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Half-Life

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

  • 半条命 - Simplified Chinese spelling
  • 戰慄時空 - 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 538 ratings with 30 reviews)

The average shooter on rails with wonderful PR

The Good
If there is anything good to say about Half Life, it is this: weapon feedback. Half Life is first and foremost a shooter, it is your method of interacting with the world, and for the most part, the weapons look solid, feel solid, and sound quite good. The weapons were varied but kept well with the theme of the game and were placed logically, and just as you needed them. Specifically the .357, the shotgun and the gaus cannon provide great feel, sound, and do a good job of killing your enemy.

Half Life flows well from one region to another, with quick loading transition spots that are barely noticeable, save for a subtle change in the lightmap on occasion. You move through several environments which are mostly labs, warehouses, utility centers and the outdoors, along with an alien environment. Half Life does deliver in giving a sense of physically moving from one place to the other.

Memorable moments can be had a few times, particularly the Ichthyosaur and the encounter with the Tentacle in the missile silo, along with much smaller scenarios.

The world is fairly detailed with mild touches reminiscent of Build era games, details like the microwave in the waiting room which can have the power go up higher and higher, until it ruins a meal, and the soda machines which produce cans.

The Bad
Half Life fails mostly on where they claimed their strengths to be. It is billed as the thinking man's shooter, yet there is little thinking required, merely trial and error. You are guided through the entire game on a mostly linear path, where every action you take, save a few exceptions, is required to progress, if it is the wrong action, you are punished by an arbitrary obstacle, or worse, pain or death. Every puzzle encountered, every scripted event, every new weapon and every enemy is placed in such a way that you have to find it then and there, and every other player of the game experiences it in the same order with the same effects. There is no way to own your experiences in Half Life as it can be adequately followed with a walkthrough.

Half Life's storyline is that of Doom's, only with marines coming in as a third party. Scientists tinker with technology, a portal appears and aliens invade, however instead of military being on base to help stop it as in Doom, they come in later and do a cover up. The only true spin on this is that you play a scientist and thus must face both groups. At first it is cool to see marines duking it out with aliens, but replaying scenarios reveals that due to the low level of variance in the ai, it usually turns out exactly the same. Half Life in terms of story plays like Doom where the former marines are instead current marines, and you have to sit through cutscenes (true you never stop being able to move, but you're locked into an area for the duration of an NPC speaking).

Half Life is a cold world, the NPCs have little personality and do little to garner sympathy, in comparison with Unreal's nali, or in opposition the civilians of Blood 2 which are actively made to be disliked. The NPCs serve mostly as mobile keys for the typical locked door.

The artificial intelligence is superficial, but looks great at a glance. Marines seem to take cover and seem to want to live, until you realize that they behave nearly the same regardless of your approach style. It is rewarding to toss a grenade at a group of soldiers and hear them scream "Grenade!" and duck, but the ducking seems to happen regardless of the grenades position, and Ive successfully taken out a squad with a single grenade, as they all ducked right around it. Half Life's ai can be summed up with being on par with Quake 2's in the use of basic breadcrumbs, and stylized with scripted events.

The level design though linear was fairly solid, up until Xen, the alien planet which functions mostly as a jumping puzzle with nuisance enemies. Throughout the game the levels serve mostly as a way to kill time until the next scripted event by mowing down mindless Vortigaunts and Headcrabs.

Lastly, who coded this interface? Half Life seems to be using an external program for its menu, which leads to a lot of mode switching for your monitor. And what for? The mouse driven interface? I really don't understand why it was done this way, and it makes it a chore to do simple things like changing your controls or looking at your saved game list.

The Bottom Line
On the whole Half Life is a basic shooter that attempts a cinematic quality by playing to the weakness of cinema - linearity and lack of input. It is a decent first play through which loses itself as you move forward. Good for $10, but not for the awards it has received, and definitely not the original retail price.

Windows · by David Queener (6) · 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

Indispensable FPS

The Good
Half-Life was for a long time one of the best FPS games in the world and maybe it's still the number one. The Valve studios made one of the most shocking games using a genre which was a little bit stocked, only unreal was on a par with the game. The game has no important new features regarding other competitors of the same genre, it's just a FPS, with weapons (human and alien weapons), enemies (humans and aliens too), and no puzzles, just go on and kill everything that's trying to kill you and you'll finish the game. The story is more of the same, aliens on Earth and soldiers trying to kill the survivors to mask the truth.

Then, why is this game so important? It's because of its essence, it has a great story, something special is behind everything. Gordon Freeman is a perfect character, and he doesn't even speak! How is it possible? That's the essence I'm talking about. Lovecraft could be proud of this game, we have gates from another dimension, monsters coming from there and everything's because of human's mistake. Ted Backman designed the monsters and he really did a brilliant work, the aliens will not give you a fright, but they're disgusting (specially the crabs) and repulsive. There are many enemies and the game isn't repetitive.

Some survivors will help you along the way, security members will go with you killing enemies with their guns (they'll die soon, it's really difficult to protect them and they will be more like a bait to you) and scientists will heal you and can't fight. They can also open closed doors along the game (something like secret areas with extra ammo and med-kits) and that's why you should keep them alive as far as you can.

There's an enigmatic and deep story behind the game, you'll see a man with a briefcase during the entire game, talking with scientists and observing what you do from the distance. You can't reach him or shoot him and you won't know what's happening 'till you finish the game. When you play the game for the first time you'll notice him sometimes, but it's a good choice to start the game again and look for him (now that you know who he is).

The game has three difficult levels, and they're not really hard, they aren't impossible, so, if you've played many FPS try the hard level because it's difficult but not frustrating. There are many weapons and many-kits and when you know how to deal with all your enemies you'll finish the game with no problems (anyway you'll die many times).

The Bad
There are some things that are not as good as it should. The game has two important parts: Fighting against soldiers - Fighting against aliens. There are some parts in which both of them will try to kill you, but not so many, that's why sometimes maybe you'll be a little bored of killing soldiers/aliens and you'll miss the other enemies.

About gameplay, the design of the shark is poor comparing with the other enemies and fighting with it is not a comfortable experience. The survivors that will help you along the way are really stupid, they have a poor AI and they will stop walking leaving you alone. You'll have to come back to make them follow you and not walking so fast to avoid this thing, furthermore, they're not useful as a fellow team member.

Music's not good and this game deserves something better. There's only music in some parts of the game, and it doesn't suit with it. It sounds strange and out of place. It's the only important bad thing of the game (well, better to have this bad things instead of other important things like gameplay, right?). The FX is good, and the dialogues (maybe I should say "monologue" because Freeman doesn't talk and he just listen to what the others say) are adequate.

The Bottom Line
Half Life is something more than a FPS game. If you like the FPS genre you'll notice that since the beginning. The atmosphere, the characters, the enemies,the main story... Everything has something special. It's a really pleasure to play a game which you know that will make history since the beginning... and it's not overestimated.

Windows · by NeoJ (398) · 2009

[ 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.