Half-Life

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

Windows version

Gaming's Potempkin Village

The Good
Half-Life represents another chain in the link that started in 1993, when Doom shipped without any sort of "High Scores" table.

Basically, the trend of shooter games towards realism, away from gimmickiness and "arcadeness", and into the a future where games get compared to movies as works of art and you don't wait for the punchline.

Immersion is the altar this game worships at. Not just great graphics or great sound or lots of polygons - immersion. Every aspect of Half-Life is engineered to create a world you can get lost in, from the level design, to the audio, to the overall concept of the game. It's still a shooter with the same fundamental rules as Doom - the way out of these elaborately crafted environments is still generally "shoot the crap out of everything" - but with various subtle touches that seem like nothing yet add up to everything.

It's hard to overstate how successful Half-Life is at what it does. Black Mesa is never anything less than a real place, filled with vending machines, garbage cans, querulous scientists, etc. Within the first few minutes, you get to see a locker room. Open the locker marked GORDON FREEMAN, and you see some of the main character's personal effects - including some books he's reading. The main character in this game reads books! A tiny detail, yet a complete paradigm shift.

You don't find weapons and ammo lying in the middle of the hallway in Half-Life, you find it in a place that makes sense (like a gun locker or a weapons cabinet). You don't open doors with brightly colored keys, you actually have to find a scientist or soldier and ask them to grant you access (which sometimes entails an argument). In one incident a guard started helping me in a gunfight, and yelled "got another one!" as he plugged a headcrab. Despite Half-Life's datedness, scripted moments like this still have an eerie power. For just a second, he's the player and you're an NPC in his game.

Half-Life is masterful in keeping the ugly, clunky machinery of videogaming off-screen. The game seamlessly transitions from level to level. No load screens. No cutscenes. The game just doesn't cut away. It keeps you locked inside the experience, like a movie. Again, the effect is subtle, but you definitely feel it. It's like an orchestra that effortlessly segues from section to section, versus one that has to stop and re-tune their instruments at the end of each movement.

The game has barely any story, but it gives you the ineluctable sense that there probably is a story, you just aren't around to witness it unfold. Not so much "this is a plotless game" as "gee, I wonder what I'm missing out on, wandering around empty hallways with my crowbar." The widely parodied, widely mocked decision to not have Gordon Freeman speak works really well, as you imagine your own voice and your own words flowing into silences in conversation.

The Bad
Half-Life is so overpowering as an experience that it took a while to sink in that I wasn't having that much fun.

A goofy, arcadey FPS like Quake kills Half-Life in enjoyment factor - and Quake's hardly an FPS benchmark par excellence.

Half-Life is just too clever for itself. It's filled with inventive ideas that just plain don't work in an FPS game. Too many times when you have to perform Lara Croft-esque jumps without seeing your feet. Too many places where you have to navigate instant-death tripwires with only a hazy idea of your proximal surroundings. Too many places where you're trying to push boxes around and they go unhelpfully skidding off in the wrong direction. It's like the game gets bored with being a groundbreaking FPS, and also wants to be a shitty version of Rayman.

And what's with the several million miles of air ducts you have to crawl through? Why? What's meant to be fun or enjoyable about that? I swear that half the game is spent hobbling through air ducts. Go fuck yourself for that one, guys.

Looking at Half Life in hindsight, You can see a real "cool stuff overload" coupled with a neglect to the basic principles that make gaming fun. Hit detection is seriously wonky. You're reaction when shooting isn't so much "eat death, hellscum!" as "man, I hope that last shot did damage". Overall, this game's action just isn't satisfying. The entire dynamic of the gameplay and weapons feels "off", like you're just slightly out of control of everything. And the game depends such ridiculous levels of mid-air finesse - I lost count of how many times I had to jump while crouching to fit into a tiny air duct - that it feels like you're playing a third person game hastily reprogrammed for first.

Gradually the illusion wears away, like a woman's makeup tearing. You'll see how facile and shallow much of the game is - how the bosses can be beaten by a chess-playing computer, how the enemy AI is full of holes, how the game has a tiny number of character models and keeps reusing them. It's like Being John Malkovich: The Game.

Half-Life pushed the FPS genre in directions it probably wasn't ready to go. It's an impressive exercise if you value games as artistry, or as visual experiences.

But if you value games as games? I'm not so sure.

The Bottom Line
It's an old, perhaps apocryphal story. Grigory Potempkin, lover of the Russian queen, was given the task of rebuilding the devastated towns along the river Dneiper. Rather than do this, he built a series of beautiful fake towns, with his own men playing the part of happy, well-fed peasants. They would smile and wave as the Empress passed by, and then rush on to populate the next fake town.

Half-Life is amazing to look at, even now. But don't look too hard, or too long. You'll notice the parts held together with duct tape and silly string.

by Maw (832) on April 23, 2015

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