Half Life 2

User Rating: 9 | Half-Life 2 PC

Half Life 2 is an iconic and universally praised FPS from Valve, which had a few sequels and modded versions, yet no official Half Life 3. I think the hype at the time was due to a larger focus on narrative and a bit more depth to the gameplay than simply running and gunning.

The plot to the first game seemed like a typical sci-fi/horror plot - so I didn't really understand the praise for the plot when playing it for the first time in 2023. This sequel seems more of a dystopian future theme, and there's probably more story in the general lore (environmental storytelling and radio broadcasts) than what is portrayed via direct dialogue. I think the silent protagonist isn't a good choice because there's definite moments where you'd expect some kind of reaction or dialogue when you meet your fellow rebels. You play as researcher and hero of the first game, Gordon Freeman, who is woken by the mysterious G-Man who you met at the end of the first game. In the usual G-Man fashion, you periodically see him on your adventure; he always seems one step ahead of you, but what is he up to?

Your journey begins in City 17, which is now under the oppressive rule of the Combine. Propaganda broadcasts are played in the war-torn streets. Barney ushers you away from the Combine guards, and you flee and eventually run into Alyx who takes you to Dr. Eli Vance. Since Alyx is an iconic character, I expected much of the game to feature her, but you only team up with her in certain moments. The relationship develops more in the next game Half Life 2 Episode 1.

There's plenty of Combine soldiers you'll be shooting throughout, and I'd say there's much fewer alien creatures to shoot this time around. The iconic Head Crab makes its return, as well as a few variants. I see this as taking inspiration from the Face-huggers from Alien, and maybe a raw chicken! They seem to turn people into zombies, so that's another variant you face. "Barnacles" are like an immobile sac found on the ceiling with a dangling tentacle that will grab careless people and pull them up. In one section, you have to cross a desert area where touching the ground causes Antlions to rise up. Later on you defeat a queen, then a friendly Vortigaunt gives you a sac that allows you to summon Antlions and direct them to attack enemies. The following raid on the prison using your Antlion friends was one of my favourite parts of the game.

One of the first weapons you acquire is the iconic crowbar which is used for smashing crates and grates which often allow you to venture forth. As you go through the game, you find more weapons. They start off typical - like a couple of types of pistol, machine guns, shotguns, a crossbow, and rocket launcher. There's no interesting alien guns this time around, and projectiles are just limited to grenades. Smashing supply crates reward you with extra pickups. More goodies are found in hidden lambda caches which are marked with a spray-painted logo. You can find medpaks and energy items to partially top up your health and armour. There are also devices positioned on walls which recharge your health and your suit.

Your suit gives you extra protection in hazardous areas, although you will still take damage from radioactive waste, fire and electricity. Other hazards are explosive barrels, and trip wires. Explosions can be used to your advantage in combat, but there are times you need to be aware that you can trigger a chain reaction. I'm not sure who left so many explosives around though.

You often take advantage of the explosives and general objects in the scene with the famous "gravity gun". This allows you to pick-up, then drop and fire light to medium weight objects. This is useful in combat to conserve ammo, but is also used in general navigation and puzzles. So you will be removing blockages from doors like a metal bar, pile of crates, fallen cabinet, making makeshift stairs or safe areas over hazardous material by careful placement of wooden objects. Sometimes it might not be clear what to do, but once you make progress with a creative solution; it sure is satisfying. The physics are good but I'm sure the weight of the concrete blocks Is off when I saw them sliding down a slope, and required way more blocks to counterbalance a ramp than I expected.

Most of the chapters are long, but there are a few short chapters. The game is generally well paced, featuring lots of action then a small section of dialogue when you meet your fellow rebels. There's a few vehicle sections which do probably last a bit too long, but you are often made to get out of your vehicle, and work your way through a building to hit a switch to unlock a gate to the next area. The vehicle sections do feel more open, but the game is very linear and you are often funnelled down corridors. Early on, there's quite a lot of being pursued by helicopters and ambushes by Combine forces. I suppose there is a feeling of the roles being reversed when you finally lead a team of rebels to take City 17. Then in the final moments, your Gravity Gun is supercharged and sees you picking up enemies directly and tearing through waves of enemies.

Although the graphics generally had a brighter colour palette, the game often switches lighting intensity, and features some dark areas. You have a flashlight, and this is where the horror aspect of the game comes in.

I think the game does well to keep the locales feeling varied and a nice balance between action and horror, careful gunning, running and gunning, and vehicle sections. Certain moments are very memorable like the horror based Ravenholm level where improvisation is key with the Gravity Gun when you have limited ammo. Compared to today's FPS games, the 12 hours playtime is quite long, but I felt it was about the right length.