A major goal in any game is
to create the illusion of reality, a fact that is especially true for
first-person shooters. The whole point of the genre is to put you,
literally, in the role of the protagonist. In light of this, it's
surprising that so many games have stuck to a blueprint that breaks the
illusion at every possible opportunity, with text-based mission
briefings, jarring level transitions, and weapons and power-ups
scattered around like decorative furniture. But Valve Software has
obviously spent a lot of time studying the mistakes of the past. The
result is Half-Life, the closest thing to a revolutionary step the
genre has ever taken. Through a series of subtle and artistic design
decisions, Half-Life creates a reality that is self-contained,
believable, and thoroughly engaging. And while it may be surprising
that no game has utilized any of these ideas in the past, it's clear
that any future shooter will be remiss to overlook them.
The plot of the game is typical (in fact, it's little more than an
elaborate version of Doom). You are Gordon Freeman, scientist at the
Black Mesa Research Facility, involved in some mysterious experiments.
These experiments go awry, and foul creatures begin taking over the
complex. It gets more complicated, but there's no need to ruin the
surprises that await. Suffice it to say that Half-Life isn't a great
game because of its story; it's a great game because of how it presents
that story. From the opening moments of the game to the final showdown
(and even beyond) all hell is continually breaking loose, and there is
never a moment where you are not seeing things through Freeman's eyes.
There are scripted events in the game. There are opening and closing
scenes. But they all occur naturally within the game environment. It
may sound simple, but it goes a long way toward helping create a
believable world.
Weapon, ammunition, and health placement follows the same
philosophy. You'll hardly ever come across an item that is just bobbing
and spinning in place like some gift from the heavens. Valve has done a
good job of justifying the typical health and armor meters. Freeman is
wearing a hazard suit, used by researchers involved in dangerous
experiments. To regain health and armor energy, you must fill up at
power stations. These are almost always located in logical places,
usually near areas where dangerous work would be performed. There are
no power-ups to be found. Weapons and ammo are taken from supply
closets or the corpses of fallen security guards and soldiers. Even the
more experimental weapons have their proper place - in the weapons
research department of the facility. And late in the game, once you've
left the research facility, the supply of ammo and first aid kits is
believably scarce.
There are no levels in Half-Life, or, more specifically, it lacks
the concept of levels and episodes we've come to expect. The game is a
continual stream of locations from beginning to end. You can move back
and forth at will (with only a few exceptions), as can those who are
pursuing you. And though the brief loading time between zones is the
one artifact that breaks the flow of the game, the transitions are
thankfully brief.
The weapons look and sound great, ranging from the realistic combat
shotguns and grenade launchers, to the science-fictional, high-powered
particle accelerators. The level design is diverse (owing a nod of
thanks to Jedi Knight), including the expansive research facility, some
great outdoor areas, and foreign locales that are best left to be
discovered on your own. Suffice to say, it never gets repetitive.
The only problems with Half-Life are the results of it being so
ambitious. The fact that all of the humans in the game look like clones
takes from the otherwise realistic atmosphere. The diversity of the
levels and puzzles will undoubtedly leave you thinking some areas were
better than others. But complaints that arise are simply a reaction to
the fact that the game is so close to ideal. Half-Life is an
exceptional single-player game and a solid multiplayer game (though the
upcoming Team Fortress add-on may make it even better). It takes the
tried-and-true one step further but ends up leaps and bounds ahead of
the rest.