PublisherNVIDIA Lightspeed Studios
Release date16 Nov 2004
1998. HALF-LIFE strikes like a bomb. The game world is excited with this mix of stunning activity and energizing activity. Valve's debut collection gets more than 50 honors as "Game of the Year" and is casted a ballot "Best Game of All Time" by "PC Gamer". An entire scope of items is made, which is sold in excess of multiple times around the world. Half-Life 2 offers the fervor, challenge and overpowering experience of the first and supplements it with a mind boggling authenticity and responsiveness. This makes a virtual world wherein the player can impact everything around them, from nature to the conduct and sentiments of companion and enemy. The player again arms himself with the crowbar of research researcher Gordon Freeman, who ends up on an earth where the populace and its assets are excessively crushed by outsiders. Freeman is given the dissatisfied errand of liberating the world from the shrewd that he once discharged in Black Mesa. He needs to do it - his companions and compatriots rely on him. Source®, Valve's recently created motor innovation, empowers activity pressed ongoing interaction progressively in "Half-Life 2". Source is presently far superior and offers the accompanying upgrades: Figures: A best in class facial movement framework gives the most flexible characters in the game that have ever existed. With the assistance of 40 distinctive "facial muscles", human figures can respond to the player with knowledge and the full scope of human feelings. Material science: Whether stones, water or 2-ton trucks, questions consistently respond as per the laws of mass, grinding, gravity and lightness illustrations : Source's shader-based rendering program makes - like Pixar in his movies Toy Story® and Die Monster AG® - the most lovely and sensible scenes that you have ever found in a video game.KI: Neither companions nor foes beat aimlessly. They can evaluate risks, move securely in troublesome landscape and make weapons out of everything that comes into their hands.
About Half-Life 2
Half-Life 2 is released by NVIDIA Lightspeed Studios in 16 Nov 2004. The game is designed by Valve Corporation. Half-Life 2 is a typical representative of the Shooter genre. Playing Half-Life 2 is a pleasure. It does not matter whether it is the first or a millionth hour in Shooter, there will always be room for something new and interesting. Thrilling levels and gameplay Half-Life 2 will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 16 Nov 2004 released games such as:
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A complete list of games like Half-Life 2 can be found at AllGame here.
Half-Life 2 is versatile and does not stand still, but it is never too late to start playing. The game, like many Shooter games has a full immersion in gaming. AllGame staff continues to play it.
Half-Life 2 is perfect for playing alone or with friends.
At AllGame you can find reviews on Half-Life 2, gameplay videos, screenshots of the game and other Shooter representatives.
This section tells the history of the world of Half-Life 2
Gordon Freeman is brought out of stasis by the G-Man, who inserts him into a train arriving at City 17. After arriving at the station and eluding Combine forces, Gordon joins Lambda resistance members including Barney Calhoun, a former Black Mesa security guard now working undercover as a Combine CP officer, and Alyx Vance, the daughter of one of Gordon's former colleagues, Dr. Eli Vance. After a failed attempt to teleport Gordon to Black Mesa East from Dr. Kleiner's makeshift laboratory, Gordon, re-equipped with the HEV suit and a crowbar, is forced to embark on foot through the city's old canal system. After obtaining an airboat, he battles his way to Black Mesa East, several miles from the city. Gordon is reintroduced to Eli and meets Dr. Judith Mossman. Alyx introduces Gordon to her large pet robot D0g and gives him a "Gravity Gun", a weapon which allows Gordon to pick up and move any large object with ease. Black Mesa East soon comes under Combine attack and Eli and Mossman are captured to be taken to a Combine prison, Nova Prospekt. Gordon and Alyx are forced to take separate paths to Nova Prospekt; Gordon takes a detour through the town of Ravenholm, receiving help from its last survivor, Father Grigori. After making his way through the town and a mine, Gordon makes his way to a Resistance outpost. Gordon is provided with a Dune Buggy, which he uses to travel along a crumbling coastal road to Nova Prospekt. Along the way, Gordon encounters frequent Combine patrols, and helps one of the resistance leaders, Colonel Odessa Cubbage, to defend a Resistance base from a Combine gunship. After crossing an antlion-infested beach, Gordon enters Nova Prospekt, where he is reunited with Alyx. They manage to locate Eli, but also discover that Mossman is a Combine informant. Before they can stop her, she teleports herself and Eli back to City 17's Citadel. The Combine teleporter explodes as Gordon and Alyx use it to escape Nova Prospekt. Upon reaching Kleiner's lab, a shaken Dr. Kleiner reveals to Gordon and Alyx that they were caught in a "slow teleport", during which a week had passed. In their absence, the Resistance, who heard about what had happened at Nova Prospekt, has mobilized against the Combine, turning City 17 into a battleground. During the fighting, Alyx is captured by the Combine and taken to the Citadel, and Gordon fights through the city with the aid of D0g and Barney to reach it. Inside the Citadel, he is caught in a Combine confiscation chamber that destroys all of his weapons except for the Gravity Gun, the energy enhancing its capabilities and allowing Gordon to escape and dispatch platoons of Combine soldiers. Eventually, Gordon is captured riding in a Combine transport pod and is taken to Dr. Breen's office, where he and Dr. Mossman are waiting with Eli and Alyx in captivity. Dr. Breen begins to explain his plans for further conquest of the humans by the Combine, contrary to what he had told Dr. Mossman. Angered, Mossman frees Gordon, Alyx, and Eli before Breen teleports them off-world. Dr. Breen tries to escape through a portal, but Gordon pursues him and destroys the portal reactor with the super-charged Gravity Gun. Breen appears to be annihilated in the resulting explosion. Just before Gordon and Alyx are presumably met with a similar fate, time is frozen. The G-Man reappears, praising Gordon for his actions in City 17 and the Citadel. Making vague mention of "offers for [Gordon's] services", the G-Man places him back into stasis.
Half-Life 2 in the test - Outstanding first-person shooter from Valve
The last scene in the first half-life: Gordon Freeman, physics doctor and hero against his will, has the choice. Death from the Xen alien race or a job as a henchman for the "G-Man" - a dodgy suit wearer who always seems to be one step ahead of Gordon. Freeman chooses life. And so Half-Life 2 begins with a conversation between Freeman and his boss, the G-Man. The two of them are on the way to the next destination - a town somewhere in the Eastern Bloc, which serves as a refuge from alien invaders, the Combine. Because the Earth is a zone of occupation: After a failed experiment (in half-life), the Xen aliens overran humanity, who had to surrender after a short war - an easy sacrifice for the Combine and their allies.
City 17 - a desolate refuge: flying cameras buzz around and take pictures of every suspect, the population lives in fear. Huge striders, towering, spider-like aliens stalk through the house gorges on three legs.
Combine police officers patrol the streets and residential areas and harass the population: a police officer throws a coke can to the ground and bluffs: "Pick it up!" If you don't obey, a blow with the stun gun awaits you. It's no wonder that the residents avoid any contact with each other for fear of punishment. And Gordon Freeman ends up in the middle of this totalitarian terror regime. As soon as they got off the train, the occupiers ordered him into a back room, where his journey threatened to end prematurely. But the interrogation turns out to be security guard Barney - Gordon's old friend from the first part.
He advises him, Dr. Smaller to find who works underground against the Combine. Gordon's contact person: Alyx, daughter of Dr. Eli Vance, to whom you want to send Kleiner by teleporter. Of course, this goes wrong - and you are in the middle of a fast-paced adventure. In the course of this, you work with Alyx and Barney from time to time, but they mostly go their own way. A prankster who thinks of two possible addons here ...
The designers at Valve Software have given Half-Life 2 a highly varied history, in which indoor and outdoor areas, spectacular action and careful advance are brilliantly balanced.
Escaping City 17 starts a crazy ride through 14 game chapters that can easily take on any action film. Your goal: Dr. Find Vance and advance to the heart of the Combine, the Citadel. Your path leads through sewers and river beds, to the village of Ravenholm (a tribute to zombie films such as From Dusk Til Dawn), through a disused mine, along lonely coastal roads, to a high-security prison and finally back to City 17 and the citadel. Incidentally, Warren Breen, former head of Black Mesa and now "Combine government official", also lives there. What he does there is reminiscent of the last seasons of X-Files - we don't want to tell you more. In any case, we have hardly seen such a sustained arc of tension in any other action game.
With all of this, you have a choice of three levels of difficulty, which you can change as you like in the game. Puzzles and levels remain the same, but the opponent strength changes. On "Simple" you will deal with light enemies and get target help from the PC, "Normal" offers challenging opponents and normal weapon damage, while "Heavy" gives you very crisp adversaries and less effective weapons. Saving is of course possible at any time.
A bestiary of old and new enemies tries everything to thwart Gordon Freeman's mission. On the one hand there are the barnacles known from part one: tentacle creatures that stick under blankets and bridges, grab their victim and pull upwards for digestion.
Headcrabs jumping on the head are available in two versions - the well-known and the black ones. The latter are slower, but they do you a lot of damage, which your Hazard Suit - Gordon's "armor" - only fixes little by little. Zombies (people infected by headcrabs) and ant-like Ant Lions are also back on the trail - some slower, others significantly faster. Only heavy guns help against Ant Lion Guards. The best way to get rid of the spider-like striders that trudge through the streets of City 17 several dozen meters high is as a team. Combine infantry such as guards, soldiers, elite armored units with rapid-fire weapons and white-clad killer commands (think of the ninjas in the first part) are encountered in almost all of the 14 chapters.
The scanner cameras mentioned at the beginning are still relatively harmless, but the man hacks - flying circular saws, which do nasty damage - are more malicious. If that's not enough for you, fire-breathing helicopters, gunships, tanks and dropships with armies of Combine units do the rest.
The Freeman crowbar in all honor, but against a helicopter it does little good. Gordon snatches more powerful weapons from friend and foe in the course of the game: a 9mm pistol and a .357 revolver are ideally suited for precise shots, but do not have the penetration power of the Submachine Gun or the Pulse Rifle, with which you can attack larger numbers of opponents decimate.
Against zombies and evil animals very practical: shotgun and crossbow. Hand grenades are the ideal means to raise an opposing gun position; Scoundrels in "high positions" have little to do against your rocket launcher. However, after launching a rocket, you have to keep an eye on the enemy so that the automatic laser aiming system can steer the warhead to the target. A very special weapon is a bag with Ant Lion fragrances. If you hurl them at enemies, the aroma attracts a swarm of alien ants - and they make short work of the now fragrant bites of the enemy. The crawling animals are especially helpful when breaking into the heavily guarded Nova Prospekt prison.
The greatest invention at the end: Dr. Eli Vance's Gravity Gun that allows you to manipulate gravity and attract, hold, and push objects away. Absolutely brilliant: This also works with mechanical enemies such as the flying man-hack saw discs or target-seeking roller mines, which mercilessly head for Gordon and his vehicles. Catching such a roll mine with the Gravity Gun and immediately firing it back into an enemy group - it's so cool that even the most stubborn action veterans of the editorial team were grinning in front of the monitor.
The physics engine
In all of Half-Life 2's presentations, the designers were particularly proud of the physics of their game world. Rightly so, because all the other titles look like a fun fair shooting gallery. Gordon Freeman also grabs almost every object that a person can take in real life in the game.
Would you like some examples? We stack bricks on a wooden board, which descends like a seesaw, we jump up over the resulting slope. Crates that fall into the water bump realistically and serve as stepping stones for skillful players. A metal support on two long cables, with which one opens a lock gate, swings back and forth slowly minutes later.
With the help of the Gravity Gun you make your way through rusted car bodies, throw headcrabs and zombies aside or lift tables and boxes to build a ladder. An impenetrable energy field blocks the way, eats bullets and shakes off every clutter we throw against it? Well, then we'll just pull the plug out behind it with the gravity gun. A fixed radiator serves as a protective shield, a steel beam as a weapon. And whether you shoot toilet paper rolls or gas bottles at a zombie has quite different effects.
The level design
Do yourself a favor and take your time for Half-Life 2. Sure, if you want a steady stream of opponents to hit your fur, it's better to take your legs in your hand. But there is a lot to discover in both action-packed and quieter moments, be it in the varied interior or the immense outdoor levels.
Follow the lambda signs that will lead you to some badly needed goodies. Examine an empty house to find a new weapon. Eliminate zombie hordes with gas bottles, saw blades and jerry cans - this saves ammunition. Disengage derricks under enemy fire, the noise of which would scare off your Ant-Lion force and prevent you from obeying your commands. Balance on the way to an energy field control panel at dizzying heights over bridge struts, shake off Combine security guards, deactivate the energy field and then run back twice as fast on the breakneck course while a startled gunship makes you hot. Twice as difficult because the rocket supply for the bazooka is only in the middle of the bridge. And after the gunship, eliminate a number of Ant Lions that come through the now deactivated energy field. Keep your nerve when a train rushes towards you on the narrow bridge that is believed to be safe, with roaring sirens.
With all the joy of exploring, however, linearity rules: there is only one way to get you to the next chapter - but often several ways to achieve this. Do you want to cross a sandy area teeming with Ant Lions? Since direct contact with the sand attracts the critters, cautious contemporaries use the Gravity Gun to lay out a path made of old pallets and corrugated iron plates, which dampens the footsteps. You don't have the patience to do this? Then sprint and jump for your life, hoping that not all Ant Lions will follow you - and that your ammunition will be enough to kill the beasts you couldn't shake off. Can't get past two automatic guns? Either stalk from the side and knock the cannons over with the Gravity Gun. Or use the Ant Lions pheromone pouch to rush them.
The Valve designers apparently played many rounds of Halo during the development of Half-Life 2. This always shines through, for example if you have to deal with Combine soldiers in a chapter with a few helpers who are dropped by some dropships. In addition, there is stirring music that is strongly reminiscent of the Halo soundtrack. And like in Halo there are 2 vehicles in Half-Life.
And what for: In a hovercraft, you race across water and the mainland, with a dune buggy you jump over collapsed bridges and whiz through roadblocks - that's a lot of fun. Action scenes that would look good on any Bruckheimer film: They use a hovercraft to heat over a river bed that is suddenly blocked by a flaming barrier. Only with a daring jump over an improvised ramp can you escape death from the grill. Shortly afterwards you are under rocket fire from a tank and have to perform breakneck evasive maneuvers. And just a little later, an explosion hurls wildly rotating cars at you - wow!
Here, too, the physics engine shows its muscles: if you want to heat up a mountain with a buggy over gravel, you need a good start, otherwise the tires will spin and you will slide down again. You control the two vehicles with the keyboard and use the mouse - if available - to operate the cannons. You can choose to knock out opponents or take out the cannon. Or maybe stop beforehand, hide your vehicle and then do the Wegebager on foot?
In any case, sometimes you have to leave your vehicle to clear the way. For example, if one ramp has to be brought to the correct jump height using a pulley system with a heavy washing machine, another on the other hand with a few buoyant empty plastic barrels.
Again, the Gravity Gun is your friend, especially with objects that are far away or protected by energy fields. For example, you fish a battery from a car wreck to start a gate mechanism. Many puzzles extend over large areas and are far more demanding than the stupid key card collection of other genre representatives. If you have mastered a particularly tricky puzzle, such as deactivating a generator, you can count on enemies who will meet you at the exit. But that makes sense in game logic - if someone blows up the fuse box of your apartment, you will probably see something grumbling about the right thing. At any rate, Half-Life 2 does not see a dull »enter room, opponents jump out of the cupboard« like in Doom 3 far and wide.
Valve relies on Dr. Freeman on the proven combination of keyboard and mouse. The controls are explained to you at exactly the right moment in the game, there is always enough time to learn how to use the new weapon or the new vehicle before it gets serious. Sometimes you get in the middle of the action, for example the first time you use the bazooka with which you have to get a Combine dropship from the sky.
However, you will then receive support from PC-controlled rebels who will put ammunition and medipacks to you. Towards the end of the game, you can command a team of up to four men in City 17. However, the tactical possibilities are limited: You look in the desired direction or at the preferred opponent and press the C key. Then your men storm without regard to losses. You don't have time to take care of them - otherwise you will die as quickly as your squad. However, new followers are quickly found. The artificial intelligence of the computer opponents is much smarter: Combine soldiers take cover, give themselves fire protection and only run towards you in the last chapter in desperate moments.
The complete article can be found in GameStar issue 01/2005 or online as a pdf in the magazine archive.
We gathered the finest game reviews for you to have a better idea of the Half-Life 2
Half-Life 2 - game review
The review was based on the PC version.
The game is extrafcaska [corrected text - ed.]. As long as I write computer game reviews, I have been dreaming about starting and ending these words with these words. For years I waited for a game to appear that would allow me to justify this very flattering profanity [before the amendment - ed. ed.]. Appeared. And it's neither the third part of Doom , nor the second part of The Sims , nor Rome: Total War . It is Half-Life 2 - the most interactive, most penetrating experience that the player can experience after several dozen years of developing electronic entertainment. Half-Life 2 opens the gates of the future of games - worlds living their own lives, which the player enters as if by accident, but it is not by chance that you leave them may not feel like. At least: almost.
Half-Life reality is a world where science gets out of control. A world in which the parallelism of dimensions is violated and they begin to intersect and penetrate each other in a dramatic way. In the second part of the game, the player enters him again in the person of Dr. Gordon Freeman, again he is able to look beyond the barrier of time and place, and in the same way he is forced to put the laboratory apron on the shelf and pick up the weapon. And fight for life with everything that moves or pretends not to move. Absolutely with everything, because the monsters that the authors of Half-Life 2 took from the unknown-which dimensions probably outgrow everything that we could face the past years in various games.
However, we are not face to face with anything terrifying or even bizarre just at the entrance. Half-Life 2, just like its predecessor, slowly, precisely doses the player with adrenaline and delight. Nothing happens here by force and even if the player does not have much freedom in navigating the sad and fascinating world of the future, it seems that the development of the situation really depends on his actions. Here we leave the building on the city square, we can go straight ahead, to the right or to the left. Everywhere a tempting space opens up before us, we see something interesting in every direction, which we would like to take a closer look at. The more that here every detail - regardless of whether it measures a few centimeters or a few kilometers - is refined with admirable reverence. After a more thorough analysis of the environment, it turns out that we can only go right, enter only the only door behind which the further course of action will get us and another plot of the card will be revealed. But we don't feel that we have been forced to do anything by the restrictions of the game! If something or someone forced us to do something, it was either a mean policeman, or an explosion before which logic ordered us to run in the opposite direction, or elsewhere the attractive girl nodded - follow me.
Half-Life's world , how sad or totalitarian it would be, lives as if alone. The streets are patrolled by police, anti-gravity motors of annoying robots are running around. People dressed in identical uniforms try not to gather in larger groups, so as not to fall under power, but here and there a couple talks to each other, exchanges observations. And all this gives the impression of randomness. If the player did not approach these men, would they not talk to each other? Or maybe they would talk about something else? Of course, the player came because something caught his attention. He came up because in the script of the game, in a given location, this particular element was to interest him and thus direct his steps in the page provided for by the script. For this, the authors of Half-Life deserve applause that constantly leading the player by the hand (with the help of decoys that attract his attention), they are able to create the impression of independent decision making.
The above makes the game become an interactive movie in its full sense. A lot is happening around and interesting. The eternal ill of game designers - to leave the player maximum freedom to let him experience the anticipated twists - here he finds relief. You just need to get carried away by the stories and react to events - logically or instinctively - depending on the amount of time we have. When the wall collapses on us, we run away where the bricks do not fly; when it fits out the window, we pull the television out of contact, break the glass with it and jump after it; when the armored car shoots at us from the grenade launcher, we will not hide behind a cardboard box, but behind the nearest wall. Of course, that's what we were supposed to do - it's behind this wall, not behind the box, we meet a man who will push the story further - the roll of tape in the projector will make another turn. But didn't we make each of these decisions alone? Did we not have free will?
Even the most addictive plot, the most precisely built atmosphere would not be able to turn Half-Life 2 into anything better than a good action game if it wasn't for physics. The model of the world that we've been waiting for ... more than a year - since the trailer appeared. AND? And although there is still a lot to be done in the virtual world, it was worth every minute of waiting. It is he who makes the solution to most of the problems we encounter boil down to using objects.
But what use! Do we want to break the window? You're welcome: we take a chair, rotate it so that it fits into the door frame and be happy! Pieces of the window fly to the street, and we can throw the chair behind them. Reinforced glass? Well, that's pain. But what do we have a gun for? One shot is enough for it to break into a mesh, and then it is enough to nudge and sprinkle to the floor. For some only known reason ;-) we want to pick up a box with bottles? Of course, but be careful. One careless move, the box hits the wall, the bottles break against each other, we go to the party with flowers. And what to do so that a board placed on a stone would like to be used as a ramp, after which we can climb? Well, you have to collect the blocks and make them a counterweight to our weight. However, remember that strength equals the product of the weight and length of the arm - physics lessons bow. Physics itself is bowing.
However, there is no rose without thorns. Such a precise physical model makes the game not easy. Here, it is no longer enough to figure out what to use in a given situation. You still have to use it properly, and sometimes not destroy it by inattention. Although most of the items, the use of which will be necessary to move forward, exhibit unnatural indestructibility, it may happen more than once that we break something that could be a great help for us.
The story told in the game is not the lightest. But it is not her that makes Half-Life 2 not a happy Christmas gift. Without going into the discussion about the dangers of computer games for the first time: killing enemies by hand and observing other dying people is simply a pleasure. This is because, first of all, the bodies of those killed behave naturally beyond admiration, and the multitude of possible ways of parting with virtual life exceeds expectations. In Half-Life, the popular ragdoll is not irritating with artificiality, which (according to the name) makes a person turn into a rag doll at the time of death, whose one hand weighs approximately the same as the rest of the torso with legs. In Half-Life everything has its own weight and endurance. The box behaves differently, the bottle differently, the brick differently; different hand, different head. It's enough to fire a series of shots at the opponent's torso and end it with a headshot to appreciate the difference. The dead man will not fly against the wall in the direction of the shot that killed him, his legs and arms will not clump around his head, as if the joints, bones and muscles have sublime. Quite the opposite - it can happen that he falls convulsively on his knees, as if the damaged brain had actually fastened all his muscles with his last order.
And dying from lead poisoning does not exhaust the range of prepared deaths. You can die from an explosion, you can shatter against a wall (yes, yes, moving on the roof of a speeding train, keep your head low before it falls), you can finally fall victim to one of the monsters from another world ...
Artificial intelligence of opponents who used to behave relatively naturally works well. With a clean line of fire they open fire, not paying much attention to their own safety. If a player hides, they will run so that they can continue to threaten him, but no more than necessary. If the player manages to bite off (read: shoots and hits), they will start to be afraid, hide behind obstacles and look behind them only at the moment of shooting. However, this behavior only applies to people. Brainless monsters are already showing off the stupidity and aggressiveness we expect from them. Uncomplicated robots will try to avoid danger, but until you feel their heating circuits in which the decision to execute the main program (approaching) with necessity (escaping) struggles.
This murderous splendor creeps in to a small noise in the form of relatively limited mobility. Dr. Freeman is unfortunately not as free as we would like. It can climb ladders, jump on low obstacles, it can crawl. He can also move by jeeps and motorbikes. However, he cannot look around the corner, grab the edge of the wall and pull himself up. This means that the fight with opponents is simplified by gradually sliding out from behind the wall until the player is able to shoot at the protruding pixel of the enemy head, while still staying in the margin of being unnoticed. Detriment.
I would like to avoid reviewing this one of the greatest, and maybe the most magnificent computer game, dry arguments about shaders of various types and caliber, about surround, code optimization etc. It's all in the game and it's hot. All this means that sitting in front of the monitor in a dark room, turning on some speakers there plus one, we are sucked into the virtual world, and there we stand and look around with a gaping mouth. We turn around for sounds coming from all sides and made by everything. We hear distant voices of conversations or dripping water. Passing by the table, we accidentally drop a box from it. Jumping from above onto the wooden crate, we will smash it. In fact, thousands of programmers and decades of programming experience are behind all this. It's great and in a few years it will be even better.
However, it is fair to mention that all these fireworks, all the wealth of events taking place on the screen does not fall on its knees in the face of weaker equipment. The game works and looks brilliant on a completely average computer at the moment, which you could get for a decent price two years ago. The minimum game requirements - SUCH game - are almost fun today: 1.2 GHz, 256 MB RAM, graphics card compatible with DirectX 7. Only 4.5 GB demand on the hard drive reminds us that we are not dealing with Pac-Man . Reasonable requirements - 2 GHz, 512 MB RAM, GF 4 Ti - are simply reasonable. What's more, when there is a dumbfounding view ahead of us, a futuristic helicopter flies over our head, and the banks of the nearby river are reflected, and it seems that our computer suffers at least, just press alt-tab to find out in a split second, that all this was an illusion. A piece of good programming work.
Of course he would find. Call it: chronicler's duty. But also in surprise. Because if the wall can be written with bullets or engraved with a crowbar "I love Jolka", the wooden palette can be shattered into boards, and one of them can be raised and thrown into a corner, if the sound filter changes depending on the size and nature of the environment, etc., then why into the water usually does not raise the splash fountain, and the TV thrown out of the window does not implode? Why can't you see the hands of the main character embracing items carried by her? Why can't you climb the grille and grab the next bars to cross over the abyss? Maybe simply because the appetite grows as we eat, and we forget how it once was when the glass resting on the table was not able to neither chip nor knock off the rocket explosion ... Or maybe even in such a refined game still something could be improved? So that we can wait for the next part of this most wonderful of the darkest adventures. And so far: sin, shame and irreparable loss do not play this.
A different issue, not related to the game itself, is the process of its installation and the level of anti-piracy protection used. It is worth mentioning for the sake of "what is being made". The game is intended for single-player play, but it is impossible to start it without an Internet connection. On the day of the premiere, almost an hour and a half passed from the moment the first of five discs was inserted into the CD-ROM to the moment when I saw the start menu! The need to upload 4.5 GB of data to the disk, decode some of them before starting the game, after establishing connection with the company server, and all this with maximum overloaded connections - required a lot of patience. Well, well. It was worth it.
Borys "Shuck" Zajączkowski
Screenshots will help you evaluate the graphics and gameplay of Half-Life 2.
If screenshots are not enough, you can enjoy creative videos from NVIDIA Lightspeed Studios
But that's not all! We also carefully prepared the best strips from Half-Life 2.
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