>>89986418Try playing Half-Life 1 again and look at enemy placement, traps, split second reactions to avoid them, etc. The primary difference is instead of using an open-ended toolbox, as you progress, Valve hands the player tools like say, Snarks or the Hornet gun to deal with threats, purposefully withholding healing and shields so players who don't know how to skill diff things can work around problems creatively. The encounter design and levels looping back into themselves are things From does in souls gAmes. Valve popularized the no-hand holding, and put treasures (ammo, medpacks, shields) in exploration bits but you didn't notice because you could save every 5 seconds