
Get up and smell the ashes, Ms. Washenko.
This post belongs to our 20th anniversary of Half-Life 2 series.
Credit: Aurich Lawson
It’sHalf-Life 2week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release ofHalf-Life 2— a video game of historic value for the creative medium and innovation of video game. Every day up through the 16th, we’ll be running a brand-new short article recalling at the video game and its effect.
The time has actually lastly concerned close among the most noteworthy spaces in my video gaming history. In spite of more than a years of discussing computer game and a lot more years enjoying them, I never ever navigated to playing Half-Life 2
Not just have I not played it, however I’ve handled to keep myself in the dark about practically whatever to do with it. I constantly presumed that a person day I would navigate to playing this timeless, and I desired the experience to be as close as possible to it would have been back in 2004. My only understanding about Half-Life 2 before beginning this job was 1) the video game is embeded in the very same universe as Portala video game I enjoy, 2) the lead character is called Gordon Freeman, and he looks uncannily like a quiet, spectacled young Hugh Laurie, and 3) there’s something called the Gravity Gun.
That’s it. I didn’t even understand precisely what the Gravity Gun did, just that it existed.
The time has actually come for me to discover what the hassle is all about. I’ve cataloged my off-the-cuff responses along with my more analytical ideas about Half-Life 2both as a standalone job and as a driver for setting brand-new requirements in style. If you’re looking for the TL; DR of whether I believe the video game holds up, my response is: it depends.
Starting a traditional with a clunk
A red letter day! Time to experience this renowned piece of computer game history. I invest the majority of the introduction series in the train station taking in the environment of the dystopian City 17. A couple of minutes in, though, I believe I’m expected to slip past a guard. Due to the fact that I’m a fugitive attempting to leave this freaky Big Brother structure, and I swear Barney informed me to prevent detection. Rather, the guard right away sees me and whomps me on the head for not putting a bottle into the garbage. Not an advantageous start.
I make it to Dr. Kleiner’s laboratory for a bit of story exposition. I like this rag-tag group of geniuses and the entire ambiance of a secret clinical disobedience. I likewise value that it’s not a fixed cutscene, so I can poke around the laboratory while I listen or observe the characters connecting.
After a stopped working teleport and getting a crowbar from Barney, I then invest a long period of time getting shot and passing away in a train backyard. Like, an embarrassingly long period of time. Possibly I was presuming at this early phase that Half-Life 2 would resemble Portal with genuine weapons, since I figured this location needed to be a puzzle. I’m uncertain how I missed out on the one part of the environment that I might slip through, however I persuaded myself that I was expected to jump throughout the tops of the train vehicles, Frogger design. And Gordon may have numerous abilities, however his leaping leaves something to be preferred.
I understand that there’s a space in the cars and trucks, and I move along. This canal setting stands out, however I keep being uncertain which locations of the map I can gain access to. I’ve heard that the level style is among the most admired parts of Half-Life 2however this is showing to be a real battle with the video game.
When I played PortalI in some cases was uncertain how to advance, however since that video game exists in the austere boundaries of a science experiment, I seemed like I was expected to be challenged. In Half-Life 2however, where there are greater stakes and I’m running for my life, getting stuck simply makes me feel dumb and frustrated. And I’m twice as frustrated due to the fact that this escape series would most likely feel incredible if I didn’t keep getting lost. Once again, not the thrilling start I was wishing for.
Eliminating a barnacle by feeding it an explosive barrel is a guaranteed peak. I might have babbled. This is the sort of smart ecological interaction I anticipated to see from the minds that later on made Portal
Headcrabs, on the other hand, are simply obnoxious. My dinky little pea shooter handgun does not seem like terrific security. What’s a rogue physicist got ta do to get a shotgun?
From airboats to zombies
After a break, I return equipped with a restored decision to grok this video game and, more notably, with an airboat. For 90 percent of the Water Hazard chapter, I am seeming like a badass. I’m travelling in my watery trip, flying over ramps, and viewing a silo collapse overhead. Specifically in those unusual minutes when the 2000s electro jams stress my battles, I seem like a real action hero.
The airboat series was dissentious in 2004, however this author enjoyed it.
Credit: Anna Washenko
Next I reach the Black Mesa East chapter, which is an ideal interlude. The video game’s technique to world-building is most likely the location where my sensations line up most carefully with those of Half-Life 2 veterans. It is magnificent. Heading down into the laboratory might be the very best elevator trip I’ve taken in a video game. Judith is talking science, and outside the shaft, I see human beings and vortigaunts carrying out remarkable experiments. Little vignettes like those are an ideal method to present more info about the disobedience. They offer subtle context to a video game that does not do much to describe itself and does not require to.
Pet dog is the finest kid. Seriously, I’ve seen contemporary video games where the animations didn’t have as much character as when Alyx treats her robotic protector like a real pet dog, and he shakes in pleasure. My only unhappiness is that Dog does not accompany me to Ravenholm.
Pet is, in reality, the very best young boy.
Credit: Valve
I do want Dog had actually featured me to Ravenholm. I found out after the reality that this chapter is among the most renowned and precious, however I had the opposite response. Survival scary is not my jam. These whirling death traps are sweet, however I dislike dive terrifies, and I do not like any of my weapons for the encounters.
That brings me to something I do not wish to state, however in the spirit of journalistic sincerity, I should: I do not love the Gravity Gun. Certainly it was the video game’s signature development here and most likely what the majority of you remember most fondly, however I did not completely understand its prospective right away. Based upon the tutorial in Black Mesa East, I presumed it would primarily belong to puzzle-solving and traversal instead of a crucial part of battle. I just began utilizing it as a weapon in Ravenholm due to the fact that I lacked ammunition for whatever else.
It’s not that I do not get the appeal. Slicing zombies up with a saw blade or slamming them with paint cans is pleasing– no grievances there. I discovered the tool irregular, which prevented me from exploring as much as the designers might have hoped. I’m quite sure I do as much damage to myself regarding opponents attempting to lob taking off barrels. I wish to have the ability to fling remains around and can’t (for factors that emerged later on, however in the minute felt restricting). Later on chapters enhanced my unpredictability, when I could not pull an automobile to me, yet a push blast had adequate power to reverse the car.
And as soon as again, I had a bumpy ride with navigation. Perhaps I was missing what other individuals would have viewed as apparent hints, the method I’m attuned to discovering climbing up courses marked by color in modern-day video games– questionable as that yellow marking convention might be, its lack is kept in mind when you’re having a hard time to check out the environment with a visual language for the video game that stresses realism over readability. Or perhaps I’ve gotten over-reliant on the tools of the stretching RPGs I prefer nowadays, where you have a mini-map and mission markers to assist you handle all the threads. For an agonizingly long time, I looked at an energized fence and wires that appeared to lead to no place before understanding that I was expected to go into the structure where Father Grigori initially appeared on the terrace. A huge bonfire of remains out front appeared like a clear ‘do not go into’ indication, so it didn’t strike me that I might go within. Unfortunately.
Mentioning which, Father Grigori is the very best part of the area. He’s an overall brother, offering me a shotgun at long last. I feel type of bad when I simply desert him to his homicidal flock at the end of the chapter. I hope he endures?
Familiarity and discovering my footing
The brand-new weapons are coming quick and furious now. I’m satisfied at how excellent the battle feel is. I like the pulse rifle a lot, which has actually become my go-to for a lot of long-distance opponents. I want I might intend down sights, however a minimum of this feels impactful at variety. I do not generally prefer the sluggish cadence of a revolver in other video games, I likewise delight in the magnum. The SMG serves well as a workhorse, while the rocket launcher and crossbow are pleasing tools when the ideal circumstance develops.
My preferred weapon, far more than the Gravity Gun, is the shotgun. Specifically at point-blank variety and into a quick zombie’s head. Chef’s kiss. Possibly it’s my love of Doom (2016) glancing through, however whenever I can go charging into a crowd with my shotgun, I’m a pleased camper.
While the worldbuilding in Half-Life 2 is excellent, I do not believe the composing matches that high. Practically every quick encounter with allies begins with somebody breathlessly gasping, “Gordon? Gordon Freeman?” It’s the sort of repeating that would produce a reliable and unsafe drinking video game.
I was amazed when I went into another automobile area. I liked the airboat, despite the fact that the chapter ran a touch long, however this dune buggy feels a lot jankier. A minimum of it begins with a weapon connected.
I like the concept of this magnet crane puzzle. I want it didn’t manage like something from Octodadhowever I do get my buggy up out of the sand.
The “floor is lava” series includes positioning items with the Gravity Gun to prevent disrupting an army of upset antlions by stepping on the sand.
Credit: Anna Washenko
Things begin reversing for me once I reach the sandy variation of ‘the flooring is lava.’ That’s an adorable concept. I keep desiring to turn things and have a more regulated positioning with the Gravity Gun like I might when I did these kinds of jobs with the Ultrahand capability throughout The Legend of Zelda: Tears of the KingdomI comprehend that Half-Life 2 crawled so TotK might run, however that understanding does not imply I have a much better time utilizing the mechanic. Towards completion of the series, I got tired by the sluggish speed of producing a bridge and simply barrelled ahead, ready to deal with a firefight simply to move things along.
At this moment, nevertheless, things take a chosen turn for the much better when I get my other preferred weapon of the video game: My own antlion army! Commanding them is so wonderfully ludicrous. The scene where crowds of antlions jump over high walls to assault shooters on the towers leading into Nova Prospekt might be my preferred minute up until now in the whole video game. If this is how all of you felt flinging radiators around with the Gravity Gun in the past, then I get why you like it so. I’m sure I will not have the ability to keep this marvelous power forever, however I would gladly end up the remainder of the story with simply antlions and a shotgun if they ‘d let me.
The Nova Prospekt location is the very first time I truly see a clear line linking Half-Life 2 to PortalNone of the puzzles or characters so far offered me Portal vibes, however I certainly get them here, specifically when turrets enter into play. By this point, I’m lastly browsing the area with some self-confidence. That may be the outcome of logging sufficient hours or possibly it was simply the sense that GLaDOS might begin speaking with me anytime. Whatever the factor, I believe I’m discovering my groove at last.
Nova Prospekt is among the very first locations Valve made when it established Half-Life 2so it’s not unexpected it bears a great deal of resemblance to environments and vibes in both the initial Half-Life and in Portal
Credit: Anna Washenko
In some way I am not amazed by Judith’s unexpected however unavoidable betrayal in this chapter. Alyx not agreeing her in the Black Mesa East chapter felt quite informing. Then she’s simply going to let Judith go into teleport collaborates not being watched? Alyx, you’re expected to be clever!
What do you understand– now Judith has re-kidnapped Eli. Color me stunned.
Onward and up to the end
It’s good having human minions. They’re no antlions, however I like how the world has actually moved to a genuine uprising. It advises me of the huge charge at the end of Mass Effect 3running and gunning through a bombed-out city with bug-like baddies overhead.
Snipers are not a welcome addition to the opponent lineup. Unsure why Barney’s grumbling a lot. You might toss some grenades, too, my guy.
Barney tags along with my minions as we reach the Overwatch Nexus. Ruining flooring turrets is most likely the Time I’ve had a hard time with battle. These are the least accurate grenades of perpetuity. As soon as we make it through the interior series, it’s time to deal with down the striders. I can’t picture how you ‘d play this area lowering the swarm of them on a more difficult trouble. My health takes a pounding as I run around the wreckage frantically searching for ammunition reloads and medkits. In theory, this is most likely a fantastic setpiece, however I’m simply stressed. Things go a little much better once the battle is coupled with traversal, and the last face-off on the roofing system does seem like a satisfying near to an employer battle.
On to the Citadel. Why in the world would I enter among these pods? That’s a horrible concept. Obviously that’s what I’m going to do. I hope I’m not expected to be browsing this pod in any method, due to the fact that I’m simply taking in the vibes. It’s another transit minute with looks into what the opponents have actually been getting up to while the disobedience raves outdoors. It’s spooky; I like it.
Fighting the striders as the video game approaches its ending.
Credit: Anna Washenko
The Gravity Gun is the core of Half-Life 2so it makes good sense that a supercharged variation is all I have for the last push. I value that I can utilize it to fling bodies, however my response is a little soft given that this was a concept I ‘d had from the start. I do discover the brand-new angle of drawing up energy orbs to be quite rad.
I show up in Dr. Breen’s workplace, and it looks grim for our heroes. Judith redeeming herself surprises me more than her betrayal, which is great. When he runs, I’m psychologically preparing myself as I chase him for a last manager face-off. Undoubtedly, something additional bonkers with the Gravity Gun awaits me. I climb up the teleportation tower, I shower Breen’s gadget with energy orbs, I’m awaiting the other shoe to drop, and …
Huh?
Context is whatever
In the minute, I was torn in between sensation that the nontransparent ending was genius which it was an outright cop-out. It was definitely not how I anticipated the video game to end.
On reflection, that wound up being a fitting last believed as the credits rolled, since I believe ‘expectations’ were at the heart of my conflicted responses to lastly playing Half-Life 2I’ve seldom felt a lot pressure to have a specific action. I wished to like this video game. I wished to share the wonder that a lot of gamers feel for it. I wished to have an impressive experience that matched the impressive tradition Half-Life 2 has in video gaming history.
I didn’t.
Rather, I had whiplash, swinging in between minutes of pleasure and stretches of being stymied and even downright pissed off. I was tense, frequently fearing instead of excitedly waiting for each next twist. Aside from a handful of peaks, I’m not exactly sure I ‘d state playing Half-Life 2 was enjoyable.
As I discussed at the start, the huge concern I felt I needed to respond to was whether Half-Life 2 felt pertinent today or whether it just holds up under the rosy radiance of fond memories. And my response is, “It depends.” As an enigmatic individual when stated, “The right man in the wrong place can make all the difference in the world.” It’s all in the context.
Minutes that were jaw-dropping in 2004 have less effect for somebody like me who’s played the numerous titles that copied, standardized, and improved Half-Life 2‘s discoveries. Intellectually, I comprehend that the Gravity Gun was an actual game-changer which a physics engine released at this scale was unusual. Surprisingly enough, a contemporary gamer is even less most likely to see those developments as so, well, ingenious when a video game has as much polish as Half-Life 2 does. Half-Life 2 has nearly no rough edges in the execution. Whatever works the method it was meant.
Because that polish indicates the originalities do not seem like experiments, and because I’ve seen them in other video games in the stepping in years, they do not sign up as noteworthy.
Simply as you do not require to be a fan of Aristotle’s Poetics to value drama, you do not require to enjoy Half-Life 2 to value its tradition. As an enjoyable video game to play, whether it holds up will boil down to you and your context. As a display of the innovation of the time and a masterclass in world-building, yes, Half-Life 2 holds up today.
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