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To follow up on agumonkey's additions, to me at the time, all the elements combined to give a sense of presence (in the VR sense) that I'd never really felt in a game.

Characters talking to you in-game, banal everyday moments and a believable world (ex elements caused by "the accident"), seeing your hands, a reactive environment (remember, for you youngsters, boxes shattering and random items on desks being movable was novel!).

All the little details added up to just make the world feel different than other games I'd played.



Never mind that it was running on a hacked to bits Quake 2 engine, and launched within the same time frame as Quake 3.

But Quake 3 became barely a footnote in gaming, while HL made Valve quite famous.


Because experience > technology.

Nobody plays games to count polygons or marvel at shader efficiency.


Indeed. And while Q1 and Q2 had something of a story (Q2 more so than Q1) Q3's single player was basically multiplayer against bots.


Yet that's what all the reviews are about. Resolution centerfolds. And I get that, I was much into this as a teen, software stack and video cards that would allow for shinier. But it doesn't really last, especially when people spend too much efforts justifying a new game on this rather than making an actual game that is funny, surprising or inspiring.


As someone said about cars, everyone talks horsepower and drives torque.


Or buys horsepower and drives on tires and suspension!




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