Monday, 13 April 2015

RETROSPECTIVE: 'Half Life' AND 'Half Life: Source'


The FPS genre has many benchmarks. There were many early first-person experiments, then there was Doom, then there was Duke Nukem, then there was Quake...and then, on the seventh day, there was Half Life.

Whilst all those previous games very much defined FPS action itself, Half Life evolved gaming in a way that moved the FPS genre from its frothy-mouthed gunplay to a storytelling medium…with shotguns. There is certainly an artistry in creating a satisfying shooting mechanics, but before Half Life games had yet to push beyond that. What if, rather than an opening text scroll or skippable cut scenes, the storytelling was merged with gameplay? What if there was never a moment where the controller gets yanked from your hands by million-dollar companies desperate to show off the ridiculous amount of money they spent in creating their mediocre game? 

You play as hapless scientist Gordon Freeman. Despite being a mute, he’s managed to earn his PHD and is assigned to partake in a dodgy-looking science experiment that inevitably goes horribly wrong. Horrors from another dimension are spawning in, and it’s up to you to reach the surface and get help. Of course, this is one of those games where the starting objective seems simple, but things develop over time. Doors get blown away. The military come along, and in general all hell breaks loose. 

"OK Gordon. This experiment is perfectly safe. See: the safety alarm's going off"
The gameplay escalates at the plot does. You start off with just a crowbar, and then you get a little pistol with limited ammo. The first few chapters are very survival-horror in tone as you fend off horrors whilst trying to conserve your resources lest you be left vulnerable. Then the military shows up and you're forced to be more tactical. Then the aliens start sending in more advanced troops and it's clear the war for humanity has begun as things devolve into utter carnage.

The shooting mechanics are open enough to allow these changes in gameplay. My favourite chapter is ‘Surface Tension,’ as it’s basically a combat sandbox where you’re thrown into areas filled with marines and it’s up to you how you deal with the situation. Do you stand back with a crossbow and snipe everyone from behind cover, do you run in there with a shotgun, or do you use explosives to force enemies into a group so you can blast them into giblets? Well, it all boils down to which method works best for you…and how much ammo you’ve got. And the best thing is that unlike Bioshock, you’re not bogged down with multiple upgrades and ammo types – so you can alter your tactics at any point, and you will because the enemies you face are diverse and unique.

The A.I is still better than many modern shooters. Marines will always flank you, using grenades to flush you out and dividing into groups. They don’t just duck behind cover and wait for you to come to them, nor do they charge heroically into your awaiting gun. Occasionally you can make them line up behind a corner and shoot them one-by-one, but for the most part it’s very difficult to exploit the A.I. The best example of this are the ninjas (yes, there are ninjas in this game) who are extremely tough opponents and sadly only show up twice, which is a pity but I’d rather be left wanting more than less. 


The weapons themselves are solid and satisfying. The iconic crowbar is useful right up to the very end of the game, as are the rest of the weapons. Your little pistol is still a valuable asset to your arsenal, and whilst the heavier weapons are extremely effective, their ammo is scarce so you’ll never find yourself with a game breaking weapon. Again, it’s not like Bioshock which in the later stages of the game throws weapons at you despite the fact you’ve already fully upgraded one weapon and don’t really need anything else now.

The story itself isn’t spectacular, but the way it’s told is what makes the game so unique. I use the term ‘levels,’ but really the game is a seamless journey through the largest science facility in the world. You don’t finish the map then teleport somewhere else (well, not until the last chapter), you travel from science labs to an office complex to a storage area to a waste disposal department to a rocket launch site. You take every step of this journey yourself, and progress naturally through various interlinking sections. Along the way, you’ll run into a stray scientist or security guard who gives a bit of exposition and it’s through this the plots told. To top it all, you occasionally spot a mysterious man with a briefcase watching you – which gives you the impression that a larger force is at work here. 

"We cannot comment on Half Life 3 yet. Carry on, gamer."
This all being said, Half Life is not perfect. Nothing is, but despite my dramatic introduction to this review I don’t think Half Life is sacred. It’s certainly innovative and enjoyable – which is perhaps the best compliment anyone can give to a work of art – but it’s old. Old games do things new games don’t…for better or worse.

Let’s get the biggest problem out of the way: the platforming.

The problem with first-person platforming is that it’s simply dodgy. Even games like Mirror’s Edge where you can see your feet are hampered by the restricted viewpoint FPS’s provide. The whole point of the first-person viewpoint is immersion, as you see the digital world from the same viewpoint which you perceive the real world from. But it’s easier to jump across platforms in real life because you control your body through a complex array of muscles that hurl your body through the air rather than pressing the space bar and praying.

These sections almost kill the game’s flow. You’ve just navigated your way through an intense combat arena filled with ambushes and a balanced array of enemies when suddenly the game asks you to hop across a series of platforms. You’ll fail several times and will probably hurl enough insults at your computer to make a GTA protagonist blush. 

"HELLO! WHY CAN'T NO-ONE HEAR ME?!"
It doesn’t help that because Half Life is based on a modified Quake engine, you move like an old-school shooter. In many ways it’s a refreshing change from modern gaming’s ‘sprint’ system, when you press a button and your character dashes whilst the camera bobs so much you get motion-sickness. Sure, it’s unrealistic, but it’s fun to strafe around enemies firing high-powered weaponry like a god of carnage. But the movement system makes platforming even more of a nightmare than it already is.

Speaking of a god of carnage, whilst I really wish modern games would take more inspiration from Half Life’s combat instead of the ‘two weapons only’ model – the mechanics are a bit off. As with almost every FPS, your hitbox is bigger than it looks. Often you’ll take cover only to find that you’re actually in cover and you’re swiftly killed by a fatal shot to the elbow. Conversely, enemies have relatively small hitboxes, making it much harder to hit enemies that it seems. I praised the open-ended combat, but when fighting the marines it’s best to just keep firing the SMG until they all eventually fall down. Also, in the medium and hard difficulties, enemies are bullet-sponges who can ruin your day if they catch you by surprise…and they will because whenever you complete a puzzle or see a massive empty room – expect an ambush.

Whilst none of these problems ruin the game, they all come to a head in the final few levels. Going into space sounds awesome, but space as it turns out is filled with platforming puzzles and really crap boss-fights. A boss shouldn’t be a bullet-sponge; it should be the ultimate test of your abilities. I know several people who’ve given up on the last chapter not because it’s hard but just because it’s so out of place. 


In 2004, following the release of Half Life 2 (which we’ll get to one day) Half Life: Source was released. When it came out, fans were actually really disappointed. People were so blown away by the Source engine that they expected a complete remake of Half Life in the style of its sequel. What they got was just Half Life but copy-pasted into a more stable engine that also enabled higher-resolution textures. In fact, people were so disappointed that in 2012 a fan-made remake of Half Life was made called Black Mesa (which, again, we’ll get to one day).

OK, so it’s just the same game again but smoother. But this means that if you’ve never played Half Life and you want to experience it warts and all, then this is by far the best way to jump in. Although, you can’t play the expansion packs…which I’ll get to another time.

Half Life has its warts, but it’s the ying to the yang. The game possesses both some of the best and some of the worst elements of first-person shooters. It’s immersive and fluid, but it’s clunky and unrefined. And that in many ways just adds to its charm. Portal 2 was so rigorously playtested that there’s nothing to be learnt from it, whilst Half Life is a game you absolutely must play before you die. Even if you hate it, play it as far as you can and think what needs to be learnt from it…because the Triple A industry is still so far behind.