Valve: STEAMing Sh*t
Wednesday, October 22nd, 2008
Valve has a large army of fanboys out there, so for me to say what I’m about to is quite brave!
Valve really ain’t all that! There I said it…
I can forgive Counter-Strike and Half-Life (1) for being “floaty” they’re old games and at the time making a good game was still revolutionary. Left 4 Dead on the other hand doesn’t have the same excuse. It’s a brand new title and should be ‘next-gen’ which graphically it might be, but avatar-physics-wise is just dreadful.
A while back I played the demo for Turning Point: Fall of Liberty and I instantly hated it. The reason was you don’t feel like you are, or at least in control of, the avatar at all. Instead you feel like you’re some sort of bomb-squad-robot that moves on super smooth tracks and can spin faster than my new (second-hand) washing machine. Turning Point was terrible, but it was the way you move that I really didn’t like. Valve games have the same problem.
Don’t get me wrong I loved Portal like everyone else, possibly a bit less than some, but even that had the same problem. When walking, the most basic of things, a humans head bobs, if you are holding an object that too will move as you do. I’m not saying Valve need to add Mirror’s Edge avatar-physics into their games but please move away from the avatar-physics of Doom and Wolfenstein!
Valve seem to come up with great ideas but without the very basics of immersion it will always feel like you’re just… …. …. well, playing a game.
[Amendment: In hindsight this wasn’t the most well thought out post. I just felt compelled to have a little rant as I found myself quite disappointed with the movement and feel of Left 4 Dead. I personally didn’t like the feel of Team Fortress 2 and had my fingers crossed Valve weren’t going to use the same for a more realistic looking game. Either way the post was only ment to be a bit of light-hearted fun and a bit tongue-in-cheek. P.S. I don’t think Valve or Steam are really shit, I just liked the pun.]









