Retrospective: Half-Life: Opposing Force
The few. The proud. The hiding in an air vent.
There are definitely too many corny names for heroes in videogames. Pick up a random shooter and you're bound to find yourself in control of someone called something like Dirk Death, or Rick Giantballs. Even Half-Life's Gordon only keeps the nerd up for his first name, the surname sinking into the cliché of Freeman. Which is why we should celebrate the hero at the centre of Opposing Force. It's Corporal Adrian Shephard. Has there ever been a central character for a game who sounds more like a geography supply teacher?
It's strange to remember that Half-Life deviated off into two semi-sequel expansions before it reached Half-Life 2. It's even strangerer to think they weren't made by Valve. A tiny baby Gearbox, a decade ago in 1999, worked on its alternative perspective of Valve's seminal shooter. It was the same story - the same invasion of the Black Mesa facility by the US Marines, Black Ops special forces, and of course the super-cross aliens of Xen. But also joining in this time (quite how Gordon missed them is unclear) are the members of Race X, another crop of aliens who are not the friend of human nor Xen. Oh, and of course you're one of the Marines.
Imagine the task a fresh young Randy Pitchford and his team had in front of them. They were being asked to expand on Half-Life - a game that completely redefined the first-person shooter, and to some extents gaming at large - just a year after it first appeared. It's testament to the developers that they made a game at all rather than hiding in a cupboard, let alone that they produced what proved to be a great shooter.

He was right to lose the moustache.
Certain core rules of Half-Life are understood and obeyed. So you've got continuous and contiguous events, uninterrupted by cut-scenes or betwixt mission debriefings. The load points, as appears to now be Valve's persistent and insane tradition, are dumped randomly in the middle of corridors. The story happens around you, rather than because of you. And it's almost never a shooting gallery, but instead consistently reimagining the potential for walking from one end of a room to the other.
Which makes it quite odd that Opposing Force is at its weakest when it's trying to be the most like Half-Life. For the first half of the game there's little attempt to distinguish itself, beyond the novelty of being one those Marines you'd previously spent so much of your efforts trying to kill. Of course, you don't have to kill the scientists and the Barneys, and you can shoot most of your fellow squad-mates as they appear. You're never really a bad guy, but instead you're another ordinary bloke dropped in a deadly situation, trying to get out the other end.
In fact, it gets quite a lot wrong. The buddying with NPCs, for instance, seems completely misunderstood. One of the joys of Half-Life was always seeing how long you could keep a Barney with you before he'd either get killed or an obstacle would be beyond his willpower. In Opposing Force they seem to be dropped into the world at random, generally unable to get out of the room they're in.

You IDIOTS! AHA AHAHA AHAHAHAA!
You have of course got your fellow Marines with whom you can occasionally team up, but again this mechanic is extremely underused, and generally of little help. There's one sequence in which you're asked to rescue an injured Marine by guiding a medic to him, and lead them safely out of an area. Get either killed and it's Game Over. Until about seven seconds after you've rescued them when they all become disposable once again.
But it's when Opposing Force breaks out on its own that it delivers its own sublime moments. And most of them are the bloody brilliant weapons.
New weapons arrive so frequently that you'll often realise you've forgotten to even try the last one before the next one arrives. And it's a great pleasure to see them stacking up, experimenting with each to find if it's worth employing. And it's never a greater pleasure than when that weapon arrived in your collection when it crawled across the room and jumped on you - at least two of them enter your arsenal in this fashion.
By the later stages of the game it's generally only out of desperation that you resort to the boring old human weapons. While the original game offered you the Hornet Gun and the alien bug Snarks, Opposing Force (as well as sacrilegiously replacing the crowbar with a wrench) introduced some much more inventive ideas. The Shockroach being one of the most useful, not only because it recharged its own small stock of ammo, but because it was accurate at great distances, unlike everything else but for the sniper rifle (also original to Gearbox's expansion).
The Spore Launcher also offers quite a powerful choice, firing yellow explosive and corrosive orbs, and reloading unlike anything you've ever seen - you feed the creature/weapon the orbs and it greedily swallows them, waiting for your command to regurgitate and spit.
But the best and most inventive tool is the Barnacle. Just the humble Half-Life regular enemy - the one that sticks to ceilings, lets down its metres-long tongue and then grabs anything it can find to haul up and gobble. But you wear it on your arm! Now it can be fired at anything organic and pull you toward it. If that's an enemy it'll bite them to bits when you get close. And if it's a bit of alien plantlife on the walls, ta-da, you've got a grappling hook!
However, this leads me to a fascinating observation. At various points in the game the elusive and mysterious G-Man shows up. As fans of both main Half-Life games will know, this tends to be behind thick glass panes, just watching. Staring. Waiting. But in one rather fun moment in Op Force, when having to use the Barnacle to get past a giant Gargantuan tied to a bridge, he's stood exposed on another platform. And I fired my Barnacle at him, and it didn't stick! The G-Man is not organic! It's definitely a clue.

You aren't allowed to call people "four eyes" at Black Mesa. The scientists hit you with a test-tube.
Although likely a clue that Opposing Force isn't entirely accurate to the canon. I mean - snort! - at one point you see a picture of Gordon Freeman on a wall marked as "Employee of the Month"! I mean! Snort! This is taking place on Gordon's first day of work! And let me tell you about this mistake in Lord Of The Rings...
There is of course a nice cameo from Dr Freeman himself, just before your first visit to Xen. Your paths cross on your way to a very brief jaunt in the floaty alien terrain, and mercifully once you're there it's substantially simpler than Half-Life's drudging visit. Although, rather intriguingly, it doesn't have to be the only time you visit.
The Displacer, an experimental weapon that lets you fire portals the consume enemies and presumably ditch them back home, has an alt-fire that will send you to Xen whenever you wish. This does mean you might well teleport yourself above a bottomless drop. But it might also deposit you in a brightly coloured oasis of useful bonuses. What a rather brilliant idea that they completely fail to do absolutely anything clever with. It would have been superb if there'd been a few moments where it proved your only successful means of progression, forcing you to experiment with it a bit more, rather than only use when you accidentally click the right mouse.

Xen looks lovely at this time of year.
The game is at its best when it's challenging you to complete a series of tasks. Getting machines working, finding the right pumps and valves, working out how to kill an enormous bug-eyed beast so you can extend a bridge - these moments are not only a ton of fun to play, but they don't patronise you by holding your hand through them. You have to make sure you've headed off in every possible direction and found things for yourself.
A good 10 hours long, 10 years on it's surprising to think of it as an expansion for Half-Life rather than a game in its own right. And accusations that it was just more of the same, as made by some complete lunatics at the time it was released, are silly beyond belief. That could only be said by the sort of person who'd refer to the original game having a wrench in it, instead of a crowbar.
There is no question though that it lacks some of the magic of Half-Life. Often Opposing Force feels like someone accurately followed a recipe, but didn't know the correct temperature to cook it at, or for how long. It drags here and there, and often fails to usefully flag what you should be doing next.
And there's about three too many fights set in large warehouses filled with crates and an unnecessary volume of enemies. It gets forgiven each time by emerging into yet another interesting idea (riding the carts on the rails being a splendid example), but there's still never a moment as exciting as that first time you saw the Marines fighting the Xen from your crawlspace vantage point in the first game.
But let us not forget the grappling Barnacle. Let us focus on what a splendid idea this was, and what a travesty it is that it hasn't appeared in the Half-Life universe since. And nor indeed has poor Corporal Adrian Shephard. After being whisked away by the G-Man, presumably he's now stuck filling in for Xenian geography teachers in another galaxy.
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Comments (49) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I'd tried to replay Half-Life with Half-Life Source, but it was simply not good enough. Not enough work had gone into the conversion, so I'm waiting for Black Mesa.
[link url=http://blackmesasource.co m/
]http://blackmesasource.co m/
[/link]
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But where the expansion really shined was in multiplayer. New weapons, new cool maps, new gamemodes (CTF).
Sadly it was never very popular, but there were always some servers with enough people to have fun with.
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@dai
Definitely give Opposing Force a play. I replayed through HL, Opposing Force and Blue Shift last year and really really enjoyed them. Half Life is still easily my favourite FPS of all time, and having played it through recently it still holds up well today.
Wempler, I'm a little surprised you thought Blue Shift was better than both HL and OF . It's good, but weaker than the other two games. No amount of graphical upgrades could make up for the poorer story and shorter game. Bit of a graphics whore?
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*wonders whether to spend all day playing ancient shooters*
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I also have Gunman Chronicles, mind you. Replayed it just recently with the Steam patch. It's unbalanced and pretty boring at times, and you'll end up always using the same weapon, but I thought it was decent.
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Blue Shift was just bad though, despite the nicer, upgraded graphics.
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Some sections were just ridiculously tough. Especially the bits with the Voltigores in the tunnel :/
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I also liked the team mates, when you were hurridly trying to break through a locked door with the welder because you were under pressuer was great, reminiscent of Aliens. Hope there's some of that in AvP 3.
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Then they can make a start on OF
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Agreed. HL1 doesn't take place during Gordon's first day of work. At least, I never got that impression and never saw it written anywhere.
/nerd out.
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edit: wow that blackmesa mod looks impressive was going to play half life soon but after seeing that think i will wait.
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@CptSupermarket I had a choice, write "stranger" and have the awkward conflation of two meanings and a clumsy word. Or "strangerer" and have a fun, silly nonsense word that does the same job. Easy decision.
@ShineDog I thought about that. I've always been convinced it was his first day at work, but others disagree. So I thought I'd go in over-confident and see if I got screamed at in the comments.
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For what it's worth, it was the manual I had with Half-life that said it was his first day at work. Feel free to discuss the legitimacy of that as canon, I'm not sure if it was written by the games writers or not.
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It'd be great if Adrian Shepard appeared in the next Half-Life.
Edit: Oh, and it definitely wasn't Gordon's first day of work.
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Now where's episode 3 ?
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I second Iain815's suggestion to bring back Shepard. Freeman has been installed as the hero of the half-life universe and that limits the experience somewhat where as Shepard is still just an anonymous soldier and could interact with the resistance fighters and the combine in an entirely different way.
I don't think the incident occured on Gordon's first day at work either. It doesn't seem to fit with how the scientists and Barry act towards him. There was the line "Big day today, Gordon!" but I assumed that just refered to the day they were going to actually do the experiment rather the prepare for it. Having said I thought that employee of the month this was a bit silly as that also didn't seem to fit with how the other scientists were treating him which if I recall correctly was basically as a dogs body to do the supidly dangerous stuff.
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Oh, wait...BS at the start - you see Freeman on the monorail. That's about all I remember.
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They have ultimately said they will be release it "when it's done." They were hoping to have it done by 2009, but as there's only 3 weeks left, I doubt we'll see it well into the new year.
I honestly can't wait for it, definitely to most impressive looking mod I've ever seen.
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Wait, I think he checked his watch. And fixed his tie.
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Problem is, the remakes are often not as good as the original...
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Didn't OF have some kind of rope action too?
Waiting with baited breath for HL2: Episode 3. Fingers crossed for 2010!
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Somebody ordered a pizza for 'Gordan Freeman' and they announced it's arrival over the speaker system. The poor pizza boy didn't understand why 500 people were laughing at him....
It was one of those moments where I felt proud to be a geek.
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http://ww w.youtube.com/watch?v=ab29GodVN...
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That's right, I said it.
OpFor was cool, but there wasn't enough ammo for that great Machinegun, and the bit with the pitch black tunnels, massively damaging electric bug things with loads of health and the infuriatingly miniscule NVG battery was a quick-save marathon. Have to agree about the displacer thing; once I discovered that it could teleport me to my doom, using huge amounts of ammo to do so, I simply didn't see a point in using it. Also, the end boss thing was crap. And the reason why the barnacle thing has never come back is, I assume, that it made no sense - barnacles don't shoot their tentacles, they dangle them. When you see one catch something in any HL game, watch what it does after it kills it, and you'll see it slowly lower the tentacle again, not fire it like a grapnel.
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It should also be noted however that Opposing Force gave us more than just a believable hero and a great single player FPS experience all round, it gave us Gearbox Software, a studio/company that would later go on to bring us a WW2 shooter that doesn't feel stale or cliché by the end of the first mission (Brothers in Arms) and more recently, Borderlands, possibly the best blend of FPS and RPG since System Shock 2 and Deus Ex. They are truly a talented studio who have made a lot of games that have been overlooked for Game of the Year status, but the truth is that they are yet to make a truly disappointing title, something that very few developers can boast these days.
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Couldn't have put it better myself.
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No, the nerdery is sustained throughout Gordon Freeman's name.
He was named Freeman in homage to the theoretical physicist and philosopher Freeman J Dyson (he of the Dyson sphere, not the vacuum cleaners). See http://en .wikipedia.org/wiki/Gordon_Freeman
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You beat me to it.
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http://www.obmsource.com/ a>
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Well I unloaded a whole machine gun clip into his back just before he jumped into the resonance cascade! he still got away though. Damn that freeman! *disappears into the darkness*
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Excellent, I have to admit I get a bit giddy when I think about Black Mesa, they're releasing it in 2009!
/looks at calendar
Well, maybe.
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What Opposing Force was: A retread of everything you saw in Half-Life, with one or two new setpieces, but otherwise stuff that all felt vaguely familiar. Huge explosion, you're knocked out, you're on your own and trying to find help, then better armed people arrive to try and kill you, aliens try too, then a rubbish final battle.
What Opposing Force should have been: A series of missions DURING the main game, not after. Mission 1: Secure the LZ when you arrive. Mission 2: Fight your way into the control room of Black Mesa and take it over. Mission 3: Begin rounding up civilian personnel. Mission 4: Aid a squad under fire in one of the warehouses. Mission 5. An Osprey has crashed, go and save the survivors and bring them back to your command post. The airstrikes commence. Mission 6: It's all going wrong, secure an evacuation point after your command post is overrun. Black ops are arriving to arm a nuke. Mission 7: Protect the wounded while they lift off, then board your own ride out of here. The final sequence is the same as the first - sitting with your squad, except there's a bright flash in the distance as the nuke goes off. Naturally, each mission would segue into the next, as with HL games.
All the new features they introduced were woefully underused. The squad members, as JW points out, were glorified keys who'd cut or boot down doors you for whatever reason couldn't. You'd fight to protect your squad only to reach a railcar and the AI couldn't join you on it and so got left behind. Likewise, you find Freeman's office but your HARDASS troops can't clamber up the rubble like you can.
The best parts were when you were leading a squad against a group of enemies. The container yard bit, for example. Or at the bottom of the dam where you attack from the river. And the bit very near the end where you and your squad have to traverse ruins to reach a parking garage, but there's aliens in the ruins and a black ops Apache overhead. I could play those bits over and over again, but suffering through the rest of the game to get to them, forget it.
Blue Shift, for all its faults, at least accomplished what it set out to do, and even managed a sense of closure!