This is mainly due to the fact that it re-used textures and models from the original game, instead of designing new ones or even re-using the models from the High Definition Pack that was packaged with Half-Life: Blue Shift. ![]() Half-Life: Source has been criticized for not including the detail or quality of the Source engine found in Half-Life 2. In some cases, the modified artificial intelligence adversely affects gameplay, such as interfering with some of the many scripted scenes from the original. However, unlike in Half-Life 2, there are no group commands for ordering allies around. When engaging enemies, instead of always remaining in place until either the target or they themselves died, allies will disengage when the player moves on. Another is that allies follow the player in a manner similar to that in Half-Life 2. One is that enemies are more alert to the presence of the player and take cover when injured. Some aspects of Half-Life 2′s artificial intelligence can be seen in Half-Life: Source. Bullet abrasions also appear on the enemies. If characters are killed they will fall over like a ‘ragdoll’ rather than the animated deaths as in the original version. There is a notable ‘ragdoll’ effect on the NPCs. The inclusion of physics in HL:S has changed some puzzles, notably a point where Gordon has to jump a chasm using hanging boxes: in HL:S these boxes swing in response to being jumped on, whereas in Half-Life they remain stationary. For example, if a corpse is pinned to a door and the door raises, the corpse remains in place, rather than being hoisted into the air. ![]() However, where HL:S is a port, rather than being built from the ground up, the interactions between the environment and objects are imperfect. The crossbow has been redesigned so it pins enemies to walls if they are close enough (as in Half-Life 2). The movement speed of the player is significantly faster than in Half-Life 2. Although now Half-Life Source uses the source engine some models are just same to the old ones and some others “semi – transformed” to the new Source engine. In this way, Half-Life: Source is only referred to as such through Steam for all intents and purposes, and throughout the game, it is only ever called Half-Life. the only difference between the HL:S menus and the Half-Life 2 menus is the absence of a “2” in HL:S. The loading and menu screens have been redesigned to be similar to the ones in Half-Life 2, with the backgrounds featuring several scenes from various portions of the game (namely, Anomalous Materials, Xen, Blast Pit, and Surface Tension). Also, players cannot lift items like in Half-Life 2. Although Source includes a physics engine, most objects in HL:S cannot be manipulated in the same way as they can in Half-Life 2 (particularly since there is no Gravity Gun). Due to the availability of high processing power PCs, Half-Life: Source features new high-resolution skyboxes, which simulate a longer draw distance. Half-Life: Source makes use of new Source engine technologies for lighting and water in which it departs from the Gouraud shading used in the original Half-Life and water receives a translucent effect rather than being opaque and there is a simulation of water reflection, refraction, and diffraction. It’s a remake of the first Half-Life that was a huge sucess. Recently the game Half-Life: Source (HLS) was released.
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