Half-Life

aka: Bantiao Ming, HL, Hλlf-Life, Quiver
Moby ID: 155
Windows Specs
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 5/5 9:01 PM )
Add-on (official) Add-on (unofficial) Conversion (official) Conversion (unofficial) Included in See Also

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 +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

Credits (Windows version)

80 People (58 developers, 22 thanks) · View all

Reviews

Critics

Average score: 94% (based on 59 ratings)

Players

Average score: 4.3 out of 5 (based on 540 ratings with 30 reviews)

Go take granddaddy down a peg

The Good
I honestly don't know how everyone can be wrong about the exact same thing, but I suppose that's how you kill an American president back in the 1960's. I read over and over again that the best thing about Half-Life is the story. Well, it's a very average story: something goes wrong at a top secret facility and it's up to one guy to save the world from an alien invasion, even though the government tries to stop him. If you disagree, then what point could you make that would spoil the story? You can't , because the plot is paper thin. It's not like someone is someone's father, one someone is actually a ghost, or that someone you didn't think was a dude is actually a dude!! See, those are meaty stories, some with more meat on the bone than others.

Now, what it excels at is how to tell the story. By only using your protagonist's POV the entire story you are witness to how this common sci-fi story could play out practically in the real world. Gone are power-ups that spin around in mid-air. If you find weapons there is a reason why that weapon is there, as in being in a weapon lock up or near the body of a fallen soldier. Basically it's taking a movie and filling in all of the blanks when the camera isn't there to explain what happened. How did he get back to full health? Oh, he crawled around in back through the air ducts and so on. This idea of logic adds to the plausibility of the story, and thus our immersion into it.

Having every area bumped into smaller areas to facillitate numerous yet very short load times makes the game into basically one level that just continues on and on. But where Half-Life succeeds is in it's use of set pieces that punctuate the flow of this one, long level and makes the game memorable. So there isn't the dam level, or the commando assault on the surface level, or fighting the helicopter level; instead you remember it for the set piece and not a level, something that increases your immersion in this game greatly.

Immersion is important because the game attempts to let you experience all the things you'd ever wanted to do in games (or life, if you're really ambitious). Fight commandos, helicopters, tanks (I'm not sure, I finished the game half a lifetime ago), use homing RPG's... immersion makes the experience much more visceral, and therefore a much better gaming experience.

Another thing I found great about this game is how you identify with this guy, faceless save for the box art or any fan pic in which he is always holding the crowbar. By making him late in the beginning of the game and giving him the option of turning on the security alarm in the reception area makes him a guy like you and me; even though he works at a top secret government facility, it's crappy!

The Bad
Even though it tells the story well it really doesn't make much sense. So who is this G-Man guy? Why is he always behind bulletproof glass? How can this Gordon Freeman guy be late for work in the beginning and in the end be taking down highly trained extremely dangerous army operatives? Doesn't it cost a fortune to run (and clean) Black Mesa? Isn't it so big that you can see it from outer space, let alone at the side of the oad that borders it?

For Half-Life to be true Gordon Freeman has to be running from one coincidence to another, and in the end it's just too many: in Half-Life one guy saw/caused the beginning of the invasion, keeps running into the mysterious G-man, and in the end travels to another dimension. See, if there were cut scenes and some invisable camera was watching secret proceedings that weren't privvy to common knowledge then you can accept that. This device hurts the believability of the game, and as such the story. In that case, how can the story "rock"?

The NPC's really weren't that thrilling (unlike DOOM3, there aren't any Asians around waiting to be turned into zombies). Really they're just there to spout some exposition and then open a door. Back in the day on planethalflife there was a section called the Scientist Killing Club; this inspired me to play through the game again, only this time I would try to kill as many "innocent" NPC's as I can. You know, once they open a door you can kill anyone you want. What kind of story is that? That just means the NPC's role in Half-Life are really not that important.

It is too bad about the last third on Xen. I would have appreciated a shorter but better game. I think this is a case of making it longer just to satisy the common consumer and also making it harder just because you are getting close to the end. 2D platformers are 2D because they work well in 2D. I think with a well-thought out first and second half you're bound to be let down at the end. By the way, I've done both choices, but for what? The game ends either way.



The Bottom Line
Half-Life is worth playing but not worth worshipping. Games matured a bit with Half-Life, but this is definitely not a "thinking man's shooter" by any account. In retrospect Half-Life doesn't deserve all of the acclaim it received for its time, but then people thought Half-Life had an amazing story because people hadn't ever been told a story that well through a FPS.

It's funny that the one game that influenced Half-Life the most, DOOM, will then rip it off Half-Life in DOOM3: arriving late, being witness to the "resonance cascade", jumping through portals, and even another monorail ride!

In truth, it was unicorn b lynx who got me really thinking about games and also prompted me to get involved on this site, so it's all your fault. Myself, I got tired of reading "pwns" and "rox!" and "suks!"

Windows · by lasttoblame (414) · 2007

Best game ever? Not any more, but still damn fine

The Good
This game, with over 50 international "Game Of The Year" awards behind it, was something of a success for Valve. The company shot from complete nobodies to superstars in one game. People have been waiting for their next game for about 5 years and nobody seems to be complaining, Valve can do no wrong it seems.

This game has only a few major tricks behind it, the rest is nothing particularly special. However these tricks are implemented so well that it doesn't really notice, and it's very strange how still no other games company has taken on board what they've done and improved it.

Firstly, the AI. The intelligence of the enemies in this game has been talked upon at length before. While the aliens are characteristically not the toughest foes to beat; the human opponents are astounding. They certainly were back in 1998. The soldiers were extremely quick, effective at working in a team, able to throw grenades at you, able to scatter when you threw one at them, able to flank and outmaneuver you, and able to take cover behind objects. They were nearly as good at playing as you were. Then the ninjas: lightning fast, cat-like, they'd shoot you from behind and run off when you found them, a team could pick you off in a second. The AI still has not been beaten.

The second major trick is the use of set-pieces and, bizarrely, no game has ever improved on this. Half-Life was so full of set-pieces that it seemed like literally anything could happen. Lifts would go out of control, whole ceilings would cave in, people would get pulled into vents and eaten before your very eyes. It was so intense and so amazing, why there isn't another game like this is a mystery to me.

Anyone can name a "moment" from Half-Life, like first encountering that incredible tentacle beast in the silo, or stepping into the suspended cage and having it plunge into the water. The fact that one of these legendary moments would happen every couple of minutes was enough to make you scream with delight. These moments were heightened with the excellent use of sound. The faint tapping you hear when you're rooms away from the tentacle beast silo, gradually getting louder the closer you get, until you finally open the silo door and see the gaming world's greatest enemy smashing it's claws against the walls looking for people. - Just terrific. The sound of the head crabs sends shivers down my spine just thinking about it. It's pretty amazing really.

The rest of the game is nothing that special. The level design is quite good, so are the graphics. That's about it. But then who cares because you know this is the only game where you could turn a corner and see a room explode, or a person being eaten alive.

The game also cleverly lets you get accustomed to this world before tearing it apart, it sounds so simple and yet no-one does it. The first 20 minutes or so of the game involve you seeing how the building is run, walking around it, and only then does it throw a spanner in the works. This makes it all the more exciting because it's happening in your new world, not some place you've never seen before. Half-Life is still the best FPS currently around at the time of writing because it introduced so many concepts that have still never been beaten. Plus it has one of the most successful mods around in the form of Counterstrike.

The Bad
There is a lot of platform jumping in between the moments of greatness. First-person platform jumping is the work of the devil. Xen is also looked upon unfavourably because it's taking the player out of the world he recognizes, and also because there is a lot of hopping about on islands. The game's trial & error philosophy is looked upon unfavourably by some, and with good reason. Although it's sometimes necessary as this game world seems so alive and it's almost a trait that anything can happen at any time, that's part of the fun.

The AI of your allies incidentally is dire, that is a bad point. The game is also pretty linear.

I also HATE head crabs. I can't play this game now because of them. They are the scariest enemy ever, and they're in an otherwise non-scary game. Which makes it pretty frustrating.

The Bottom Line
Terrific FPS. Not perfect, and not the best game ever. But it certainly might have been at the time of it's release. Introduced never-before-seen concepts as de riguer in all further shooters. It's linear, it's got scenes of platform-jumping, it's got one skin for the security guards. But it's fantastic, and in terms of pure FPS magic has still never been beaten

Windows · by Shazbut (163) · 2004

An excellent, if not the best, first person shooter so far.

The Good
FPS games are a dime a dozen these days and I had pretty much given up on them until this came along. If I want to run around and shoot monsters, I can go back and play Quake or Quake 2. What this game has that the others don't is an interesting plot and a creepy atmosphere. There are actual surprises in this game. Things happen that you don't expect, people do things that you don't anticipate. You are moved to continue playing not because you want to blow up more stuff, but because you are interested in what is going to happen next.

I loved the way your character (Gordon Freeman) interacted with the other NPCs (for lack of a better term). Guards and scientists are not just decoration. They talk to you and help you get through the game. Some of them put on a brave face while others run and hide at the sight of your gun.

The Bad
The game rocks until the end. The second you enter the alien homeworld, the game started to suck big time. I hate jumping puzzles. I hate having to beat a big boss at the end of a game. And I hate working as hard as I did to finish this game to be rewarded with what has to be the weakest ending I have ever seen in a game.

The Bottom Line
If you liked Quake, Doom, UnReal, or any of the other FPS games out there, you will love Half/Life. It is what FPS games should aspire to be.

Windows · by Courtland Funke (53) · 2000

[ View all 30 player reviews ]

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)

Information also contributed by -Chris, Ace of Sevens, Adam Baratz, [Ashley Pomeroy](http://www.mobygames.com/user/sheet/userSheetId,1364/), [Chris Martin](http://www.mobygames.com/user/sheet/userSheetId,688/), [CrankyStorming](http://www.mobygames.com/user/sheet/userSheetId,184929/), [Emepol](http://www.mobygames.com/user/sheet/userSheetId,12364/), [Entorphane](http://www.mobygames.com/user/sheet/userSheetId,7266/), [Foxhack](http://www.mobygames.com/user/sheet/userSheetId,33543/), [Gargaj](http://www.mobygames.com/user/sheet/userSheetId,40955/), [Maw](http://www.mobygames.com/user/sheet/userSheetId,49554/), [MegaMegaMan](http://www.mobygames.com/user/sheet/userSheetId,45233/), [PCGamer77](http://www.mobygames.com/user/sheet/userSheetId,1717/), [phlux](http://www.mobygames.com/user/sheet/userSheetId,9660/), [Ronald Diemicke](http://www.mobygames.com/user/sheet/userSheetId,69660/), [Spartan_234](http://www.mobygames.com/user/sheet/userSheetId,64477/), [rstevenson](http://www.mobygames.com/user/sheet/userSheetId,1745/), [Sciere](http://www.mobygames.com/user/sheet/userSheetId,30979/), [Scott Monster](http://www.mobygames.com/user/sheet/userSheetId,35225/), [Silverblade](http://www.mobygames.com/user/sheet/userSheetId,48546/), [shifter](http://www.mobygames.com/user/sheet/userSheetId,1822/), [Xoleras](http://www.mobygames.com/user/sheet/userSheetId,42761/), [Zack Green](http://www.mobygames.com/user/sheet/userSheetId,9727/) and [Zovni](http://www.mobygames.com/user/sheet/userSheetId,3250/).

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

Half-Life 2
Released 2004 on Windows, 2005 on Xbox, 2013 on Linux...
Half-Life: Blue Shift
Released 2001 on Windows, Linux, 2013 on Macintosh
Half-Life: Counter-Strike
Released 2000 on Windows
Half-Life 2: Episode One
Released 2006 on Windows, 2010 on Macintosh, 2013 on Linux
Half-Life: Platinum Collection
Released 2002 on Windows
Half-Life: Alyx
Released 2020 on Windows
Half-Life 2 (Gold Edition)
Released 2004 on Windows
Half-Life: Uplink
Released 1999 on Windows
Half-Life: Complete
Released 2008 on Windows

Related Sites +

Identifiers +

  • MobyGames ID: 155
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

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 March 18, 2024.