Half-Life 2 is still one of the true ‘experiences’ of my life. It matters more to me than you… probably. If it matters even
more to you then do not hesitate to throw this article out of the window. That’s physically impossible, I understand, but give it a shot anyway. There’s a straight reason why
Half-Life 2 is a true ‘experience’ of my life and, if you’re a long-time reader, you’ll understand it’s for one simple reason. This is a game that, technically, lasted me
seven years. It’s a game that haunted me. Cursed me. I had a meta-experience with
Half-Life 2 beyond any other video-game but… it’s gone now.
I am covering
Half-Life 2 in my Workshop column over on The Gamer Studio right now, for the month of February, so expect me to post that here when it’s done. I do come to similar conclusions of critiques here but, I have to get this out of the way, I only lightly touch on the game’s themes, ideas and artistic materials. Valve created a fundamentally Orwellian and dystopia picturesque image of the world that, quite frankly, is the very definition of ‘chilling’. I’m talking icicles of emotional reaction and the mood here becomes so palpable you can almost chew it like some pixelated gumbits.
Half-Life 2, however, is not a ‘fantastic’ video-game by today’s standards. It was, I feel, the first ‘next-gen’ video-game experiences. Graphical fidelity and such reaching its final potential, technology evolving to finally cope with new means of play and a whole new horizon of experiences to crack open.
Half-Life 2 is a great game. A really well-paced, well-directed, finely tuned and excellently scored piece of work. A
solid piece of work. Nothing more, nothing less. I still absolutely revel in its commentary on the nature of ironic non-interactivity,
as we covered with another Valve game, but… as a sequence of mechanics…
It’s nothing that special. I don’t see what the fuss is about. Brilliantly designed and probably one of the best first person
shooters, if not
the best, but it’s not something I would throw at Roger Ebert without caution. At the end of the day it’s a game which includes the most perfectly designed shotgun in video-game history. It’s a game which has
weight to its guns,
weight to its character and
weight to its driving sequences.
Weight being an expression of ‘kinaesthesia’, the ‘game feel’ if you will. That tight grip on the interactive reality.
Half-Life 2 is the perfect soup of mood and atmosphere, storytelling and breadth, level design and technical craftsmanship and core-orientated mechanics. A
solid experience.
Nothing more, nothing less.
That’s my critique of
Half-Life 2. That it’s special, to me, but as a video-game it doesn’t have that ‘special’ that makes it worth fighting for. I actually find
Episode Two to be much more interesting in both a pacing and mechanic approach sense. Elements of
Episode One (confinement, escape; those sorts of things) are done more strongly too. I think
Half-Life 2 has been upstaged but by the only people who could truly do it: Valve.
Portal 2 is their tour de force of game philosophy but, I think it’s best to appreciate the origins of that philosophy. Where it truly came from.
Half-Life 2 is the solid foundation on which Valve have placed their house of 21st Century endeavours. The Source engine was shown as a technical marvel, a truly adaptive animal capable of absolutely anything. This was the beginning of something special and the fact that it is a
solid game makes this all the more potent. Because, if it was absolutely remarkable then it would leave massive amounts of hype for its little brothers and sisters. Not to say it isn’t ‘remarkable’ or not considered ‘remarkable’ at all but it isn’t
Portal 2 is it? I’m comparing entirely different genres but I hope you get what I’m grasping at.
Half-Life 2 is a game I will end up coming back to. Just to experience those moments and hypes and moments of pacing where I felt absolutely in tune with the game. It really is one of the most immersive (that word gets way over-used but so apt for
Half-Life 2) games ever constructed.
I love it.
-Fucking up rag dolls.
and
-Using console commands to override combat defaults so bullets had the physics of mach-2 20lbs bowling balls.
It's important that people who play games to examine them as well as enjoy them, see them for what they are. You need a little more introspection to realize why or when you feel certain things about a game. It shouldn't take away from the experience to see it for what it is.
Keep in mind I"m talking from a soured and drooling persona that saw Skyrim as a lump of clay for Modders and a stagnant pond for players.
Friend of mine praised HL2 for a long while. He played the game in front of me a few times, which was fine. He would get upset over little technically problems while I didn't much care. For him, my experience of viewing the game had to be perfect so I could get the same 'feeling' he got out of playing it. He revered this game. When I asked him just to set everything to 'low' he acted like I blasphemed his religious literature of choice. It is such bullshit, overrated bullshit to act like a game you play is the best there will ever be.
^If that were the case music would have stopped being made after the 16th century, movies after the 60's, and video games after 1990.
Game Over man, game over, it's the pinnacle. Get a grip, no its not. Someone raises the bar, people lift it up and someone else takes it higher. That's progress. This shit doesn't stop and no game is ever going to be the pinnacle. If it happens, well then media is over. It is that simple.