when they get
injured. As Ive mentioned before, all of these new bits add
to the game; and go a long way towards keeping Opposing Force
fun and unique instead of, like most expansions, just
being more of the same.
I'm not
going to talk any more about the single-player aspect. Youve
probably read enough to either be excited, or decide youre
not interested. Besides, I dont want to spoil ANY of the great
parts of it. I do, however, want to briefly go over the multi-player
aspects of OpFor. If you enjoyed Half-Life deathmatch,
then youll love OpFors gameplay. Many weapons
in OpFor are slightly different in the multi-player game;
and a few become less useful... but OpFor does manage to
be as balanced, or more so, than Half-Life was. While specific
weapons do definitely rule certain combat regimes, it continues
to avoid the all rocket-launcher, all the time syndrome
that so many FPSs fall into in deathmatch mode. The sniper
rifle is definitely a treat; as you dont have to zoom in (unlike
the crossbow) to use its deadly effects. Beware, though, as its
long reload time could leave you a sitting duck if you dont
have a backup plan! The new weapons do definitely add some twists
and additional choices, and my only problem with them is the BFG/teleport
gun. It just doesnt really seem to be useful. Im guessing
that Gearbox didnt want it to be dominating; but the way in
which it was implemented... Id rather it was left out altogether
but then again, I know plenty of people out there who ferociously
support the idea of a BFG in every game. Taken against the phenomenal
balancing and fun of the deathmatch, its a pretty small issue.
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Insert
Tarzan reference here (38k)
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I'll leave
it to you to figure out your own strategies; but youll have
plenty of places to do so theyve reworked all of the
original Half-Life maps to include the new weapons, and added
a few all-new deathmatch maps, too! There should be more than enough
to hold you over until the user community picks up on OpFor
level designing. And judging from the fun that myself and my co-workers
have had playing this game, youll see plenty of servers out
there to hone your skills on.
In summary,
Opposing Force manages to be a far more complete and coherent
expansion packs than most and, while having a short story
line compared to the original, ties into it nicely. Taken as an
add-on, it will definitely leave you thinking, theres
more? a couple of times. Add to that some fun, expanded deathmatch
play thats equal to, or above normal H-L deathmatch; and OpFor
delivers more than its moneys worth Gearbox should
really be commended for a superb job in both the quality of the
work, and how well it fits into the existing Half-Life universe.
If you enjoyed Half-Life - get your shoes on, grab your keys,
and go buy this baby!
- Noel
"HB" Wade is a regular contributor to loonygames. Basically,
he
just wants attention.
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