MrPopo wrote:So in order to move a body, you have to drop the knife you're carrying from the last guy if you haven't already, hope they're not carrying some other weapon you already have, loot them, then pick them up to hide them behind the dumpster.
So that's definitely a case of "you're doing it wrong". When you loot those bodies the knife would drop on the ground since you cannot pick it up (same with equipment that you don't have room for).
I'm pretty sure that wasn't happening for me. Either I got a message that I already had one or the body wasn't empty or something when I tried to pick it up. I don't remember anything ever automatically dropping for me.
The boxiness of the level design, I can understand where you're coming from on that. That's one of those things that never bothered me because these were supposed to be real world locations in urban areas or functional industrial stuff, which tends on the uninspired rectangcular prism side.
Even stuff like the gas station which was a tiny map surrounded by blackness was uninspired and boring. Lots of Half Life was 'functional industrial stuff' too. I'm sure there are some boxy areas not coming to mind right now, but I definitely didn't think "oh boy, more boxes" throughout the entire game like DE.
The flare thing, that's just a nitpick and you know it. That was essentially the state of collision physics of the era. You had two options; everything clips, or everything is actually a box that stacks nicely. Havok was a few years off.
I know, but it still bothered me since I reached a point I realized I wasn't using any flares so I might as well just drop them all. Though they could have arbitrarily spread them across the floor a bit. Randomized clipping spread out in a few square feet around me would have been preferable IMHO. Someone had to have dropped a bunch of their inventory in one spot at some point in testing and made a similar stack o crap. I suppose that's one of those low priority bugs though.
The Anna thing, that's one of those "you had to know to do that" things. And you could form a reasonable narrative your actions that leave that scene consistent. I do understand where you're coming from on the Gunther thing, but the two options are "invincible" or "infinite respawn". Neither is ideal.
With Anna, the encounter happened and I said "wait no, I don't want to have it happen that way". So I reloaded a previous save and experimented. My prerogative since I have saves and I'm playing a game. Yes a bit of a nitpick too, but still an error. People have been abusing errors and bugs in games forever. I thought it was sloppy to have her marked her that way until the dialog called for it.
With Gunther, it could have been written differently.