Half-Life: Opposing Force + Blue Shift |
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Studio: |
Gearbox
/ Valve |
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Designer(s): |
Rob
Heironimus |
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Part of series: |
Half-Life |
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Release: |
November 18, 1999 / June 12, 2001 |
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Main credits: |
Director: Randy Pitchford Storyline: Rob Heironimus,
Randy Pitchford et al. Music: Chris Jensen, Stephen Bahl |
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Useful links: |
Complete
playthrough, parts 1-7 (6 hours
20 mins.) |
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Basic Overview In what is a fairly
typical situation for the link between great ideas and great idealists, Valve
certainly did not invent the very concept of the «Expansion Pack» (what is
now, with the advent of the Internet era of gaming, more frequently known as
DLC), but I think that many people, when pressed to remember the first ever
expansion packs they had installed, will immediately nostalgize about the era
of Half-Life. In reality, the idea
had been most certainly tested out earlier, specifically for RPGs (Diablo: Hellfire in November 1997, Baldur’s Gate: Tales Of The Sword Coast
in May 1999, etc.); for action games, one clear example in particular is the London 1969 expansion pack for Grand Theft Auto, released in April
1999. But few people give a damn about the original, pre-III, GTA titles any
more, and the expansion pack was not that well received upon release, either. It is reasonably safe to
say that, while the two main expansion packs for Half-Life no more «introduced» the concept of the expansion pack
than the Beatles «introduced» the concept of the three-minute pop-rock song,
they did more to popularize this type of medium than any previous game studio
targeted at the PC market. And even if you would like to argue with this
statement as well, then how about this: Valve were the first to come up with
two perfect examples, in a row, of how to make a truly meaningful and useful
expansion pack (Opposing Force) —
and how to make a completely meaningless and perfectly useless expansion pack
(Blue Shift). As much as I have
loved the former, I have always hated the latter, despite both being
essentially engineered by the same group of people. This enigma has
fascinated me for almost twenty years, and while the safety and prosperity of
the world around us will hardly depend on our ability to get to the bottom of
it, it is at least a good pretext to make this into a comparative review of
the two products (writing a separate review for Blue Shift would simply be too painful for me). Curiously enough, «the
same group of people» did not actually include anybody from the same Valve
Team that created and produced the original Half-Life. Instead, the task of expanding the game with extra
content was sourced out to Gearbox Software, a brand new company formed by a
bunch of developers with previous work experience at 3D Realms and Bethesda,
chief names being Randy Pitchford (who acted as director and producer) and
Rob Heironimus (main designer); the Valve guys explained this decision by
their desire to focus on future projects — such as creating multiplayer
entertainment derivative of Half-Life
(Team Fortress, Counter-Strike) and, of course,
planning ahead to Half-Life 2,
development on which is said to have begun mere months after the shipping of Half-Life. There may already be a
small tingle of discomfort somewhere within this decision — a touch of the
«corporate» approach in which, apparently, the link between the artist and
the universe created by the artist is deemed less important than the link
between said universe and its commercial customer. Things went sour when
Leisure Suit Larry slipped out of the hands of Al Lowe, or (as arguable as
this point may be to some fans) when Guybrush Threepwood was separated from
his biological dad, Ron Gilbert, and became forcefully adopted by the
clueless couple of Larry Ahern and Jonathan Ackley. And even if Half-Life, formally at least, was a
first-person shooter rather than an adventure, it is still somewhat
comforting at least to know that the expansion packs were centered not around
Gordon Freeman, but around other characters of the Half-Life universe — Gordon Freeman, frozen in time until the
release of Half-Life 2, would
remain forever confined to the realm of Valve proper. That said, examples of
fairly successful outsourcing do occur in the gaming industry, much the same
way they occasionally (though rarely) crop up in the movie world — and
Gearbox turned out to be a generally reliable outlet, with enough designer,
writer, and programmer talent to respect the atmosphere and mechanics of the
original universe while still daring to expand on them in new and
unpredictable manners, at least as far as Opposing
Force is concerned. Although as of today, Opposing Force has largely been forgotten (young gamers sometimes
pick up the original Half-Life out
of respect and curiosity, but few of them probably reach the end of the game,
let alone hunt for expansions), back in 1999–2000 it was quite well received
by critics and fans alike — at least, those who had not yet been swayed by Counter-Strike and whose undying love
for Black Mesa and Xen demanded that they explore everything connected with
those locations. Blue
Shift, on the other
hand, was notably colder received already when it first came out — which,
admittedly, was the result of a marketing strategy gone awry; initially, Blue Shift was going to be just a
little extra add-on to the new, graphically reworked version of Half-Life ported over to the trendy
Dreamcast console, offering potential buyers an additional incentive to spend
their cash without feeling thoroughly ripped-off. However, just as the port
was almost ready for shipping, Sega discontinued the Dreamcast production
line altogether — another one bites the dust — which led to Sierra canceling
the Dreamcast remake and releasing Blue
Shift on its own for PC instead. Naturally, people thought this was going
to be another Opposing Force, and
were predictably disillusioned when their expectations were shattered. Still,
I am not retelling this in order to cut Blue
Shift any slack: whatever circumstances it was nurtured in, it was
supposed to be played, not merely to illustrate the awesomeness of Valve’s 3D
engine on a shiny new console system. Note that there was at
least one other expansion pack for the original game: Half-Life Decay, designed for cooperative multiplayer gameplay
and released exclusively for PlayStation 2 (in November 2001) — meaning that
I never played it for both of these reasons (no multiplayer experience for me
and nothing but PC). As far as I can tell, it was received more or less on
the same level as Blue Shift rather
than Opposing Force, and the only
universally appraised thing about it was the even higher graphic resolution
than Blue Shift’s High Definition
Pack. This review will focus exclusively on comparison between Opposing Force and Blue Shift. |
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Content evaluation |
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Plotline For the main plotline of Opposing Force, Gearbox writers chose
the classic mechanism of perspective inversion — either to avoid accusations
of predictability, or out of necessity to apologize before the US Marine
Corps for making them the bad guys in the original Half-Life. Either way, instead of playing as Gordon Freeman, you
were now to step into the heavy army boots of Corporal Adrian Shephard
(that’s right, with a P-H — don’t you dare confuse the gentleman with
Commander Shepard of Mass Effect!),
member of one of the squads assigned to invade and mop up Black Mesa after
the unlucky «accident». Just as Shephard’s chopper begins the descent to his
final destination, it gets blown up by one of the alien creatures, and
Shephard finds himself stranded in one of the areas of the facility, from
where he is now obligated to make his own escape. Gearbox’ mission throughout the game is
fairly clear: give devoted players more of the same experience — but try to
make it as different from the original game as possible. The early levels
start out deceptively: other than a couple of new weapons (such as a heavy
wrench and a knife instead of Freeman’s trusty crowbar) and a couple of new
zombie types (e.g. mutated zombie soldiers in addition to zombie scientists),
the game just throws more maps, corridors, and familiar alien enemies at you
— all pretty novel to Corporal Shephard, admittedly, but hardly to the
player. At one point in the game, you very
briefly cross paths with Freeman himself, and even get to catch a brief
glimpse of Xen, but are very quickly brought back to Black Mesa, as if the
game were strictly reminiscing Corporal Shephard that his mission is right here, on Earth, and nowhere else. Things start getting really interesting
about one third into the game — first, with the appearance of a new type of
human enemy (the Black Ops, who are now supposed to take the place of the
original grunts — because a Half-Life
game ain’t no fun if you don’t get to shoot up some authentically humanoid
cannon fodder), and then, even more importantly, with the arrival upon the
scene of a completely new type of enemy: aliens from «Dimension X», yet
another parallel universe which somehow has become caught up in the chaotic
rift and whose inhabitants seem only too happy to join in the overall fun
with their own troops of weirdass-looking soldiers. By the middle of the
game, these «Race X» creatures have all but completely replaced their
brethren from Black Mesa — and, difficulty-wise, they seem to be even smarter
and deadlier than their predecessors. Naturally, it is up to Corporal
Shephard to stop yet another invasion and close up yet another portal to save
humanity, though, since this is only an expansion pack, Adrian will have to
do it without leaving Black Mesa. To say that the imagination of Gearbox
writers rivaled, let alone surpassed, that of their superiors at Valve, would
be one truly hot take. Much of the plot and design of Opposing Force simply follows the lead of Half-Life, repeating the original game’s images and episodes. In
place of the gorilla-like Alien Grunts with their bug-shooting Hivehands, you
have Shock Troopers who look like a cross between beetles and orangutans and
have their own Shock Roaches from which they rapidly shoot electric charges.
Half-Life’s Blast Pit chapter, in
which you had to flush a deadly tentacle monster out of a silo to be able to
progress, has been rather blatantly remade as The Pit Worm’s Nest, in which you have to... flush a deadly
caterpillar monster out of a silo to be able to progress. Half-Life’s Surface Tension, a lengthy chapter in
which you have to fight swarms of human and
alien enemies out in the open, is largely mirrored by Foxtrot Uniform... and so on. Nevertheless, as much as I hate the idea of «formula», I can have plenty
of admiration for creative variations on the formula. Importantly, by
swapping Gordon Freeman’s scientist persona for Shephard’s military type,
Gearbox have somewhat altered the game’s sense of purpose. In Half-Life, you were the one directly
(though unknowingly) responsible for the collapse — and the basic purpose of
the game, for Freeman and yourself, was to somehow set things right; survival
was important, but most of all, Gordon was the Man With A Mission, which gave
a sort of epic flair to everything that was going around. In comparison,
Adrian Shephard is simply a resourceful grunt, caught up in the middle of
Hell with one single purpose — get out of it alive — and so are all of his
military buddies, occasionally encountered around the facility ("If we get outta here alive, I’ll buy you
all a round of beer... hell, I’ll buy the whole damn bar!") Survival
against impossible odds, at any cost, is Shephard’s occupation until almost
the very end, when it becomes clear that he is the only one capable of
defying the Big Bad Boss of Race X and plugging up his pretty pink portal.
And the Gearbox guys let you feel it hard
every once in a while, like, for instance, when Shephard misses the rescue
chopper due to the G-Man’s sudden interference as the latter shuts the hangar
door in his face. The pacing of Opposing Force is almost sublime. The early levels, with
well-known enemies and fairly typical Black Mesa-style corridors, are a walk
in the park for Half-Life veterans,
but once Shephard is left stranded by the G-Man, things gradually get more
and more different and difficult, starting from the unsettling mazes of
blazing furnaces and giant fans which Shephard has to cross, continuing with
the necessity to fight, with the aid of his small squad, against a new and
ever deadlier human enemy (the Black Ops), and ending with Shephard’s arrival
into a completely new and totally mystifying, previously unseen, section of
the Black Mesa labs, Gearbox do a great job of steering the player from the
previously experienced and familiar sensations into the untried and unknown.
By the end of the game, as you are forced to fight your way through swarms of
brand new AI types, you will feel completely different from how you felt at
the start, and not just because you have gained access to better weapons —
because, well, you sort of began this while at war with Nazi Germany, and
somehow ended up kicking the ass of Imperial Japan. This deep and pleasant satisfaction
with the set-up of Opposing Force
makes its follow-up, Blue Shift, look
like an even bigger disappointment than it actually is. Where the former took
the setting of Black Mesa and found mildly creative ways to shift and expand
its images and sensations, the latter simply returned us back to square one. In Blue
Shift, you play as Barney Calhoun, a security guard at Black Mesa and
(apparently) a friend of Freeman’s (though this would largely become clear
only in Half-Life 2) — the catch
being that all the security guards
at Black Mesa look exactly alike, so good luck figuring out which was Barney
in the original Half-Life (or maybe
Black Mesa just cloned all their guards on a daily basis, anyway). As Barney
arrives to work on what seems to be a fairly routine day, catching a brief
glance at Gordon Freeman riding a train in the opposite direction, he is
directed to rescue a couple of scientists from a malfunctioning elevator; as
you can guess, this is precisely when the Resonance Cascade occurs. After
getting his bearings and learning how to survive in the rapidly mutating life
conditions, Barney breaks through to a small group of scientists led by the
grumpy Dr. Rosenberg, helps them repair a decommissioned teleporter (which
requires taking a short detour to Xen), and escapes to safety on the
outskirts of Black Mesa — apparently, the only protagonist of a Half-Life game lucky enough to not be
frozen in time by the omnipotent G-Man. And that’s pretty much it. Blue Shift does not introduce any new enemies, any new types of
weapons, any radically new locations (even the rocky area of Xen visited by
Barney is merely an expanded copy of the first part of Half-Life’s Interloper
chapter), or any even mildly unpredictable plot twists. Rewatching my
recorded playthrough of the expansion, I struggle to remember even one
tiniest detail that would make me go, «okay, this at least was worth slogging my way through to it». On the
contrary, all it does is remind me just how boring, tedious, and thoroughly
unimaginative all those levels are — more like a talentless fan-made mod than
an officially endorsable project. To give a clear example, probably the
most twisted twist of Blue Shift’s
plot is how, en route to save Dr. Rosenberg from being executed by those
nasty Marines, Barney keeps bumping into one after another scientist who,
upon expressing their gratitude at being saved, quickly point out that they
are not, in fact, Dr. Rosenberg, and that Dr. Rosenberg is in another castle,
uh, I mean, somewhere up ahead. Which means you have to slog through even
more of the very same corridors and stairwells, shoot up some more Marines
and Alien Grunts, rinse and repeat. When you finally do meet Dr. Rosenberg, you will probably be so exhausted from
sheer boredom, you’d much rather just shoot him on the spot and get a Game
Over than follow him to his blasted teleporter. In short, what I’m trying to
tell you is that, essentially, the game has NO – PLOT – WHATSOEVER. If you just
want to shoot more monsters, you do that. If you are looking for new
experiences and fresh suspense, this expansion pack offers nothing of the
kind. It is almost astonishing that it was designed and written by the same
people who did Opposing Force — although
I do guess that maybe they were somewhat limited in their options this time
by the entire business of porting Half-Life over to Dreamcast, with most of
the budget spent on redrawing the environments, character models, and weapons
of the original game rather than on coming up with new inventions. In the light of this, it almost makes
me sad that the character of Barney Calhoun actually survived long enough in
the Black Mesa universe to be carried over to Half-Life 2 (where, admittedly, he does a much more efficient job
as a supporting NPC), whereas poor Corporal Shephard was seemingly lost along
the way, together with his all his oddball alien «friends» of Race X;
lore-wise, Opposing Force turned
out to be a completely dead end — largely because the entire «US Marine»
angle would be relegated to Counter-Strike,
with no place left for it in the Half-Life
universe as such. |
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Action The game mechanics of Opposing Force loyally matched the
degree of peculiarity / originality of its main storyline. With new types of
aliens, new kinds of weapons, and, most importantly, new strategies of group
combat, came changes that were never staggering enough to think of it as a
new game, yet were always noticeable enough to justify the expansion pack’s
semi-autonomous status. Most of the skills and tactics learned in Half-Life will stay the same, but
every once in a while you will have to think differently — and if you play on
the Hard level, there will be sequences pushing the difficulty significantly
higher than the original game (which is, traditionally, a respectable
trademark of a solid expansion pack / DLC). Thus, although almost all the specific
Race X enemies are straightforward correlates of their distantly related Xen
brothers, each is also given a slightly different tactic to throw you off
balance — for instance, the multi-limbed Shock Trooper shoots his Roach Gun
just like the Alien Grunt from Xen uses his Hivehand; unlike the Grunt, the Trooper rarely engages in melee combat,
preferring to keep his distance and pelt you with organic grenades against.
(Also, the Roach Gun has a nasty habit of functioning on its own after its
master dies, and jumping in your face for minor damage). The only completely
different type of enemy is the Voltigore, a giant spider with (usually) an
instant-kill electric discharge; no regular enemy in Half-Life proper was as seriously overpowered as this guy, and
having to clear out an entire nest of them in the darkness of Black Mesa’s
sewers is a real nasty task — not to mention probably the closest Half-Life ever gets to the genre of survival
horror. (I remember really dreading
that part back when I played that in 1999/2000, and I sure as hell wasn’t a
little boy any more). Likewise, the new weaponry presents
curious twists as well. There is, for instance, a special new teleporter gun
that fires the same teleporting balls that Freeman used to move through in Half-Life proper — or saw the
Nihilanth fling at him, for that matter; in Opposing Force, you use your radioactive ammo to generate these
balls to blow your enemies away, or, at a huge ammo cost, to fire them at
yourself for brief pit stops at mini-areas in Xen to recuperate and pick up
extra ammo. Although this is essentially a Wunderwaffe, ammo for which is very limited (I like to conserve
most of it for that blasted Voltigore pit), handling it still makes the game
fun in ways that were unimaginable in the main game. The Roach Gun, which you
pick up from your first downed Shock Trooper, is like the Hivehand, but more
direct and deadly; and there are additional weirdass types of alien guns,
like the iguana-like organic grenade launcher that (literally) feeds on
spores, and the Barnacle Gun, which turns one of the game’s nastier enemies
into a surprising ally — and offers a vast field of opportunity for
experimenting on any sort of organic matter, your friends and foes included. The most important work was, however,
done by Gearbox on the mechanics of squad combat. In the original game,
Freeman could recruit one or more security guards to accompany him and
provide firepower support (he could also recruit scientists, but those were
no good in times of danger); however, the guards’ firepower was generally
pathetic, and their functions limited to opening password-protected doors. Opposing Force introduced a more
complex system, in which you could be protected by several different types of
soldiers — regular combat grunts (often armed with powerful weaponry),
engineers (to open doors), and medics (to give injections while merrily
whistling the Rolling Stones’ ‘Sister Morphine’... okay, I just invented that
last one out of boredom). Unfortunately, the soldiers’ AI was not
all that great — it is safe to say that on Hard level, they never last long
against the Black Ops or even a pack of Vortigaunts, let alone Shock Troopers
— but once I got used to the idea that it is not so much their function to
protect me against enemies as my
function to protect them, things
got a whole lot more fun, as you have the option to invent and test out
various tricky strategies to keep yourself and all those other guys alive
while fighting against seemingly impossible odds. Despite the fact that your
soldier buddies are usually encountered in small packs of 2 to 3 guys, their
AI does not allow them to work as a team; however, they can take cover, run
away when wounded, use assistance from the medic, and make snappy commentary
on their kills ("I’m a natural born alien killer!"), all of which
combined makes scenes like the big battle with a huge Black Ops squad in the Friendly Fire chapter into messy,
chaotic fun (you can take the whole thing extra slow, step-by-step, or just
rush into battle blindly and see how many of your guys manage to avoid the
slaughter — although, like I said, on harder difficulties enemy AI is much
more advanced). In terms of non-combat related puzzles,
Opposing Force does not do all that
much — in fact, I’d say that generally its non-combat puzzles tend to be more
tedious than those of Half-Life (there
is, for instance, one really long sequence in which you have to cut a path
through several locked doors and blocked corridors by endlessly lugging a
metal crate in different directions so you can stand on it when necessary;
this is probably the single least
enjoyable sequence in any Half-Life
game for me). The final boss fight also feels a bit more tedious than the
Nihilanth encounter due to its implementing the «rinse and repeat» principle
too many times (it is also not very intuitive; much more likely, you will be
spending more time figuring out what to do than actually doing it) — but at
least there is a final boss fight,
and it is sufficiently different from the Nihilanth fight to be judged as
«influenced by» rather than «ripping off». This is the basic premise of Opposing Force — they base most of
their challenges on correlating Half-Life
situations, but make each one just different enough to keep you interested;
the perfect application of the variation-on-a-formula principle that still
lets you show off some nice bits of imagination. As for Blue Shift, there is not much you could say of its action
sequences. There are no new enemies (not even anybody from Race X; it is as
if Opposing Force never existed),
no new weapons, no new buddies — just more running through the familiar
corridors and sewers of Black Mesa (the maps are new, but the feeling is old),
a small Xen section where I seem to remember you had to do more platform
jumping than fighting or puzzle-solving, and maybe just a couple of really, really tense fights with the
Marines which try to pass themselves off as more challenging than in the base
game (in the middle section, when you have to rescue a bunch of poor
scientists from a whole swarm of those guys). Non-combat puzzles are equally
boring (e.g. having to line up some overhanging crates and cages with a crane
in order to jump across the other side of a gap), and over all of this hangs
the inescapable nagging question — what in the hell makes «Barney Calhoun» so
much different from the other
security guards that all of them are cannon fodder and he is such a tremendous badass? He doesn’t even get to wear
Freeman’s Hazard Suit! Makes no sense whatsoever, as does most of this
expansion pack. |
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Atmosphere One really rewarding feature of Opposing Force is that it gets to cram
so much new content into just a few hours of content. Were its levels as
numerous and lengthy as the ones in Half-Life,
you would have no choice but to eventually settle into the routine of things
— but with things as they are, Opposing
Force manages to keep you emotionally occupied and uplifted for most of
its duration, in different and distinct ways. The feeling that you might not have
wasted your money on the expansion starts right from the tutorial... and, if
you still have not played the game and want to try it out, FOR CHRISSAKE DO
NOT SKIP THE TUTORIAL! The training course for the original Half-Life, in which you were guided by
an emotionless hologram, was really nothing more than just a tutorial, but
the tutorial for Opposing Force is a
«Boot Camp» which takes its inspiration straight from Kubrick’s Full Metal Jacket, with the drill
sergeant even reprising some of Lee Ermey’s classic lines ("what’s your major malfunction dirtbag?").
Short as it is (and, needless to say, only borrowing the humorous part rather
than the terrifying and tragic part of Kubrick’s mood), the training course
does a great job of putting you in the mood and making you feel like an
actual soldier, not just explaining what you have to do and how to do it. The atmospheric connection between the
tutorial and the rest of the game proper feels about as disjointed as Full Metal Jacket itself, where most
of the humor is largely gone by the time we get hauled off to Vietnam — but
just like in the movie, you will
feel this very contrast between the harshness, yet relative safety of the
training camp and the ever-present danger of being out in the field as the
defining element of the game. Unlike Half-Life,
here you are flung directly into the heart of the storm, with no safe and
cuddly opening chapters; even so, Corporal Shephard’s first promenades along
Black Mesa’s corridors shall feel reasonably quiet, with only an occasional
zombie or headcrab spoiling the impression. Once the shit really hits the fan
and Shephard finds himself stranded among the wreckage, with only a few
similarly unhappy souls to keep him occasional company, the atmosphere
quickly gets darker — no more so than during Shephard’s perilous journey
through a set of blazing furnaces, deadly fan blades, and cleverly concealed
bloody meat-throwing zombies right after all the regular escape routes have
been cut off. There are areas in the game which have
clearly been designed by the Gearbox guys to be scarier and spookier than
anything Freeman might have encountered on his own journey — alien enemies
now love more than ever before to hide and jump out at you from dark corners;
there is one brief sequence where you have to brace yourself and swim up a
vent right past two hungry Ichthyosaurs (something which was almost always
avoidable in Half-Life); and have I
yet mentioned the Voltigore nest in the sewers? oh, right, I have, twice
already. None of it is super
creepy, but it sure gets on your nerves more than Half-Life regular, and makes you all the more relieved when,
right after surviving one or another of these challenges, you finally emerge
into the warm embraces of several squad members waiting for you on top. Arguably the most atmospheric part of
the game is the mid-section, right after you catch a glimpse of Freeman
teleporting off to Xen (the Crush Depth
and Vicarious Reality chapters) —
this is where Race X makes its proper entrance, and you get to experience one
surprise after another coming at you from the super-secret part of Black
Mesa’s laboratories where, so it seems, those pesky scientists have been
literally constructing their own zoo, populated with Xen’s various lifeforms.
These chapters are relatively short, but packed with content — unusual maps,
lots of previously unseen details, novel uses of the teleportation devices, and
a genuine sense of amazement that might be awoken even in those who have
already learned all there is to learn about Half-Life by heart. These two chapters are like a crash course in
all sorts of alien weirdness — there is not even all that much combat in them
— and it is only once you have made your way past them that everything you
have just learned will be necessary to put into practice, in some of the
deadliest fights with aliens and humans alike you have so far experienced (Foxtrot Uniform, this expansion’s
equivalent of the base game’s Surface
Tension). In short, Opposing Force does an excellent job of both keeping you on your
toes all the time and throwing you
fresh, juicy sensations to experience — you really get to live the worst (but
most unforgettable) day in the life of this poor soldier, thrown into the
least predictable mess of his life and having to quickly think out of the box
just so he can live another day. NOT SO with Blue Shift, which — you guessed it — has nothing whatsoever to
add to the most generic parts of the atmosphere of the original Half-Life. Somehow, they left that
expansion so devoid of genuine thrills, playing it is the closest equivalent
to just sitting there and watching paint dry in the entire Half-Life universe. No, seriously:
there is nothing. Not even an
interesting boss fight to spruce up your day. Run, jump, kill, push button,
pull lever, run, jump, kill. Even the ending, where you just teleport next to
a bunch of scientists waiting for you, is about as exciting as rejoining your
family for a trip back home in the SUV outside the gates of your local
amusement park. Even the G-Man hardly sees fit to check in on Barney Calhoun,
because who the fuck needs Barney Calhoun in his life? Poor Barney. |
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Technical features |
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Graphics Since both expansion packs
use the same engine and the same basic textures as Half-Life, there is not much to add here; however, even in this
regard Opposing Force manages to
introduce a subtly fresh touch, by surreptitiously swaying the basic color
palette in the direction of... green.
At first, it’s obviously just army green — lots of khaki uniforms in the boot
camp, along with more grassy terrain you ever saw in Black Mesa, but there’s
also the addition of night vision, coloring everything around you into even
more sickly green, as opposed to the yellow-tinged flashlight of Half-Life. Later, it’ll be the
expansive greenhouses of the Black Mesa laboratories, the regular green
flashes of your teleporter, the green iguana from which you shoot green
spores collected from patches of green alien verdure... even the final boss
is greener than the heart of a dedicated ecologist. It’s even reflected in
the packaging — green all over, making for a nice contrast with Half-Life’s orange. I have no idea if all that
greenery was supposed to be symbolic, or if Gearbox just wanted to make an
extra contrast with Valve, putting on a more individual face and sharply
delimiting the «orange Freeman» from the «green Shepard». Whatever it was,
they clearly wanted to repeat a similar idea with Blue Shift, capitalizing on the title and emphasizing the blue packaging, the blue of the security guards’ uniforms,
and... and... and that’s about it, because the blue in Blue Shift never goes anywhere further than the uniforms (and the
color of onscreen indicators). In theory, they could have at least introduced
some water-related themes (make Barney a skilled swimmer and prepare him for
underwater fights?), but absolutely nothing of the kind was implemented (and
the majority of the water you have to deal with is dirty-green sewer stuff,
anyway). That said, Blue Shift did implement one major
graphics-related feature — the High Definition Pack, which upgraded most of
the character sprites and weapons to higher-resolution models. It was a good
addition, contributing to even more realism in playing and correcting some of
the uglier polygonal renders of the original games; but since it was
retroactively implemented for the entire game, updating the textures of the
original Half-Life and Opposing Force as well, today it is
impossible to judge it as a specific advantage of Blue Shift, since the HD pack is, by default, used everywhere
these days. Honestly, even back in those days it seems like many people just
got Blue Shift in order to lay
their hands on the HD pack and replay the original game rather than bother
with the fate of Barney Calhoun. |
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Sound While I have little to say about the
musical soundtrack to either Opposing Force
or Blue Shift (I am not a big fan
of the Half-Life electronic soundtrack
in general, and mostly played those two with the music off just as well),
sound-wise, on the whole, Opposing Force
has quite a bit to add to the Half-Life
universe. The new sound effects, particularly the ones associated with Race X,
are terrific (the funny insect-like chit-chat of the Shock Troopers; the
creepy pig grunts of the Voltigores; the banshee scream of the Pit Worm, etc.),
and the rough and rowdy banter of our Marine buddies goes a long way toward
humanizing the army grunts, who essentially behaved like robotic killing
machines in the first game. Top prize, however, goes to voice actor
Jon St. John (usually recognized as the voice of Duke Nukem) for his performance
as Drill Instructor Sgt. Barnes, in which he absolutely nails the character of
Sgt. Hartman from Full Metal Jacket,
albeit trying hard to only preserve the humorous aspects of the man’s
character, rather than the psychopathic ones (by the way, if you get really annoyed at the guy, you
actually can let yourself turn into
Gomer Pyle and mow the bastard down — you won’t be able to finish the
training course, though). Jon St. John also appears in Blue Shift, where he voices Dr. Rosenberg, and, predictably, it
is a rather boring performance in comparison. |
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Interface As bona fide expansion packs, neither Opposing Force nor Blue Shift add all that much to the
game interface of Half-Life. Freeman’s
Hazard Suit is replaced by a protective vest in Opposing Force and a security guard’s regular armor in Blue Shift, all of which are then
charged up the same way as the Hazard Suit; also, Corporal Shephard has night
vision goggles instead of a flashlight, which color everything in a nasty
green light, but they do have more
range than the flashlight, at least. Other than that, I wouldn’t even know
what to say, except that, just like the original game, both expansions share
the same smoothness and ease of action — which still does not save Blue Shift from sucking blue donkey
balls, if you pardon my Vortigese. |
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Verdict: A textbook example of what separates
inspired hard work from pointless hard work in the gaming industry. I have heard and read some people defend Blue Shift in terms of «it doesn’t really do anything bad, per se»,
and I can see their point — in fact, if all you really require from an
expansion to a video game is to give you more of the same, like just a few
extra maps of enemies to clear, Blue Shift
obviously does the job. But even if an expansion pack or piece of DLC
should hardly be held to the same standard as an actual new game, I still
think that the point of a good expansion is to provide a nice variation on
the theme, which is exactly what Opposing
Force does: more of the same, but under a differently colored (green!)
sauce. Otherwise, it is not even clear how the DLC in question differs from one
of the miriad fan-made mods. Anyway,
like I already said, I find it really
confusing how such two products of such different quality could have been designed
and produced by the exact same team of people over such a short period of
time — and how Valve let such an inferior product as Blue Shift actually appear on the market (pretty much the only Valve product I know to have
caused me a comparable amount of disappointment was Half-Life 2 Episode 1, and even that one still had several
redeeming aspects). I guess it’s just one more of those good old God’s ways
of reminding us that nothing is perfect, or, to state it differently, that God
giveth Opposing Force and taketh
away Blue Force. |