Follow us on:
Half Life 2
Game Info News
Media
Reviews
Previews
Cheats & Guides
Features
14 out of 15
Half-Life 2 is easily one of the most amazing FPS titles I’ve seen to date.
Developer
Valve
Publisher
Vivendi Universal Games
ERSB Rating
M
Rel. Date
16 November 2004
Genre
Action
Players
1
Date: Friday, December 03, 2004
Author: Dave 'Parias' VanDyk

Sadly, it seems like the manipulator is the most inventive new weapon that Half-Life 2 has to offer, because aside from a neat new Combine assault rifle (that has a pretty neat reloading animation), the entire weapons compliment of the game is basically called back from its predecessor – functionality and all. The shotgun still has its massive close-range punch and a double-shot altfire, the RPG still has its laser-sight for guiding missiles into a target perfectly, the magnum is still, without a doubt, the best and coolest weapon out of the entire available arsenal (sadly minus its magical zoom feature this time around), and yes, the natural mighty crowbar also makes a return. But perhaps the reason why most of the weapons have been carried over is simply because they work so well, so the team instead focused on refining the balancing elements. As a testament to this, ammo seems to be quite a bit more limited this time around – the 6-shot magnum can only hold a couple of clips worth of ammo, for example, and there’s no more toting around 60+ shotgun shells to shoot around when you’re bored. This appears to have been done to encourage stronger use of the game’s physics environment whenever possible as well as getting the player to think harder about which weapon he’s going to use in a given situation, and it certainly works. Some of the weapons have also seen a few tweaks as well – the SMG (which is now a different weapon than the common MP5) is a little more inaccurate at long range, and the integrated grenade launcher, which can now only store three grenades at once, is a little more difficult to aim accurately at a distance. The crossbow, being the only weapon in the game with an actual scope, is also a little more difficult to use, but the effects of a direct hit are infinitely more satisfying, especially given how it’s now possible to impale enemies on walls with the projectile. Sadly, my favored Snarks appear to have been cut from Half-Life 2’s ranks forever, leaving me without my bite-happy little buddies to keep me company during long treks through dark sewer tunnels, but fortunately, an effective replacement has been designed in the form of “Antlions”, which are initially a very dangerous type of enemy encountered about half way through the game, but eventually Gordon gains the ability to befriend and control them through pheromone pods to get some extra help in taking the Combine down.

Speaking of enemies, Half-Life 2’s selection is also a little limited, but what it offers is very, very well done. Returning from the original are the infamous “headcrabs” that loved to prowl around in ventilation ducts and scare the crap out of people, but they’ve split off into a number of variances now, including a spider-like version that moves quicker, and a black, poisonous headcrab that scared the crap out of me when I first encountered it, not only from the nasty sound effects it made, but from the fact that it left me at only one health point until my suit could administer an anti-toxin (automatic, but this process takes a few seconds). The victim zombies have also returned (both in the wandering and crawling, legless variety) to menace anything in their path, but are now a little more dangerous thanks to their ability to throw crap at you, depending on what objects are in their way – and of course, a new zombie variant exists for the aforementioned black headcrab, which is definitely one to watch out for. But the most common enemies in the game are the Combine soldiers. Much like the U.S. Army grunts from the original game, Valve has put a lot of effort into the AI of these guys, making them fairly tough opponents. They’ll maneuver around, attack in teams, run for cover when wounded, try to plant ambushes, and in general act in a pretty believable manner, although I ultimately felt that their performance was ultimately inferior to the grunts in Half-Life 1 – they just didn’t seem as aggressive or coordinated, and seemed a lot easier to kill off.

Of course, this may just be due to the game’s somewhat lax difficulty – while Half-Life 2 was fairly challenging for me on “Normal” difficulty, most enemies went down with only a couple of headshots, and it was only the larger “heavy weapon” creatures that presented any kind of significant threat to my survival. On that note, one of my favorite enemies in the game is the “Strider”, a gigantic walking bio-mechanical being that specializes in stabbing things with its dagger-like feet, mowing things down with a high-powered machinegun, and using some kind of space/time compression gun that has one of the coolest visual effects in the game to quite simply blow the hell out of unfortunate victims trying to seek cover. My other favorite enemy is the “Gunship”, another bio-mechanical mix that resembles a gigantic whale with a helicopter engine mounted to its rear that zips around certain levels, trying to cut the player down from above. The only way to shoot this thing down is with the laser-guided rocket launcher, but because the Gunship is capable of shooting your missiles down (and will actively try to do so), you need to play a game of cat-n-mouse with the laser sight, trying to guide the rocket in varying directions until it can get close enough to hit the target without being destroyed. The amount of effort required really makes fighting Gunships an intense experience, and very exciting once they finally go down.

Fortunately, Gordon isn’t stuck trying to save the world all on his own. Not only do resistance members show up throughout the later parts of the game to help Gordon out (they can be controlled in squad-form by pointing at a plot of ground and hitting a specific button, although they don’t seem too good at finding cover from enemy fire), but he’s also assisted by a number of major characters. Dr. Kleiner and Eli Vance are both returning characters from the original game (which specific characters is not clear and mostly left up to the player’s imagination, given how each of the scientist variations in HL1 looked effectively the same) and are introduced as part of the resistance movement trying to kick the Combine off the planet, but more commonly sighted is Alyx, Eli’s daughter and the closest thing to a “love interest” for Gordon the game has to offer. Alyx is a clever technician and trained in combat to boot, and ended up saving my ass and helping me all throughout my quest in various ways, but thanks to some great lines of dialogue and an excellent overall presentation, Alyx provides a lot more emotion to the game than just a simple boob factor. The “Vortigaunts” (simply identified in the original game as “Alien Slaves”) are also now free from mind control with the death of their master and help both the resistance movement and the player throughout the game.

While Half-Life 2’s level design is, as I already mentioned, mostly linear, the maps in the game range from mid-sized to incredibly large, and are quite the breath of fresh air (literally) after the dark and cramped repeating caverns and tunnels that made up Doom 3. The environmental themes are very well presented through some really great textures that appear very crisp and detailed, and don’t suffer at all from random forms of blurriness that an over-abundance of bumpmapping can sometimes cause. Curiously, these levels are still broken up through the old Half-Life tradition of incredibly common loading points, but this means that framerates stay quite high and the maps don’t take very long to load at all. Walking through these levels is indeed quite a visual treat that feels very appropriate given the time period and conditions. Rust-covered cars litter the open landscapes along with pieces of debris and broken equipment, the coastline levels are dotted with numerous beached ships as a result of the receding waterline, and the urban maps have surprisingly realistic-looking (if run-down) buildings that strongly resemble the Eastern-Europe locale the game focuses on. I definitely have to give props to the level design goons at Valve for making a great-looking and realistic environment. For a few of the extended chapters of the game, there’s even some vehicular action to help in navigating the larger maps, laden with lots of jumps and explosive action, as well as tons of crunchy enemies to run over. Rather than just being tacked on as an afterthought, the vehicles really felt like a lot of effort was put into them (especially the airboat, which reportedly had to be modified, tweaked, and almost totally redesigned to avoid motion sickness problems), which probably explains why there are only two. Aside from the airboat and buggy however, there are also mannable machinegun turrets and even the earlier-mentioned fully functional magnetic crane that I encountered throughout the game, which literally brought my progress on that level to a dead stop as I gleefully messed around with it.

Just like the gameplay and storyline, Half-Life 2’s game engine is also a thing of beauty. Thanks to some very good artistic direction, high-resolution textures, and an excellent use of specularity and bumpmapping without going overboard, Half-Life 2 puts forth an incredibly realistic and gritty appearance that is an incredible pleasure to look at. Three-dimensional skyboxes add an extra layer of realism to the skies and backdrops, and everything has a great level of detail to it. One thing that really stood out for me about Half Life 2’s graphics aspect, however, is the animation system. I instantly notice that absolutely everything in the game had a superb level of animation detail to it, making for some very fine and smooth movement that makes it easy to laugh at the jerky, awkward animations previous games have offered. Seeing resistance members and Combine soldiers moving around fluidly, checking corners, ducking behind cover, or just pointing at something is incredibly sweet, but what turned out even better is the facial animation system. Valve’s hyped up the effort they’ve put into the facial animation of the game’s various characters quite a bit, and with good reason; it’s some of the most realistic movement I’ve ever seen in a rendered game. It seems like just about every relevant part of a major character’s face has been accounted for when working out the animations and lip-syncing, and it really shows, offering a strong conveyance of emotion and body language. The special effects are no slouch either – I’ve already described some of the cool weapon effects above, but seeing someone disintegrated by a Strider’s special beam weapon for the first time left a permanent imprint on my memory. The explosions also look great, and I was quite happy to see some character damage-decals, showing little blood splats (and even bullet holes, for certain creatures) for wherever they’ve been hit. Even the water looks quite amazing with some of the best reflection effects I’ve seen to date – all that fancy pixel shader tech on your favorite video card definitely isn’t going to waste. Probably the best thing about Half-Life 2 though is that, despite its graphical splendor, the game still manages to maintain highly playable framerates at all times. I had no problem turning up every possible detail setting to maximum on my XP2500+ / Radeon 9600 Pro / 1GB RAM configuration, but I’ve heard of people running the game reliably on systems as low as a 1.2Ghz with a GeForce 2 MX – albeit with the settings grossly scaled back. I also had an incredibly hard time making the game crash, although a few have reported some weird problems that prompted Valve to quickly release an update, thankfully solving the worst of these issues. If there’s at least one good thing the Steam service has going for it, it’s that the game’s entire active userbase can get updates quickly and efficiently as soon as they’re released.

Of course, cool graphics and addictive gameplay both player their own part in a game’s immersion, but it’s all ultimately for nothing if the sound isn’t good. Fortunately, this is yet another problem Half-Life 2 doesn’t suffer from, as the game’s audio engine is extremely well done, and the sound effects provided eternally satisfying. Be it an explosion from a winged grenade or the brief shrieking flatline noise every time a Combine soldier dies, or the deafening effect of a blast going off too close to the player, each and every sound effect in the game is delivered in a juicy and realistic manner. The voice acting is, of course, also spot-on, and even the chatty H.E.V. computer voice makes a return to warn the player when he’s about to die from having headcrabs chew on his face, although I was let down by the lack of the standard initialization message that I was expecting to hear when I first got my suit, just like in the original game. Some of the lines from the resistance members encountered late in the game were also a little irritating – having the rebels that almost worshipped my existence as a messiah of sorts tell me when I should reload in the middle of a fight got old pretty quick. The music selection is also just as good, although like Halo 2 the game presents a number of tracks both new and old. The carry-overs and remixes from the original game were pretty sweet, but I found myself wishing that a couple of the new tunes appeared more commonly throughout the campaign.

Multiplayer is something of a mixed subject for most gamers. Valve has taken an interesting route with this, in that Half-Life 2 itself does not actually have multiplayer, but it ships with an updated version of the stupidly-popular mod for the original game, Counter-Strike: Source. Ported to the new engine, CS: Source is basically the same old mod, but updated with new textures, models, and of course, the pretty water and a small level of physics implementation. While the popularity of the mod has taken off with the old fanbase converting to the new engine, some people (myself included) are a bit disappointed at the lack of any kind of dedicated deathmatch functionality. I’ve got some incredibly fond memories of the original game’s creatively-done maps, including the Snark Pit, and that one map where you could flood half the arena with the push of a button – provided you could make it there alive. And with the kick ass physics system Half-Life 2 offers, I’d imagine tons of fun could be had with the game’s various weapons and vehicles (especially the manipulator). Allegedly, Valve is working on a secret surprise to go with the impending release of the game’s full SDK, so here’s hoping something is provided to make us die-hard fans happy, but if Counter-Strike is still your thing, then Half-Life 2 won’t disappoint.

I’ve basically raved on about how well Half-Life 2 handles all the major aspects that make an FPS game better-than good, and the game definitely deserves it. Valve’s hard work has turned what could have been regarded as another generic FPS title into something incredibly special, and I’m amazed at how tightly they have integrated the physics engine into gameplay without sacrificing the fun value – conversely enhancing it, in fact. Half-Life 2 has already taken off in the sales charts and is showing a very strong potential for modding and future expansion, meaning that the game definitely won’t die out any time soon and will, in all probably, last at least as long as its predecessor has. But I need to reiterate how fortunate it is that the game is so excellent, because otherwise the slightly unwieldy “Steam” service Valve is using to handle all distribution and authentication affairs for the game would be in some serious hot water. With all that said though, Half-Life 2 is easily one of the most amazing FPS titles I’ve seen to date, and unless somebody drops a nuke and releases something within the next month to knock everything else flat on its ass, I believe HL2 is a strong contender for Game of the Year. While it may do what other games have already done, the important point is that it does it better. Well worth the wait? You don’t even need to ask – just go out and buy it already!

Warlock: Master of thye Arcane Review
Paradox delivers another whimsical hit
Star Wars MMOs strike back in a very serious way. Our 2nd take on the Star Wars MMO -- this time from a long standing veteran of the genre.
Harry Potter and the Half-Done Hints
Frozenbyte pulls a golden rabbit out of its hat.
New DLC brings back some fan favorites to take on some pivotal roles.
Welcome to Port Malaya, where everything new under the sun is waiting for you.
Chances are you already knew this...
Epic's game engine technology gets stereoscopic 3D gaming technology.
F.R.E.Q. 5 Headset Preview
Justin gets a look at the upcoming gamer headset from Mad Catz
Aliens: Colonial Marines Preview
Multiplayer may save the day for this Aliens spin off.
The Majesty Tower Defense game
We go hands on at a recent Battlefield 3 press event as the blockbuster from EA nears release.
Zen and the art of keeping it all in the family