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10 REASONS WHY HALF-LIFE 2 IS MY FAVOURITE GAME

21/11/2018

26 Comments

 
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I have no hesitation in declaring Half-Life 2 my favourite game of all time. For me, it's the perfect game - blending enveloping storytelling with gameplay that remains fresh and varied throughout. Notably, it's the only game I've ever been arsed to play all the way through more than once; no less than four times in fact (plus the mini follow-ups, Episode One and Two).

It's hard to think of a game in the last 14 years which has manage to accomplish the same heady amalgam of fun, immersion, aesthetics, and variety. There's barely a limp moment anywhere in Half-Life 2 - but it's also startling how few games have been influenced by it. No wonder Valve has struggled to give birth to a bona-fide follow-up. 

For now though - and possibly forever - Half-Life 2 remains the best video game I've ever launched into my crevice. Here are some of the reasons why.
THE OPENING
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Just like the original Half-Life, the sequel begins with the closest thing there'll be to a cut-scene in the entire game. Albeit, a cut-scene you can wander through as you travel towards the beginning of the game proper.

The train journey into City 17 is one unbroken establishing shot, setting up where you are, the state of where you are, and saying so much without once resorting to a big exposition dump. It trusts the player to be clued-up enough to fill in the gaps, never resorting to heavy-handed, wannabe cinematic, storytelling techniques.

It also hints at an underlying mystery, as you're visited by the ghostly apparition of a besuited figure who became known as the G-Man. Friend or foe? Half-Life 2 leaves that up to you.

Though let's be honest... you should never trust someone in a business suit.
FEELING POWERLESS
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Once off the train, you're into the city fo' reals - weaponless, and at the mercy of the occupying Combine forces. Get too close to one of the troops, and you're shoved backwards - powerless to intervene.

You meet your first friendly face in the form of Barney - an undercover member of the Resistance - who saves your life once everything starts kicking off. None of this sort of thing was standard when Half-Life 2 was released, but it remains a uniquely powerful - and unusually atmospheric - experience. 

Before you get a weapon, we also get the first use of the game's physics engine - Gordon being required to build a pile of boxes to escape. Just 15 minutes in, and Half-Life 2 had set out its stall - this was a game unlike any other. 

Barney's appearance is also the moment you realise that Half-Life 2 is next-level in terms of its characterisation. There's a weird Saturday morning cartoon quality to the acting in much of the game - Alyx and her dad aside, perhaps - but somehow it works opposite your silent protagonist. Gordon remaining mute is not only an opportunity for a few meta gags, but a way of allowing the player to embody him.

Why put words into your character's mouth when the player is that character? Again, Valve knew it was making a video game, not a movie.
CITY 17
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City 17 feels like a real place. I'd never been anywhere like this when I first played it, but somehow I believed in it. When I visited Kiev a few years later, for a jolly trip to Chernobyl, I saw how much they'd been inspired by that slightly depressing, Eastern Europe, vibe.

From the towering Citadel, to the video screens, it's clear that this is a place that has been ground into subservience by a jackbooted, fascist, power. However, even before then, you get the sense that City 17 had seen better days. The juxtaposition of old world architecture and sci-fi trappings is never less than utterly believable. 

​The escape from the city - through apartments and across rooftops (still weaponless) - offers some of the best environmental storytelling ever seen in a game, while being a perfect exercise in escalating tension.

It's also an opportunity to show off the then-peerless game engine and unique production design. Think about it: Half-Life 2 doesn't look like anything else. The Combine troops, the dropships, the Striders... even the wall cameras - it has a unique feel, all tied together with a muted, earthy, colour palette. 
NO CUT-SCENES
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Even now, all these years later, few games have learned the most valuable lesson taught to us by Half-Life 2: games are better without cut-scenes. Even when you're locked in a room while characters engage in conversation without your input, you still have freedom of movement to look around, appreciate the witty detail put into the world - and interact with it. 

Consequently, you stay engaged with the story.

​It demonstrates that Valve never had ideas above their station - they weren't trying to compete with Hollywood. Like Nintendo before them, Valve wanted to make a great video game and nothing more. And the way to do that is to let the player remain in control. 
DOG
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Has there ever been a better video game side-kick than Dog? A ramshackle robot companion seemingly built from junk, his introduction serves not only to introduce the Gravity Gun - arguably, Half-Life 2's greatest innovation - but also cement an emotional connection to the character. The game of fetch you play manages to sell both Dog's vulnerability and innocence, and his imposing power.

When Dog seemingly sacrifices himself, attacking a Combine drop ship later in the game, it's heartbreaking. 
THE GRAVITY GUN
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And here we have it; the greatest, most versatile, weapon in video game history. The Gravity Gun - or "zero point energy field manipulator" - is as much a way to showcase Half-Life 2's physics as it is a way of taking down enemies. It can be used to solve puzzles, as well as turn saw blades, barrels, and tins of paint, into makeshift projectiles.

Later, the device gets supercharged, and becomes capable of capturing enemies in its field - and flinging them like rag dolls.  

The Gravity Gun alone would've marked out Half-Life 2 as a game of unprecedented imagination, but that same level of thought can be seen in every aspect of its design. 
EXPLORATION
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Half-Life 2 is a linear experience, but it disguises this well. It always feels like a bigger world than it actually is - whether it's through successful world-building, seeing things on the horizon, or moments where you're somewhat more free to explore. It's weird how claustrophobic some modern FPS games - Call of Duty et al - feel by comparison.

The sections in which you travel by airboat and buggy, along desolate roads and abandoned canals, are some of the best moments in the game. Not only does the driving feel right, but the fact you can stop your vehicle to get out and explore buildings, helps that sense of immersion.

One of my favourite things to do in Half-Life 2 is explore the old shacks along Highway 17. I must've spent hours using the gravity gun outside that one house with the tyre swing.
RAVENHOLM
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Don't go to Ravenholm they say. Except: do go to Ravenholm, because it's the point at which Half-Life 2 becomes a completely different genre of game. In short: it out-survival horrors Resident Evil, a town full of lethal traps and obstacles, overrun with Headcrab zombies. 

It's also the area with the aforementioned saw blades and paint tins, put to entertaining effect by slicing enemies in half, or covering them with paint. It highlights just how fun Half-Life 2 is to play - Ravenholm is a sandbox for the Gravity Gun, empowering players with the freedom to just go nuts. 
ANTLIONS
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Though their design shamelessly homages the aliens in Paul Verhoeven's Starship Troopers, the Antlions are typical of the enemies in Half-Life 2 in that they're not mere cannon fodder.

Instead, you have to think about how to defeat them - keeping them at bay by activating Restrictors, which pound the ground, creating a sound that the Antlions hate. Making your way across the beach requires a degree of planning - step foot on the sand and the Antlions will emerge. Fortunately, the Gravity Gun can be put to work constructing makeshift bridges.

Coming midway through the game, the beach level demonstrates how Valve sought to keep things fresh for the player, introducing new gameplay elements and environments for the entire duration of the game. Half-Life 2's greatest strength was its ability to remain surprising.
THE END BATTLE
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The final third of the Half-Life 2 returns you to City 17 for one long running battle. You'll find yourself facing off against the Combine, the towering Striders, and razor-bladed drones - while getting a new perspective on the Vortigaunts who comprised the bulk of the enemies in the previous game. 

It takes place a week after the preceding stage - set in the bleak Nova Prospeckt - following a botched teleport. There has been an uprising, and you find yourself in the midst of all-out war between the Resistance and the Combine.

It is, appropriately, a consolidation of all that has come before; though significantly more action-heavy than a lot of the game, it still weaves in puzzles, tension, and storytelling. There's an astonishing sense of you being just part of the story here - that all around you, the NPCs are engaging in their own adventures. 

The epic conclusion takes place in the Combine Citadel which has loomed, both metaphorically and actually, over the entire game. Still keeping the gameplay unpredictable, Half-Life 2 suddenly becomes as much platformer as it is shoot 'em up - albeit a shoot 'em up with a now-supercharged gravity gun, which allows you to rip out the fittings to be used as ammunition.

Admittedly, the final challenge - destroying the Citadel's reactor by firing energy balls at it - feels slightly mundane compared to all that came before, but when all that came before is virtually peerless, almost anything would've been a comedown.

The game concludes in an open-ended way, with a return appearance by the enigmatic G-Man hinting at future adventures - and the suggestion that everything you have done has been at his bidding...

​Half-Life 2: I want to lay my eggs in you.
26 Comments
Mark M
21/11/2018 09:42:02 am

Hands up all those who accidentally left the boat behind and wasted bloody ages on that level?

Oh, just me then?

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Tw
21/11/2018 09:11:59 pm

First time I played through the end of fallout 3, the big stompy robot failed to spawn. I didn't realise anything had gone wrong and spent the next week save-scumming my way through the gigantic mass of super-powered bastards. Happy days...

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PixelRated link
21/11/2018 09:45:27 am

Spot on review. Admittedly knowing your style I was half (!) expecting a piss take but this review does the game complete justice. I must have played it through ten times, including episodes 1 and 2, it always feels fresh and I love every moment of it. It's such a weird situation to have not had further entries into the franchise, what's the general consensus, fear of not living up to the now legend that is the Half Life brand?

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Wapojif
21/11/2018 09:52:36 am

It's a remarkable game. Total genius. I had another playthrough it again last month and it never stops leaving me amazed by it all. Plus, the two extra Episodes are brilliant!

Best FPS ever? Yes.

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Mark
21/11/2018 10:33:17 am

I have to agree with every. Single. Thing.
This game is one of the only games I have played over and over and now I want to do it again. Kids will say 'the graphics are dated' or 'it copies (insert game here)' and yet, they won't realise it was half life 2 that started a massive change in videogames. This and resi evil 4 are possibly my 2 favourite games ever made. They both changed gaming for the better but half life 2 is top.
I need to play it again

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MENTALIST
21/11/2018 11:04:02 am

Can you really say Resident Evil 4 "changed gaming for the better"? I mean, it was really good in and of itself, but I struggle to see the wider influence it had, apart from in its own declining-quality sequels, before they rebooted Resi again in a different style.

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Mark
22/11/2018 12:22:01 pm

It kind of did. Gears of War was inspired by it and the controls and look were an inspiration to many games after (evil within among others). OK, so gears is one of the most brown shooters out there but it was amazing when it came out. Not sure how it stands up today though and resi 4 is actually still fun. Half life 2 holds up better and is still innovative with what it does.

Alastair
21/11/2018 03:16:52 pm

Is it perhaps then the Citizen Kane of video games?

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Grembot
21/11/2018 10:33:24 am

Maybe I need to try this again because I didn’t like it and clearly I’m wrong. A lot of these points are about things other than the gameplay, maybe I wasn’t thinking too mechanically rather than artfully.

While I’m putting my head in the stocks I might as well say I didn’t like Bioshock either, the best part of that was playing Pipe Mania.

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Mark M
21/11/2018 10:42:11 am

Totally random but I've had a tune going through my head for weeks now and your post helped me discover it was from Super Pipeline 2, so thanks for that, I was going nuts. :)

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Jam
21/11/2018 08:01:49 pm

I'm with you on not liking HL2 and Bioshock and I'd like to throw The Last of Us into the mix, too. The worlds were well realised (if a bit static), but the minute-to-minute gameplay never really gelled with me. All three made me feel like a passenger being taken on a trip down an endless corridor.

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Almighty Casual
21/11/2018 10:45:58 am

PC gaming was, is, and always will be best.

Why people allow themselves to get mugged off with consoles is a mystery to me.

Literally everything is better with PC gaming.

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combat_honey
22/11/2018 10:38:37 am

My main memories of PC games growing up were trying to get them to work properly half the time. That was tolerable when I was a kid with hours upon hours of free time, but nowadays I'd prefer something that actually works out of the box.

Another thing I don't have time for is poring over specs and trying to figure out what I need to upgrade, what's the best graphics card, what's compatible with what.Games themselves are complex enough these days without having to bother with any of that shite.

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BillyShears
22/11/2018 02:29:02 pm

Config.sys
Autoexec.bat
Mem /c /p

Those were the days!

Dave W
21/11/2018 11:09:43 am

Hiding in a hut whilst being hunted by a helicopter - hearing it circle and get closer and closer - to then jump out and take it down with a rocket launcher - is probably the most amazing video game moment I've ever experienced.

And crossing the bridge! Genuinely fearing for my life - don't slip!

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Znidz
21/11/2018 11:40:08 am

Agreed with everything here.
I don't think any game has had a bigger impact on me. Maybe a draw with Metal Gear Solid.

No game has ever done "environment" better. Or *atmosphere".

I always think about the bridge level. I'd forgotten about it on one of my playthroughs. Just amazing.

It all came together perfectly. There's a lot to be written about more subtle factors like the physicality of movement and how you feel like an actual body in a place.
Some kind of deeper level of immersion that there's probably only a French word for.

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Little Blue Fox
21/11/2018 05:49:45 pm

"Pardapois".

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RideableLlama
21/11/2018 01:37:51 pm

Great article Biffs, I'm currently playing through all of the HL games again in order - starting with Black Mesa (hopefully the Xen chapter will be released soon) then the original expansions of Blue Shift & Opposing Force, then HL2, Lost Coast & Episodes. Probably Portal 1&2 after that seeing as they're the same universe. Yes I'm still kind of obsessed with these games a decade and a half later!

It's a real shame to think we'll probably never get another entry in the series but I can understand Gaben not wanting to ruin Steam's reputation with another Duke Nukem Forever. If you are a HL fan and missed it, here's Marc Laidlaw's plot for what would've happened in Episode 3: http://www.marclaidlaw.com/epistle-3/

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Entitties link
21/11/2018 03:56:31 pm

Wasn't a fan of the vehicular missions...they felt a bit tacked-on, but the rest of the game was solid and enjoyable. I remember the first time I saw a preview for the game, on a cover DVD for one of the original Xbox magazines and my jaw hung at the graphics, the physics, the character models.... NO GAME has done that to me since. It was this almighty leap in tech. Kinda like the first Matrix film. Valve can't make a similar leap these days...or can they?

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Dave
21/11/2018 05:38:43 pm

Storytelling in HL1 & especially 2 is wonderful. I think Yahtzee said it best about HL2 story: It allowed the player to set their own level of immersion.

You could play the entire game like a linear shooter getting from a to b as fast as possible and enjoy it just as much. But if you wanted more you could look at all the world Valve had built. At all the posters and propaganda leaflets and news clippings

These weren't meaningless, they all helped build the world and history of the combine, city 17 and what happened after HL1 (Seven hour war, xen portal storms etc.)

It is testament to Valve to put that much effort into the story and allow the player enough credit not to ram it down their throat.

I would say give Titanfall2 story a go. That has been the only game that has even come close to HL in terms of story and immersion and wonderful game mechanics.

The planet builder level and time travel level is pure unadulterated bliss to play.

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Meatballs-me-branch-me-do
21/11/2018 05:38:56 pm

Sorry Biffster,

I am going to have to disagree on the epicness of it.

The opening segment was fantastic, true. Wondering what the hell has happened, marvelling at the sights, trying to figure out what to do, and then suddenly they're coming and you have to run.

The problem is that good bits would go on for far too long and outstay their welcome. You finally get a gun, shoot some metrocops, dodge trains, dive into the canal... and then you have a tedious, unending slog through sewers fighting manhacks. You get the airboat, and have an overly long chase of exploding barrels and a helicopter that can somehow carry several hundredfold its own mass in mines. You get to Highway 17, and now get to tediously work your way across the sand on two pallets lest you anger the antlions. Nova Prospekt goes on too long. The Citadel goes on too long (even with the super gravity gun). For every fantastic setpiece (like crossing the bridge structure while it shakes as trains thunder overhead, or defending the lighthouse) there's several sections that should have ended halfway through.

There's also a feeling of smugness to it all, exacerbated by the relentless coverage PC Gamer gave it. The whole time, you feel as though Valve are sitting next to you, constantly nudging you and pointing at the screen and saying "cor, this next bit is dead clever, eh?" Yes, putting more bricks into a washing machine to pull a ramp out of the water is sheer genius. I can't wait to see that same basic puzzle concept in a dozen minor variants.

As I said, I loved the escape early on, Ravenholme was cool, the driving on Highway 17 was cool, the uprising sequence is cool, especially the big fight outside the large government building. All too often I felt rushed through the bits I wanted to spend time in (your respite in Black Mesa East was far too short) and then I found myself in areas where I'd go through a door and sigh that there was still more of these repetitious nonsense to come.

Episode 1 and 2 were much the same: some great setpieces mixed with overly long levels to pad things out. The frigging hospital in 1 or the mines in 2 being notable offenders.

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Dave W
21/11/2018 07:54:52 pm

Urgh... you've just reminded me about all the bits I'd blissfully forgotton that were actually a horrible slog.

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Robobob
21/11/2018 10:26:11 pm

I loved HL2, but personally the original is still the better, more memorable game for me.

The sequel's physics are better but I still think the first one had the better enemy AI and (gravity gun excepted) more interesting weaponry.

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James walker link
21/11/2018 11:38:11 pm

Yeah, I kinda get what your saying.

But it’s no Street Fighter II is it?

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combat_honey
22/11/2018 10:45:13 am

I really wanted (and still want) to like HL2, but I just can't. It feels like the writers didn't want to write a sequel to the first game and so fast-forwarded 10 years (or whatever) so they could write an entirely different game about a generic sci-fi dystopia with entirely new antagonists who weren't even referenced in the first game (Breen, Combine). They throw in a few familiar faces to make you think you're getting a sequel (Barney! Generic Scientists 1, 2 and 3! Crowbar! G-Man!) but what they actually wrote was tangentially related to the first game at best.

Also, Alyx was horrible. She was designed as basically a virtual girlfriend whose purpose was to fawn over Gordon / the player, in a relationship that was creepily one-sided given Gordon's impassive, silent nature. Yeah, I get that she was tough and self-sufficient and a much-needed (especially at that time) non-stereotypical portrayal of a female character. But she really didn't have any purpose other than to emote in front of our blank, stony-faced protagonist in some sort of bizarre one-woman show. HL1's generic, disposable scientists and guards were ten times as charming and entertaining (at least until they were retconned in HL2 to being specific characters - blech).

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Boaby Kenobi
24/11/2018 12:46:07 am

Half Life 2 is one of the best FPS games ever!
It's not perfect, no, but when it's good it's absolutely amazing.

11/10

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