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As Gordon Freeman, a young research associate in the Anomalous
Materials Laboratory of the Black Mesa Federal Research Facility,
your mission is to investigate a strange crystalline being. You
find yourself battling not only the alien monsters but also the
government troops sent in to keep the crisis under wraps.
Sophisticated monsters and creative technologies make this game a
winner.
Review
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A major goal in any game is to create the illusion of reality, a
fact that is especially true for first-person shooters. The whole
point of the genre is to put you, literally, in the role of the
protagonist. In light of this, it's surprising that so many games
have stuck to a blueprint that breaks the illusion at every
possible rtunity, with text-based mission briefings, jarring
level transitions, and weapons and power-ups scattered around
like decorative furniture. But Valve Software has obviously spent
a lot of time studying the mistakes of the past. The result is
Half-Life, the closest thing to a revolutionary step the genre
has ever taken. Through a series of subtle and artistic design
decisions, Half-Life creates a reality that is self-contained,
believable, and thoroughly engaging. And while it may be
surprising that no game has utilized any of these ideas in the
past, it's clear that any future shooter will be remiss to
overlook them.
The plot of the game is typical (in fact, it's little more than
an elaborate version of Doom). You are Gordon Freeman, scientist
at the Black Mesa Research Facility, involved in some mysterious
experiments. These experiments go awry, and foul creatures begin
taking over the complex. It gets more complicated, but there's no
need to ruin the surprises that await. Suffice it to say that
Half-Life isn't a great game because of its story; it's a great
game because of how it presents that story. From the opening
moments of the game to the final showdown (and even beyond) all
hell is continually breaking loose, and there is never a moment
where you are not seeing things through Freeman's eyes. There are
scripted events in the game. There are opening and closing
scenes. But they all occur naturally within the game environment.
It may sound simple, but it goes a long way toward helping create
a believable world.
Weapon, ammunition, and placement follows the same
philosophy. You'll hardly ever come across an item that is just
bobbing and spinning in place like some gift from the heavens.
Valve has done a good job of justifying the typical and
armor meters. Freeman is wearing a hazard suit, used by
researchers involved in dangerous experiments. To regain
and armor energy, you must fill up at power stations. These are
almost always located in logical places, usually near areas where
dangerous work would be performed. There are no power-ups to be
found. Weapons and ammo are taken from supply closets or the
corpses of fallen security guards and soldiers. Even the more
experimental weapons have their proper place - in the weapons
research department of the facility. And late in the game, once
you've left the research facility, the supply of ammo and first
aid kits is believably ce.
There are no levels in Half-Life, or, more specifically, it
lacks the concept of levels and episodes we've come to expect.
The game is a continual stream of locations from beginning to
end. You can move back and forth at will (with only a few
exceptions), as can those who are pursuing you. And though the
brief loading time between zones is the one artifact that breaks
the flow of the game, the transitions are thankfully brief.
The attention to detail doesn't just stop with the basic
structure. The game is full of surprises, continually throwing
new obstacles and challenges in your path. There is a wide
variety of textures, lending a distinct look to every area. The
numerous scripted events bolster the illusion of reality, and
you'll come across detailed scenes that are continually
suspenseful. The gameplay is very puzzle-oriented, but the
puzzles hardly seem to be superficial obstacles. Whether you're
repairing a reactor or finding some way to dispose of a massive
locked door, the puzzles always seem plausible in the world Valve
has created.
The alien enemies are well designed and occasionally border on
the terrifying. From the basic headcrab (which resembles a cross
between Alien's facehugger and X-COM Apocalypse's brainsucker) to
monstrosities a hundred times its size, the enemies truly look
like beings. There are human enemies in the game, and
these display a level of artificial intelligence that is
remarkable. While many a game's idea of excellent AI is simply
monsters that can make it through a doorway to follow you,
Half-Life's antagonists act in a manner that is frighteningly
realistic. They won't follow you through a doorway - they'll just
lob a few grenades to where you're hiding and be done with it.
The weapons look and sound great, ranging from the realistic
combat s and grenade launchers, to the science-fictional,
high-powered particle accelerators. The level design is diverse
(owing a nod of thanks to Jedi Knight), including the expansive
research facility, some great outdoor areas, and foreign locales
that are best left to be discovered on your own. Suffice to say,
it never gets repetitive.
The only problems with Half-Life are the results of it being so
ambitious. The fact that all of the humans in the game look like
clones takes from the otherwise realistic atmosphere. The
diversity of the levels and puzzles will undoubtedly leave you
thinking some areas were better than others. But complaints that
arise are simply a reaction to the fact that the game is so close
to ideal. Half-Life is an exceptional single-player game and a
solid multiplayer game (though the upcoming Team Fortress add-on
may make it even better). It takes the tried-and-true one step
further but ends up leaps and bounds ahead of the rest. --Ron
Dulin
--Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction
in whole or in part in any form or medium without express written
permission of GameSpot is prohibited. -- GameSpot Review
- New weapons; new levels; solve a variety of puzzles; first-person shooter.