@EHP I find it quite strange that every time I make a thread about game design, people confuse personal preference and judging the quality of the workmanship.
>simulation vs video gamey vs "realism"
GabeN talks this in HL1 documentary. How is realism a good thing if it's not fun? Is his question. And in this case, mine would be, how is it the better simulation to DISALLOW people from making their soldier, who CAN use a med kit if he has one, to use the one literally on the ground with the dead medic to stabilize said medic?
>The unfair mind control ability, which also appeared in the original game plays well into this roleplay.
I wasn't complaining about the odds, I was questioning the decision of putting this in a game about estimating the odds, and not even telegraphing it. You're literally blindsided by this both times the enemy is introduced. No defense is possible.
And you're also not rewarded for playing it "tactically" and like a simulation, in general. The enemy patrols randomly teleport across the map, and you are punished by unnecessary long animations for taking your time. On top of that, the game actively signals a different approach, by making enemies emit audio queues that show you the direct path. Which, if you take it, immediately punishes you for it.
This has nothing to do with making an interesting simulator, or me not enjoying the fiction of fighting against an alien invasion.