Note: This review has fistfuls of spoilers. If you haven’t played this game or have not finished it, you might want to come back later.
Let us dispense with the crap here and
get down to brass tacks. I feel we
all know each other well enough now and can cut out the pleasantries and small
talk bullshit. Half-Life 2
represents the pinnacle of the highly scripted first person shooters.
All those stupid puzzles, scripted dialogue, dark corridor running, and
one way paths exist in this game but the folks at Valve take them and give them
so much painstaking attention and detail and keep the storyline moving along so
well that you honestly don’t care that you are being lead by the nose down
this game.
There is nothing, and I mean nothing,
that any future first person shooter can do to surprise me or impress me after
playing this game. The entire first
person shooter genre needs to reinvent itself since Half-Life 2 possesses all
the glorious joy and the mind numbing retardation of the first person shooter
genre. Only by incorporating new
elements can this genre hope to survive.
There exist so many high points in this
game that I must admit I was holding off on reviewing this game in order to keep
my emotions in check and make as logical an argument as I can for why I liked
this game. Even more importantly,
my site appears to be screwed for some reason and I have no clue when or if it
will be fixed. So, if you’re
reading this, you might want to save it just in case my site blows up again.
Now down to business.
The scripted sequences throughout Half-Life 2 define this game.
Forget the graphics, forget the weapons, and forget the Hazard Suit.
Scripting and tons of it gives Half-Life 2 its heart and soul.
The scripted sequences, whether it be dialog or the destruction of the
surrounding environment gets your heart racing and your mind running.
For example, take a later point in the game.
You meet up with some other humans in an abandoned building outside the
Combine HQ. One of them runs up and
hands you what can only be described as the second biggest rocket launcher, only
surpassed by what you carried in Serious Sam.
“Dr. Freeman, good to see you,” the
soldier says, lips moving in perfect synch to the dialog. “You’re going to
need this rocket launcher against the Striders. They’re all over the compound
but a few shots should do the trick.”
Being a veteran of shooters it is a
given that once you come into possession of the big guns that means big trouble
and having the character say you will need a few shots to do the job does not
make one expectant of a fun time. But
what’s a Strider, I wondered as I headed out into the courtyard.
After looking up into the sky I found myself looking straight at not just
one but two massive four legged ticks spewing plasma bolts of death. The
scripted sequence accomplished what no typed text or in game PDA could do. By
hinting at what laid ahead it set me up but did not fully reveal the tenuous
position that my armor and health would soon encounter. My only thought became a
verbal utterance as I now ran as quickly as possible:
“Oh shit, oh shit, oh shit.. Run damn you, run!”
Don’t forget some of the scripting in
Ravenhomme either. Undoubtedly the
most disturbing level in the game, Ravenhomme contains one-half “Undying”
and one-half “Oops I crapped my pants in fear.”
Again, the scripting plays a crucial role in the the fear factor.
For example, you meet up with the Crazy Priest who offers to get you
across a small ravine. You just need to wait there a second on the roof for him
to get the small mining cart over to you. Now,
cynically, I at first stood on the roof scanning the sky for flying demons or
looking behind me at the door that I came out from for the bad guys. You know, like any standard shooter would do.
Then I heard a rattling to my left.
Then another rattling like metal against metal.
“Wait, why is that gutter I just noticed shaking?
Let me just look down here and --- OH SHIT, crazy muscle dogs!”
I screamed as if I was Hudson in Aliens. “We’re in some real fruity
shit now, man!”
Also, the scripted sequences contain
useful information and become enjoyable to watch.
The first example would be the television screens which are spewing forth
propaganda which will make Orwell rise from his grave and give an approving nod.
The second example comes from inside the Combine base as you are
transported through a complex which hums and clatters to it’s own cacophony of
sound while massive Strider beasts and other automated machines move all around
you as you travel.
Admittedly, if all of this had been
explained before as to why the Strider’s existed and what the Combine did for
its business, these sequences might not possess the “wow” factor that they
do. However, since the game gives no real foreshadowing or explanation for the
events around you, it’s up to the scripted sequences to leave breadcrumbs or
clues as to what is occurring and why.
I will in passing mention the textures
and graphics. They’re awesome but I’d expect nothing less from a game that
had been in development for over six years. Elitist snobbery on my part?
Probably. Do I care if you think that? Definitely not.
Second, there is the “playing on rails
syndrome.” Forget a completely
open ended environment like Grand Theft Auto or maybe a branching system of
choices like Knights of Old Republic. “No sir,” the developers said as they
looked at us from up high on their piles of cash, “We can’t have you wander
too far from our lofty goals. You
must go down that corridor and you must shoot that soldier.
Sure go ahead and take a left but you know what it will lead you right
back to where you were. Now get back on the trail and do as we want you to
do.” It's insulting to gamers
Sure, back in the days of Doom where you
had to put a game on three thousand 720K floppies or download it from a BBS at
9600 baud from your machine running 16Megs of RAM, a highly scripted environment
was needed to ensure some level of manageability. But now when computers possess
nearly a gig of RAM standard, a video cards with their own 256Megs of RAM, DVD-ROMs
which can hold almost 7 gigs of data, hard drives with more than 200 Gigs of
storage and CPU processors whose surface temperature rivals that of a burning
Humvee in Iraq, why can’t the games be more open and varied?
The only explanation I can think of is the need for expansions to milk
this cow for all it’s worth (*cough* Blue Shift 2 anyone?) Even if the
graphics have to take a bit of a hit that wouldn't bother me. "Oh no,
you mean the graphics will look like RtCW and not HL2 but I'll get about 100
more hours of playing time and twice as much area to explore? Oh don't do
that to me Mr. GamePublisher! Please give me more triteful games and
another Madden game instead."
Finally, I want to talk about the
physics engine. Yes, it’s interesting but there’s no damn need to rub my
nose in it or thump your chest and boast of it like some frat guy who just lost
his virginity at the kegger. It was interesting in Painkiller too but they
didn't necessarily brag about it in the design.
For example, at one point you come
across some sand with critters in them. You’re told not to step on the sand or
you’ll wake them up. The only
plausible way to get across the sand without waking them is by using the gravity
gun to manipulate debris on the ground. Now
personally, I hate puzzles and I sure as hell didn’t want to sit around for
15-20 minutes playing Jenga on my PC since there were more aliens to kill and a
story to learn more about. Rather
than fall prey to this gravitational puzzle, I simply flew a few objects in the
general direction I wanted to go and started jumping and let Mr. Shotgun handle
any bad guys that popped up out of the sand. Puzzles slowed this game down and
trying to force me to use the gravity gun to solve those puzzles was ridiculous.
Now the super gravity gun, however presented a brilliant tool for
handling those pesky guards.
Finally, the last piece that irks me and probably everyone else on the entire planet is the Steam engine. To articulate what I think about Steam and how it affects the Half-Life 2 experience I had, please do this. Go to a restaurant and order a huge steak but before you eat the steak get a small plate and take a dump in it. That is your appetizer. Eat the pile of poo then the steak. Then throw up the entire dinner and what sits in your toilet festering is Counter-Strike: Source.
Yup, I'm even a snob when it comes to my multiplayer shooters. But you all know that by now.
So, that's it I suppose. Half-Life 2 is the best single player first person shooter ever. Now it's time to reinvent the genre rather than polish what already works. So get to work Valve and we might see you in another six years or so.
- Sphinx