Half-Life
- Half-Life (2001 on PlayStation 2)
Description official descriptions
The Black Mesa Research Facility is an ultra-secret laboratory under a government contract to conduct top-secret and extremely volatile experiments. The scientist Gordon Freeman is a Black Mesa employee. One morning, as usual, he pits his way to the research facility for a run-of-the-mill experiment. However, Gordon comes to realize that it might not be as ordinary as he thought. Odd things happen as he makes his way to one of the Black Mesa test chambers. Even stranger things happen when he begins to move the test sample towards the anti-mass spectrometer.
At that moment, everything goes horribly wrong. Aliens from the dimension Xen suddenly invade the facility, injuring or killing many of the employees. Soon afterwards, marines arrive to contain the situation by killing the aliens as well as the surviving human witnesses. Gordon understands what that means: he will have to fight his way through both aliens and marines to get to the top of the Black Mesa complex and to freedom.
The story of Half-Life is told entirely in-game: everything is seen through the eyes of the protagonist. Most story elements unfold via scripted sequences, triggered by the player reaching a certain area. If other characters have information to reveal, they address Gordon directly. The Black Mesa complex in the game is made up of both distinct levels which progress in a linear fashion as well as hubs where backtracking may be required to unlock further areas.
The game's weapon arsenal mostly consists of realistic weapons like pistols, machine guns and explosives, but there are also futuristic energy weapons developed at Black Mesa as well as organic weapons acquired from the invading aliens. Most weapons feature an alternate firing mode.
Enemies fall into two categories: aliens and human soldiers. While most of the aliens are not very bright, the humans display some relatively advanced artificial intelligence: they seek cover, retreat when hit and try to drive the player from his cover by throwing grenades. Some of the alien enemies cannot be killed by normal means. The environment must be used against them instead, going with a general tendency of the game to alternate the combat with environmental puzzles.
As of the 25th Anniversary Update from 17 November 2023, the Steam version of Half-Life includes content from Half-Life: Uplink as well as sprays and maps from Half-Life: Further Data V.1.
Spellings
- 半条命 - Simplified Chinese spelling
- 戰慄時空 - Traditional Chinese spelling
Groups +
- 3D Engine: GoldSrc
- BestSeller Series (Cendant / Havas / Vivendi Universal) releases
- BPjS / BPjM indexed games
- Gameplay feature: Drowning
- Games referenced in movies
- Games with official modding tools
- Games with officially released source code
- Half-Life universe
- Middleware: SDL
- Setting: 2000s
- Setting: Future now past
- Weapon: SPAS-12
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Credits (Windows version)
80 People (58 developers, 22 thanks) · View all
Engine Programmer | |
Engine Tools Programmer | |
The Half-Life Team | |
[ full credits ] |
Reviews
Critics
Average score: 94% (based on 59 ratings)
Players
Average score: 4.3 out of 5 (based on 545 ratings with 30 reviews)
Possibly the most involving, intriguing, yet hardest FPS made....
The Good
Half-Life. Hundreds of publications and web-sites have praised it's gameplay and innovation. Thousands of people play the game and it's various incarnations. After purchasing Half-Life, I have one thing to say.
It has lived up to all expectations and then some.
The opening of the game feels like a movie. You are Gordon Freeman and you are a scientist at the Black Mesa Research Facility - Anomalous Materials Laboratory, a decommissioned military installation in Arizona. As you arrive to work, you ride the tram into the facility. A great aspect of this "typical" ride in is that it isn't a movie. It's all rendered in real-time using the game's engine. So you can walk around the tram, look up and down, and watch the credits go by. But the intro does something else. It immerses you into the role. You get a sense of vastness and complexity, just by looking at the size of the facility.
As you start your day at Black Mesa, you start to learn and piece together facts about what you do, and what type of research is conducted. In fact, there are area that you cannot gain access to until you get your Environmental Suit. So you need to go to your locker and suit up (like if you actually worked there) before exploring the game. I like the fact that you learn about what happened as you go through the game, similar to System Shock 1 and 2.
Half-Life runs using the Quake II engine. But trying to compare Quake and HL is like comparing Castle Wolfenstein and Wolf 3D. The basis of the engine is intact, but the guys at Valve have modified it so much that it's considered a completely new graphics engine. Running on a NVIDIA 3D card, the graphics are absolutely fabulous.
Cool electrical effects run rampant through the game, as creatures from another world materialize before your very eyes. And they seemingly appear at random as well, so if you walk into a room, always "check your six", because you never know if one will pop up behind you. Luckily, the electrical noise that is made is very distinct, so if you hear it, you can be sure that their is a creature around the corner.
Another nice graphical touch involves the numerous weapons you find while escaping from the Black Mesa Research Facility. Most FPS weapons are stationary in front of you. You are always holding them, ready to fire at any given moment. In HL, If you are holding a rifle, you'll occasionally move your hands, as if you are getting tired of holding the weapon (if this affects gameplay, I'm not sure. I haven't seen it have any drastic affects yet). It's nice to see this type of attention to detail in a FPS, especially considering the state they were in when HL released. Also, you need to reload your weapons. Take the shotgun, for example. The shotgun is a powerful weapon, but only holds 8 cartridges. So after firing 8, you'll need to reload. But you'll actually see your character loading the weapon. If you are in the middle of a firefight, then you are left defenseless. So reloading your weapon also becomes a tactical decision as well.
The controls are standard FPS layout, which can be modified as you wish. I personally feel that the initial layout is a bit clunky (but then again I feel ALL FPS shooter's initial layout is clunky) but remapping your keys is a breeze.
The sound is unreal. If you run across walkways, the metallic thumping sound is quite realistic. Yet, if you decide to crouch/walk over the same walkways, the sound is muffled, and sounds like you are making an effort to keep quiet (which is useful in some levels). Digital panning and echo effects make is sound like you are in a sterilized, cavernous research facility.
In addition to the Half-Life game that is present, they ability to switch to other single player games is easy. Instead of exiting the game and having to "program" the new levels in, it simply a matter of copying the files into the directory, and clicking "Activate". There are quite a few single player MODS out there that have a polished feel to them, so scout them out. PC Gamer's "They Hunger" and "U.S.S. Darkstar" are a couple to check out.
And then you have your online component. HL makes for an absolutely incredible online experience. From the start, HL was design for the average user to just make a few mouse clicks and then POOF you are online and actively playing. Be it Counterstrike, Team Fortress, DeathMatch Classic, Day of Defeat, or any of the countless mods that ordinary people have released (OK, not ordinary, but unbelievably talented people), there is something for everyone's taste in blowing up the bad guys. And hats off to Valve for making the source code open and available, allowing the people that play the games to play in the sandbox with the big boys. They have opened up what used to be a rather closed community, and have let regular artists, musicians, programmers and gameplayers in on all the fun
The Bad
Well this is only a personal gripe for me, and it pertains only to the single-player game. It's hard. Real hard. Even on easy, you need to use your quicksave key a lot. Now I'm not saying that it should have been easier, but for those who don't eat, sleep, and drink Quake/Unreal, it could have been easier. But I'm determined to finish the game without using cheat codes (I'm in LAMBDA CORE and it's using up all my available willpower to do so!)
The Bottom Line
Get it. If you love fast action online gaming, it WILL consume your free time. If you love a great single-player experience with plenty of ways to play, it WILL consume your free time. :)
But regardless if you have free time or not, Half-Life is a great addition to any gamer's library... You do have a library.... right? :)
Windows · by Chris Martin (1155) · 2001
The best 1st person 3D shooter I have ever played.
The Good
Half-Life is remarkable, both from the technological aspect and the design aspect.
It has a REAL story line, and as the plot unfolds, you will slowly put together what happened in the Black Mesa Research Facility. The story line is linear, but it is still a VAST improvement over its predecessors (except Unreal, of course). The engaging story line is the reason one keeps going, and although the game is divided to levels, it feels more like chapters in a book then levels in a game.
The graphics are very good and the engine is quite fast. Although the game uses a modified version of the Quake 2 engine, it looks nothing like it. Clever use of pre-rendered shadows, pre-lighted textures, and wise modeling, helps to created the most realistic looking scenes ever in a real time 3D game. Everything looks, feels and reacts real.
The AI is unprecedented. The enemies you generally face are not tough. They are clever. Very clever. The marines, particularly, are amazing. The act as a group, covering each others back, taking cover and always moving, changing their position to better get their target - you. They will never: blindly charge you, get in each other's line of fire or stay in one place, waiting for you to finish them off. They will: run from cover to cover, retreat to a better position, and throw a grenade at you before charging at you. They move, act and fight so much like real marines, that I won't be surprised to find that the developers consulted actual marines, or at least had some knowledge and experience in combat in an urban environment. It is obvious that without the power suit, which protect you, you won't last 20 seconds against even one squad of marines. The same, although to a lesser extent, applies to the aliens in the game. They too will act as a group, run away if necessary, and come at you when you least expect it. I sometimes load save games simply to experience the feel of fighting these marines, trying out various ways to trap them, or pick them off one by one.
The level design is clever and varied. The levels are realistic: the labs look like labs, and contain a lot of equipment, offices, and elevators. The security stations contain weapons lockers, sandbags, barricades and many trigger-happy guards. The missile silo contains blast doors, sophisticated panels and a giant alien beast, which you can't kill, so you will have to find another way to move around it. In fact, the levels are GOAL oriented and not kill oriented. You job is not to kill everything in sight, but simply to get from one place to another,or restore the power to certain areas and so on. There will be some obstacles which you can't kill, and you will have to use your wits to go around. All this makes for an extremely addictive game - and I couldn't leave it until I finished it.
The sound effects are of exceptional quality, even for a 3D shooter. And if you have a 3D capable sound card - you will find that the 3D sound makes for a completely immersive environment, and you can actually rely on it in combat.
All these things make Half-Life the best 3D shooter I have ever played, and the only one I didn't get tired of after a few levels.
The Bad
No game is perfect, and there are always a few snags:
- The plot is interesting, though it is not overly original. But the real problem is the ending, which is very unsatisfying, and is a very big disappointment.
- There are some very small parts of the game, which I think should have been kept out of it. For example, there is a section where you simply jump from platform to platform, and if you fall, you die. It is very annoying, since the game interface, although perfect for a 3D shooter, is a very bad choice for a platform game.
- The save game mechanism is horrible - since you can't actually write a description for your game. It simply gives you the place, and the time the game was saved. This is a REAL problem when two people play the game on the same computer…
The Bottom Line
This game is still one of the best of its kind: smart enemies, clever design and immersive and challenging gameplay. What more could you want?
Windows · by Mickey Gabel (332) · 2000
The Good
The entire story is told through interaction which is the best way to tell a story when you make a game. The story is also much better than any other shooter I played in the 90's, they even made an effort to put in some decent characterization. I had to laugh at this because there were only a handful of models and they still acted very differently.
There is a nice balance between platforming sections and fighting sections. Like the story, this sets it apart from many other games that try to combine two genres, most if not all of them end up leaning too much towards one of the genres, automatically making the other feel like an annoyance. In Half-Life both the shooting and the jumping are part of the game and both have a difficulty curve.
The boss-fights are rare, but also unique to Half-Life so far. I am not even sure if they are boss-fights as the game uses the same "bosses" multiple times throughout the game. The thing here is that the fights are mostly a collection of clever puzzles that you need to solve in order to kill the boss. There are enemies along the way and you will need to sneak past the monster, which is very scary and keeps you on the edge of your seat. At the end all the puzzles you completed form a connection which allows you to deliver the final blow to the monster. Good job Valve, good job.
The Bad
The game is very difficult and at one point I actually had to quick-save between every few shots because I couldn't do the fights in a single solid attempt anymore. I had to constantly reload saves where I was able to fire a few good shots without taking too much damage and that is just insane. It also has the problem I mentioned in Dragon Age 2 where incredibly huge fights can be right around the corner, sadly you don't have a mage with healing magic in this game to keep you going, so you need to be extremely careful.
The level design is a big problem, not just the design, but also the progression. All the scientists keep urging you to get to the surface at the start of the game, but once you get there you will be forced to go underground again before you even got to look at the scenery a little bit. As the game progresses the design also gets very confusing nearing the end and I mean in the Doom or Wolfenstein way where everything just looks the same.
I arrived at the point that the game was almost impossible for me in every aspect. The puzzles were still fun, but the combat and platforming was near-impossible, but there was still like four hours of game to be played. The game wasn't even fun anymore, I was done with it. This seems to be a nasty habit of games that are amazing, Psychonauts had it as well, nearing the end when you decide for yourself that the game should end before it outstays its welcome, it still keeps going for another hour or more.
The Bottom Line
This game is still pretty fun, but it also has some very serious problems. The game keeps going for way too long and becomes very difficult and repetitive nearing the end. HOWEVER! This game is still worth checking out because of the great balance between platform end shooting sections and a well-told story.
The game offers a lot, but you do have to give a little yourself as well if you want to fully enjoy it, is what I am trying to say here. If you can ignore the very annoying flaws of this game then you will be able to enjoy it, but if you are like me and you don't have enough time to play through a game like this, you might want to skip it.
Windows · by Asinine (956) · 2011
Discussion
Subject | By | Date |
---|---|---|
Narrative, wait what? | Donatello (466) | Jul 15, 2012 |
Sorry, Valve | xroox (3895) | Feb 12, 2009 |
Trivia
1001 Video Games
Half-Life appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
Advertisement
Very early beta footage of the game, as well as interviews with some of the programmers, is available on the Diablo expansion pack Hellfire, released by Sierra a full year before the game ever shipped. Sierra already had advertisements for Half-Life in many of their products back then.
Cancelled ports
- Half-Life, at one point, was completely finished for the Dreamcast console. Prima (the Official Strategy Guide folks) even had a Dreamcast-exclusive guide published. Unfortunately, the game wasn't published - probably due to the fact that SEGA announced that they would no longer produce new Dreamcasts. In certain circles of the Internet, a leaked copy can still be found and ran on a Dreamcast.
- A Macintosh port was in the works from Westlake interactive and reached beta before being cancelled because of concerns about responsibility for tech support.
Development
In its first finalized form, as it would have been published if the original release date was kept, Half-Life was nothing more than a total conversion of Quake with new enemies and levels. In the one additional year spent on development the game transformed into the form that led it to critical and commercial success.
Engine
Half-Life was released a full year after Quake II and it's a common belief that it was based on the Quake II engine. This is not true. It is based on the original Quake engine and it's more than fair to say that it was modified beyond recognition by the Valve team. Amongst the additions were built-in 3D accelerator support, skeletal systems and shadow casting (the latter didn't make it into the game). Valve now refers to this engine as "GoldSrc". This is probably how the "Source" engine from Half-Life 2 got its name.
German version
There is a special German version which features robots as enemies, green blood instead of red and innocent people cannot be killed any longer. The robot design was outlined by Sierra's Germany division, then sent to Valve in Seattle, where the artists created and implemented the tin soldiers. The changes in the game's code and art, together with the text and speech localization, served to delay the German version by full four months. By then, even casual gamers had already purchased the original version, which was freely for sale up to its ban. However, Half-Life proved to be so immensely popular that the German robo-version still sold over 50,000 copies, so the venture was ultimately successful for Sierra.
On December 16, 1998, the US version of Half-Life was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.
Gina Freeman
Apparently, Valve had written a part for Gordon's wife, Gina, to appear in the game, this idea got scrapped but she still made it to the game, her model was the one used for the holographic trainer.
id Software
When id Software saw what Valve was doing with their engine, they were reminded of their original idea for a seamless, story-based DOOM and thought it would fail. It didn't.
Innovations
Half-Life was influential in many little ways, popularising several gameplay devices which have subsequently become standards, such as: * The between-episode text which appears, overlaid on the screen, before slowly fading out (adopted not just in other computer games, but in several different Linux windowing systems too) * A training segment which is presented as an integral part of the storyline * The practice of rendering cut-scenes with the in-game engine * Blood-splatters and other persistent stains * Semi-random NPC speech and 'interaction' in an otherwise straightforward action game * Weaponry which needs to be manually reloaded between magazine changes * Constant playflow: the levels directly connect to each other
Inspiration
According to Valve's Gabe Newell, originally Half-Life was inspired by Stephen King's novella The Mist. However the game evolved so much from the preliminary concepts that the only things that remained were the horror/technology combination and the designs for the Bull Squid and the blind tentacle.
Lambda
Half-Life's lambda symbol is not the scientific symbol for half-life, but is instead the decay constant in the differential equation for exponential decay. The actual scientific symbol used for half-life is t1/2.
Mods
Counter-Strike was not a freak occurrence. Valve made the game editor immediately available, produced the mod Team Fortress Classic as an example of a finished mod, and also sponsored "Mod Expos", events where modders could present their work to other gamers and the press.
Plot
According to planethalflife.com: "the material that makes up the three green triangles protecting Nihilanth is the same as the crystal sample which you pushed into the beams to start this whole mess in the first place. Valve Software originally intended to make this connection more obvious but never did."
References
- The security office is in sector 7G. Homer Simpson works in a sector with the same name.
- The Gluon Gun was nicknamed "The Egon" after the Ghostbusters Character Egon Spengler. The Gluon gun projects a plasma stream similar to the ones used by the Ghostbusters.
- The surnames on the lockers where Gordon goes to collect his HEV suit are of people from the development team. Gordon also has a book by Half-Life writer Marc Laidlaw in his locker.
References to the game
The game makes an appearance in season 1, episode 22 of Lost, a popular TV series. Some in-game action is shown, and the characters shortly discuss the use and the effectiveness of the crowbar as a weapon.
Remakes
- In 2004, Valve released a re-mastered version using Half Life 2's Source engine, called Half-Life: Source.
- In 2012, a group of fans released a remake of their own, called Black Mesa. The team's goal was to provide a completely new and more modern version of the original experience, since according to them, Valve's remake "didn't fully live up to the potential of a Source engine port of Half-Life". In fact, most of the game's content remained unchanged: Half-Life: Source mainly added new water and physics effects, but didn't upgrade the game's textures or character models.
Sales
As of 2007, the game sold of over eight million since its release. (source)
Shotgun
There's a minor technical error with the shotgun. It's presented in the game as a double-barreled weapon, and the alternative fire mode shoots two shells at half the speed. However, the shotgun is modeled on a single-barreled weapon, the popular Franchi SPAS-12, which appears in several computer games. What looks like a second barrel is actually the under-barrel tubular magazine, which holds the shells.
Sound engine
Half-Life was one of the first games to utilize a software-driven environmental sound engine. Effects are applied in context of room size and surfaces of reflection. Reverb effects are calculated in realtime and applied on the fly as sounds are triggered.
University of Innsbruck
In the game manual, the first two pages contain a fictional letter from the administrative offices of the Black Mesa Research Facility to Dr. Gordon Freeman, concerning his upcoming employment. The address on the letter indicates that Freeman was a visiting fellow at the Institute for Experimental Physics, University of Innsbruck, before moving to Black Mesa. In contrast to the common practice of using fictitious addresses for storytelling purposes, the listed address is actually real. As confirmed by the official university website, "Technikerstraße 25, A-6020 Innsbruck" is the real-world location of Innsbruck University's Institute for Experimental Physics.
Awards
- Computer Gaming World
- April 1999 (Issue #177) – Game of the Year
- January 2001 (Issue #199) – Introduced into the Hall of Fame
- March 2001 (Issue #200) - #1 Game of All Time (Readers' Choice)
- March 2001 (Issue #200) - #2 Game of All Time (Editors' Choice)
- GameSpy
- 2001 – #2 Top Game of All Time
- 2012 – #1 Top PC Gaming Intro
- GameStar (Germany)
- Issue 12/1999 - #17 in the "100 Most Important PC Games of the Nineties" ranking
- PC Gamer
- April 2000 - #1 in the "All-Time Top 50 Games" poll
- October 2001 - #1 in the "Top 50 Best Games of All Time" list
- April 2005 - #1 in the "Top 50 Best Games of All Time" list
- PC Player (Germany)
- Issue 01/1999 - Best Game in 1998
- Issue 01/1999 - Best Shooter in 1998
- Power Play
- Issue 02/1999 – Best Action Shooter in 1998
- Retro Gamer
- October 2004 (Issue #9) – #38 Best Game Of All Time (Readers' Vote)
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Related Sites +
-
Hints for Half Life
Question and answer type hints give you the solutions at your own pace. -
Planet Halflife
The usual 'planet' site for the Half-Life game. Lots of new maps, skins, addons etc. Together with the daily news ticker this makes a 'must-stop' for every Half-Life fan. -
The Final Hours of Half-Life
GameSpot writes about the last part of Half-Life's development. -
The Half-Life Saga Story Guide
A site devoted to detail the various events and lore in the Half-Life universe so far. -
The Official Half-Life Web Site
Wayback Machine snapshot from 2000
Identifiers +
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Contributors to this Entry
Game added by doj.
Macintosh added by Sciere. Linux added by Kabushi.
Additional contributors: Tomer Gabel, Adam Baratz, Unicorn Lynx, Jeanne, Zack Green, Apogee IV, Daniel Saner, Paulus18950, Cantillon, Patrick Bregger, Plok, lethal_guitar, MrFlibble, FatherJack.
Game added June 6, 1999. Last modified May 9, 2024.