The nature of any software review is that its
somewhat subjective, but in the case of Sierra Studios and Valve Softwares
Half-Life, there is one indisputable fact: I played this game for four days straight; I
was enraptured by the experience, deaf to the rest of the world, my emotions and senses
honed in on the computer screen for umpteen hours on end. A review can be laced with
superlative-frill to the ying yang, nit-picking the tinniest of pitfalls and aggrandizing
idiosyncratic creative accents, but whats really important is the indescribable play
experience The pace, depth, uniqueness, and excitement that is ceded from the game
to the player during their time together. Half-Life has an incredible play experience.
That fact is indisputable.
The last time I was really taken by a game was on December 10, 1993
I even remember the date when the Doom shareware was released. I still have
memories of playing those seven shareware levels time and again almost 5 years ago. There
was just a raw element of the game experience that caught me. For whatever reasons,
Half-Life caught me again. And yes, it probably wasnt as much as a visual eye-opener
as Doom was, but Half-Lifes single player experience has an uncanny depth to it that
just drew me in.
Sure, there have been other games that caught my fancy for a day or
two but seldom do I ever see a product that pulls you in so dramatically. I never lost
sleep over games like Quake or Unreal. I did lose sleep over Half-Life. It just does
something different than other games.
And what does it do differently? Half-Life is not particularly
incredible in any one facet; its focus is plural, which no doubt has lead to its
success. It doesnt have the best graphics, the most mind-twisting plot, or the most
incredibly interactive playground within the levels. What it does have is a organic
cohesion between all these elements; a synergy of sorts that ripens the game into a juicy
and delectable interactive experience that takes you prisoner and never yields itself to
prior conventions of what 3D games used to be all about.
Yet lets get one thing clear: Contrary to what you might
believe the formula for Half-Life isnt rocket science. The idea of adding a plot and
characters to a 3D action game is nothing new; The aim to have great artificial
intelligence is old school; The concept of creating game environments that mirror
real-life edifices has been done before. But when you pile all these things up together,
and make them work which is no easy task the result is a living and
breathing game environment. Youre no longer a walking-weapon peering around 90-deree
angled walls draped in muddy brown textures. The game is about more than that
much
more than that.
Half-Life is about balance. Its about precision and design.
The game is an immaculate blend between action and adventure. The levels are filled with
enemies and traps that keep you guessing, yet there are slower moments of discovery and
exploration too. And then there are the elements which just cant be created by a
simplistic blueprint the sense of wanting to find out whats just around the
corner. Far too many 3D-action games offer more-of-the-same after the first 3 or 4 levels.
You never feel like Half-Life has ever shown you all its cards. The suspense pulls you
through the game: Valve latches you onto a leash and tows you through so many new areas
early on you sit at your PC panting for the next new enemy, level, or weapon.
There are great technical feats too the talking characters,
the quick level loading, skeletal animation, and the one-click multiplayer -- but to me,
the most impressive technical element is the artificial intelligence. Ive never
really felt computerized opponents have ever advanced past the run-and-zig-zag phase of
Wolfenstein 3D. Everyone thinks of enemy intelligence as only needing to be defensive, but
Valve has introduced characters (namely the female assassins) that are swift and offensive
in their attacks. In most 3D-action games you can avoid an enemy by just going around a
corner and grabbing more heath there was no fear they would follow you. In
Half-Life, if you flee, there will be a grenade landing at your feet within seconds.
Putting the player on the edge of his or her seat is not an easy thing to do
theres no "Creating an Addicting Game for Dummies" on the shelf at the
local Barnes and Noble. In many ways, the success of some games is by fluke things
just happen to jell together in the right way. However, the depth of the Half-Life
experience suggests its success isnt all luck or happenstance. Elements such
as creating offensive AI just boils down to really hard work.
Without question, there are areas of the game that do need work:
Namely, the characters in the environment lack any individual personality (its
disheartening to come up to the 30th scientists who looks, speaks, and motions
the same as the last 29). The other nit-pick I have with the game is the constant need to
quicksave and load. Maybe the enemies are too tough, but even on the easy difficulty
setting, you have to re-load your game hundreds of times. Designers need to figure out how
to keep the player at 5 health for a long-period of time within the game, because it
creates much more tension than quick-loading the game with 100% health and playing again.
You want to feel like one shot from an enemy can take you down for the count. Finally, the
Internet play 56k modem is lag-ridden and unplayable at this point. Luckily, this
doesnt influence the single-player experience.
But overall, Half-Life is cohesive: a world instead of a collage of
mis-matched levels. The story develops in nugget-form throughout the game and not in some
epic and boring introduction and ending cinematic. The environment is alive and breathing,
and this makes you want to explore the darkest crevasses of every level. And overall,
theres just an intrinsic balance between all the elements -- its a sign that
the game was kneaded through development and fine-tuned to the nth degree right up until
release.
Half-Life is the game of the year theres no question
about it. For me, its running neck and neck with Doom as being the action game of
the decade. Its lofty praise, I know, but theres just nothing else that has
even come close to the balance and intimacy of playing the game. Half-Life deserves to be
celebrated because it takes regular conventions of what we expect from a 3D action game
and shows that theres a different way to design such a game; Id argue a better
way. It has a plural focus in its design that will cause future products that only
concentrate on one element to fail in the marketplace. Its no longer good enough to
"just have" certain elements. It all has to be there, and it has to be balanced.
Half-Life is epic, its visceral, and its the kind of
game that just makes you want to keep tapping the walk-forward button time and again.
Its a sign of whats to come for gaming during the next few years.
Half-Life is the standard, the bar, and the prophecy of whats to come for 3D
action game experiences. You just cant let this game pass you by.