Half-Life 2
Half-Life 2 | |
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Release | November 16, 2004
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Single-player |
Half-Life 2 is a 2004
Half-Life 2 was created using Valve's Source game engine, which was developed simultaneously. Development lasted five years and cost US$40 million. Valve's president, Gabe Newell, set his team the goal of redefining the FPS genre. They integrated Havok, which simulates real-world physics, to reinforce the sense of presence and create new gameplay. They also developed the characterization, with more detailed character models and animations.
Valve announced Half-Life 2 at
Half-Life 2 was released on Steam on November 16, 2004. It won 39
Gameplay
antlions with a Pulse-Rifle/AR2. Along the bottom of the screen, the player's health, suit charge level, and their ammunition is displayed.
Like the original Half-Life (1998), Half-Life 2 is a single-player first-person shooter (FPS) in which players control Gordon Freeman. It has similar mechanics to Half-Life, including health-and-weapon systems (though with fewer overall weapons) and periodic physics puzzles, except with the newer Source engine and improved graphics. The player starts without items and widens their arsenal over the course of the game. While the game is mainly linear, effort was put into making exploration rewarding and interesting; many optional areas can be missed or avoided.[1] A diverse set of enemies is present, which usually require being approached with different tactics: some coordinate in groups to out-maneuver or out-position the player; others, such as the Manhack, fly directly at the player through small openings and tight corridors.[2] Others use predictable but powerful attacks, while others hide before swiftly attacking the player. Gordon can kill most enemies with his weapons, or make use of indirect means, exploiting environmental hazards such as explosive pressurized canisters, gas fires or improvised traps. In chapters ten and eleven, Gordon can be joined by up to four armed Resistance soldiers or medics and can send his team further from him or call them back. Many of the features use the Source engine's detailed physics simulation. Two sections of the game involve driving vehicles. Instead of button-oriented puzzles from Half-Life, environmental puzzles are also introduced with makeshift mechanical systems, revolving around the player's new ability to pick up, move, and place objects. Solutions involve objects' physical properties, such as shape, weight, and buoyancy. For example; In chapter three, "Route Kanal", the player is required to stack cinder blocks on a makeshift see-saw ramp to proceed over a wall. Alternatively, the player can build a crude staircase with the blocks, so the puzzle may be solved in multiple ways. Part-way through the game, Gordon acquires the Gravity Gun , which allows him to draw distant objects towards himself or forcefully push them away, as well as the ability to manipulate larger and heavier objects which he otherwise cannot control. These abilities are required to solve puzzles later in the game. They can also be used in combat, to throw heavy objects at enemies or to shield themselves from gunfire.
The game never separates the player with pre-rendered cutscenes or events; the story proceeds via exposition from other characters and in-world events, and the player can control Gordon for the entirety of the game. Most of the backstory to the game is simply alluded to or told through the environment. Even tutorials are mostly placed in the environment or in dialogue. The few pop-ups that appear inform the player only of keyboard bindings for actions. PlotAfter the Black Mesa East, Gordon is accidentally, briefly teleported to the Citadel office of Dr. Wallace Breen (Robert Culp), the Combine’s puppet ruler of Earth, alerting Dr. Breen to Gordon’s presence. Gordon is subsequently forced to progress to the base using the city's canal system, navigating it on an airboat .
Upon his arrival at Black Mesa East, Gordon reunites with Nova Prospekt , where Eli and Judith are being held. He breaks into the prison and reunites with Alyx. They locate Eli and discover that Judith is a Combine spy. Before they can stop her, Judith teleports herself and Eli to the Citadel. The teleporter explodes moments after Gordon and Alyx use it to escape Nova Prospekt.
Returning to Dr. Kleiner's lab, Gordon and Alyx learn that the teleporter malfunctioned and that a week has passed, during which time the Resistance has launched a full-scale armed rebellion against the Combine. Aided by Barney and Dog, Gordon fights his way inside the Citadel. He makes some progress in climbing the tower before he is captured and taken in a transport pod to Dr. Breen’s private office, near the tower’s apex, where he and Judith are waiting with Eli and Alyx as captives. Dr. Breen reveals that he intends to use his captives as leverage during negotiations with the Combine, which contradicts what he had previously told Judith.[3] Angered, Judith frees the three captives before Dr. Breen can teleport them off-world. Dr. Breen attempts to escape using a teleporter on the Citadel’s roof, but Gordon destroys the Citadel's reactor using the Gravity Gun, causing Dr. Breen to fall into the abyss, although it is uncertain if he had died as a result. Just as the reactor explodes, the G-Man reappears and freezes time, praising Gordon’s actions and placing him back into stasis. DevelopmentDevelopment of Half-Life 2 began in June 1999, six months after the release of the original Half-Life. It was developed by a team of 82.[4] With voice actors included, this number is 100.[5][6] Valve's president, Gabe Newell, wanted to redefine the FPS genre, saying: "Why spend four years of your life building something that isn't innovative and is basically pointless? If Half-Life 2 isn't viewed as the best PC game of all time, it's going to completely bum out most of the guys on this team."[4] Newell gave his team no deadline and a "virtually unlimited" budget, promising to fund the project himself if necessary.[4] They used Valve's new in-house game engine, Source, developed simultaneously.[4] Setting and charactersWhereas Half-Life was set in a single location, the Black Mesa research facility, Valve wanted "a much more epic and global feel" for the sequel. One concept had the player teleporting between planets, which was discarded as it would make continuity between levels difficult. At the suggestion of the art director, Nova Prospekt was conceived as a small rail depot built on an old prison in the wasteland and grew from a stopping-off point to the destination itself.[7][page needed ]
After observing how players had connected to minor characters in Half-Life, the team developed the characterization, with more detailed character models and realistic animation. The animator Ken Birdwell studied the work of psychologist Paul Ekman, who had researched how facial muscles express emotion.[4] The writer Marc Laidlaw created family relationships between the characters, saying as it was a "basic dramatic unit everyone understands" rarely used in games.[4] Physics and designThe team integrated the Havok physics engine, which simulates real-world physics,[8] to reinforce the player's sense of presence and create new gameplay.[4] To experiment, the team created a minigame, Zombie Basketball, in which players used a physics-manipulating gun to throw zombies through hoops.[4] In mid-2001, to test the engine, Valve built a street war between rioting citizens and police, featuring tanks, Molotov cocktails, hand-to-hand fighting, and looting. The designer John Guthrie described it as "an early attempt at getting something – anything – in the game that used non-player characters and physics".[4]
In late 2001, Valve began creating a E3 2002.[4] For several months, Newell let the team work without his input so he could provide unbiased feedback, and focused on developing Steam, Valve's upcoming digital distribution service. The team presented the showreel to Newell, showcasing physics, environments such as the Borealis, and a dialogue-heavy scene with the scientist character Dr. Kleiner. Newell felt the showreel did not adequately show how the physics would affect gameplay and that the Kleiner scene was overlong. Reflecting on the feedback, Laidlaw said: "The dramatic scenes with the characters are important, but they have to be in service of the interactivity and gameplay."[4]
In September 2002, the team completed a second showreel, featuring a buggy race along the City 17 coast, an encounter with headcrabs on a pier, an alien strider attacking the city, and a greatly shortened Kleiner sequence. In October, Newell told the team they would announce Half-Life 2 at E3 2003 and release it by the end of the year.[4] As with the original Half-Life, the team split into "cabals" working on different levels. Designers created levels using placeholder shapes and surfaces, which then were worked on by the artists.[4] Announcement and delayValve announced Half-Life 2 at E3 2003, with demonstrations of the characters, animation and physics. The reaction was positive, and the game won the E3 Game of the Show award.[9] Newell also announced a release date of September 30, 2003, hoping this would motivate the team. They worked long hours to meet the deadline, but by July it was clear they would miss it. Rumors spread of a delay. On September 23, Valve released a statement targeting a release for the holiday season, leading to fan backlash.[4] Newell had been hesitant to announce a delay without a new release date. He said later: "We were paralyzed. We knew we weren't going to make the date we promised, and that was going to be a huge fiasco and really embarrassing. But we didn't have a new date to give people either." Leak and final monthsOn September 19, the Half-Life 2 FBI to invite Gembe to a fake job interview, planning to have him arrested in the United States; however, police arrested him in Germany.[10] In November 2006, Gembe was sentenced to three years' probation.[10]
In 2004, the Valve staff returned after Christmas to long hours, stressful working conditions, and no guarantee that the game, which was costing $1 million a month to develop, would be finished soon. However, Newell felt that progress was speeding up, with the team producing about three hours of gameplay per month. In March, they created the first version playable from start to finish and stopped production for a week to play through the game. Major changes by this point included the cutting of the Borealis, the replacement of the jet ski with a hovercraft, and introducing the physics-manipulating gravity gun earlier in the game. Feedback was positive across the company. Newell recalled: "The fact that you could go from one end of the game to the other was a really big thing for us. Then we knew it just had to get better – but it was all there." ReleaseValve made a 1 GB portion of Half-Life 2 available for download in an encrypted format through Steam on August 26, 2004. On the day of release, Steam customers were able to pay, unlock the files, and play the game immediately, without having to wait for the game to download. Half-Life 2 was simultaneously released through Steam, CD, and on DVD in several editions. Through Steam, Half-Life 2 had three packages that a customer could order. The basic version ("Bronze") includes only Half-Life 2 and Counter-Strike: Source, whereas the "Silver" and "Gold" (collector's edition) versions also include A demo version with the file size of a single CD was made available in December 2004 at the website of graphics card manufacturer ATI Technologies, who teamed up with Valve for the game. The demo contains a portion of two chapters: Point Insertion and "We Don't Go To Ravenholm...". In September 2005, Electronic Arts distributed the Game of the Year edition of Half-Life 2. Compared to the original CD-release of Half-Life 2, the Game of the Year edition also includes Half-Life: Source.[15]
The soundtrack was written by Kelly Bailey. The Soundtrack of Half-Life 2, containing most of the music from Half-Life 2 and many tracks from the original Half-Life, was included with the Half-Life 2 "Gold" edition and sold separately from Valve's online store.[16] Valve released a deathmatch mode in 2004.[17] In 2022, fans discovered that the texture used for a corpse model originated from a real photograph of a corpse published in a medical textbook on treating burns, leading to criticism.[18][19] Dispute with VivendiOn September 20, 2004, According to Vivendi, the distribution contract they signed with Valve included cyber cafés. This would mean that only Vivendi could distribute Half-Life 2 to cyber cafés — not Valve through the Steam system. On November 29, 2004, Judge Thomas S. Zilly, of pay-to-play activities according to the parties' current publishing agreement. Zilly also ruled in favor of the Valve motion regarding the contractual limitation of liability, allowing Valve to recover copyright damages for any infringement as allowed by law without regard to the publishing agreement's limitation of liability clause.[21]
On April 29, 2005, Valve and Vivendi announced a settlement. Vivendi would cease distributing all retail packaged versions of Valve games by August 31, 2005. Vivendi was also to notify distributors and cyber cafés that had been licensed by Vivendi that only Valve had the authority to distribute cyber café licenses; their licenses were revoked and switched to Valve's.[22] Valve partnered with Electronic Arts for the retail distribution of its games, including the Xbox version of Half-Life 2.[23] Ports and updatesIn 2005, Valve released an extra level, In 2006, Valve partnered with NVIDIA Shield Tablet-exclusive port for Android was released on May 12, 2014.[33] In January 2022, a new UI designed for Valve's portable Steam Deck device was released.[34]
ReceptionReception
Half-Life 2 has an aggregate score of 96/100 on GamesRadar,[44] and Eurogamer,[39][40] gave near-perfect scores. It was the fifth game to receive ten out of ten from Edge.[38] Critics praised the advanced graphics, physics, story, and gameplay.[41][50] Maximum PC awarded Half-Life 2 11 on their rating scale which normally peaks at 10, calling it "the best game ever made".[46]
In the United States, Half-Life 2's PC version sold 680,000 copies and had earned $34.3 million by August 2006. It was the country's 17th best-selling PC game between January 2000 and August 2006. In a review of The Orange Box, IGN stated that although Half-Life 2 has already been released through other media, the game itself is still enjoyable on a console. They also noted that the physics of Half-Life 2 are impressive despite being a console game. However, it was noted that the graphics on the Xbox 360 version of Half-Life 2 were not as impressive as when it was released on the PC.[55] GameSpot's review of The Orange Box noticed that the content of both the Xbox 360 releases, and PlayStation 3 releases were exactly alike, the only issue with the PlayStation 3 version was that it had noticeable frame-rate hiccups. GameSpot continued to say that the frame rates issues were only minor but some consider them to be a significant irritation.[42] Several critics, including some that had given positive reviews, complained about the required usage of the program Steam, the requirement to create an account, register the products, and permanently lock them to the account before being allowed to play, along with installation difficulties and lack of support.[50] AwardsHalf-Life 2 earned 39 Game of the Year awards,[56] including Overall Game of the Year at IGN, GameSpot's Award for Best Shooter, GameSpot's Reader's Choice — PC Game of the Year Award, "Game of the Year" and "Computer Game of the Year" from the Interactive Achievement Awards, and "Best Game" with the Game Developers Choice Awards, where it was also given various awards for technology, characters, and writing. The editors of Computer Gaming World nominated Half-Life 2 for their 2004 "Single-Player Shooter of the Year" and overall "Game of the Year" awards, although it lost to Painkiller and World of Warcraft. They wrote, "Half-Life 2, everyone's default pick to win this year, is indeed a fantastic roller coaster of a ride, not as great as the original but still leagues above most other shooters."[57] Edge awarded Half-Life 2 with its top honor of the year with the award for Best Game, as well as awards for Innovation and Visual Design. The game also had a strong showing at the 2004 British Academy Video Games Awards, picking up six awards, more than any other game that night, with awards including "Best Game" and "Best Online and Multiplayer."[58] Computer Games Magazine named Half-Life 2 the fourth-best computer game of 2004. The editors call it "a masterful single-player experience that plays a constant game of one-upmanship with itself." It won the magazine's "Best Technology" (beating out Doom 3) and "Best Writing" awards, and was a runner-up in the "Best Sound Effects", "Best AI" and "Best Voice Acting" categories.[59]
Guinness World Records awarded Half-Life 2 the world record for "Highest Rated Shooter by PC Gamer Magazine" in the Guinness World Records: Gamer's Edition 2008. Other records awarded the game in the book include, "Largest Digital Distribution Channel" for Valve's Steam service, "First Game to Feature a Gravity Gun", and "First PC Game to Feature Developer Commentary".[60] In 2009, Game Informer put Half-Life 2 5th on their list of "The Top 200 Games of All Time", saying that "with Half-Life 2, Valve redefined the way first-person shooters were created".[61] Half-Life 2 was selected by readers of
ModsSince the release of the Source engine Jailbreak Source have been opened to the public as a beta.[76][77] As part of its community support, Valve announced in September 2008 that several mods, with more planned in the future, were being integrated into the Steamworks program, allowing the mods to make full use of Steam's distribution and update capabilities.[78] In September 2022, after a decade of development, a fan made full-VR mod was released titled "Half Life 2: VR Mod".[79]
SequelsHalf-Life 2 was followed by two episodic sequels: Episode One (2006) and Episode Two (2007).[80] After canceling Episode Three and several further Half-Life projects,[81] Valve released a prequel, Half-Life: Alyx, in 2020.[82] See alsoReferences
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