PRE-GAME
"It's time to wake up
Gordon. Time to wake up and smell the ashes". Thus the war to
save humanity from extinction begins. Gordon Freeman, the Black Mesa
research scientist turned hero, awakens to a world ravaged by an
unknown alien menace. Now under the employment of the mysterious
G-Man, Gordon must work together with his allies to save the Earth,
and all of mankind, from total annihilation.
EYE-SPY
THE
HOOK: After countless setbacks, delays and unexpected occurrences,
the sequel to the most acclaimed PC game ever is finally here and it
would be safe to say that it has secured a permanent spot on my hard
drive.
HOW
IT LOOKS AND FEELS:
Gorgeous doesn't even begin
to describe Half-Life 2. Valve has really created a stunningly
beautiful world to play in. Every single area feels unique,
believable and ravaged by war. From the rubble strewn streets of
City 17 to the spartan mechanical interior of the Citadel, an area
that just feels foreign, everything is just amazing. Textures are
sharp, varied and clean. Each level is populated with hundreds of
objects just lying around, ready to be picked up with the gravity
gun and hurled about.
So
what does it take to run Half-Life 2? Well, Valve lists the minimum
requirements as a 1.2 GHz processor, 256MB RAM and a DirectX 7 level
graphics card. Though if you want to play with some of the effects
turned up, I'd say you need at least a 2 GHz processor, 512MB of RAM
and a DirectX 9 level graphics card. Don't fret too much though. As
long as you have a system capable of playing games from the past few
years, you should be all right. Half-Life 2 scales quite nicely
across systems from the benchmarks I've seen.
Models
and characters in general, need to be gushed about as well. It
shouldn't surprise you that the actual models themselves look great.
Enemies, NPC squad members and main story characters all look unique
and memorable. It's the life that they express however which
deserves the most attention. Valve has long touted its new facial
animation system. Basically, it allows the character's lips and
faces to perfectly synch up to what they are saying. It may seem
minor until you experience it. These characters, and in particular
Alyx Vance, display such depth in their faces that you almost
mistake them for actual actors. You can see the worry or happiness
on their faces. It's as simple as a raised eyebrow and as complex as
the wrinkling of the skin on a person's forehead as they look on in
disgust.
As
for how the game feels, you couldn't ask for more. Responsive first
person shooter controls that are fully customizable and extremely
easy to learn. If you can handle any other first person shooter with
a mouse and keyboard, then you're all set for Half-Life 2.
HOW
IT SOUNDS: Top notch voice
acting takes center stage here. While Gordon Freeman himself remains
the mysterious mute we all know and love, every other character has
been given the star treatment. They all breathe a little bit more
life into an already living game world. I'm especially fond of the
G-Man (played by Mike Shapiro). There is just something amazingly
creepy about his voice.
Most
of the sounds feel like fuller, richer versions of those found in
the original game. You'll quickly learn to recognize the slow
shuffling of a zombies feet to the high pitched whine of a manhack
(pleasant name isn't it?). Each object in the game seems to have its
own distinct sound. Smack a wooden board and you'll hear the
splintering and cracking you'd expect. Metallic clanks and hollow
thumps of every imaginable tone and shape resonate from hundreds of
objects; most notably from the Combine force's structures and
"creations." My personal favorite is the sound a Strider
makes when it's destroyed. It is so alien and creepy, almost like
something straight out of the War of the Worlds. The weapons
themselves are all very well done. I could best describe them as
meaty. There is a lot of bass, especially in the Combine Assault
Rifle, that really just kicks deep given the right sound system.
As
in the first game, music is largely absent through most of the game.
It only really appears to either highlight an important scene
transition or usher in a new mood (such as when you first enter
Ravenholm). Music can also appear just before an intense firefight
and this is when it really shines. The thumping (and I do mean bass
rattling thumping) techno that pounds through really gets the
adrenaline going. Add to that the sound of bullets whizzing past
you, explosions going off and the constant radio chatter of Combine
soldiers trying to flank you and you enter into a world of near-on
Hollywood level action scenes.
EXTRAS:
Well, this sort of depends
on which version you buy. The standard retail edition comes with
Half-Life 2 and CounterStrike: Source. Opt for the Collector's
Edition and you'll receive extras such as a soundtrack, posters, a
hat, strategy guide and more. Plus, you get Half-Life: Source, the
original Half-Life game ported over to the new engine. It's a nice
addition for those out there who may have missed out on the first
Half-Life.
Those
of course are just the retail options. You could also go with Steam;
Valve's online game distribution client. Steam itself requires a bit
of explanation as it's a fairly interesting way of acquiring games.
Online distribution clients are not a new thing; however Valve has
put a lot of effort and money into making Steam a reliable and
effective means of delivering their product to the customers. Steam
amounts to a small program that you download onto your computer and
install just like any other program. You open up Steam, browse
through Valve's catalog of games and when you find something you
want to purchase (say the Silver Edition Half-Life 2) you simply
enter your credit card information, pay for the game and begin
downloading it onto your computer. When it's done, you just run it
as if it were any other game. No CD's to swap during installation or
CD Keys to remember.
I'm
quite pleased with my Steam experience; however you should be warned
that not all is well with the program. Many users have reported
troubles with authentication, downloading games or other errors of
the sort. If you don't have broadband or you just don't feel
comfortable not owning a physical copy of your game (though you can
easily backup all the game files with no hassle at all), then I'd
stick with the Retail editions for now. If you want to give Steam a
try though, I give it a pretty good recommendation.
CINEMATIC
EXPERIENCE: There are no cinematics in this game. Like the original
Half-Life, the story is told through cut scenes viewed from Gordon's
point of view. It's a way of making you feel a little more involved
in the story; as if you yourself are taking part in this war. It's
works exceptionally well in Half-Life 2 thanks to the facial
animation system I talked about before.
BEST
PLAYER: Well considering you're stuck as Gordon, I'd say he is your
best choice. Then again, what isn't there to like about Gordon
Freeman? He's a Ph.D. touting research scientist (aka, a geek) who
knows how to operate heavy weapons and save the world from total
destruction! He's every couch potato/AV Club/computer
programmer/game dorks dream come true. Plus he wears thick rimmed
black glasses and sports a goatee. The man reeks style.
CHEAT
CODE YOU NEED: Hit the ~ key to bring down the console (if it
doesn't show up, you need to go into the advanced options and make
sure the "Use ~ for console" item is checked). In the
console, type "sv_cheats 1" without the quotations and
then type in "god" for the ever lovely god mode. A nice
addition is to type in "impulse 101" for all weapons. Have
fun with that crossbow now.
CHEAT
CODE YOU WANT:
Giant Headcrabs. You don't really need to know why I want them in
the game; you should just realize that they need to be there.
Gigantic, city terrorizing, monstrous headcrabs. Oh the humanity of
it all!
OH
MAN! MOMENT: Being beaten in the face by a Combine soldier during
the Nova Prospect level because the stupid turrets I set up are
about as accurate as a drunk, blindfolded grandmother with an AK-47.
Nova Prospect itself is frustrating and represents the only minor
down point in an otherwise stunning game.
GLITCH
ITCH: Physics in a game has its ups and its downs. On one hand, they
are simply fun to play around with. On the other hand, they
can....backfire at times. While as whole Half-Life 2 is an extremely
stable and glitch free game, it can be fun at times to try and break
the physics engine. Getting cinder blocks stuck in walls in actually
pretty easy, and fun. Especially when they just randomly launch out
and smack you in the face. God that never gets old....
FAN
SERVICE: There are quite a few references back to the original
Half-Life, from returning characters to off-hand jokes and
references to the Black Mesa incident. While it's not necessary to
have played the original Half-Life to understand the sequel, you'll
definitely pick up on a few more inside references if you have.
Plus, it's worth just looking around sometimes. Who knows what sort
of secrets you might happen upon?
END
GAME:
I'm
just surprised how good a game this really is. I haven't had this
much fun or put this much dedication into playing a game for a very
long time. It simply screams to be installed and ogled at. Hell,
I've got plans for a second go-through. There is just so much at
work here that it's surprising it all meshed together into a
cohesive project. The facial animation, the story telling, the
graphics and the physics. It all fits and plays like a finely tuned
machine.
Speaking
of the story, if there is anything I'd be likely to criticize about
Half-Life 2 it would be the actual story. (As a note, a few minor
spoilers for the original Half-Life are coming up) Gordon was put
into a sort of stasis at the end of the original Half-Life by the
G-Man and awoken years(?) later to the world we see now. None of the
other characters in Half-Life 2 seem to know this and they assume
Gordon has been awake during the entire invasion of Earth. I see
what Valve is getting at when they do this. They've always wanted
you the player to feel like you are Gordon (thus the in-game first
person cutscenes) and thus you really shouldn't know what is
happening. You should be confused because Gordon Freeman is
confused. He is a lost man just trying to figure out what's going
on. I can't really criticize something that seems as planned as
that. I would have liked just a bit more explanation here and there
though; maybe an extra cutscene with Alyx or some of the old
scientists from Black Mesa. All I can say is that you should
definitely read the headlines on newspapers scattered around. You're
going to have to gather your information as if you were Gordon
Freeman.
See
what I mean? How can you criticize innovation story telling like
that?
It
would be prudent to take a moment to discuss the physics in
Half-Life 2. Now, physics aren't a new thing in games. They've
become the latest staple of the industry really, and everyone has to
have them anymore. However Half-Life 2 takes the pre-established
concept of physics in a game and refines it down to a near science.
You need to be aware of the physics because they are so integral to
the game. The gravity gun allows you to pick up barrels, crates,
cinder blocks...hell, almost anything, and then use it against your
enemy. Running low on ammo? Pick up the saw blade and fire it
towards a zombie. Watching brain dead headcrab zombies be sliced in
half is loads of fun...unless their torso starts crawling after you.
In
a PC first person shooter multiplayer is a must, and I was initially
a bit concerned about the Half-Life 2 multiplayer. Upon release,
CounterStrike: Source was the only multiplayer option available. Now
while I've been known to indulge myself in a little CounterStrike
action from time to time, I wouldn't say it's my favorite game in
the world. There are times when you crave the madness, speed and
overall nostalgia of good old fashioned free-for-all deathmatch.
Half-Life 2, and I stress upon release, was sans any deathmatch
whatsoever. However something happened around the first week of
December. Valve, in what appeared to be a bit of an early Christmas
present, went ahead and released free full-fledged Deathmatch over
Steam for download. While the initial release only contained two
maps, modmakers all around have already been porting over their own
creations and the map count is growing steadily. I'd assume that
Valve will eventually release more little goodies over Steam, just
like they did with the Deathmatch.
How
does it play you may ask? While there is still some much needed
tweaking to be done (the Magnum seems overly powerful and some
levels could use a reduction in throw able objects) it's a great
first step towards some truly innovative deathmatch gaming. The
physics are fully implemented in multiplayer games and everyone
spawns with a gravity gun. What this means is that it's not uncommon
to come running around a corner only to be smashed in the face with
a toilet. If you're good enough, you may be able to catch the object
thrown at you by another player and fling it right back at them. My
favorite tactic though is to simply lurk around and wait until
someone picks up an exploding barrel with their gravity gun. I can
find no greater way to derive pleasure then by shooting the barrel
with a well placed shotgun blast and watching it explode in their
face.
Some
of the larger games, those with more then 15~20 people playing, can
get a bit too hectic at times. It's not very fun to be hit in the
face with a dumpster within five seconds of respawing. Lag can be an
issue too with large amounts of people as all the physics seem to
take up a lot of bandwidth. I tend to prefer the smaller matches,
somewhere in the neighborhood of 5~10 people at most. You get a more
strategic, slow paced game. Setting traps for others, stalking them
and my personal favorite; creating a little fort out of crates and
constantly referring to it as your "Undefeatable
Compound". Future updates and tweaks will no doubt smooth out
the Deathmatch experience but it's still a little rough around the
edges as of this writing.
The
release of the Deathmatch component for Half-Life 2 brings up
something that most people don't talk about with games; their future
staying potential. User created modifications, or simply mods for
those new to this sort of thing, are hot properties in the PC gaming
scene. There is no better way to drum up excitement then by saying
you'll be "supporting the mod making community" or by
touting your product is "mod friendly". Most games exhibit
some sense of mod functionality but the community isn't there to
develop add-ons. Half-Life 2 however reeks of mod potential. The
original Half-Life is still one of the most actively modded games
amongst its community of players. The future looks bright as mod
makers are already beginning work on total conversions, new modes,
new levels and a myriad of other experiences for players to
download. Valve is also well known for its support of the mod making
community.
To
say that the development of Half-Life 2 hit a few speed bumps along
the road would be a vast understatement. Missed deadlines that were
promised to fans, trouble with their publisher, a nimrod hacker (who
has thankfully been arrested) who stole source code and released it
on the net; the folks at Valve have seen it all. However, Half-Life
2 was released unscathed and just as groundbreaking and brilliant as
my expectations hoped for. It has once again set the standard for
all future first person shooters, console or PC.
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