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Half-life 2: Finishing the Unholy Quartet

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TARGET ACQUIRED: HALF-LIFE 2

Well then-- now that the good ship God of War is without captain, HALO 3 has a bad leg, and Twilight Princess is a smoldering wreck beneath the ocean surface, there's only one more console, and one more game, to mark off the list. And that game is...

Half-life 2.

Perhaps in all of history (read: any time past the release of DOOM) there has never been a series quite so as venerated as Half-life. When the first game exploded onto the scene in 1998 (hot on the heels of Wolfenstein and Duke Nukem), it quite literally invented the modern-day First Person Shooter; and it could also be described as the first mainstream game to make an attempt at realism.

It replaced the floating guns and power-ups of DOOM with the grim-and-gritty process of looting guns and ammunition from your fallen foes; it took away your ability to blow through every level in the game with nothing more than your shotgun and instead demanded the ability to adapt on the fly; and it rewarded things like ammo conservation and pinpoint accuracy.

Following in Half-life's wake was an entire host of mods and add-ons that kept the game chugging until the turn of the millennium. But at around that point, game developer Valve began to encounter problems: both the highly-anticipated Team Fortress 2 and the promised Half-life 2 were pushed back along the calendar to an indefinite date; the Half-life 2 source code was leaked onto the internet; and without Steam having really taken off yet, the studio began to run onto financial rocky ground.

Then in 2004, as Valve was beginning to die, Half-life 2 erupted onto the stage in a flurry of bullets, explosions, and innovation that made the first one look like a warm-up. It kicked down the industry's door and rushed in, nailing the hearts and minds of critics and consumers the world over, unaware that across the street, a sniper was lurking...

Unfortunately for said sniper (that means me) the team at Valve had had the foresight to teach Half-life 2 how to both take cover and shoot high-caliber rounds out of the air (and by that I mean 'be too good for me to shoot at').

You see, I really can't find anything to complain about when I look over HL2. The core shooting is a joy, the puzzles are actual puzzles, the graphics are magnificent, the art design is spectacular, the writing is incredible, the voice acting is even better, and the multitudinous set-pieces are like an entire hot sauce bottle being poured into the concoction.

Like any other popular game, HL2 has its fair share of haters; but in all my years, I have never once heard a valid complaint made against this game. The funny thing is that if and when I press someone as to why they dislike this game, they always either leave the room or bring up an altogether different subject. If you'll recall, when Yahtzee took the piss out of Brawl, he explained exactly why he didn't like it; and when I nuked Twilight Princess, I backed up each and every complaint with an actual gameplay example.
It is for this reason that I have come to the conclusion that anyone who says they hate this game is either lying or yet to play it. Anyone who can explain otherwise is welcome to do so, however.

Well, I suppose you've already figured out by now my feelings on this game; which is why I shouldn't have to tell you that the next four-odd pages will be composed of nothing more than sheer, unbridled fanboy glee. If you're not in the mood for such a display, I'd advise you to go read something else.

First things first: the writing and placing are downright phenomenal. Every single inch of this game uses itself to further the script and storyline; such things are subtle most of the time, but they still do their job extremely well.

The story picks up after Half-life 1, where as fate would have it, the Black Mesa incident (which caused the research facility to be flooded with aliens) was just the tip of the iceberg. After MIT grad Gordon Freeman (the player character) single-handedly fought back the alien incursion and disappeared into parts unknown, an alien race known as 'The Combine' poured through the dimensional rift and conquered the entire Earth in just under seven hours. After that, they built up an iron-fisted regime complete with photo drones and thought police--it does 1984 better than George Orwell ever could.

The game starts with Gordon Freeman on a train to City 17--the capital of Europe, and possibly the world--without any idea how he got there or what he's supposed to be doing. The only clue to his purpose is a visit from the mysterious G-man, who once again calls him into action.
In no time at all, the totalitarian oppressors realize that he's shown up and crap their collective pants in fear; and after a brief quiet segment that establishes the miserable way things are with incredible efficiency, all Hell breaks loose and Gordon becomes the sole target of an entire army. Fortunately, he has his HEV survival suit, the support of every human on Earth, and above all else, his trusty crowbar.

Naturally, a resistance movement has sprung up, headed by Dr. Eli Vance and (something) Kliener, Gordon's best friends and ex-co-workers from his days at Black mesa. Along with them and Eli's attractively biracial clever daughter Alyx, Dr. Freeman launches a rebellion.

For most of the game, the story is content to take a back seat to the game's other writing; but that's not a problem because it's so good.

For example: in the first levels, instead of simple tutorials, the game fleshes out the world and characters: as opposed to the mute quest-givers with uncanny valleys instead of faces that inhabited Twilight Princess, the early levels are dotted with living, breathing, three-dimensional characters. The script is so well-done and the acting is so believable that most of the time you'll have to work hard to convince yourself that the NPC's aren't actual people somewhere in the world.

You think:

"Oh, Barney and I must've been friends back at the lab."
"That Alyx sure is a helpful lass--I don't want to get on her bad side though."
"Those cops sure are assholes."
________________________________________image
___________________________________"Most people just call me 'hairy Jesus'."

More than that, their acting is capable of carrying Gordon, gaming's most famous mute. While he never makes a single sound, the way people react to him is enough to flesh him out: you get the feeling that this man, who should by all means be a complete and total vacuum of a person, had friends and desires and hopes and dreams (before the world went to Hell, that is).

And there is the true sign of this game's brilliance: by establishing a bedrock, it makes it easy for you, the player, to project onto Mr. Freeman. Depending on who you ask, he's a socially repressed nerd who only buddies up with Barney for the beer; or maybe they really are good friends; he could either be a man who tolerates the character Alyx Vance only because she's good with her gun, or he could be a spoony-eyed badass. Gordon does indeed have a character, because the player does.

Moreover, the almost messianic reputation he's acquired in his absence really comes across: you'll recall how in KOTORII, the way Kreya spoke about Darth Nihlus was enough to get you actually scared; and similarly, how the folks in Mass Effect were scared out of their wits by The Reapers. It takes a truly skilled writer and an even better actor to carry across the sheer, unbridled awe that most people feel in Gordon's presence.

In short, the writing's good and so is the voice acting.

During his quest to liberate the world from The Combine's influence, the 'One Free Man' (as he is known) comes across a liberal collection of firearms, all of which he can somehow carry on his back simultaneously. There's a crowbar, a pistol, a revolver, a submachine gun, an actual machine gun, a shotgun, a crossbow, a rocket launcher, and half a dozen frag grenades; to say nothing of the game's famous 'Gravity Gun'.

The gravity gun is, in truth, all you really need to beat the game. It can pull far away things towards it and then punt them away at terminal speeds; including bricks, boards, ammunition, and sawblades. It never runs out of energy, thankfully, and is integral part of many of the game's puzzles.

Yes--actual puzzles. You know--the sort of thing that requires you to apply lateral thought and improvisation to finish; none of that Legend of Zelda/God of War horsecrap where you just wander the same room for half an hour before discovering a non-interactive piece of scenery actually is interactive.

The brainteasers in HL2 revolve less around using a maguffin on a door and more around exploiting the world around you and the game's exhaustively detailed physics engine. Raising a water-bound ramp, opening a locked and weighted gate, and figuring out how to move a rail car out of the way are only a fraction of the numerous [actual] puzzles you'll solve in-game.

The combat and puzzles come together beautifully and the pacing is spot-on every time: just when you get tired of shooting, the game springs a puzzle section on you; and then when you get sick of those, it's back to the gunplay. It flits between its numerous tricks with the grace and dexterity of a WoW healbot; everything is smooth and flowing, as opposed to the jarring clumsiness one would expect from transferring from a first-person action game to a puzzler.

And just when you think you might get tired of that routine, the game drops another bomb on you in the form of Valve's legendarily elaborate set-pieces; you might be set upon by an attack copter; or you might have to man a turret and fend of encroaching hordes of foes. Even the game's two vehicle sections are good. As opposed to the clunkiness of HALO or Gears of war, the things you drive in HL2 all handle near-perfectly without ever leaving the game's signature fist-person view. Despite the troubles this sounds like it would raise, things are actually much easier and more intuitive that way-- assuming you've ever actually been inside a car.

The actual shooter parts of this FPS are an absolute blast to play; even though I'd had some bad experiences with the genre thanks to the lackluster Bioshock and the imprecise HALO, HL2 got me to love it. In place of the run-n-gun of DOOM or HALO HL2 follows in its big brother's footsteps and places an emphasis on accuracy and aiming for the head. It rewards taking cover and keeping a quick eye out; in many places, there are acutally parts of the scenery (read: explosive barrells and loose construction) you can exploit to make it through the gunfight without firing more than three shots.

The enemies come in many kinds, literally spanning several different species, and all of them require you to think fast and work faster. There's the standard infantry (shoot with bullet), the heavy infantry (shoot with more bullets), the facehugger enemies (shoot with crowbar), the slow-moving hardhitter zombies (shoot with bullet in the head), and the really slow moving uber-zombie with a ranged attack (try not to pee).
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________________________________________________Aw, Hell.

OVERALL SCORE: Shot the bullets out of the air. Imaginative story, well-written characters, superb acting, magnificent graphics and art direction, and gameplay that's both brainy and fun are just some of the reasons you should buy this masterpiece. But do yourself a favor: make sure it's on the PC.

You invited me to disagree with you and if you don't mind...
While I was not a fan of the gameplay I think there is no accounting for taste. It just was not for me. The thing I had a problem with and always will: Gordon's complete lack of anything.
To create a truly great character that the player identifies with they need something to latch on to, some personality trait, common background or something for the player to say: "Hey, I've done that/felt that way and can relate to this person!" I don't think confusion is a good enough emotion. You start off with: "what the hell just happened? Where am I? What the hell is going on here?" Anyone would feel that way, but Gordon Freeman just kind of goes with it, never saying anything. If I was truly in that situation I would be freaking out and trying to find out what happens. The complete lack of reaction from Gordon detaches one from the events because he truly is some doll in which the player experiences things from an almost second hand view. At the beginning when he finds Barney, who all of a sudden we find out is our friend (why? because they told us so). Uh... ok. Gordon was just trapped in some parallel dimension, or some such thing, and sees old friends who suddenly look a lot older and ragged, elicits no response? No emotion what-so-ever? And no talking at the screen or "shaking" Gordon's head will change anything about how the game plays out or how the NPCs view/react to Freeman. He does not even react to being shot. His health drops and a little robotic voice says that you are low on health. I don't know how many theoretical physicists are trained to take multiple gun shots with out a response, but one would assume it would be none.

Overall: a good review, I guess.

If I had to choose what my biggest complaint here was it would definetely be your smug game assassin attitude. I understand how games have a tendency to disappoint and whatnot, but going into a review with the all around "This is going to suck" mindset before slowly admitting exactly which parts of the game don't, is not the way it should be done. This isn't so much specific criticism for this review as it hardly applies, but I do have a bit of a problem with this "crusade against fanboyism" thing you got going on.

joethekoeller:
If I had to choose what my biggest complaint here was it would definetely be your smug game assassin attitude. I understand how games have a tendency to disappoint and whatnot, but going into a review with the all around "This is going to suck" mindset before slowly admitting exactly which parts of the game don't, is not the way it should be done.

Optimism led me to ruin one time too many for me to keep the opposite mindset.

Nice review. The only faults I see with HL2 is that Gordon has no legs and has no hands when driving or turning a valve.

I found gameplay to be a bit repetative (i.e., screw around a bit until you use the shotgun and explosives... at least that's how I did it), and I found from Highway 17 - Entanglement to be boring, but this still is an awesome game, as all games Valve make are.

Nice review.

My theory is that Gordon was too excited or nervous to talk during the beginning of the first Half-Life, then after that little "accident", was so traumatised that he was rendered mute.

It's like Jaws from the Bond films isn't it? Maybe he'll have a line at the very end of it all.

"Sorry Alyx, I'm more of a Barney kinda guy."

Don't tell me you didn't see the chemistry.

About the only parts I didn't like about the HL2 saga were Highway 17 (I loved being able to stop the buggy and explore, but even I, after a while, was just thinking "let's get on with this now") and the underground parking lot elevator setpiece in Episode 1 (I played it before they made it easier... HATED it). Otherwise I can't voice much opposition to your review.

Gordon is your meat puppet, basically. While he has a history, every reaction he has to what goes on in Black Mesa and then City 17 and its environs is YOUR reaction. It's a storytelling gimmick that doesn't work all the time, and can make writing convincing support characters difficult, but I find that it seriously ups the immersion factor by making everything about Gordon an extension of me. If I go "Holy crap, the G-Man is talking to me out of nowhere, I don't have Gordon muttering something about "that blue-suited bastard wasting my time" to shove me out of the moment. Personally, I like that.

TheAmazingTGIF:
The thing I had a problem with and always will: Gordon's complete lack of anything.
To create a truly great character that the player identifies with they need something to latch on to, some personality trait, common background or something for the player to say: "Hey, I've done that/felt that way and can relate to this person!"

I would disagree with that.

I think the reason Gordon Freeman is so attractive a protagonist is the mystique about him. Players not only get to speculate about his role (and that of the G-Man) but it is also much easier for said players to sink into the game when they can put on the 'Gordon Freeman' suit, so to speak... I mean that Freeman is an empty shell doing heroic deeds that players can easily insert themselves in to.

The reason people love Freeman so much is how vague he is - they cannot relate to any one thing; they can impose their own traits upon him and watch themself acting all heroic and junk. It makes people love him in the same way that they would love their own ego if They defeated great evil~

I'm sure HL1 came out in 1998, not 1988.

KillerMidget:
My theory is that Gordon was too excited or nervous to talk during the beginning of the first Half-Life, then after that little "accident", was so traumatised that he was rendered mute.

It's like Jaws from the Bond films isn't it? Maybe he'll have a line at the very end of it all.

"Sorry Alyx, I'm more of a Barney kinda guy."

Don't tell me you didn't see the chemistry.

Holy shit, I thought the same thing!

And good review, I agree. The only real complaints I've seen against the game was that Gordon is mute.

Which is annoying, but I'm going to go with KillerMidget's theory. It actually kind of makes the story better.

Although it wouldn't be the first time a fan's theory made the story of a game/movie better.

Most people these days probaly wouldn't like it because it has a bigger focus on story rather than action. But I love that. And unlike Bioshock, the action parts are actually fun!

HT_Black:

joethekoeller:
If I had to choose what my biggest complaint here was it would definetely be your smug game assassin attitude. I understand how games have a tendency to disappoint and whatnot, but going into a review with the all around "This is going to suck" mindset before slowly admitting exactly which parts of the game don't, is not the way it should be done.

Optimism led me to ruin one time too many for me to keep the opposite mindset.

And I didn't say the opposite mindset is what you should be aiming for. Just try and keep a neutral attitude until the game gives you a reason to hate it.

Okay review!

You didn't really seem to bring up a lot of objective points though, and in the end the whole thing came off as, frankly, a bit of a fan-wank.

Though Half-Life 2 is literally the most fun I have ever had in a video game and I consider one of my favorite games of all time and one of the best, most polished experiences money can buy, I can still find faults in it.

For example, the AI is sub-par. It isn't particularly noticeable until one of the final battles when you have a lot of NPC allies, but when you examine AI patterns (and if you, like me, played the game over 30 times over the past 6 years to be able to notice this kind of shit) their movement patterns are extremely simplistic. One thing I noticed even in my very first play-through back in 2004 was that the enemies would often just stand completely still while shooting at you without seeking cover or even ducking or running. It's really no better than the AI in the original Half-Life back in 98. The intelligence that is exhibited are all merely scripted sequences and not actual AI.

The driving sections, while a total blast, were not as smooth and intuitive as you make them out to be. Driving the buggy was a little clunky for me and most other people, especially going around corners, it felt kind of stiff and imprecise at times for me. Not that I didn't love those sections because overall, I did, like the rest of the game.

Lastly, the physics puzzles we're fun enough the first few times but once you work out the very first time that you have to place physics objects on a spot to balance out another spot, you are basically set for the rest of the puzzles throughout HL2 and even the episodes after, because the puzzles all boil down to almost exactly the same thing.

Nitpicking is just my nature though. Apart from that I am in agreement with everything you said. As a review though, this doesn't really stand.

Oh, and Kleiner's first name is Isaac. :)

KillerMidget:
It's like Jaws from the Bond films isn't it? Maybe he'll have a line at the very end of it all.

"Sorry Alyx, I'm more of a Barney kinda guy."

Don't tell me you didn't see the chemistry.

This would be unimaginably awesome. haha

But they'd have to make his voice so amazingly badass and memorable for that single line that it would be disappointing if it was anything short of multiple-orgasm territory. Best if they keep him a mute.

Gordon & Alyx would be a much cuter couple too.

joethekoeller:
If I had to choose what my biggest complaint here was it would definetely be your smug game assassin attitude. I understand how games have a tendency to disappoint and whatnot, but going into a review with the all around "This is going to suck" mindset before slowly admitting exactly which parts of the game don't, is not the way it should be done. This isn't so much specific criticism for this review as it hardly applies, but I do have a bit of a problem with this "crusade against fanboyism" thing you got going on.

I'd rather be pleasantly surprised 25% of the time and right 75% of the time than right 25% of the time and disappointed 75% of the time.

LoopyDood:

joethekoeller:
If I had to choose what my biggest complaint here was it would definetely be your smug game assassin attitude. I understand how games have a tendency to disappoint and whatnot, but going into a review with the all around "This is going to suck" mindset before slowly admitting exactly which parts of the game don't, is not the way it should be done. This isn't so much specific criticism for this review as it hardly applies, but I do have a bit of a problem with this "crusade against fanboyism" thing you got going on.

I'd rather be pleasantly surprised 25% of the time and right 75% of the time than right 25% of the time and disappointed 75% of the time.

Then hooray for you. But that stance doesn't exactly qualify you as a serious reviewer so much as a rabid cynic who'll rant 75% of the time and glorify the remaining 25%. There's nothing wrong with healthy scepticism, and it's definetely not uncalled for, but really? You believe you'll be right 75% of the time if you go ahead and assume that absolutely every aspect of any game will inevitably suck? It's taking it a bit far.

Erm, here are some legitimate criticisms of HL2:

1. Plot
Very little actually happens, and there's very little actual motivation for doing anything you are supposed to do. You find some of your old friends, they tell you to do some stuff because... they say the other guys are evil?! Then some random shit goes wrong and you launch a missile (gee, where have I seen that before?) and then you navigate the quite well designed giant building to rescue someone (finally, a good reason to do something) and then it ends. Plot? Very little. You're resisting the Combine and mostly failing, and then you destroy one of their HQ buildings in ONE city (and the indication is that there are at least 16 others) and then G-Man pulls you out of the action. Remember HL1? You were fighting for your survival. Your motivation was simple, but it made sense. Then the plot thickened and the Marines and G-Man started to get involved and you got more and more tangled in a web that they set up very well, without resolving (leaving it open to great sequels). This time? You start with an admittedly quite good backstory, and then you play through a game in which almost nothing changes, other than random bits of pointless plot thickening that changes little if anything for you.

2. The puzzles are all the same
Move shit around with the gravity gun to 'solve' the 'puzzle'. Pfffffft.

I will say that I do still really like HL2, but it is nowhere near as revolutionary and amazing as HL1, and that is the only proper disappointment.

This is a pretty good review, even if I don't agree with your assessment of the game.

However, did there really need to be a God of War spoiler in the opening line of a Half Life review?

SikOseph:
Erm, here are some legitimate criticisms of HL2:

1. Plot
Very little actually happens, and there's very little actual motivation for doing anything you are supposed to do. You find some of your old friends, they tell you to do some stuff because... they say the other guys are evil?! Then some random shit goes wrong and you launch a missile (gee, where have I seen that before?) and then you navigate the quite well designed giant building to rescue someone (finally, a good reason to do something) and then it ends. Plot? Very little. You're resisting the Combine and mostly failing, and then you destroy one of their HQ buildings in ONE city (and the indication is that there are at least 16 others) and then G-Man pulls you out of the action. Remember HL1? You were fighting for your survival. Your motivation was simple, but it made sense. Then the plot thickened and the Marines and G-Man started to get involved and you got more and more tangled in a web that they set up very well, without resolving (leaving it open to great sequels). This time? You start with an admittedly quite good backstory, and then you play through a game in which almost nothing changes, other than random bits of pointless plot thickening that changes little if anything for you.

2. The puzzles are all the same
Move shit around with the gravity gun to 'solve' the 'puzzle'. Pfffffft.

I will say that I do still really like HL2, but it is nowhere near as revolutionary and amazing as HL1, and that is the only proper disappointment.

Please. Your plot review of HL2 barely scratches the surface.

One of the biggest motivations would be this - Gee, Earth is invaded, grab your sword and fight the horde?
It would be exactly the same if your house was broken into - you wouldn't make coffee for them, you'd punch 'em on the arse and tell them to skidaddle quicksmart.
You don't need your wife or friends to tell you that the burglars were doing something wrong - you just know it.
Same deal in HL2; The characters aren't there to tell you about how evil the Combine are, they're there to remind and reinforce of the evil.

Could you remind me where the missile was launched in HL2? I seemed to have skipped that chapter.

And also - The Citadel in City 17 is a key structure/main facility for Combine rule. Breen lives there, dude. Going through all of HL2 just to plug him with a toilet bowl should be enough motivation.

Considering the date your post was made, this could all be a very funny April Fool's on me because I took you seriously; but my point still stands.

Raineheart:

Please. Your plot review of HL2 barely scratches the surface.

One of the biggest motivations would be this - Gee, Earth is invaded, grab your sword and fight the horde?
It would be exactly the same if your house was broken into - you wouldn't make coffee for them, you'd punch 'em on the arse and tell them to skidaddle quicksmart.
You don't need your wife or friends to tell you that the burglars were doing something wrong - you just know it.
Same deal in HL2; The characters aren't there to tell you about how evil the Combine are, they're there to remind and reinforce of the evil.

Could you remind me where the missile was launched in HL2? I seemed to have skipped that chapter.

And also - The Citadel in City 17 is a key structure/main facility for Combine rule. Breen lives there, dude. Going through all of HL2 just to plug him with a toilet bowl should be enough motivation.

Considering the date your post was made, this could all be a very funny April Fool's on me because I took you seriously; but my point still stands.

Could have been in one of the episodes, I lump them in together. As for needing to characters to explain it to men, I don't need that, I need a reason beyond mindless and pointless minor skirmishes. I need some kind of workable goal. As far as your description is concerned, you'd be happy with running around City 17 GTA style murdering combine and stealing APCs. Actualy that would be quite fun. What the game lacks is a sense of purpose beyond running around - there's no proper indication of how you're really affecting the outcome and there's no coherent plan to deal with the combine. It's just 'go here', 'escort Alyx there'. Boring.

Christ, all moved in, finally have time to do some reading!

Yeah I really liked this game, actually got it in the Orange Box (quite possibly the greatest value for money in gaming history) and loved every second.

Great review man, actually held my attention... no mean feat, I can't even read my own lol

SikOseph:

Raineheart:

Please. Your plot review of HL2 barely scratches the surface.

One of the biggest motivations would be this - Gee, Earth is invaded, grab your sword and fight the horde?
It would be exactly the same if your house was broken into - you wouldn't make coffee for them, you'd punch 'em on the arse and tell them to skidaddle quicksmart.
You don't need your wife or friends to tell you that the burglars were doing something wrong - you just know it.
Same deal in HL2; The characters aren't there to tell you about how evil the Combine are, they're there to remind and reinforce of the evil.

Could you remind me where the missile was launched in HL2? I seemed to have skipped that chapter.

And also - The Citadel in City 17 is a key structure/main facility for Combine rule. Breen lives there, dude. Going through all of HL2 just to plug him with a toilet bowl should be enough motivation.

Considering the date your post was made, this could all be a very funny April Fool's on me because I took you seriously; but my point still stands.

Could have been in one of the episodes, I lump them in together. As for needing to characters to explain it to men, I don't need that, I need a reason beyond mindless and pointless minor skirmishes. I need some kind of workable goal. As far as your description is concerned, you'd be happy with running around City 17 GTA style murdering combine and stealing APCs. Actualy that would be quite fun. What the game lacks is a sense of purpose beyond running around - there's no proper indication of how you're really affecting the outcome and there's no coherent plan to deal with the combine. It's just 'go here', 'escort Alyx there'.
Boring.

Sandbox HL2/GTA? That would be fun.

Your statement of "no purpose except running around" I would agree with, except for one tiny thing in the whole game - you're often getting chased by Combine/Enemies who want to kill you. Which would link back to HL1's sense of survival. It is still essentially the same in HL2, but its set as a hopeless resistance style.

There is a coherent plan to deal with the Combine - Stay Alive. I'd say that all the motivation is there to do whatever the hell you need.

Great review, though I do have to agree with one of the other user's statement that once you figure out you have to balance things, that's the basic concept on pretty much all the other puzzles. Besides that minor fault, it really does deserve the 96/100 on the metascore rating list.

Edit: It already is on the PC if you didn't know that btw.

Jekken6:
Nice review. The only faults I see with HL2 is that Gordon has no legs and has no hands when driving or turning a valve.

But he can lift objects with his mind!

Actually, about the puzzles, there's more to it then that. For one thing, I still remember that walking puzzle at Half Life 2 after Ravenholm. Sure, 'walking puzzle' sounds lame because all you can really do is walk, but the thing is, it's damn fun and breathtaking. You make every step count because you know that one misstep could land you in a pit full of headcrabs with 9 hp.

MercenaryCanary:

Jekken6:
Nice review. The only faults I see with HL2 is that Gordon has no legs and has no hands when driving or turning a valve.

But he can lift objects with his mind!

Heh, just in case you hadn't seen this before:

http://www.fpsbanana.com/skins/14997

While I mostly agree with this, two points I'd like to raise. First, Halo's vehicles controlled way better, and second, Half-Life was not the first FPS to do a good story, characterless-character, and aliens in a thinking man's FPS. That honor goes to Marathon.

Yes, half life 2 is the BEST SINGLE PLAYER FIRST PERSON SHOOTER. (period). The story is awesome, and very well told. I found that if you just stop and listen to things, the story gets even more engrossing. The gravity gun also makes its sick!!!

HG131:
While I mostly agree with this, two points I'd like to raise. First, Halo's vehicles controlled way better, and second, Half-Life was not the first FPS to do a good story, characterless-character, and aliens in a thinking man's FPS. That honor goes to Marathon.

I agree, marathon had the best story line of any fps until system shock and half life. But even then. Half Life's doesn't match up storyline wise, it was just told extremely well. System shock 2 told the story the best though. Marathon wins for me because not only is the story intriguing and inventive, it doesn't clearly define who the bad guys are and who the good guys are (except for the pfhor-they are bad). Half life 2 had a much better storyline then half life 1 though.

cracksdf:
Actually, about the puzzles, there's more to it then that. For one thing, I still remember that walking puzzle at Half Life 2 after Ravenholm. Sure, 'walking puzzle' sounds lame because all you can really do is walk, but the thing is, it's damn fun and breathtaking. You make every step count because you know that one misstep could land you in a pit full of headcrabs with 9 hp.

I dont remember that puzzle =(. Definitely the coolest puzzle/platforming section was when you had to avoid the sand because of the antlions. That was crazy!

scnj:
I'm sure HL1 came out in 1998, not 1988.

Are you sure?
What about the accuracy of the first video game ever; America's Army in 1945?

scnj:
I'm sure HL1 came out in 1998, not 1988.

Resonance Cascade disrupts the space time continuum.

Flac00:

cracksdf:
Actually, about the puzzles, there's more to it then that. For one thing, I still remember that walking puzzle at Half Life 2 after Ravenholm. Sure, 'walking puzzle' sounds lame because all you can really do is walk, but the thing is, it's damn fun and breathtaking. You make every step count because you know that one misstep could land you in a pit full of headcrabs with 9 hp.

I dont remember that puzzle =(. Definitely the coolest puzzle/platforming section was when you had to avoid the sand because of the antlions. That was crazy!

Oh god. I remember that level. I painstakingly jumped from one rock to the next, only to misstep once and land on the sand. Immediately, the ground around me started to shake and I could either A:Stand and lovingly shotgun every one of them or B:RUN LIKE HELL. I sprinted and by the time I got to the shoreline there were over a dozen of them on my ass. I jumped into the water, they all drowned(which was bloody hilarious by the way) whereupon I was gobbled by a pack of ferocious pirahnas I was never warned of. Great.

 
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