|
|
![]() In Half-Life you take the role of Dr. Gordon Freeman, a scientist at the Black-Mesa Research Facility. One of the great joys of Half-Life is that you play Just A Regular Guy. No Dukes or Blades here, just a geek with a gun and whatever wits you can manage to keep about you during this wild, wild, ride. Your adventure begins with a scientific experiment on some unknown radioactive sample; of course, things go wrongreally wrong, and certain unforeseen consequences rip a nasty hole in reality. The true adventure begins as you try to figure out what the hell happened while escaping the facility with your life. The Valve team gave some serious thought to Half-Lifes level design; theyre seamlessly integrated into the plot of the story. Everything seems to be there for a reasonalthough there are a lot of boxes sitting around. And making ones way through a level depends upon a lot more than just the application of pressure to ones triggeryou have to solve problems in this game, and problems much more sophisticated than the usual hit the button and run like hell" puzzles found in most shooters. For example, on one level youll be confronted by a pretty impressive monster; the only way around it is by firing a rocket engine in a silo, but the fuel, oxygen, and power are shut off. In order to fire the engine, you have to turn on the fuel and oxygen pumps in the pumping facility and turn on the power in the generator facility. Sounds simple enough, but these seemingly easy tasks are complicated by a number of smaller puzzles you must solve just to get to the facilities themselves. Every time you think youve got it beat, another problem looms. The wonder of it is, these puzzles dont seem forced or tiresome, and when you finally blow that sucker up, the feeling of accomplishment is exhilarating. Half-Lifes levels also capture the same epic feel that Jedi Knight did; the games scale is sprawling, and it tends to make you feel a bit insignificant. The games realism factor is impressive as well; the towering structures, bleak outdoors scenes, and leaking radioactive waste make you feel like you actually are at a nuclear and biotechnology research facility somewhere in the arid Southwest.
Another welcome innovation is Valves use of non-player characters. You dont just blow them up; in fact, NPCs are often vital to your efforts in the game. NPCs usually scientists--can provide you with keys, lock codes, and retinal scan patternsthese are essential for many puzzles, and if the NPC dies, youre stuck. The guards in the Black Mesa facility will also help you whack your human and alien opponents and even provide you with helpful information. If you wish, you can invite NPCs to tag along with you, or you can leave them behind to cover your rear. The graphics in Half-Life are excellent; the creature models are especially cool. They look good, move realistically, and create pretty amazing effects. Some spit acid that sticks to the walls, others shoot lightning, and others use sonic attacks. Each of these creature attacks is accompanied by a extremely well done graphical event. As in the other latest 3D shooters, bullet holes appear when you shoot at objects and shooting structures can cause them to collapse. The people at Valve have implemented the Quake engine more innovatively than anyone else so far; the game includes cool lensflare effects, excellent explosions, and great death sequences.
Multiplayer in Half-Life is very good and has none of the major problems that other games, (like Sin), had. The level design is excellent and the weapons are powerful enough to make it fun, but weak enough to make it a challenge. The developers obviously did some tweaking on the weapons to make them balanced. Guns that are powerful have slow refire rates, while high rate-of-fire weapons deal smaller amounts of damage. We spent a couple hours deathmatching one on one, and even though the game wasnt as fast-paced as Quake, we had a good old time. The directional sound works very well in multiplayer and allows you to know when you are being followed.
System requirements for Half-Life arent bad at all. The game runs well on a 233 Pentium II with 64 megs of RAM and a good 3-D accelerator, which was a relief after enduring the nasty requirements of SIN and Unreal. We were glad to see that Valve took the time to optimize their code for gamers who dont have unlimited budgets. Overall, Half-Life was a joy to play. The parts (which are pretty impressive in and of themselves) add up to a totally engrossing whole that creates the willing suspension of disbelief so important to good stories and good games. No doubt about it; this is the best first-person shooter to date. --Rick Fehrenbacher, Jon Hall, Tom Monter, Al Wildey |