Blast Pit
Blast
Pit is one of my favorite levels in Half-Life and Black Mesa for multiple reasons.
Firstly, it is a strategic chapter designed to ease the tension of the player.
A lot of video games do not think of a players emotional state as they progress
through the game. Games like Doom 3 for example, constantly throw enemy after
enemy at the player until the each boss is defeated. I wouldn’t expect anything
less from Id since action shooters are what they are known for. But Valve took
a different direction with their action shooters. In every Half-Life game released, there are levels
that are designed to ease the tension on the player and introduce another
element of gameplay. These emotional breaks not only allow the player to shift
their gameplay style, but it allows the player to become more connected with
the character, or in this case, the environment around the player. Developers
need to learn you do not always need action on screen to make a game a thrilling
experience.
This
chapter Blast Pit is probably one of the best designed remade chapters by the
Black Mesa team. It’s a beautiful render of the source engine and it opens up
the Black Mesa Research facility even further in terms of size. The
decommissioned rail system that Gordon was told about in the previous chapter
is easily found and stretches out the size of the complex nicely. But Gordon learns quickly that it won’t be easy as he thought to get to the Lambda
Complex. The resonance cascade appears to have taken out the rail system
bridge. Time to go on by foot.
Instead
of Marines constantly attacking, Blast Pit sets up other hazards for Gordon.
Green hazardous chemicals pool up under the broken railway bridge, a bustedpipe spews green goo and an entire room is filled with radioactive waste. Where
does this giant elevator take Gordon? To the rocket test labs of course.
Another
reason why this chapter is my favorite is because it is also one of the few
levels with a mini-boss. Inside the rocket test labs is a giant mutated
alien creature, blocking Gordon’s pathway to the rail system. In order to
destroy the monster, Gordon must fire the test rockets, which currently is notonline due to lack of power and fuel. Gordon’s next two tasks are to solve the
two puzzles; but they are not as direct as you think they might be. If players
realize early that you must enter the beast’s chamber This is
the first chapter where Gordon get’s equipped with the explosive satchel,
although grenades are much more efficient for this puzzle.
To turn
on the oxygen/fuel tanks, Gordon climbs down a level and follows the colored pipes
to another elevator shaft. Climbing down the shaft Gordon enters another sewer
system that eventually leads him to a giant silo looking area. More Climbing... leads to a manual override switch that turns on a giant wind turbine.
Eventually the end of this adventure leads to a control room with a valuepuzzle. Turning on the OXY/FUEL puzzle isn’t really that difficult, but it’s
the monotonous journey to find that final switch that makes the puzzle
interesting. Also seeing the Black mesa team add to the subtle new differences
is a nice touch, like the lights changing to red as Gordon enters and exits the
silo.
Turning
on the power is a similar puzzle but again, more subtle encounters are added such
as having the Houndeyes sleeping in the middle of the hallway only to awake
when Gordon approaches. Talking to a scientist informs the player that Smithers
(another scientist) went to try and turn the power on himself, but “never came
back”. Later, a Bullsquids is spotted eating a scientist who is presumably
Smithers. Luckily, Smithers is revealed to be hiding when Gordon goes to flip
the second switch which turns on the power. Now that someone has “restored allpower”, the engine can now be fired.
Returning
to where the mini-boss is begins some fantastic original music. Sets the tone
wonderfully right before the button is pressed and the boss is extinguished (in spectacular fashion . To
advance through the rocket test labs, Gordon needs to climb down to where themonster was growing from and swim under the complex. This leads to the one of
the best set pieces in the game; a TRUE BLAST PIT, green toxic waste flows throughsome kind of treatment plant. It’s a beautifulway to end this chapter.
Air vents in Chapter 5: 2 (storage area) (turbine room)
Total Air Vents to Date: 13
No comments:
Post a Comment