Table of Contents
Half-Life
Half-Life is an FPS game franchise created by Valve based around a theoretical physicist getting caught in an alien invasion that he probably caused. Now his goal is to kill everything.
Personally, I find that I vastly prefer the earlier lore to the newer loreā¦like with Bionicle.
Notes
I haven't played Half-Life
Iām noting this here so that you take everything I say with a (preferably huge) grain of salt: I havenāt actually played and finished any of the games.
This is important to note mostly for my own peace of mind.
That saidā¦Iāve seen several playthroughs, analysis/speculation/theory videos, lore videos and quite a lot of stuff related to Half-Life. There was a point in time where I regularly watched Deadwater Gaming ā who play Half-Life games almost exclusively ā and when I still watched YouTube videos regularly, Iād watch Half-Life videos. So I have a pretty good picture of the theory surrounding Half-Life, just that I havenāt played (and finished) the games.
Though, elaborating on āplayed and finishedā, I have played:
- Half-Life
- Half-Life: Opposing Force
- Half-Life: Uplink
- Half-Life 2
- Half-Life 2: Episode 1
And Black Mesaā¦plus I may have played Blue Shift. Though I never finished any of these and, to be clear, I plan to.
Also, Iāve never played Alyx and I donāt plan on it.
Reviews
Half-Life
Seeing as I never finished itā¦Iām gonna comment on it from a moreā¦top-down perspective?
I think that Half-Life is badly designed, though whether that makes it a bad game or not is another thing entirely.
Half-Lifeās problem is that the game design is split between two different playstyles that are directly at odds with each-other. The first Iād identify as āQuake-likeā and the second Iād call āslow-and-steadyā.
The Quake-like style involves entering a room and then quickly eliminating everything inside itā¦as in, running and gunning. Pretty self-explanatory.
The slow-and-steady style involves carefully maneuvering thru the environment and then out-thinking your opponentsā¦like sneaking up on them, or dispatching them in an otherwise clever way.
The former approach is encouraged with the fast movement, the fact itās in a modified Quake engine andā¦thatās all I can think of. The latter approach is encouraged by making the enemies quite tough, making Gordon fragile (relatively-speaking) and having puzzles thruout the game.
Originally, I believed that the slow-and-steady playstyle was the intended gameplay style and Valve simply failed to nudge player psychology in that directionā¦but since Iāve learned just howā¦unusualā¦Half-Lifeās development was, Iām now convinced there just wasnāt a unified vision: different devs working on the game prioritized different playstyles. This then combined together into a strange mess.
The choice of a theoretical physicist as the main character makes a lot of sense in the context of the slow-and-steady playstyleā¦since a theoretical physicist is unlikely to have much combat experience, which would make him more wary and careful when actually engaging in combat.
But there are a few issues with this. First: Gordon being a theoretical physicist is practically a footnote and barely has any baring on anything; Second: the game doesnāt actually emphasize Gordonās lack of experience/fragility almost at all.
If I were in their position and I really wanted to encourage that playstyle (which Iām not sure they wanted to) I would have:
- Made Gordon even more susceptible to damage, which forces players to be a lot more careful.
- Given players more options for avoiding fights/dealing with fights in creative ways.
- Made Gordon a woman.
That last point is of import because women are generally perceived as more fragile and weaker than men.A) It may not seem like much, but itās something you can rely on 99% of players to think, which will subtly adjust their behaviors. Whereas most people probably donāt have the same view of theoretical physicists. That isnāt to say that people think theoretical physicists are body-builders: they just donāt think of them period.
Something else this would have done is differentiate Half-Life from other games of the time since, to my knowledge, there werenāt any FPS games released back then that had female protagonists.
Moving on from there: the story. The story is actually okay, mostly. I think that the biggest flaw is with the G-man. Though I donāt think Iāll elaborate on my thoughts there for quite a while. There is also a possible flaw when it comes to the inter-dimensional stuff, but that would require a lot more thinking on my part. āsfar as I know, it doesnāt depict a multiverse, so itās fine.
Half-Life 2
My previous draft for this review states that I think Half-Life 2 was a mis-step. Yeah, I still agree with that. The first game remains superior in the key ways.
I say this because Half-Life 2 is too radical a departure from what Half-Life originally was and I see no reason why it had to be this way. Actually, I think Half-Life 2 goes out of its way to be different from the first game, to its detriment.
The other big issue is the chaotic development. Valve is filled with geniuses, yes, but theyāre also stupid. A lot of the development stories you hear from HL2ās development indicate that they really donāt know how to cooperate. Though Iāll leave that for Valveās eventual article.
Major proof that Valve didnāt really know what they were doing is with the Combine. The Combine are the main enemies you face thruout Half-Life 2 and there isnāt a lot of enemy variety: most Combine Overwatch look, sound and act the same way. Comparatively, the first game has a much higher variety of enemies. Even Opposing Force has more variety.
But, ignoring that, the Combine Overwatch actually have very intelligent and sophisticated AI. Iāve never faced them personally (of course), but I got that from videos analyzing the Combine AI and showing it in action.
However! The Combine AI is clearly designed around flat terrain, with a lot of cover and closed corridors. For most of the gameā¦you are not facing them in optimal conditions: youāre facing them in open terrain with varied geometry. As a result, the Combine have a reputationB) for being stupid, despite how good their AI actually is.
I believe that this is a result of Valveās development strategy: which is to have the teams work independently with little communication between them. Essentially, the people programming the AI didnāt seem to talk to the people making the levels, who didnāt talk with whoever was deciding on enemy placement and objectives. It doesnāt really make a lot of sense otherwise.
Something else that you may have noticed is that the Combine AI seems to be designed for Half-Life 1ās environments, rather than Half-Life 2ās environments. While Iām the one making the observation, I donāt have much else to say about it.
Though Iāll avoid criticizing Valve too much (even though I could go on for hours). Needless to say, I think their priorities were mixed up.
I may have more to say about the gameplay after I actually play Half-Life 2 (), so letās move on.
The worldbuilding of Half-Life 2 isā¦well, I previously thought that it was okay and roughly equal to HL1ā¦then I thought it was inferiorā¦and now Iām not sure.
HL1 was a lot more low-key than HL2. As in, it all took place within a single facility in New Mexico. HL2ās world affects the entire globe. The difference is that HL1 doesnāt have to put as much effort into the worldbuilding as HL2, because the scale just isnāt comparable.
Actually: Iām going to avoid talking about this aspect until I think about it more.
Moving on (for now): I noted in a previous draft that Opposing Force may be a better sequel to the original Half-Life, since itās similar to the first gameā¦but makes enough changes to be different.
Thatās it.