Wow, characters staring blankly in a specific direction. That's some pretty cutting edge stuff. LOL!
Nice straw man jackass. Let me give a specific example, that way you won't get confused, misinterpret my argument, and then try to attack that misinterpretation of my argument.
In the Route Kanal chapter there is a room where you meet a resistance member and you are attacked by man hacks for the first time. After the fight, the resistance member makes some comments about how you need to hurry and that he has a supply stash if you need it. Rather than say "I've got supplies up in the loft directly behind you", he says "If you need supplies take them" and flicks his eyes in the direction of the loft. The first time I played that sequence I didn't even notice what had just happened, I turned in the direction he had momentarily shifted his gaze to and got the supplies, just like you would do in real life. That flick of the eyes fooled me into thinking the game world was just like real life: someone directs there gaze on something to indicate that's what they're referring to and you act on that. It was only after I stopped and thought about it that I realized that the game's facial animation system had allowed for an interaction that was completely convincing and life like.
edit: It's comments like the one I've quoted that makes me seriously wonder if Riley has even played the game. Characters blankly stared off into the distance in Invisible War, but not in Half-Life 2. Say what you will about the gameplay, but to try and argue that the HL2 technology wasn't as cutting edge as it clearly is is just an exercise in stupidity.
This comment was edited on Sep 12, 20:21.