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  • BrianEk
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16Nov 07

Call me late to the party but, this morning, I finished Half-Life 2 for the first time and I seriously loved it. Alyx? Dog? Wonderful. Dr. Breen? A deliciously vile enemy. And what an incredible dystopian atmosphere, especially in the City 17 levels. You feel, as your rollicking along in the dune buggy or zipping through the waterways in the airboat, that you inhabit a real city and that you're really heading somewhere as you escape. That level of "being there" isn't maintained consistently, however. Ravenholm, for example, felt completely out of context from the rest of the game--too Resident Evil for my tastes and way too many jumping puzzles. Or, rather, too many bad jumping puzzles.

You see, I hate jumping puzzles. In fact, practically each time I encounter one in a game I usually loudly exclaim to whomever is in earshot, "I &@!#ing hate jumping puzzles!", which usually causes my dogs to slink out of the room in fear. Either that or they don't like jumping puzzles either.

As I was making my way through the last level of Half-Life 2, I realized why I despise the jumping puzzle phenomenon in games so much. It isn't because jumping puzzles can be a pain in the butt--though they most assuredly can (as in Ravenholm). No, the reason I dislike jumping puzzles in gaming so much is because they are such an obvious gimmick. Most of the time, even good jumping puzzles are the antithesis of heroism.

What do I mean by that? Well, let's consider the final moments of Half-Life 2. Spoilers ahead for those who haven't finished the game. As Gordon Freeman attempts to head off Dr. Breen's completion of the Combine portal, he's tasked with getting to the top of the tower where the portal will open. Now, an elevator or set of stairs would be far too easy, far too logical, and, frankly, far too un-fun method of getting to the top. Instead, as Gordon, you have to run along the side of the tower's interior, jumping up on ever-ascending ledges that ostensibly are parts of the mechanical parts of the energy core itself, until you finally reach the top and can blast the portal.

There are no stairs or ladders to climb. Instead, you ride the very machination you look to destroy. In effect, the ultimate enemy you are looking to defeat provides you the very means you need to accomplish your goal. This makes no sense, and seems to me to be the biggest defect in jumping puzzles. Instead of relying on the ingenuity of the player, the game, in effect, sets itself up for defeat. That's what I mean by it being antithetical to heroic behavior--how much of a hero are you if the world around you is conspiring against itself?

Of course, I don't think games need to become impossible. When done in a manner that makes sense within the context of the game world, I think jumping puzzles can be done well, providing a fun (and plausible) method for players to succeed. Consider the "Sandtraps" portion of Half-Life 2, a level that is essentially one big, long jumping puzzle. So why is this perhaps my favorite level in the game? Well partially because of the ingenious nature of some of the puzzles, which utilize physics well and take more than a little ingenuity on the part of the player. But, moreso, what makes the level so strong is the context for the level. It's simple: You can't set foot on the sand because the ant lions are agitated. As a result, you've got to find your way across using little more than your gravity gun and your hand-eye coordination.

Even better, in several sections of "Sandtraps" you're met with vast stretches of nothing but open sand--intimidating to say the least. It's up to you, as Gordon, to make your own path across these lakes of sand. Sure, the game gives you the necessary tools to be successful with the amount of gravity-gun-grabbable-garbage at your disposal. However, the path you choose, and the steps you take to get there, are your own. To my mind, getting through "Sandtraps" successfully is the single most heroic thing Gordon does in Half-Life 2.

I suppose we'll never be completely rid of the jumping puzzle. For one thing, they're an easy way to extend the length of a level, even if they so often expose themselves as 3D rat mazes. Still, if we never completely rid ourselves of the "what" of jumping from ledge to ledge, I'm hoping that developers will at least strive to explain the "why."

  • Posted Nov 16, 2007 11:03 am PT
  • Category: Editorial
  • 25 Comments

25 Comments

  • NeoJedi

    Posted Nov 16, 2007 11:42 am PT

    I'm with you on the Jumping Puzzles. I really hated doing those in Half-Life 2, since they were pretty much the hardest ones I've ever encountered.

  • LiK

    Posted Nov 16, 2007 11:54 am PT

    i haven't finished HL2 so i didn't read your entire entry cuz it seems like there's some major spoilers in it, but i agree. jumping puzzles in a FPS game is just weird when you can't even see your feet.

  • casshern

    Posted Nov 16, 2007 12:07 pm PT

    HL1 is so much worse imo with the jumping puzzles, i refuse to finish it!!

  • CodingGenius Site moderator

    Posted Nov 16, 2007 12:21 pm PT

    I prefer jumping puzzles to forced stealth elements in platforming and action adventure games.

  • ruff_edgz

    Posted Nov 16, 2007 12:44 pm PT

    I don't mind them but that doesn't mean I like them either

    I do understand the outbursts of anger about these features in games because I have mine for different reasons. If I did play HL2 all out, I would feel your pain

  • bossjimbob

    Posted Nov 16, 2007 1:30 pm PT

    I thought the bulk of the HL2 jumping puzzles were quite clever. Making your own path across the sandy (and deadly) beach by stringing together small islands of junk was brilliant. Reminded me of the lava game I used to play with the couch cushions as a kid.

  • besighyawn

    Posted Nov 16, 2007 1:39 pm PT

    I would always say "screw it" and just run through the sand and see how far I would get. Not far.

  • GunnyHath

    Posted Nov 16, 2007 1:49 pm PT

    Better late than never playing Halflife 2, that is a game that just must be played. It's dually impressive that the game still holds up years later as one of the best games available. As far as the sand area, it's much easier just to dash/jump across, it only takes a few seconds to cross the whole area, and you hardly take damage if you're quick.

  • BrianEk GameSpot staff member

    Posted Nov 16, 2007 2:20 pm PT

    GunnyHath: Interesting. What's more heroic than successfully traversing the Sandtraps jumping puzzles? Ignoring them altogether!

  • LarkAnderson GameSpot staff member

    Posted Nov 16, 2007 2:30 pm PT

    Half-Life 2 is very hit or miss and inconsistent because levels were not all designed by the same group of people, but rather an assortment of groups that Valve calls Cabals.

    Each Cabal was given basic information about how the level should begin and end, and then they made their levels and afterwards tied them together. I suppose this is a more efficient way to design things but ultimately I think it's really dumb, because it creates huge gaps in consistency as you mentioned.

    For me, I loved the atmosphere of Ravenholm and the oppressive environments of City 17. Nova Prospekt and the Citadel was awesome too. The rest of the game was boring though. I hated literally driving through half of it, I thought the bridge level was stupid, and the sand traps were annoying. Overall, it turned out to be a good game and they've improved in the episodic stuff.

  • Dreski83

    Posted Nov 16, 2007 2:50 pm PT

    depending on how solid the gameplay and controls are of a certain game, jumping/puzzles is not a big deal for me

  • smithy1983uk200

    Posted Nov 16, 2007 3:02 pm PT

    HL2 did have a few problems i also thought Ravenholm felt out of place and didnt feel part of city 17 and the driving sections did drag on they did sort out most of the problems episodic stuff tho so you should take a look at them

    i guess your not a mario fan so much jumping in that

  • f15srcool

    Posted Nov 16, 2007 3:10 pm PT

    I don't mind them if they're short and sweet.

  • GunnyHath

    Posted Nov 16, 2007 3:18 pm PT

    Don't get me wrong I played it the "right" way the first time, but on subsequent runthroughs bunny hopping is just quicker and less painful.

  • bossjimbob

    Posted Nov 16, 2007 5:45 pm PT

    LarkAnderson, what you consider huge gaps in consistency I call much-needed variety. Different strokes for different folks, I guess.

  • kori911

    Posted Nov 16, 2007 8:31 pm PT

    Jumping in first-person for the purpose of doing puzzles is the worst! I died countless times during the under the bridge puzzle.

  • Ghostin-Dashell

    Posted Nov 17, 2007 1:52 pm PT

    http://www.flickr.com/photos/16941250@N04/1804575465/in/pool-banksy/

  • Citan76

    Posted Nov 17, 2007 4:22 pm PT

    Glad to see you enjoyed it. Hopefully you'll manage to get around to playing ep 1 and 2 as well. There is a mod team making a source remake of the first half-life, that is if they are still in operation. I believe it is called Black Mesa Source or something like that. If you want some of the back story of the game I would suggest trying this mod if it ever comes out. This is assuming of course that you haven't played the original half-life.

  • Darth_Revan_666

    Posted Nov 18, 2007 1:21 pm PT

    Half life 2 jumping puzzles are NOTHING compared to Jedi Knight 2: Jedi Outcast, so for me Half life 2 jumping puzzles were a cake walk.

  • Putzwapputzen

    Posted Nov 20, 2007 7:52 am PT

    Hafe Life 2 was one of the best games i have ever played, the story really took off, and it was one of the best sequels to the first game. Hafe Life will always remain as the best classic game ever made.

  • gavdav_1

    Posted Nov 20, 2007 4:09 pm PT

    HL1 jumping puzzles are alot more annoying, not that I found HL2 j puzzles annoying

  • Rummy1

    Posted Nov 24, 2007 10:13 am PT

    Ugh. Including jumping puzzles in a FPS is like asking a blind person to walk a tight rope without a net. I think these puzzles would be much more enjoyable if you could play them in third person. A first rate FPS with third person jump puzzles akin to Uncharted, or Prince of Persia would be so much better than what we see now in FPS games.

  • crithon

    Posted Nov 29, 2007 8:31 pm PT

    at least you never played HL1..... Xen has the WORSE Jump puzzles ever and an enviroment that was too difficult to follow.

  • ice_radon

    Posted Dec 14, 2007 11:41 pm PT

    Hey Brain, whats up, I really dont mind these platforming puzzles in Half Life 2. Go and get to the end of the original Half Life...Xen like crithon said, that was a bear in a half, plus the walls of the room were crazy colors that made you go mental in trying to solve the puzzle. These are actually quite nice.

    But what I was going to say was that in Episode 1, you are sent on a mssion in the game to keep bringing hostages back to a safe place...you have to do this like 4 times. So yeah, first time, fun, 2nd time was even more fun because I knew where to go and there were more enemies and it felt like I was actually freeing them. 3rd time, alright, we are grabbing the stragglers and then we can move on...but no, it took a total of 5 trips back and forth...that just got annoying. I am not sure how any of the play testers did not pick up on this one!

    Alright, over and out!

  • LemonNinja

    Posted Dec 15, 2007 2:17 am PT

    good points..I didn't like the ending ones either. The worse part about Half Life 2 though wasn't the jumping puzzles, but the sometimes horrible plot devices used to explain what just had happened (just so that the slower or more dim witted folks would be able to understand). I mean I just took down an entire armada of combine soldiers, and I highly doubt that I need to be told "great work - you took out all the troops stationed there, you can now proceed" by some low level grunt rebel soldier who is insignificant enough to not even be given a name.

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