Black Mesa keeps shifting between different modes of gameplay–or so-called “pillars”. Black Mesa’s main pillars here would be: puzzling, platforming, shooting, and being a walking simulator, following Half-Life 1’s original tag-line of “Run. Think. Shoot. Live.”. In the narrative context of Black Mesa, this pillar approach does make sense. You are not playing as Mario or Master Chief; you’re a “highly trained professional” scientist caught in a FUBAR situation between aliens and the military. That would be a hard sell if the gameplay focused on either platforming or shooting or puzzling. But what nags me the most is that these pillars all tend to happen in completely separate realities; you’re not doing much platforming or puzzling while shooting, or much puzzling while platforming.

A knock-on effect of keeping these pillars all separate is that it limits what you can do with them individually, since a game can only be so long. A given pillar can never reach its full potential if the game has to distribute its total length between several pillars; time spent on one means there’s less time to spend on the others. We already see the unforeseen consequences of this in Black Mesa: many puzzle or platforming segments being rather toothless, potential enemy compositions never even being tried, and many puzzle types being one-and-done once you move to the next chapter. Sneaking past highly-lethal enemies is only a thing with the tentacles in Blast Pit. Active turrets, tripwire mines or Barnacles rarely appear in major Marine encounters. The more mobile Alien Grunt variants in Xen only appear for about three or four minor encounters. You never get to use the long-jump module in combat against the Marines. The shielded Controllers only appear around five or six times near the very end of the game. Gargantuas are only used for scripted sequences and never as an enemy in regular combat. Bullsquids and Houndeyes rarely appear with the rest of the Xenians. Marine Snipers never appear in regular combat as well. Portals are almost never used within combat encounters. Headcrab Zombies are only used in minor encounters but rarely ever in any major ones. Tanks, helicopters and APCs are rarely utilized as a serious enemy type. Long-jumping in combat is never really tested outside of one boss fight where you use it to circlestrafe faster. The Assassins only appear for a whopping TWO encounters in the whole game.

This gets worse when Black Mesa continues to introduce new elements within each of these pillars, up until the very end of the game. When introducing something new, you generally want to slow the game down a bit to show/tell what the new thing is and/or does. So a security guard tells you the Tentacles in Blast Pit locate you by sound, the Marines are shown in a scripted sequence to be hostile against scientists like you, and you get an antepiece to practice your Long Jump in . Else you risk the player having no clue what they’re supposed to do with the new thing and die several times in confusion, which is rather demotivating. To its credit, Black Mesa is incredibly thorough with making sure that the player knows what it is they’re supposed to do and how something new works. The only issue here is that Black Mesa keeps introducing too much new stuff. If you keep slowing down the game to teach the player something new, there won’t be much room left to test the player’s mastery over most pre-existing elements, which leaves the game feeling like wasted potential. Black Mesa already has the tools to craft interesting combat scenarios or platforming sections or puzzles or combination thereof, but it instead chooses to dazzle you with its quantity and variety rather than the quality of its individual challenges. (At the very least it’s not Half-Life 2 where its gameplay elements and modes of gameplay are so disparate that you couldn’t combine them even if you tried)

Had the core gameplay combined these pillars into one, it could get more mileage out of each one. If your platforming/movement skills would get implicitly tested during combat segments (f.e. because you got the Long Jump Module much earlier on and/or because the combat arenas already involve a lot of platforming), then the platforming-only sections can afford to be more complex and engaging because the player is more familiar with the game’s movement already. If your fourteen weapons also had uses for puzzling and platforming, then the game wouldn’t have to spend as much time slowing down to teach you something new. Then puzzles could be used to teach you new ways to use those weapons in combat, and vice versa. For example, the Gravity Gun in Half-Life 2 isn’t only a puzzle tool, but a useful combat tool as well. The TMD in Singularity and time powers in TimeShift both worked in a way that enabled both interesting combat and puzzle scenarios. Admittedly, Black Mesa’s arsenal doesn’t lend itself that well to puzzles or platforming (perhaps it’s more fair to blame HL1 for that), but the presence of alien weapons and experimental lab weapons in the setting should’ve been a free ticket to do something more interesting in that regard, like Half Life: Opposing Force's Barnacle grappling hook weapon. And hey, it’s not like people were using the Hivehand much for anything else.

But even if Black Mesa had a less scatterbrained design philosophy, it wouldn’t be of much help if it kept the same horrible pacing issues. There are many many parts in Black Mesa well into the mid/late-game that consist of banal filler encounters where you’ll be shooting only one to three Headcrabs/Headcrab Zombies/Houndeyes, even though your arsenal is only getting more imposing over time. Sometimes you’re doing rather rudimentary ‘connect the wire’ puzzles. Other times there’s straight up nothing happening, where you’re walking down empty corridors or slowly crawling down a pipe or vent that serves no compelling narrative or atmospheric purpose (hello, Office Complex). Residue Processing at least has the big industrial vibes of getting caught in the massive underbelly of Black Mesa, even if its swimming and platforming puzzles are milquetoast. The ‘walking simulator’ parts in Anomalous Materials and Questionable Ethics at least serve a narrative purpose (which you can simply sprint past if you’re not interested, unlike some other games or moments in this game that like to lock you in a room until they’re done dumping the story), or if they happen right after a major setpiece where some downtime is well-deserved. The problem here is that Black Mesa completely overdoes this downtime. Xen is by far the worst offender here, combining copious downtime with non-threatening combat and simplistic throwaway puzzles/platforming.

Now, Black Mesa does manage to improve on some of the original setpieces, the Marine fights in particular. The launch pad climax at the end of On A Rail is no longer a small flat square, but a thoughtful arena with islands of cover and health/battery items placed in such a way to encourage aggressive maneuvering instead of camping a corner. The dam battle and Forget About Freeman’s topside fight cleverly use points of no return and liberal item placement to encourage the player to act proactively rather than passively. The lobby battle is also a wonderful addition both gameplay-wise and narrative-wise (with the scientists responding in awe and fear to you killing a whole squad of Marines by yourself, something the original game didn’t acknowledge as well). It’s the usage of item placement in BM’s encounters that’s a definite improvement over the original. HL1 was rather stingy with its supplies (on top of them yielding less depending on the difficulty setting), which meant that in the long-term it usually paid off to play boring and safe. BM is much more liberal with supplies within and outside combat encounters, which means you can afford to play more aggressively as long as you move towards wherever the items are.

Unfortunately, most Marine encounters (particularly those in We’ve Got Hostiles) are rather poor at pulling you into the fight. One reason for that is that you often don't get a good glimpse of a combat space and its layout before the fighting starts. This means that you won’t know what lies ahead or what your options are, which in turn means you’re more likely to play it safe than charge into the unknown. The other reason is that a lot of arenas only have a single entrance, whereupon entering you’re immediately fired at from every angle. When there’s too much suppressive fire ahead and you don’t know what exactly lies ahead, you’re of course going to retreat and take cover unless you want to take tons of damage. But when you end up camping the sole entrance, the enemy has no routes to encircle you and thus invalidate your camping position, nor can they flush you out with grenades (because at an arena entrance you usually have more than enough space to backpedal from incoming grenades). You could solve this by making arenas more circular and adding more entrances, and having enemies only move into an arena when you’re already deep inside. One-way entrances or cul-de-sacs with enemies coming from behind also help with preventing the player from approaching each fight with the same choke point and corner camping strategy. Some arenas do make use of these, but it's not applied as consistently as it should’ve been.

The way that the Marine Grunts are balanced also discourages playing proactively. The Marine Grunts’ hitscan fire is incredibly accurate, which turns most encounters into a damage race or a game of peekaboo. Marines also do not understand the concept of pain or flinching or self-preservation in response to being shot. It’s not uncommon for you and a grunt to dump mags into each other, waiting to see which one’s the first to die. It also used to be in HL1 that if you threw a grenade at grunts, that they wouldn’t even bother firing at you. They would instead run for their lives, letting you pick them off or reposition safely. In Black Mesa this behavior is nowhere as pronounced. They might call out the grenade, but all the AI does is try and shuffle away a bit while continuing to shoot at you. Without ways to mitigate hitscan damage, you shouldn't be surprised when the player decides to play it safe and boring.

As for the alien encounters, they only resemble something decent in Lambda Core. There the game actually leverages alien enemies being able to teleport in (when you’re already deep inside an arena!) at several positions and different vantage points. Then you gotta simultaneously take care of Alien Grunts on the ground, Vortigaunts sniping you from vantage points, Headcrabs/Houndeyes bothering you from below, and Barnacles acting as static obstacles. It’s promising stuff! It helps that compared to HL1 the alien enemies have been rebalanced for the best: the Alien Grunts’ ranged attack no longer has obscene homing, Bullsquids fire a spread of harder-to-dodge arced projectiles rather than a single linear projectile, and Vortigaunts/Houndeyes generally seem to not run around aimlessly after getting shot as they did in HL1. Unfortunately, most prior chapters only use alien enemies in the most basic ways possible, and Lambda Complex ends before it can meaningfully build on these interactions. It also doesn’t help that you get the Gluon Gun in Lambda Core, which is stupidly powerful and lets you trivialize a good part of most enemy encounters there.

In conclusion, Black Mesa could have gotten much more out of itself if it intertwined its pillars rather than keeping them separate. With some tweaking it already has a good foundation, it just needs to stop trying to change the gameplay every half hour. Admittedly it’s more fair to blame HL1 for that considering BM’s limited scope as a remake, but since the BM developers bloated Xen for no good reason other than what I assume is making their art portfolio look more impressive, it shouldn’t have been that impossible.

I also want to take a quick detour to talk about the final boss. The revamped Nihilanth fight comes as a part of a new wave of FPS bosses that I like to call “movement bosses”. Whereas before most FPS bosses had you either circlestrafing them to death (much like the Gonarch in HL1 or BM) or doing some inane puzzle that didn’t rely on testing what you’ve used so far (like Nihilanth in HL1, the Icon of Sin in Doom 2, and most Ugh-Zan fights in the Serious Sam franchise), nowadays developers seem to have somewhat realized that abstract puzzles or circlestrafing don’t make much of an interesting boss fight in an FPS. Now we get bosses with elaborate attack patterns reminiscent of 90’s console action games that you can’t just circlestrafe through (like the Cyberdemon in Doom (2016), General Brand in Serious Sam: Siberian Mayhem, and Nihilanth here). These fare much better because they're challenging you on something that you’ve been doing throughout the entire game (i.e. moving). But while this new wave of FPS bosses has made it more interesting to avoid damage from a boss, they all fail to do so for dealing damage to a boss.

As it is now, dealing damage to a boss is a simple matter of equipping the strongest gun (or the next-strongest gun if you run out of ammo), and then holding down LMB on the boss. In Siberian Mayhem that is your Rocket Launcher, in Doom 2016 it is weapon swapping between multiple guns (which amounts to the same thing since you’re swapping between them for the sake of DPS and not their other properties), and in BM it’s the Gluon Gun. Most of these bosses weakly try to address this by attacking you once in a blue moon with some form of homing projectiles that you can only avoid by shooting them down, but if you are already using a continuous hitscan beam weapon like the Gluon Gun, then these are only brief one-second diversions from lasering the big fetus. There isn’t much of a reason to use your grenades, your Snarks, your mines, your satchel charges, your revolver, your shotgun, your pistol, your crossbow, or your crowbar against Nihilanth, whereas in regular enemy encounters most of them can be of use depending on the situation. If your arsenal is designed around dealing with a large variety of ever-changing situations, then a boss fight should reflect that variety and unpredictability, such as by throwing multiple obstacles of different types at you at once. Designing an FPS boss fight that challenges both avoiding damage and dealing damage would need a shift in paradigm design, which I’ve written about in extensive detail elsewhere.

Reviewed on Jun 21, 2022


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