That moment in the elevator, I remember holding my mouth as I hid behind the crate, peeking around the corner at him brutalizing a headcrab
That sequence in particular stuck with me lol
That sequence in particular stuck with me lol
I kept seeing "Fuck Jeff" and my assumption was there was some slimeball NPC named Jeff who would betray you or some shit like that
Jeff was fantastic. Like others said, it's not that he's particularly difficult, but he puts a completely different spin on the game and showcases the versatility of the mechanics. The "you have to let him out" and "you have to hide in the elevator with him" bits were fantastic, and in general the whole area was so well designed. This section could easily have been super frustrating, it's the reason why I've stopped playing Outlast-style games despite loving horror. But Jeff was masterfully executed. Everything about this game is, really (except the orb puzzles, screw those)
the orb puzzles, as in the ones where you avoided the red dots, or the orb puzzles where you had to line up the orbs to touch all points in 3d space?
I actually liked the former, they reminded me sort of like Xortexx from The Lab, which was my favorite part of The Lab.
The avoidance ones, because they're so sensitive to movements of your hands, and they're not particularly interesting.
Just a heads up, you are invincible in that game when you aren't touching either glowing blue point. So what I'd do is, if a bunch of red points came close to me, I'd just leave that blue point alone and go to work on the other one. The red dots seem to swarm where you're working, so just ping ponging back and forth let me solve all of those very quickly. A little patience at the right time winds up saving a lot of time spent redoing your lost progress.
The part of the level that I loved that doesn't get enough attention is the chain link hallway where the headcrab shows up above. Before the that hallway, you had to make a lot of noise with a wine crate, and Jeff is on your tail. The door to avoid him is blocked on the side with a box you can move, so you make a little more noise opening the door. You go down the hallway thinking he is behind you, only to turn the corner to a room with 2 chain link fences. As you rush down the path, a headcrab starts to move above in front of you. "Oh fuck oh fuck, please don't make noise," and then it makes ALL THE NOISE. You quickly look around in a panic to hide, and then find a side path to slink into.
It's a so well crafted bit of stage work, where one emotional reaction to an interaction feeds and informs the next. Brilliant
There's another layer to this. You enter this new chapter called "Jeff", and immediately notice the weird name. Then, right at the start of the chapter, you're introduced to this new likable character. So that explains it. This is Jeff, and he's going to be important for a while. A traveling companion in VR.The game actually uses the name "jeff" in the exact way I did so, you are introduced to the concept of "jeff" way before you meet him. You hear about him for a long time. I'm like 100% certain they named Jeff, "Jeff" specifically so he could be discussed without actually ruining what the entire moment is. The chapter itself is named "jeff." Before you even hear about jeff, you see the topic title flash on screen.
Knowing there is someone in Half Life Alyx named Jeff doesn't spoil anything at all about what Jeff is. In fact, I saw people discussing Jeff a lot on twitter before I got to him, and it still surprised me. The name "Jeff" is intentional misdirection.
^this!The part of the level that I loved that doesn't get enough attention is the chain link hallway where the headcrab shows up above. Before the that hallway, you had to make a lot of noise with a wine crate, and Jeff is on your tail. The door to avoid him is blocked on the side with a box you can move, so you make a little more noise opening the door. You go down the hallway thinking he is behind you, only to turn the corner to a room with 2 chain link fences. As you rush down the path, a headcrab starts to move above in front of you. "Oh fuck oh fuck, please don't make noise," and then it makes ALL THE NOISE. You quickly look around in a panic to hide, and then find a side path to slink into.
It's a so well crafted bit of stage work, where one emotional reaction to an interaction feeds and informs the next. Brilliant
I think, that is part of the design and why he is named "Jeff". Even Larry mentions, that Jeff is manageable, if you understand, how he reacts. So he is scary at first, but then it becomes funny, how easy you can control him with bottles. You wonder, why you ever was afraid of him at all. Giving it a stupid name like "Jeff", fits the picture Larry and we have at the end about it.Jeff is pretty great. The only problem I had is once you figure out exactly how his AI works and what he does he didn't feel like as big of a threat as he was at first. Overall it was a great segment though and very memorable.
apparently there is an achievement for stopping it from making noise, but I'm not sure how you'd do that.
I thought it was going to be an alcoholic asshole with all the vodka laying about :)As someone named Jeff, before I got to that point I was definitely like "What the hell is up with all this Jeff talk?!" I kept seeing "Fuck Jeff" and my assumption was there was some slimeball NPC named Jeff who would betray you or some shit like that, I never expected to share a name with one of the best executed and unexpected horror enemies in gaming.
That moment where you realize you have to let Jeff back out, fucking genius. I wish it actually scared me though, it was more tense than anything and I was actually laughing to myself at how fucked up it was, but I could totally see it being game breakingly scary for some people.
Either way, I came away from that chapter incredibly excited for the future of horror games.
Lmao what? What was spoiled to you?Thoughts and opinions on Jeff? Spoiled jeff for me through title lol. I don't mind but still lol
I wonder if he was more aggressive earlier in development, because he's actually super easy to get around. I didn't die once in that entire encounter with him.
But it's not really the difficulty that's the star, the encounter doesn't have to actually be difficult to be super memorable. I wonder if when he's actually difficult to navigate around, if it stops being fun at all. Jeff seems like something difficult to balance, as it'd be very easy to make it either too frustrating to proceed, or too nerve wracking to do successfully.
I could see a lot of people giving up on jeff if the margin for error was lower.
I like how the mechanic of holding your breath was never explained to me in the game. It just... worked, because of course that's how it works, it's just like IRL. For 70% of the game leading up to jeff, you might notice you can cover your mouth but it seems pointless. I found out I could cover my mouth early on when I scratched my cheek IRL and saw the animation. I thought it was just a neat detail.
Then, when leading to jeff's lair, I ran across one of those smoking plants, and alyx coughed. So I decided to try doing it again while holding my breath, and she didn't cough. Then I met jeff, and saw him covered in those smoking plants, and it all clicked. Really cool game design right there.
You can also put on a gas mask to immunise yourself against the spores.
You can also put on a gas mask to immunise yourself against the spores.
On my first run I remember before I saw that headcrab I tried to play it slow, and then saw it was about to knock shit off, I just started running and tried to shoot it, but I wasn't fast enough. I'll probably try to do it on my gnome run.Shoot the fucker as quickly as you can! My first playthrough I saw it walking about, and I guessed what would happen, and I panicked trying to shoot it but it still got through and everything fell over and I proceeded to shit myself. Straight out of a horror film, it was great.
I wonder if you can run up to it, jump and grab it by its legs?
Jeff is a good example of how a game providing the illusion of difficulty can be far more enjoyable than one that is actually difficult.
It's the same way a good puzzle game (i.e. Portal) can make you feel really smart despite giving you extremely subtle and non obvious hints throughout, and keeping the actual problem space relatively simple and easy to solve.
I love how the chapter is introduced, you're standing in the factory and the word "Jeff" appears on the screen. It's almost comical, you're wondering who this Jeff is and what he means to the chapter. I thought it was gonna be kind of a breather chapter centered around a quirky resistance fighter character who calls the vodka factory his home. I guess I was like 30% right in that it is centered around a single "character."
The level design is brilliant, it's just the right amount of stressful, always giving you a way out so you don't fall into annoying trial and error like a lot of games with unkillable monsters. It's also pretty bright most of the time, which I wasn't expecting.
It being bright just made the moment when the lights go out so, soooo much scarier, haha. The moment you get the flashlight sears all these horrible memories into your brain, so the couple of times later on when the lights go out, you just expect awful, awful stuff to happen.
When the lights went out during Jeff, right as you realized you had to let him back out, holy shit what a one-two gut punch lol.
It's kinda spooky how many times that happened with me.it's really amazing how many times Alyx in this game said things I was thinking at the time
WHATJust a heads up, you are invincible in that game when you aren't touching either glowing blue point. So what I'd do is, if a bunch of red points came close to me, I'd just leave that blue point alone and go to work on the other one. The red dots seem to swarm where you're working, so just ping ponging back and forth let me solve all of those very quickly. A little patience at the right time winds up saving a lot of time spent redoing your lost progress.
Ha ha, that's amazing!I saw someone in the OT mention this, but they didn't realize they had to actually cover their mouth to not cough, and their solution to pressing the button was neat: put a grenade on the grenade launcher on the shotgun, and use the edge of the grenade to press it as you reach the shotgun over there.