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Comment by reactordev

13 hours ago

This. Half-life was amazing, and not because it was Quake 2. It was a story. Less about blowing stuff up with guns and more about uncovering the secrets of Black Mesa. Then came along mods…

The first one was Team Fortress. Remember that? Still strong today as a ftp title TF2. The second one was a spec-ops style delta force mod (I can’t remember the name) but it gave the 3rd modder the idea that a modern setting could work. Counter-Strike was released as an early alpha on my forum and the rest was history.

I mention this because this was a tuning point from fixed function pipelines to programmable pipelines (shaders).

There was this awe of what we can do, what could be possible, and today’s modern games are a fulfillment of that. I feel this same sense of awe when it comes to some of these foundational models. It’s just incredible what they are capable of.

In reality, while AAA titles have been pumping out annual titles to keep shares high and pigs fat, there have been some wonderful indie titles, smaller budget games, that have made a significant impact on the games industry as a whole.

I loved Half Life 2, and it was highly influential, but that influence lives on.

Outer Wilds, Disco Elysium, Dark Souls, and Return of Obra Dinn were among the mentioned titles. All of these games tell a story, each of this game does it in its own, magnificent way.

You act a bit like those kind of games are hard to find, but some of them are highly popularized best sellers that keep getting remasters (I don't mean remakes), and still find a huge audience in entirely new YouTube Let's-Plays alone.

> Half-life was amazing, and not because it was Quake 2.

Half-Life used the GoldSrc engine [0], based mostly on Quake 1 and also some parts of QuakeWorld and Quake 2

[0] - https://en.wikipedia.org/wiki/GoldSrc

  • It was just called the Half-Life engine then. It was developed in parallel with Q2, and in general has feature parity with Q2, with a few huge features that they were able to add because of the extra year of development like skeletal animation.

  • Which is why I mentioned it. The engine itself was a copy pasta blend of idTech stuff with their own architecture.