Developed and published by Valve
Corporation
Played on PC
Playing older
FPSes tends to be a very different experience. The generation of
Doom and Quake was less focused on story or any sensible cohesion of
level design, more focused on blowing monsters up. Half-Life was one
of the first FPSes to actually make a story, with levels that
naturally transition into one another. And surprisingly, all the
years have not hurt its playability.
Gordon Freeman is
a physicist on his first day at the Black Mesa facility. And in the
middle of an experiment, something goes terribly wrong, unleashing a
connection with an alien world. Now Gordon has to make it out alive
in the middle of both aliens and the military looking to clean things
up.
One of
Half-Life's greatest strengths, something that remained in the
sequel, is its ability to switch genres on a dime. The game starts
off closer to a survival horror game, giving you nothing but the
iconic crowbar and pointing you towards the many zombies and
headcrabs that want to kill you. As the military comes in, though,
it becomes more of a shooter, building up your arsenal. While the
aliens are fairly straightforward, the military will use tactics,
flushing you out of cover or using pincer maneuvers to make things
more frantic. And in the middle, you're having to figure out puzzles
and platforming. There's very little direction given to you, but it
also always manages to push you in the right direction, losing the labyrinthine maps of Doom for a more straightforward but still exploratory experience. You might
wander around a room for a little bit, but then you'll say “Ah,
that pipe up there looks suspicious, I should get to it”.
Half-Life's form
of storytelling also remains strong. There's no true cinematics in
the game, never breaking from the first-person viewpoint of Gordon.
But you still pick up the story going on from the short conversations
with scientists and security guards. And you also pick up the story
as you go through the environment. The labs you walk through hint to
exactly what's been going on, the new enemies that come after you
show how much opposition Gordon is up against. And you always feel
like you have a goal, not that you're just wandering wildly. And
sadly, this all falls apart in the final levels. The infamous finale
loses any sense of story and feels more like you're just wandering
around aimlessly until the game ends. It does show exactly how
strong Valve's games normally are that this only becomes a problem in
the end—not that it stops it from being a problem.
Half-Life remains
an FPS giant, aging well and standing as one of the strongest debut
games of a developer. It's rare to play an older game that stays
this fresh today.
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