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* Bullsquids, despite their larger size, are now much quieter, and typically the last thing you'll hear before one comes out of cover and starts attacking you is the sound of it inhaling to fire a glob of toxic bile. You won't hear their iconic screaming in this game. They also spit a ''shower'' of acidic puke each time, instead of easily avoided projectiles like in the original ''Half-Life''.

to:

* Bullsquids, despite their larger size, are now much quieter, and typically the last thing you'll hear before one comes out of cover and starts attacking you is the sound of it inhaling to fire a glob of toxic bile. You won't hear their iconic screaming in this game. They also spit a ''shower'' of acidic puke each time, instead of easily avoided projectiles like in the original ''Half-Life''. Their hitpoints on Easy and Normal have also been buffed from the classic 40 to 80.
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* '''The Hazardous Environment Combat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking an increase in difficulty, but here, they go from GoddamnedBats to DemonicSpiders. To wit:

to:

* '''The entire Hazardous Environment Combat Unit.''' Unit''' '''''as a whole.''''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking an increase in difficulty, but here, they go from GoddamnedBats to DemonicSpiders. possibly ''the very epitome of DemonicSpiders.'' To wit:
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* Xen Aircrafts in the original never demonstrated the ability to attack ground targets, being exclusively an air-to-air combat aircraft. Here? Not only they can engage HECU fighter jets in a dogfight, but they are now capable of attacking ground based targets as seen in "Surface Tension" where they vaporize an MBT (alongside any unlucky HECU marines in the line of fire).

to:

* Xen Aircrafts in the original never demonstrated the ability to attack ground targets, being exclusively an air-to-air combat aircraft. Here? Not only they can engage HECU fighter jets in a dogfight, but they are now capable of attacking ground based targets as seen in "Surface Tension" where they vaporize an MBT (alongside any unlucky HECU marines in the line of fire).fire) and later in "Forget About Freeman" where they raze the remaining HECU forces escaping the facility.
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Remember calling a marine a "soldier" is a huge insult to them.


** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover, and even use suppressing fire on your last known position. Furthermore, they now have {{Combat Medic}}s in the form of the Navy Hospital Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]], who are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''

to:

** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover, and even use suppressing fire on your last known position. Furthermore, they now have {{Combat Medic}}s in the form of the Navy Hospital Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]], who are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers marines who pack shotguns, and a few of them even have ''RPG launchers!''
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* '''The Hazardous Environment Combat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:

to:

* '''The Hazardous Environment Combat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, an increase in difficulty, but here, they go from GoddamnedBats to DemonicSpiders. To wit:
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grunt can be confused for the alien enemy


* From a story perspective, the Xen aliens in general pose a much clearer threat to the military than in the original. While both versions have the military ultimately back off from the facility due to being overrun, it's ''shown'' far more often in ''Black Mesa''--areas that once had few aliens now have more, and there are many setpieces that show grunts being completely overwhelmed by aliens.

to:

* From a story perspective, the Xen aliens in general pose a much clearer threat to the military than in the original. While both versions have the military ultimately back off from the facility due to being overrun, it's ''shown'' far more often in ''Black Mesa''--areas that once had few aliens now have more, and there are many setpieces set pieces that show grunts soldiers being completely overwhelmed by aliens.
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None


** The Black Ops Assassins are much, much more agile and accurate than their ''Half-Life'' iterations, and now [[GunsAkimbo wield two silenced pistols]] instead of having only one. They can't throw grenades anymore, but suffice to say they don't need to.

to:

** * The Black Ops Assassins are much, much more agile and accurate than their ''Half-Life'' iterations, and now [[GunsAkimbo wield two silenced pistols]] instead of having only one. They can't throw grenades anymore, but suffice to say they don't need to.
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Removing the redundant statement


* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack from ''Episode Two'', allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".

to:

* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier stronger ''VideoGame/HalfLife2'' iterations.iterations, which makes them ''far'' more deadly. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's the shockwave attack from ''Episode Two'', allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".
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None


** Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but [[TooAwesomeToUse ammunition for the Tau Cannon is much rarer]] than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.

to:

** Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but [[TooAwesomeToUse ammunition for the Tau Cannon is much rarer]] than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's its mine spam.
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None


* Houndeyes. They didn't pose much of a threat in the original game, but if you're not careful here, they'll ''mess you up''. Their shockwaves do more damage, charge up in less than a second, and [[InterfaceScrew blur your screen a little while a ringing noise fills your ears]]. [[spoiler:This goes double for their variants in Xen. The little fireball ones will [[MadeOfExplodium explode]] if you so much as sneeze on them, and the knockback ones are ''huge'' and ''will'' send you flying. The first thing you see the latter one do, even, is ''[[EstablishingCharacterMoment throw down with a bullsquid]]''.]]
* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack from ''Episode 2'', allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".

to:

* Houndeyes. They didn't pose much of a threat in the original game, but if you're not careful here, they'll ''mess you up''. Their They move faster, no longer jump back when damaged, and their shockwaves do more damage, charge up in less than a second, and [[InterfaceScrew blur your screen a little while a ringing noise fills your ears]]. [[spoiler:This goes double for their variants in Xen. The little fireball ones will [[MadeOfExplodium explode]] if you so much as sneeze on them, and the knockback ones are ''huge'' and ''will'' send you flying. The first thing you see the latter one do, even, is ''[[EstablishingCharacterMoment throw down with a bullsquid]]''.]]
* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack from ''Episode 2'', Two'', allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".



** The Black Ops Assassins are much, much more agile and accurate than their ''Half-Life'' iterations, and now [[GunsAkimbo wield two silenced pistols]] instead of having only one. They can't throw grenades anymore, but trust us when they say they don't need to.

to:

** The Black Ops Assassins are much, much more agile and accurate than their ''Half-Life'' iterations, and now [[GunsAkimbo wield two silenced pistols]] instead of having only one. They can't throw grenades anymore, but trust us when they suffice to say they don't need to.



* While Alien Grunts initially appear to get a case of AdaptationalWimp, [[spoiler:the ones fought on Xen are ''far'' more dangerous than in the original game, as not only are they ''significantly'' faster than they were in the original, they can now hop between platforms and will fire off their hivehands like crazy]].
* Controllers were never a pushover to start with; they were highly mobile, attacked in numbers and had powerful attacks, thus earning many players' hatred in the original game. The devs of ''Black Mesa'' took this a bunch of steps further: not only are they much more numerous and their attacks even ''stronger'', but they can force the otherwise-peaceful Vortigaunts to attack ''and'' they have the ability to [[MindOverMatter throw physics objects at the player]], including explosives. In later stages, they even get smaller versions of their master's invulnerable DeflectorShields. This, combined with the much more evident cruelty they display towards their Vortigaunt slaves, makes them veritable {{Hate Sink}}s.

to:

* While Alien Grunts initially appear to get be a case of AdaptationalWimp, [[spoiler:the ones fought on Xen are ''far'' more dangerous than in the original game, as not only are they ''significantly'' faster than they were in the original, they can now hop between platforms and will fire off their hivehands like crazy]].
* Alien Controllers were never a pushover to start with; they were highly mobile, attacked in numbers and had powerful attacks, thus earning many players' hatred in the original game. The devs of ''Black Mesa'' took this a bunch of steps further: not only are they much more numerous and their attacks even ''stronger'', but they can force the otherwise-peaceful Vortigaunts to attack ''and'' they have the ability to [[MindOverMatter throw physics objects at the player]], including explosives. In later stages, they even get smaller versions of their master's invulnerable DeflectorShields. This, combined with the much more evident cruelty they display towards their Vortigaunt slaves, makes them veritable {{Hate Sink}}s.

Added: 374

Changed: 19

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Adding Alien/Xen Aircraft. The Vorts shockwave attack debuted in Episode 2.


* Xen Aircrafts in the original never demonstrated the ability to attack ground targets, being exclusively an air-to-air combat aircraft. Here? Not only they can engage HECU fighter jets in a dogfight, but they are now capable of attacking ground based targets as seen in "Surface Tension" where they vaporize an MBT (alongside any unlucky HECU marines in the line of fire).



* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack, allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".

to:

* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack, attack from ''Episode 2'', allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".

Changed: 133

Is there an issue? Send a MessageReason:
None


* From a story perspective, the Xen aliens in general pose a much clearer threat to the military than in the original. While both versions have the military ultimately back off from the facility due to being overrun, it's ''shown'' far more often in ''Black Mesa''.

to:

* From a story perspective, the Xen aliens in general pose a much clearer threat to the military than in the original. While both versions have the military ultimately back off from the facility due to being overrun, it's ''shown'' far more often in ''Black Mesa''. Mesa''--areas that once had few aliens now have more, and there are many setpieces that show grunts being completely overwhelmed by aliens.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* From a story perspective, the Xen aliens in general pose a much clearer threat to the military than in the original. While both versions have the military ultimately back off from the facility due to being overrun, it's ''shown'' far more often in ''Black Mesa''.
Is there an issue? Send a MessageReason:
None


* '''The Hazardous Environment COmbat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:

to:

* '''The Hazardous Environment COmbat Combat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:
Is there an issue? Send a MessageReason:
None


* '''The HECU.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:
** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover and even use suppressing fire on your last known position. Furthermore, they now have {{Combat Medic}}s in the form of the Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]], who are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''
** HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but [[TooAwesomeToUse ammunition for the Tau Cannon is much rarer]] than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.

to:

* '''The HECU.Hazardous Environment COmbat Unit.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:
** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover cover, and even use suppressing fire on your last known position. Furthermore, they now have {{Combat Medic}}s in the form of the Navy Hospital Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]], who are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''
** HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but [[TooAwesomeToUse ammunition for the Tau Cannon is much rarer]] than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.

Changed: 1435

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None


''Black Mesa'' ramped up the difficulty of ''VideoGame/HalfLife1'', to the point you could go back to the original game and feel their hardest levels are ''easy'' in comparison. Likewise, the [=NPCs=] gained a brain and can now assist you properly in battle, [[VideoGameCaringPotential provided you take care of them as much, too]]. [[AdaptationalBadass Take a look!]]

to:

''Black Mesa'' ''VideoGame/BlackMesa'', an ambitious FanRemake of ''VideoGame/HalfLife1'' made with [[ApprovalOfGod Valve's blessing]], ramped up the difficulty of ''VideoGame/HalfLife1'', to the point you could go back to the original game and feel their hardest levels are ''easy'' in comparison. Likewise, the [=NPCs=] gained a brain and can now assist you properly in battle, [[VideoGameCaringPotential provided you take care of them as much, too]]. [[AdaptationalBadass Take a look!]]



* Houndeyes. They didn't pose much of a threat in ''Half-Life'', but if you're not careful here, they'll ''mess you up''. [[spoiler:This goes double for their variants in Xen; the little fireball ones which [[MadeOfExplodium explode]] if you so much as sneeze on them, and the knockback ones which are ''huge'' and ''will'' send you flying. The first thing you see the latter one do, even, is ''[[EstablishingCharacterMoment throw down with a bullsquid.]]]]''
* Vortigaunts/Alien Slaves. They can take more hits, and had their attack speed increased significantly (it was all too easy to completely avoid their attacks in ''Half-Life''). In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack, allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".

to:

* Houndeyes. They didn't pose much of a threat in ''Half-Life'', the original game, but if you're not careful here, they'll ''mess you up''. Their shockwaves do more damage, charge up in less than a second, and [[InterfaceScrew blur your screen a little while a ringing noise fills your ears]]. [[spoiler:This goes double for their variants in Xen; the Xen. The little fireball ones which will [[MadeOfExplodium explode]] if you so much as sneeze on them, and the knockback ones which are ''huge'' and ''will'' send you flying. The first thing you see the latter one do, even, is ''[[EstablishingCharacterMoment throw down with a bullsquid.]]]]''
bullsquid]]''.]]
* Vortigaunts/Alien Slaves. It was all too easy to completely avoid their attacks in in ''Half-Life'', but here, they fight almost exactly like their deadlier ''VideoGame/HalfLife2'' iterations. They can take more hits, and had their attack speed increased significantly (it was all too easy to completely avoid their attacks in ''Half-Life'').significantly. In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack, allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".



* The Gargantuas weren't immune to ''explosive'' weapons in the first game, but the mod now grants them invincibility to all attacks outside of scripted events.
* '''The HECU.''' To wit:
** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover and even use suppressing fire on your last known position. Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]] have joined the party, and are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''
** HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but ammunition for the Tau Cannon is much rarer than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.

to:

* The Gargantuas weren't immune to ''explosive'' weapons in the first game, but the mod now grants them invincibility to all attacks outside of scripted events.
events. You won't be able to just kill these beasts with a massive stockpile of ammo, but rather, you have to use the environmental hazards present to kill them when they show up, and pray you can outrun them long enough to get to said hazards. What's more, one segment of "Interloper" drops you right into a Gargantua nest, and a ChaseScene ensues where you have to outrun dozens of them. On finally making a long jump across a pit they cannot cross, you're in the clear, and you look back to see all of them on the cliffs you've just left, roaring and flaming the air.
* '''The HECU.''' They were already a dangerous threat in the original game, with their CavalryBetrayal in "We've Got Hostiles" marking a serious DifficultySpike, but here, they go from GoddamnedBats to DemonicSpiders. To wit:
** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover and even use suppressing fire on your last known position. Furthermore, they now have {{Combat Medic}}s in the form of the Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]] have joined the party, and Force''[[/note]], who are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''
** HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but [[TooAwesomeToUse ammunition for the Tau Cannon is much rarer rarer]] than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.



* While Alien Grunts initially appear to get a case of AdaptationalWimp, the ones fought on Xen are ''far'' more dangerous than in the original game, as not only are they ''significantly'' faster than they were in the original, they can now hop between platforms and will fire off their hivehands like crazy.

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* While Alien Grunts initially appear to get a case of AdaptationalWimp, the [[spoiler:the ones fought on Xen are ''far'' more dangerous than in the original game, as not only are they ''significantly'' faster than they were in the original, they can now hop between platforms and will fire off their hivehands like crazy.crazy]].
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''Black Mesa'' ramped up the difficulty of ''VideoGame/HalfLife1'', to the point you could go back to the original game and feel their hardest levels are ''easy'' in comparison. Likewise, the NPCs gained a brain and can now assist you properly in battle, [[VideoGameCaringPotential provided you take care of them as much, too]]. [[AdaptationalBadass Take a look!]]

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''Black Mesa'' ramped up the difficulty of ''VideoGame/HalfLife1'', to the point you could go back to the original game and feel their hardest levels are ''easy'' in comparison. Likewise, the NPCs [=NPCs=] gained a brain and can now assist you properly in battle, [[VideoGameCaringPotential provided you take care of them as much, too]]. [[AdaptationalBadass Take a look!]]
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Added DiffLines:

''Black Mesa'' ramped up the difficulty of ''VideoGame/HalfLife1'', to the point you could go back to the original game and feel their hardest levels are ''easy'' in comparison. Likewise, the NPCs gained a brain and can now assist you properly in battle, [[VideoGameCaringPotential provided you take care of them as much, too]]. [[AdaptationalBadass Take a look!]]
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* Houndeyes. They didn't pose much of a threat in ''Half-Life'', but if you're not careful here, they'll ''mess you up''. [[spoiler:This goes double for their variants in Xen; the little fireball ones which [[MadeOfExplodium explode]] if you so much as sneeze on them, and the knockback ones which are ''huge'' and ''will'' send you flying. The first thing you see the latter one do, even, is ''[[EstablishingCharacterMoment throw down with a bullsquid.]]]]''
* Vortigaunts/Alien Slaves. They can take more hits, and had their attack speed increased significantly (it was all too easy to completely avoid their attacks in ''Half-Life''). In general, they fight almost exactly like their ''Half-Life 2'' iterations, which makes them ''far'' more deadly. They also gain said iteration's shockwave attack, allowing them to push you away if you are close to them, and new to this game is their ability to weave to evade your attacks. Just like in ''Half-Life'', they ambush you frequently by teleporting in, which is effective due to their fast attack time and accuracy. You'll be facing large groups of them at a time, especially in "Lambda Core".
* Bullsquids, despite their larger size, are now much quieter, and typically the last thing you'll hear before one comes out of cover and starts attacking you is the sound of it inhaling to fire a glob of toxic bile. You won't hear their iconic screaming in this game. They also spit a ''shower'' of acidic puke each time, instead of easily avoided projectiles like in the original ''Half-Life''.
* The Gargantuas weren't immune to ''explosive'' weapons in the first game, but the mod now grants them invincibility to all attacks outside of scripted events.
* '''The HECU.''' To wit:
** The grunts weren't pushovers in the original game, but now they do more damage, are much more accurate, and can take more punishment before going down. They aren't afraid to outright bum-rush you while soaking up your return fire. The 1.0 release gave them a considerable boost in intelligence; they now flank you, throw grenades more often to flush you out of cover and even use suppressing fire on your last known position. Corpsmen[[note]]originally only appearing in ''Opposing Force''[[/note]] have joined the party, and are no longer relegated to the [[RangedEmergencyWeapon Glock]]. They wield [=MP5s=] - and occasionally shotguns - with the same deadly accuracy as their comrades. Lastly, there are now considerably more HECU soldiers who pack shotguns, and a few of them even have ''RPG launchers!''
** HECU Apaches have adopted many traits of the Combine Hunter-Chopper, including increased durability and ''immunity to small-arms fire''[[labelnote:Explanation]]In Half-Life, the Apache would register damage from any weapon, regardless of type. In Black Mesa, the Apache is impervious to everything besides explosives, the Tau Cannon, Gluon Gun, and the .50 calibre machine gun.[[/labelnote]]. Originally, their low health meant they could be destroyed with a single rocket. Here, they can take up to at least a ''dozen'' rockets before going down [[note]]It's actually much more effective to hit them twice with fully-charged Tau Cannon shots, but ammunition for the Tau Cannon is much rarer than the infinite rockets you receive when fighting the helicopter.[[/note]] On top of that, their attack pattern has been revamped; while both their chain gun and missile attacks are telegraphed by distinctive noises (with the former only being fired in Hunter-Chopper-style bursts as opposed to full-auto whenever the player was in the Apache's line-of-sight), sufficiently damaging an Apache will cause it to release a full-on ''[[DesperationAttack missile barrage]]'', once again mirroring the Hunter-Chopper and it's mine spam.
** The tanks in "Surface Tension" are nastier mainly because they can ''actually move'', whereas in the original game they were basically glorified turrets (but still pretty dangerous.)
** The Black Ops Assassins are much, much more agile and accurate than their ''Half-Life'' iterations, and now [[GunsAkimbo wield two silenced pistols]] instead of having only one. They can't throw grenades anymore, but trust us when they say they don't need to.
* Security Guards will occasionally be armed with SPAS-12s and Colt Pythons as opposed to exclusively using Glock-17s, and can also fire while moving in a similar fashion to the revamped HECU. They're also now smart enough to back away from melee enemies like zombies. Python-packing guards can hold their own against almost anything short of an Alien Grunt, and are among the deadliest [=NPCs=] in the whole game.
* While Alien Grunts initially appear to get a case of AdaptationalWimp, the ones fought on Xen are ''far'' more dangerous than in the original game, as not only are they ''significantly'' faster than they were in the original, they can now hop between platforms and will fire off their hivehands like crazy.
* Controllers were never a pushover to start with; they were highly mobile, attacked in numbers and had powerful attacks, thus earning many players' hatred in the original game. The devs of ''Black Mesa'' took this a bunch of steps further: not only are they much more numerous and their attacks even ''stronger'', but they can force the otherwise-peaceful Vortigaunts to attack ''and'' they have the ability to [[MindOverMatter throw physics objects at the player]], including explosives. In later stages, they even get smaller versions of their master's invulnerable DeflectorShields. This, combined with the much more evident cruelty they display towards their Vortigaunt slaves, makes them veritable {{Hate Sink}}s.
* The Gonarch was a fairly underwhelming encounter in the original game, which just ran around the arena, occasionally spawning baby headcrabs and spitting bile at you and occasionally hitting you if you got too close before running off, forcing you to chase it to do it again (two times); the entire fight would on average take about 5-6 minutes or so. The encounter with the ''Black Mesa'' version is ''an entire level,'' with the creature upgraded to a savagely aggressive LightningBruiser that can [[BlownAcrossTheRoom send you flying into oblivion]] with its charge attacks, crush you to a pulp by hurling huge chunks of rock at you, or spit blobs of explosive green plasma, and it hunts you through the vast caves of its lair in a running battle that lasts 20-30 minutes until you finally throw down with it in its nest. [[ArsonMurderAndJaywalking Its roars are also far more intimidating than the comical elephant-like trumpeting of the original version.]]
* The Nihilanth was akin to a PuzzleBoss in the original game, relying upon teleporting the player away from him and getting progressively weaker as the fight went on, with the puzzle needed to actually render him vulnerable being extremely simple. Here, he's lost most of the PuzzleBoss aspects but has become ''far'' more aggressive, [[spoiler:teleporting in cars and chunks of Black Mesa to attack the player with, shooting death rays, raining explosive projectiles from above, and even causing gigantic rock formations to emerge from the ground to box the player in. And while he loses some of these as the fight progresses, the remaining attacks happen with increased frequency, making each one come off as a DesperationAttack]].
* While on Xen, crates full of supplies will occasionally teleport near the player's location, with some of those drops serving as legitimate life-savers. The implication is that the science crew back in the Lambda Complex are tracking Freeman and sending help where they can, as opposed to just disappearing from the story.
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