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Half-Life

aka: Bantiao Ming, HL, Hλlf-Life, Quiver
Moby ID: 155
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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

  • ćŠæĄć‘œ - Simplified Chinese spelling
  • 戰慄時ç©ș - Traditional Chinese spelling

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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 537 ratings with 30 reviews)

Still looks as fantastic as it was back in 1998

The Good
id Software rose to stardom in the Nineties when it released its highly successful Wolfenstein 3-D to the masses. If you see the id logo on the front cover, you know that you will be taking home with you an awesome first-person shooter. Hits such as Doom, Heretic, and Quake were being churned out every year. In 1998, Valve, a small company headed by a former Microsoft employee, released Half-Life, and in my opinion, it is a classic. A review I read in PC PowerPlay gave the game a whopping 98%. The only negative thing they said about this game was a connection between hunger and African children. It was Half-Life itself that revolutionized first-person shooters on the PC even further.

Right from the start of the game, I was surprised to find out that instead of a long cinematic showing Gordon Freeman traveling to the Sector C Test Labs on a train, you are free to move around the train yourself. You can even look out the windows to discover construction areas and security offices. Then, once you reach Sector C, you can either explore the area fully or go find your HEV suit. Freeman’s HEV suit is fantastic. Besides telling you how much health and ammo you have, it displays different warnings depending on the environment you are in. It even talks to you, too. With the suit in place, it’s time to enter the test chambers. There are no cinematics in the game; Valve wants you to be immersed in the game world as much as possible.

Eventually, there is a resonance cascade, which is caused when Freeman pushes a specimen in a scanning beam. A portal opens up between Earth and an alien world called Xen. As you progress through the game, you will hear aliens teleporting in your vicinity. The first of these are headcrabs, vortigaunts, and houndeyes. The player will encounter more aliens as they progress, and these can be dealt with using the variety of weapons on offer. They are divided into groups, with the basic ones such as the crowbar on the left, followed by military-grade weapons, then alien weapons and, finally, grenades and other explosives. Different weapons can be selected by using the mouse wheel or pressing one to five on the keyboard.

The security guards and scientists walking around at the start of the game are non-playable characters you have to deal with later. They can help you get into locked areas if you lure them to the door locks. What they won’t do is climb ladders, follow you through vents, or enter very dangerous areas. Both characters have little conversations with themselves if they get bored. You can call their services any time throughout the game, just not before you enter the test chamber. The earliest game I know that introduced the concept of NPCs was CyberMage: Darklight Awakening, but this was an overlooked game back in the day, and you can only talk to them, that’s all.

Another plus of Half-Life is the level design. There are many areas to explore, including offices, rail tunnels, control centers, outposts, and even Xen itself. They are interconnected with each other, and – unlike first-person shooters before it – they don’t require you to press a button to access them first. Some of the areas are littered with puzzles. My favorite is trying to launch an airstrike on the Gargantua. There are bosses you need to defeat from time to time, but it is not just a matter of “shoot to kill”.

In most chapters, the environments in which the player explores look amazing, especially the exterior in “Surface Tension”. For example, the player has to fight HECU soldiers along a cliff. The view of the New Mexico desert is breathtaking, with a little stream at the bottom and huge rocks surrounding it. “Xen” and “Interloper” are outside scenes, and the view looks really good. I enjoyed exploring the planet, shooting alien grunts in the process. In earlier chapters, offices and computer rooms can be entered while players are walking around Black Mesa. I was amazed at how much technology got crammed in the computer rooms, and how good it looks. Furthermore, the offices are clean and haven't got trash lying on the floor. They look better than my bedroom.

Like many games released on CD-ROM, the music is stored as audio tracks. The music in Half-Life is well composed, and what’s unique about each piece of music is that they don’t loop back to the beginning, and each piece only lasts for only two or three minutes. I like how some of them have that beat to them, such as the one played after you don your HEV suit. As for the sound effects, they are quite impressive. My favorite sounds come from the houndeye. When this cute creature sees you with its one huge eye, it sounds as if a door is opening. And as it emits shock waves you can almost hear Freeman screaming even though he is supposed to be silent.

If you’re new to first-person shooters, you want to compete on a hazard course before you start a new game. You will be assisted by a holographic image of a woman who teaches you how to run, jump, duck, shoot, perform long jumps, and climb ladders. It will take you about thirty minutes, given that you may fail at completing a task. You will also learn how to accomplish new tasks such as performing high jumps, using ladders, recharging your HEV suit and health at wall stations, and going around in the dark with a flashlight.

The Bad
I noticed a few bugs in the game, mainly concerning the non-player characters. In some situations, when they finish walking to wherever they want to go, they tend to do a little tap dance. I even remember, in the chapter “Office Complex”, one of the NPCs was walking around and died of a heart attack. Also, I remember in “Blast Pit”, when I opened a door, it seemed to drift out into space as long as it remained open.

The Bottom Line
Half-Life is a fantastic game. There is so much to do here - destroying aliens; restoring power to some areas; and interacting with both scientists and security guards, to make them get you access to locked areas. Most of the graphics are breathtaking, and an excellent soundtrack is heard while you play. There are certain aspects of the game that the player might enjoy doing.

Originally released for Windows in 1998, Half-Life also made its way onto Mac and Linux thanks to Valve themselves. This version - distributed on the Steam platform - is the same as the original retail version but without the flashy menu screens. There is also an updated Source port which I recommend you avoid; it contains too many bugs Valve couldn't be bothered fixing. If you love first-person shooters and you want to do something new, other than blast enemies all the time, give Half-Life a go.

Windows · by Katakis | ă‚«ă‚żă‚­ă‚č (43091) · 2021

Hello Anyone??? Did you actually played this junk???

The Good
OK, I am a late bloomer, I know it. So after about 7 years that I have the Game of the year edition of Half Life, I decided to see what the hype is all about.

I don't mind games with past graphics, what I really like about a game is a story and a good design that let me blend in the game world effortlessly.

With Half Life what I liked is the promise of a great story and great setting. The good stuff is here.

Also, the scripted events are cool and add to the atmosphere of the game.

OK, that is about it, But Half Life is like a cake that looks great from a distance and turns out to be plastic when you get closer...

The Bad
For some reason everything that I am about to say has already been said in the past but people chose to ignore it when they gave the game the final scoring. So here is the full list:

Design: Really sucks. This is a FSP, not an adventure game where you have to guess what you need to do next or what valve needs to be opened. It is not Tomb Raider where you have to jump from platform to platform. At times I had to reload 15 times to go past one of those jumping puzzles. Totally out of place.

AI: I guess for 1998 it was great, but by today's games, the AI sucks.

Weapons: Not cool, you have a crowbar, a pistol, machine gun, and some other not very exciting weapons. I have completed 40% of the game and no weapon was really cool.

Monsters: Stupid and not scary at all. Take the zombies for example, they walk slow and simply try to get to you so you should them and they are gone. Or the crab head. Totally annoying. Compare it to Doom's monsters and you get my point. I recently re-played Doom and it was 1000% more fun than this crap.

Bugs: Yes, annoying bugs that prevent you from finishing. Like the one that does not let you leave an elevator and then kills you since you can not move.

I could go on and on. But this game feels half baked and with lots of bugs. I am puzzled what all the hype was about.

The Bottom Line
Life is too short to waste on this crap, go spend time with you family or better still with Halo.

Windows · by The Gay Elf (12) · 2006

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)

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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 March 18, 2024.