"Seriously, replay value! I think I'd die of boredom if I had to replay Half-Life again, I reckon it one of the games where you play it for the first time, love it ... and leave it at that ... I mean like ... it was like SoF ... but from my point of view, with worst graphics, worst guns ... but still the same idea of walking around areas in a sort of exploration ... it's fun the first time ... but you really get bored ..."
You must have a very short attention span. Do you get distracted by shiny objects?
"... and if it's in any constellation ... SoF had a longer gameplay than HL ... furthermore, SoF: Double Helix was even longer (2 disc set)! I was actually surprised how short HL was ... I mean ... first time I've played it ... I must have played for 7-9 hours ..."
Well gee, those two are mission based games, with objectives and stuff like that, as opposed to merely surviving and escaping. You wan't a long game? Play Deus Ex. That is unless you only have a laptop with XP. They don't like Unreal based games.
And about that mouse lagg thing ... I mean like ... SoF: Double Helix, GTA Vice City ... even old games like System Shock 2 ... you install the game and there's nothing to worry about downloading any patches like you have to do to fix up HL ..."
Different engines have different ways of doing things. What may be natively supported by one may be just a hack in another. Remember that GTA3 on the PC runs very poorly, even on a good machine.
It's not just bugfixes, it's improvements, new features, support for newer hardware, etc. This is a game played by millions, And that means that all kinds of hardware gets used with it. Then there is the mod support. A game that supports such modification is likely going to have extra problems manifest themselves. It's not like the game had massive showstopping bugs when it was released. There are some games that get out that don't even bloody well WORK on release. World War II online is a good example. You had to get a 72 meg patch to make the game WORK.
"if the render options is that Open GL, Software and all that crap ... I mean ... that shouldn't even be there like I said ... it was inappropriate ... and like I also said, it should have been automatic ... even DOOM or Wolvenstein 3D doesn't need any fixes ... it's all automated ..."
Gee, last I recalled, DooM and Wolf3d don't even support openGL (source ports nonwithstanding). And video hardware was simplistic back then, and easy to autoconfigure. And as for the options, don't forget that not every 3d card is necessarily good. They might have issues with the game, or work worse than software mode. Like those shitty Intel "Extreme Graphics" cards. Those things have problems with GLQUAKE! What, I ask, has problems with GLQuake?
"anyways ... don't tell me there's also a patch to the fix up the faces of every character in the game, like all the guards had the same face, all the counter strike team had the same faces ... there were only 3 different scientist faces I believe ... Perfect Dark on N64 had quite a huge rannge of faces ..."
Yes, the game would have been 10 times better if they had delayed the game further coming up with extra faces for the characters. Bullshit.
One thing I don't think you realise is that game engines are different from each other. Just because one has a new interesting feature doesn't mean that all the other developers (can/need to/have to) implement that feature in their engines. Just because Goldeneye had random faces, doesn't mean all subsequent engines should have to implement such a feature to be any good. And Perfect Dark came out a year and a half after half-life, moron.
"P.S: One more thing I neglected to mention in my review was that in elevators and things that take you up and down normally ... you get annoyingly stuck for some odd reason!"
If they could fix that without too much work, they'd do it. It's a problem deep in the engine. Keep in mind it was developed from Quake.