Maddening and menial at times, but the helplessness of it is mesmerizing to a degree where its blemishes can almost be overridden. Audio design is a specific technical feature to this in that it influences the perceived helplessness; "crunchy" textures underlie the Houndeye's sonic windups and the Vortigaunt's lightning strikes, among other events, to form loud, indistinguishable sensory overload among crowds of enemies that can only be responded to with uncalculated shotgun blasts and long jumps. Being faced with enemy hordes in a first-person framing is not an innovation here (DOOM and Quake, of course, being inspirations) but, unique to its antecedents, there is a difficultly shaking off a feeling that for all of the experimental weapons to vaporize others with, Freeman's (or, rather, the self-insert for the player's confusion and franticness to be projected onto) lack of preparation is clear as day.

Xen, perhaps contrary to wideheld negative views among those surprised by its sudden shift in environmental curation (or, rather, a perceived lack of), suceeds in some ways to enhance helplessness giving the scarcity of its space with enemy crowds being the only ones to fill it. The gift of the Long Jump Module messages to the player that, similar to DOOM and alike, speed and momentum are the only antidotes to the bullseye that is Freeman in such a wide empty space as Xen's outside with a lack of companions to be found. However, the internals of Xen, specifically starting within Interloper, finds itself beset with a slippery physics engine that transforms platforming into a tedious task with little room for error or enjoyment to be found in pulling off such platforming. Jumps via the Xen Trampoline feel scattershot with trial-and-error required to understand how exactly to manipulate the GoldSrc engine's idea of momentum in order to find success in reaching far platforms, which especially makes the final boss fight almost a test of luck.

The limits of GoldSrc are worth re-emphasizing here given its quirks also creating potential frustration outside of Xen. Simple tasks such as moving crates backwards or sideways, for example, become unintuitive as a result of GoldSrc wildly pulling crates outside of the player's grasp. At certain points, Freeman may stick to corners while in cover from enemy gunfire which forces the player to reload their last save. Even moving can become a strange task at times due to Freeman's speed, which can prove tricky with areas that require almost pinpoint precision in navigating tight areas with deep depths.

Still, the franticness of moving through Black Mesa and Xen almost snuff out residual exhaustion from such engine frustrrations once they are dealt with. The aforementioned influence from iD Software gameplay is effectively recontextualized in a horror framing that frames combat as a last-measure tool which barely ensures survival rather than as a confident source of energy for the player's mindset. Shotgun blasts spread through Xen not as a measured signal of dominance, but rather as almost minute threats to an ecosystem at the brink of spreading its tentacles into Earth's vents and dams.

Reviewed on Jun 11, 2023


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