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by reubenmorais
484 days ago
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> And then there are an awful lot of jumping puzzles, shoehorned into a game engine that has way more slop in it than is ideal for such things. I was taken aback by this comment. The original Half Life engine has super tight and responsive movement, to the point where the average "tryhard" in a server would be executing all kinds of movement tricks that require frame-perfect inputs or very close to it. Watch some speedruns or HL:DS games and you can easily find examples of gameplay involving super precise movement. In CS there was a huge scene of movement based maps like surf_, bh_, and deathrun_. Makes me think of something in the reviewers setup while playing Half-Life was introducing extra input latency and creating this feel of sloppiness. |
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My memory is that it wasn't the controls but the sizes of the spaces you had to jump to and the clarity of where they were so you could adequately position yourself that were the issue. The latter of which is probably more down to texture usage than the engine itself.