Friday, September 1, 2023

Ideal Consequences.

               


                 Half Life changes everything. Everything about First Person Shooter design. Everything about video game design and it changes how you use real time rendered poly games and the medium to tell a story. The rampant arms race of FPS game design along with a very broadening creative and consumer scope has been well documented in this blog. Enjoying and giving context to the footsteps the genre made since DOOM II's release as been as academic as it has joyful. It's allowed me to enjoy and more importantly marvel at stunning release after stunning release. The genre has truly exploded with a fever inciting technological and game design leaps only the creative few saw coming.  With Half Life, Valve changes the fundamental do's and don'ts of game design to be based around the maximum potential video games as a medium can deliver. Half Life is a culmination of everything done up until now in November 1998. 

              Half Life is Valve Software's debut first person shooter that only uses genre established tropes when they seemingly are the best solution to service the design need. Every other design principal we seemingly take for granted has been scraped in favor or refitting game design around immersive high fidelity 3D environments. I don't want to over complicate or risk making Half Life sound more alien than it is, Valve starts off with something we are all familiar..an id tech powered FPS game. Half life is a FPS game with a large array of weapons based around close, medium and long ranges. The standard melee, fist/axe of DOOM or Quake, is here represented with a more personal weapon the crow bar. Half Life's crow bar is symbolic for a lot of things. In the aftermath of a "resonance cascade" that you the player started, the Black Mesa facility is in shambles with monsters teleporting in. Picking up the first thing you see to swat at aggressive aliens is a crow bar. Again that intuitive and natural placement.
The crow bar swings out and interacts with the environment.


Killing things of course but breaking glass and wood. The crow bar does a lot to get you through the environment and that rarely changes as the game expands its' scope towards it's end. Traditional military weapons in Half Life feature a lot of recoil and bullet shells flying out and bouncing around physically in the environment. The Shot gun, SMG and Python Revolver where savagely satisfying to use.  Being the unwilling nerd hero of Black Mesa Gordan's arsenal also includes some really fun heavy weapons akin to Duke 3D but in Half Life's more grounded tone. The Tau Cannon is essentially a high powered rapid laser gun that kills even the bigger aliens and helicopters with ease. I felt over powered and loved it after struggling with near death long before getting it then becoming a one man army. The Gluon Gun is like a radioactive Ghost Buster's backpack and that alone made it a blast. The game's weapon balance and enemy dynamics didn't give me the joy Quake I/II did or Unreal but its really fun while being much more immersive.

                     Immersive. I haven't used that term much in this blog until Valve made a FPS game. I think it's because Half Life is the first game on this blog to really suck me into. To totally transport me to Black Mesa. To be in the virtual world and feel like it was all being simulated around me and possible to interact with. Sure the trance and visceral graphics of games like Quake and Unreal had really made immersion in virtual art and spaces possible for me but here it captivates me. Half Life doesn't reset the visual bar like Unreal or Quake II but like SIN it looks amazing, and in their own unique way, Valve  does with this game engine what I  largely didn't know was possible in video games until now. SIN gave a preview into the power of set pieces in video games.
These slightly interactive yet highly scripted moments in the game the player witnessed without being taken out of the action.  My favorite use of this is the subway monster chase in SIN which I go on about in that corresponding blog entry. Valve uses this to constantly move the player through Black Mesa without hard level cut offs. Its similar to Quake II's approach. However here much like the SIN chopper ride Valve uses set pieces to often move the player about while retaining player presence. Be it a humbling tram ride into work as the game starts or an elevator ride with head crabs falling down on you Half Life organically gets you from point A to point B. The game completely relies on scripted set pieces in conjunction with linear level design. Valve obviously saw set pieces as a way to make sure things flowed and felt as natural as they could as they needed to move the player or wanted the player to experience something exciting or interesting. Half Life is built around video games' ability to have you interact and experience a moment instead of watching it on film or reading about it in text.

                   Valve immediately ditches most other FPS genre tropes or even video game tropes for that matter. What makes Half Life a landmark video game titles is it is perhaps the first video game to so well and viscerally leverage the experiential element of video games as a medium and incorporate it into story telling. Half Life's world feels like it is completely absent of a director, that the player is facing constant reactionary events. Aside from the sublime use of set pieces often cleverly subtly repositioning the player, Valve has managed the most diegetic level design I've seen in a FPS or any video game.   I didn't even really notice it because it felt so natural. I mention in my blog after playing Quake I that the game had a zen like flow state where you just go into and through both enemy encounters and levels naturally without thinking about it. The player practically moves along on impulse. Valve however wasn't happy at just making ramps, hallways and pointing red arrows. The vision for Half Life required immersion, level design and goals had to appear naturally not implicitly. This overall notion of introducing information relevant to the player about the virtual world using the virtual world. The game has no pop ups or text boxes to explain things for you. Things are communicated through walking talking characters in the game world or the way the game world looks. Half Life gives you a very interactive and reactive virtual world that I felt part of. It really is the vision I think the FPS genre has been striving for for so long up until now.

                  


                 Taking advantage of the human eye's attraction for colors and shapes Valve built Half Life's levels to invisibly guide the player's path and it is remarkable how well Valve managed here. Unlike every other FPS on this list I almost never got lost. With the large majority of the game taking place in the labyrinth of Black Mesa Research facility I somehow always knew where to go even as an interdimensional portal storm and alien invasion happened. Using id Tech 2.5's colored lighting and rich amount of unique textures Valve's artist have done a superb job here.Black Mesa is an advanced 1998 research lab in the United States' desert. Lots of start office space, accompanies impressive sci-fi engineering and terrifying aliens. The lines, surface detail and coloring of this environment render a great looking game though it rarely looks as good as SIN did in my opinion, its clear the artistic direction of Half life and the way it communicates both story and direction is far superior to anything in FPS games before it. Need to crawl through a vent? Good thing there is a little red light or something interesting happening there. Entire character's like the Gman are introduced subtly in the environment with no real story introduction other than that. Valve also tends to teach you how to solve many of the games rather simple puzzle segments. Borrowing from other genres with games like Resident Evil on PS1 but much simpler and smaller scale puzzles. Puzzles often change up the tempo in the game in a way Quake sorely lacked from it's pure unrelenting adrenaline. I found the puzzles in Half Life allowed me to have a moment to breathe while also being easy dopamine dumps.  Usually the player will come across a simple version of a way to solve the puzzle with the solution somewhat obvious and near and then later using that learned knowledge of game mechanics have the player employ the learning experience in a bigger scale puzzle. 

                       The intuitive and immersive flow of gameplay is incredibly important here as the rest of Half-life's game design hinges on the player not being jerked out of the experience artificially or because they became a frustrated in a 3D cage with no quick way out. Puzzle's aren't fun if you don't know your playing a puzzle and often due to Valve's level designers and artist you almost always know what needs to be done even if the method needs to be figured out. Interacting with the game is another design pillar that hinges on this diegetic approach to playing with the gaming experience like you would a real world object. Through various quick implied learning moments and clever art the boundaries of this virtual world begin quickly to be clearly defined while a loose almost at times comic freedom is left in the hands of the player in this world.


Valve makes frequent use of first person platforming in Half Life. We've seen it some before and largely it still falls short of Turok but it can be a sensible and fun way to traverse a falling apart Black Mesa or astral alien world. Residue Processing is where this becomes extremely enjoyable, going through one of the games most incredible looking environments trying not to die as you jump around giant machinery. Platforming at times it can be a bit annoying and in Xen even a hindrance but overall I welcome it in Half Life.

          Another means of giving direction, gate keeping and giving story exposition are the non playable characters in Half Life. Gordan Freeman isn't the only human in this world unlike the vast majority of games I've played on here. Detailed and aware scientist and security guards inhabit Black Mesa. Often giving brief clues to the broader narrative situation Gordon faces or  unlocking doors even adding fire support. While SIN was a big jump up in the ability to tell a story, it's cinematic scenes didn't integrate well with the playable parts of the game. Like Dark Forces II's FMVs or even DOOM's Chapter Text exposition, these methods have always felt very separate of the player interactive video game experience. Here it's all completely integrated into both how friendly and enemies react to Gordan and the world around them as you play the game. Designing Half Life like this is fundamentally different than any FPS on this blog before but much like the flow and control of pace the game has, the design was so organic it took me awhile to notice such a massive shift in game design. Valve's choices here just work so well you immediately start taking it all for granted.


I find that a big testament to how well these choices work in a FPS game. Again here Valve expresses the desire for Half Life to leverage all it can with the experiential element of video games because everything moves and reacts according to the player therefore your actions and choices are connected with in game consequences the entire time.  Of course Half Life is full of plenty of good FPS shooting though instead of DOOM hordes of monsters it's more in the vain of Unreal where you face a select few potent opponents in an area though these enemies and environments rarely lead into predefined battle arenas like id Software and 3D Realms tends to do but more realistic environments and enemy numbers much like what I saw recently in SIN.  I found the friendly and enemy interactions in Half Life unique, interesting and even horrifying. The presentation allowed from such design creates some of my most memorable moments in gaming. 

                    My astonishment with Half Life comes with how all these diegetic elements culminate into the entire experience start to finish. The game opens slow, humbling and grounding. A completely contrast from anything else on this blog. Unreal comes the closest but already starts you off a lone survivor.  In Half Life I was taken on a tram ride where I got to whiteness the cool scientific and military complex that was Black Mesa. The Half Life tram ride is a brilliant set piece that properly through the environment tells me so much about where I am and who I am. The finishing touches of who Gordan Freeman is happens when the security card reminds you your late and talks to you as any one would but you don't hear Gordan speak. I've made it no secret I'm a big fan of DUKE or even John Blade. But Half Life's hero isn't the 80's action hero take, and the game isn't filled with punchy colors or edge.


It's grounded. A massive tonal shift for the genre and the only game to attempt it so far on this blog has been Rainbow Six a very different kind of FPS game. Gordan Freeman is a vessel for the player. It is clear here that Valve desired to remove all the perceptual layers between the player and the player's virtual form. I think this is a novel and incredible choice given the FPS perspective. Naturally there has to be some context for your existence in this world and that's where Gordan Freeman's shell comes in to play. Like most things Half Life it was so immersive that I didn't feel like it stuck out much at all. I often reply or made quips in my head more with this game and felt more me in a FPS than I ever have. It's almost tongue and cheek that Gordan Freeman is a heavily relatable 90's nerd. This is my favorite take on a protagonist in an FPS game yet. 

                        This newfound immersive positioning is instantly rewarded by letting the player explore an safe area with no combat, plenty of non playable characters and a linear area that gives a much larger impression. Followed up by setting the game in motion by causing a "Resonance Cascade". Making me directly responsible for some of the events and trouble happening in Half Life really gave me an interesting investment in the virtual world I had not had with an FPS game until now. I never really cared if I saved the babes I just wanted to kick ass. But Half Life constantly enjoys shoving the theme of unintended consequences around and I found it had a big effect on how actions in the game came across to me. From launching a rocket to putting Xen in control of the whoever the Gman works for I felt like an invest participate in the narrative events of Half Life. As much as I love SIN's subway chase previously mentioned it's the culmination of these systems into Half Life's Blast Pit level that took SIN's concept and pushed it light years ahead. The monster's terrifying in a violent set piece along with bleeding out scientist and scared security guard set the tone for the hurried and fearful trek through puzzles and narrow ledges I would soon endure. Blast pit in combination with We've Got Hostiles was when I knew that Half Life was not just better but a paradigm shift in the design and quality of FPS game experiences.


We've Got Hostiles shows you the military is not here to save you a brilliant new threat against you. See combining the advanced AI and set pieces a scientist runs ahead of you to be saved only to be gunned down in front of you at the bottom of the stairs. Then hearing the guilty soldier on his radio mentioning how they are covering up the Black Mesa incident. I was stunned. It really shocked me as I had zero expectation for a FPS game to throw that out there and it happen in the design and technical way it did. It also gave whimsical yet outraged reaction to see this happen in my virtual world. I opened fire on the solider and then exchanged fire with his buddies. The animations, the way soldiers ran between covered and called out to squad mates. This wasn't what we had seen in FPS games before. 

                        These soldiers where smart and moved like real human beings. This combat gun play also exist totally different and ins stark contrast to than alien beast fought earlier,which very much move and act like wild animals with the exception of the slaves who seem to lack human combat tactics. Half Life's aliens largely feel like beast from another world trapped here and your just the prey, they move organically and are small in number,  only the aggressive slaves and their lighting blast seem to be humanoid in shape and intelligence though lacking human combat tactics. The Marines don't. This incredible life like simulation was brought full bare as the Alien's and Marines have all out war in Forget about Freeman. Where the player linearly navigates a battlefield, often having to engage in it. I was truly awe struck playing this part of the game. DOOM II tried to give the impression of a big area and horde but Half Life's battlefield feels like the realization of that impression. Its all here. Again Valve takes a rather linear area with selective combat moments but makes it feel far bigger and grander in scope than the design actually is. I very much had the impression this was a virtual battlefield that I was naturally finding my way through. Leading the giant alien in Power up to it's death felt like I had came up with the plan and led it there. It just happened. Not without difficulty and tension. Valve had their finger on the pulse of what was just enough freedom so that I felt I was in control when really I was being guided along and teased with hints. That immersion and environmental story telling kept reinvesting me in the game just when I'd start to get over the shock of what Half Life does. I think in Questionable Ethics Valve created the best narrative FPS experience yet. Early on this manifested in the way the game presented the Head Crab and the Head Crab Zombie. Having the small set piece of a guy twitching as it takes over his body in front of his flashing monitor in a dark room? To see the gross mangled detail of their body or witness the various real time take overs of allies. It was presented in a gross and disturbing way BLOOD could have only dreamed of doing.


        Sure there are interesting enemy encounters but witnessing the environmental story telling of how I'd been lied to and how this maybe wasn't all my fault again albeit whimsical caused slight emotional pulls of betrayal and outrage over the situation and the characters I have been interacting with. Valve lets you know that you too can be manipulated in this virtual world. Many different times when playing Half Life I didn't just have big reactions I stopped and was surprised how sucked in I was and how a video game let alone an FPS game could give me these nuanced reactions. 

                   The best part is I found this roller coaster and investment just kept growing and growing until maybe the best ending in a FPS game yet. While I'm familiar many have not liked the Xen levels I found ditching Black Mesa for an alien world to briefly get some retribution and save mankind the rare bombastic moment Half Life had needed and often abstained from until now. But the ending had my jaw on the floor, bewildered, confused and incredibly satisfied. Half Life ends by both in design and thematic themes wrapping up the incredible experience. I was whisked away by the mysterious Gman I had been chasing and catching glimpses of the whole game. By now I have had plenty of time to wonder why he's there and for who. I find the Gman is Valve's equivalent of Gordan. Gman is your dungeon master. The one guiding your fate in this virtual world. He is the vessel for Valve to close the curtain and bring you into their fandom. I am quickly surprised by his Alien like speech and demeanor. Valve takes along an interdimensional ride not much different than the tram ride at the start just throwing in my face the violent devastation and consequences of Gordan, I mean my actions in this virtual world. Then offered a choice, basically to die and go out fighting and work for whatever cosmic force Gman represents. I step off the tram and join him. So many questions unanswered. Anything other than the immediate and interpersonal consequences of my actions go left unknown. No text bubble, no cinematic scene. However I survived, got retribution on aliens, managed evade the military hunting me all the things I needed to do had a direct result in the game ending yet I was still curious. Valve's experience was truly brilliant start to finish. 


            The best parts of Half Life inspire the wonder video games give us. I started this blog to give historical context to some of the moments I was too young for back in the 90's. To travel the FPS genre and appreciate and learn about FPS game design more. Half Life is the ultimate reward for such an endeavor. I have had nothing bad to say about it and that isn't to say it is a perfect game. On a Rail is a terrible level in my opinion and really messes up the otherwise great pacing of the entire game. Xen leans far to heavily on Half Life's platforming moments and they never get as good as Turok to begin with. But the minor downsides have largely been brief and rare. I have played Half Life before I wrote this blog. But my 1998 30 year old persona would have truly appreciated Half Life for being something specail and different. Having endured the long road of idTech 1 and Build Engine games just to see things get absurdly beautiful while largely remaining the same. The limiting and largely horizontal combat of DOOM II to the non existent narrative in Quake I or SIN's poor but technically impressive real time cinematic scenes paint a long and rocky road to what is a very different video game and FPS game experience. Being a time traveling blogger I can say there is a distinct modern feeling to Half Life still that nothing on this blog has come close to before. But my 1998 self this is my favorite game of all time. I cherish many of the games on this list but Half Life enraptured me in a way I didn't think was possible in games before. If I had been into FPS games and design before this would be what made it a life long fever. Half Life is a looking glass into the full potential of video games as a medium not just FPS games. I find it fascinating that while Valve has done a lot of work to it, Half Life uses idTech2.5. An engine that has appeared already twice on this blog since it came out late last year. In 1996-97 I saw a lot of the games on this blog try interesting and worthwhile new things. But Valve feels like it took those years of creative process and treated it like a constructive think tank and created a new experience based on the cumulative knowledge of FPS games until this point. From its innovation and magic to being a part of its' conspiracy sci-fi story while jamming to some great late 90's techno Half Life is the best FPS game ever made circa 1998. 

                                                                 



                   

Friday, June 9, 2023

Original SIN

                     Ritual Entertainment went straight for all the reasons I love this genre with it's debut game SIN. A bombastic cast of stereotype heroes and villains drenched in late 90's cyberpunk edge allow the game to stand toe to toe with Duke and Lo Wang in over the top presentation. In fact the core DNA of the SIN experience owes as much to Duke Nukem 3D as it does Quake. Ritual Entertainment leverages idTech 2.5 for a highly interactive and movie like environment delivering the one of the best looking shooters yet.
SIN is a love letter to what we've come to expect out of 3D Realms and id efforts while for better and worse innovating on it. As we get towards the end of 1998 I am still surprised with every title just what FPS games can accomplish now on screen and through design. SIN feeds this astonishment as much as any other. 

                      SIN took no time to get familiar with though it has plenty of shock value that left me extremely excited for the first hour, with that feeling coming and going for me the rest of the game. The game starts with a highly impressive in engine cinematic! Yes this game has in game cinematics for a shooter. While the animation and story telling possibilities of FMV's are far better it's pretty cool to have a more seamless transition to the game. This in game cinematic cleverly and impressively transitioned into me playing as Blade, the loud, funny action hero with a strong dash of Mr.T. After having Duke and Lo Wang it does feel like Blade fits by covering all the stereotype bases a wild action hero could have. Some of the action hero cliches are a bit over played as film moves quickly past them and the majority of FPS games take this approach in some way. I still managed to find the characters and atmosphere interesting enough though thanks to the evil villain being a massively endowed dominatrix and Blade having a rather amusing hacker friend on coms often. The color pallet and art of the game flow and look great in my opinion with teals, golds and blue, it captures the rather popular cyberpunk style of the late 90's. SIN's approach is tried and true and fun enough but there is a sense of fatigue in it for me at this point though that permeates throughout many aspects of the game beyond it's setting and characters. 

             


Transitioning from a rather impressive in game cinematic to Blade allowed me to rain down hell from a mounted machine gun in the chopper before my character repelled down into the bank and full player control was given to me. The machine gun segment worked similarly to arcade style light gun shooters or segments in Golden Eye which shared a lot of light gun elements. It honestly looked phenomenal and had my jaw on the floor. Incredibly fun and satisfying. Video games are finally getting to where you really feel like you are the action hero in a movie, with little imagination required. These "set pieces" are new to the genre and largely games as a whole in 1998. One of the many purposes of role playing my current self in 1998 for this blog is to try and understand these moments I was too naive for or missed at the time. I'm truly blown away with the intro to SIN. There's nothing like it that I've played in the genre until this point. However being hunted by a mutant and taking a subway was the best use of this new design. 

                 These set pieces are intertwined with some fantastic NPC behavior. Characters act and move realistically and according to your presence. This is made full use of when a Mutant through one of the early levels attacks and nearly kills you only to run away. As you make your way through the subways and even taking subway carts to other parts of the level these scripted attacks from the mutant and its quick retreats happened several more times. It gave me a real sense of being hunted by a character that was largely designed to spawn and appear but that intertwined with the sub carts moving and realistic environments made from one of my favorite experiences on this blog. SIN to great effect uses these kind of moments throughout the game and keeps the player grounded with its frequent use of in game cinematics for story. At this point in the blog I have drawn plenty of direct comparisons to SIN with multiple other games on this blog. While the game has it's own unique merits and takes it largely is based around id and 3D Realms work. The shooting at it's best feels extremely similar to Quake II. Naturally using the idTech 2.5 frame work similarities are inherit in a technical sense but here Ritual Entertainment has purposefully built off of them and I think it's a great move, after all Quake II is still my favorite playing shooter to date. (*98). 


              The weapons and enemy types are largely ripped right from Quake II. Because of this at it's best the enemy and weapon dance of Quake II comes through strong. It's a lot of fun. However Ritual Entertainment have decided to add reloading to many weapons. While I actually enjoyed this in Rainbow Six, it makes little sense here and plays poorly. Every time your getting a good combat rythem down most weapons either need you to reload or hit the use key to reload ahead of time. There's no indication that I am aware after my long time with the game that even lets you know when a "clip" is low. This creates a pausing or stutter in the combat of the player. Reloading looks and sounds cool but isn't fun as enemies seem to be just as aggressive as Quake II or any other traditional FPS since DOOM II.,The flow of combat and enemy encounters is further hampered by having to search enemy corpses for ammo and health.It's common that this pause reminds me of how Duke or Blood would play when I'd be low on health. Pushing forward only to fall back over and over until you make a break in the line usually staying around a corner. SIN makes this a tad more interesting since the NPCs will chase you to a large degree.


I didn't even known I needed to do this for the first couple hours of the game until it literally became unplayable. This would have been something my 1998 self would have had told to him through friends or coworkers. The game is about the same speed as Unreal though so having to stop, look down and search while being shot at or running through the level destroys the pacing. This in tandem with the reload mechanic create SIN's biggest problems for me, every time I'm getting my groove down the game stops me.  The weapons do look awesome though. Particularly loved the chaingun and how Blade holds the feed with his left hand. Even the basic pistol looks awesome with tons of detail and constantly moves and animates. The shotgun kicks pure ass and feels great along with a very satisfying and unique silenced sub machine gun.The great weapon animations and constant movement give an immersive aspect to the first person view point while mitigating id Tech 2.5's famous polygon wobble.

                  


            SIN's better aspects are its destruction and interactivity in levels. It's largely in line with what I saw with the Build Engine over the last few years* and I'm ecstatic it's back. I'm a huge sucker for things blowing apart or walls exploding in games. Being able to open cabinets and shelves or interact with things that aren't even important to the game's design add to the immersive grounding of the world and do the most to feel like a real place your interacting with. Shelves and cabinets open in SIN like you'd expect in Duke Nukem 3D. Flush the toilets in you want. Open useless doors to useless rooms. Fire fights let glass and banisters shatter into pieces. Even bullets and associated sparks have some realistic simulated bounced that looks incredible, easily some of the best effects work I've seen watching it bounce around and around itself. 3D Realms did have a hand in helping Ritual Entertainment with SIN and it leaves me wanting for what a proper return of Duke. 3D Realm's influence extends beyond interactivity into the actual level design. Like any of the Build Engine games, SIN build's complex real world like levels. The office buildings, labs, bank, sewers etc are full of natural looking architecture and elevator lefts and over lapping ramps. id Tech 1 couldn't do this and Build Engine could hence why it became such a staple over the last few years. id Tech 2. 5 clearly has no such limitations as we've seen in Quake and it's sequel. SIN probably leverages this just short of as many complex ways as Blood did which I think pushed this design the farthest. Often I got lost or confused about what objects where required to be placed where for the story or for health. Its often just not initiative at all a problem id still faces in their recent FPS games.There is even drivable vehicles and much more freedom than what was seen in Golden Eye. I was able to use an ATV to not only run some enemies over in one place but hit them hard enough to splatter them into blissful Quake style giblets.


                 Realistic level design often leaves the lateral and vertical moment of the player and enemies more restricted. Like 3D Realm's games I find myself stuck in naturally occurring bottle necks that are not advantageous to moving around and shooting. Missing are Unreal or Quake's slopping ramps and interesting jumps or intersecting vertical leverage. While it's not always the most appealing to look at thing it's much better for game play. SIN doesn't really benefit in any ways from this aside from the visual presentation or grounded look of some environments while the rest of the game relishes in being self aware it's a FPS video game. The enemy types where a source of mild complaint in Quake II and I find the variety and pacing of when new enemy's are introduced to be crippling for SIN. It takes a couple hours to introduce heavy enemies. Enemies. I did enjoy in SIN where the difficult but fun spider bots. The leap from side to side that Spider bots employ compliments well the player's abilities to jump. but there isn't much I haven't already seen in plenty of games until now. I still find Quake 1 to have the most satisfying enemy types of any FPS.  SIN's impressive set pieces are not the last thing to stun me. Introducing a stealth section in a FPS game took me completely by surprise and is the one part of the game that only felt familiar in the sense that it reminded me of last year's action stealth game Metal Gear Solid. Having to crouch and walk or take out scientist before alarm's are triggered was a unique and wild thing to experience in a shooter. Here the realistic level design compliments well the stealth gameplay of sneaking around these secret bio labs SINTEK runs. Here is a video game all about running and gunning and telling you not to do either! It broke my FPS 1998 brain. The stealth segment required me to restart as much as a hard combat section would, exponentially less rewarding with each restart. Still despite the common hang ups in pace with this game I found SIN's stealth segments to blow my mind and it does help break up the majority of the game which is pure id style running and gunning. 

         


                 I really enjoyed just how far SIN takes its more "simulated" aspects. Most of the computers Blade interacts with allow the player to not just select things on them but give them proper text prompts. This mechanic is even essential for  solving some security related puzzles which take things a step beyond the classic DOOM card system. It's crazy to be interacting with a computer within a computer game. 3D polygon games have changed everything possible. Just last year in this blog a large portion of the games I played used 2D sprites but here we are with set pieces, in game cinamatics, destructible props, colored lighting and high geometric detail, id Tech 2.5 has never looked better. While it doesn't have the impressive massive areas Unreal showed off or the fancy effects and lighting the set pieces, interactivity and cinamatics in SIN are features that impress me just as much if for different reasons than Unreal. It makes me wonder if this kind of thing is possible in Unreal and how that would look.  Video add in cards have really completely changed PC gaming and their usefulness and progress are happening at an incredible rate. A construction site literally floods and lifts the player up in 3D. The lifts and ramparts all connect and intertwine. I'm shocked at whats happening and it didn't even take a new id Tech or Unreal to do it.

                    


                       It is here I have to address,albeit for very different reasons I love the presentation and style of SIN as much as I do Blood. The games massive focus on massive boobs and a dystopian cyberpunk world with a not give a fuck Mr.T is sinful in how much I enjoy it. Sex sells and not only does SIN push this hard it pushes the limit of what it can do with it. In game boobs have their own physics when characters walk. Not to mention the massive amount of polygons afforded to them. Elexis Sinclaire is my favorite villain of any FPS. Literally slapping men around in her skin tight leather outfit as her breast basically explode. It doesn't get more silly and absurd than SIN. Even by Duke Nukem 3D standards. At times it's so on the point that I feel it'd be best suited for 13 year old boys than grown men but I do find it amusing and funny all the same. Like Shadow Warrior there where some moments even my 1998 self would cringe but all the same the boobs and setting of SIN are some of it's best features. 
I mean if anyone has to be stopped its Elexis. FPS game's have never really delivered much of any story and this game probably over tries with details but I like the whimsical approach to set dressing SIN embodies here. Ritual Entertainment chose Quake and Unreal as it's focus while heavily dressing SIN in Duke Nukem 3D trimmings. Even borrowing from arcade light gun games, stealth games like Thief or MGS. Some of these design innovations like the stealth and especially the set pieces and in game cinamatics are brilliant and great additions to the FPS genre. The genre is ever widening and even traditional id style FPS games can have big new changes. I admit I am starting to feel some fatigue at the root of these types of games. SIN falls short of Unreal and Quake in both gunplay and level design but in terms of quality I put it close to Shadow Warrior. While Ritual Entertainment's contributions are often highly interesting others like reloading really drag the experience down and none of this fundamentally changes how id style this game feels. SIN and Rainbow Six exist in stark contrast of each other and a mile marker where the genre is. While it forks off into sub genres the id style back bone of the genre narrows down it's potential in trade for more polished and subtly varied entries. 

                          I enjoyed Ritual Entertainment's debut FPS SIN to a large degree. It out right shocked me at it's best times and often was a lot of good standard FPS fun. It was good to get back to running and gunning after Rainbow Six's slow and tactical gameplay. In many ways it feels like Duke Nukem 3D 1.5. Overall SIN lacks the fluidity and sublime shooting bliss Unreal and Quake embody but I fell in love with its innovations and breast. 

                 


                

Ideal Consequences.

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