A first-person shooter that tells its story without cutscenes.
Events land harder around the player
From Half-Life page notes
Half-Life told its story with no cutscenes, so events hit harder. The player is Gordon Freeman throughout, with no cutscenes, breaks or level transitions. Because events such as explosions happen in real time around the player, they land harder.
Half-Life's opening tram ride set the template for shooter set-pieces. Cinematic set-pieces in many later shooters trace back to the tram ride. It delivers spectacle while the player stays in control of the character.
You play Gordon Freeman with no cutscenes, breaks or level transitions, so explosions hit harder in real time. Cinematic set-pieces in many shooters trace back to its tram ride.
Half-Life told its story with no cutscenes, so events hit harder. The player is Gordon Freeman throughout, with no cutscenes, breaks or level transitions. Because events such as explosions happen in real time around the player, they land harder.
Half-Life's opening tram ride set the template for shooter set-pieces. Cinematic set-pieces in many later shooters trace back to the tram ride. It delivers spectacle while the player stays in control of the character.
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