Definitely wish they gave more time to scope out where things are before starting up the peril from the controllers; I'm pretty sure you're not the only one I've seen have trouble with this section. Played as designed I suspect it should feel a bit more like the controller's last stand plus victory lap as you have functionally infinite ammo/health/shield recharge available for a good portion of the elevator section, but there's a lot going on, especially in the last room with the 3 shield crystals, and it's easy to miss stuff or fall off ledges or w/e when everything is so frantic. Like I feel like they were going for an end-of-HL2 feel for how powerful you were meant to feel in this section but it didn't quite land that way. Anyway, glad you were able to get through it. I feel like Interloper was probably Crowbar Collective's most ambitious redesign of the game, but I think it ended up being the weakest/most frustrating part of Xen.
That's a fantastic observation. I think you're totally right; I can absolutely see that being the intent. I do think the whole thing would have been fixed by giving a little time took look around, too. It's a great concept, just not ideally executed imo.
if i could recommend, looking around you when combat starts. staring at one spot as the sounds of controllers teleporting in and screaming is kinda nerve wracking. the only real note i have on the matter. the boss fight there did look pretty unintuitive. good job breakin through at the end there.
@@SoldierHawke yeah, that health source looks pretty necessary for winning the battle. all in all ya, didnt do too badly. still some room for skilling up, though. :P
Welcome back
Thank you!
Definitely wish they gave more time to scope out where things are before starting up the peril from the controllers; I'm pretty sure you're not the only one I've seen have trouble with this section. Played as designed I suspect it should feel a bit more like the controller's last stand plus victory lap as you have functionally infinite ammo/health/shield recharge available for a good portion of the elevator section, but there's a lot going on, especially in the last room with the 3 shield crystals, and it's easy to miss stuff or fall off ledges or w/e when everything is so frantic. Like I feel like they were going for an end-of-HL2 feel for how powerful you were meant to feel in this section but it didn't quite land that way.
Anyway, glad you were able to get through it. I feel like Interloper was probably Crowbar Collective's most ambitious redesign of the game, but I think it ended up being the weakest/most frustrating part of Xen.
That's a fantastic observation. I think you're totally right; I can absolutely see that being the intent.
I do think the whole thing would have been fixed by giving a little time took look around, too. It's a great concept, just not ideally executed imo.
Black Mesa has its flaws, but the infinite ammo elevator climb makes Gordon feel like the absolute legend people in City 17 will eventually say he is.
Yup. If thatast fight had been a bit more intuitive, I absolutely would have gotten that feeling. You aren't wrong at all.
if i could recommend, looking around you when combat starts. staring at one spot as the sounds of controllers teleporting in and screaming is kinda nerve wracking. the only real note i have on the matter.
the boss fight there did look pretty unintuitive. good job breakin through at the end there.
Thank you! Turns out unlimited health is good lol. Whoda thunk.
@@SoldierHawke yeah, that health source looks pretty necessary for winning the battle. all in all ya, didnt do too badly. still some room for skilling up, though. :P
☀️ *PromoSM*