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I never thought the day would come when I heard these words pass
my lips, but… forget Halo 2! Master who? Half-Life 2 just blasted
onto the scene as relentlessly as Gordon Freeman on a mission, defying
all those who said it wasn't possible and proving just what a trooper
the Xbox is.
In
all seriousness, there is no fair basis for comparison between Half-Life
2 and Halo
2, as they are two completely different games, sharing only
the genre in common. It's like picking favourites between Aliens
and The Matrix - they're both groundbreaking science fiction
films, but their feel and intent are completely different, and comparing
them because they're both sci-fi would be inherently unfair. And
thus it is with the two kings of the first person shooter on Xbox.
Halo 2's goal is for engaging gameplay, a sweeping, grand storyline
that spans worlds and plenty of replay value in both the single
and multiplayer modes. Half-Life 2 on the other hand has only one
intention: to immerse you into a world so real and complete, so
convincing and terrible, that you are there. And in that it succeeds
better than any other game that has come before it.
I
have very fond memories of the original Half-Life,
which I completed on PS2. Despite dated graphics (as I played it
years after its release) and intrusive loading times, it was an
instant classic that I'd still happily go back and replay even now
- although its impact would be significantly lessened after playing
the sequel.
Half-Life
2 is a unique game in many respects, but probably the most distinctive
is in its presentation. From the moment the opening credits come
up on screen, you are in the game, in the shoes of Dr. Gordon Freeman,
the hapless scientist who survived the infamous Black Mesa incident
and defeated alien invaders from another dimension, taking the fight
all the way back to their home world. You gather, from the opening
speech given to you by the shady man in black from the first game,
that you have been frozen in stasis for a long time, and now you're
being placed back into the world for unknown reasons. Appearing
on a train running into a huge station, it is immediately apparent
that something is very wrong. Guards with full-face masks and a
very Nazi-esque attitude are everywhere. A white-haired man's image
appears on a huge display screen, spouting what is clearly propaganda
to all that are foolish enough to listen. And, if you care to look
to your right before heading through the first gate, there's an
alien sweeping up on the platform. Yep, things are definitely awry.
The
first thing that strikes you, as you walk around the train and the
credits appear on screen, is how lifelike and stunning the graphics
are. Facial detail has been taken to a new level, with amazing realism
and incredible animation when each of the hundreds of people you
meet on your journey speak. They blink, they look at you, they show
emotions like surprise, happiness, horror and despair. They seem
so real that you immediately feel empathy towards them, unlike anything
you've felt before in a game. Meanwhile, the rest of the scenery
is equally as incredible - sure, the textures can be very basic
if you go right up close, but that is a necessary evil to create
a landscape of such unprecedented scope and scale on Xbox, and it
never in any way detracts from the realism, because the overall
effect is like nothing you've seen before on a console - Xbox 360
included, at time of writing!
One
of the main reasons that this game is so immersing from the word
go is because there are no levels and no cut scenes - you see everything
through the eyes of Gordon Freeman and you are as completely clueless
as he is with regards to what the hell is going on, learning the
situation as he does, as glimpses of things like that janitor alien,
and throwaway remarks from the people you meet, which hint at what
is to come. When I say that there are no cut scenes, that's not
entirely true. There are plenty, but they're interactive, so they're
more like set pieces. At many pivotal points of this epic story,
you can walk around and look at the scenery while the characters
talk to you and explain a little bit of what is going on, and what
you must do next. Similarly, when massive events occur, like big
attack or the introduction of new enemies, you're in the cut scene
as it's happening. This only serves to further immerse you into
the game and soak up every detail of these set pieces, far more
than if they were cut scenes where your ability to move was replaced
with cool movie-like camera angles.
So,
you head on to the checkpoint and it's looking very foreboding -
the few people in the station are barely clinging to their sanity.
They accept their relocation with an air of inevitability, as if
there is no other choice. One woman is waiting for her husband,
who she'll probably never see again. There's a man walking back
and forth, mumbling the same ominous gibberish as he goes, while
a second man tells you not to drink the water. After entering the
checkpoint, you're stopped and taken into a room, getting a glimpse
into what is clearly a torture room, before the guard within closes
the viewing slot. Led into the next room, it's looking very grim,
until the guard removes his mask to greet you! His name is Barney
and he's a member of the Resistance, who's very glad to see you.
He sends you through a storage room to help you avoid the checkpoints
and you soon make your way into the town square, which is locked
down and fortified by futuristic looking barriers with impassable
energy shields. Making your way up a fire escape ladder, you carry
along a route that takes you into an apartment building - which
is shortly raided. A run across the rooftops follows and just when
you think there's no way out, a very attractive young woman named
Alex comes to your rescue.
Following
Alex, you arrive at a secret lab, where Dr. Kleiner, one of your
old colleagues, greets you. You gain just a little bit of understanding
of just how bad things have got since you've been away, and just
how long it's been since the Black Mesa incident. I don't want to
discuss the story any further, because I want you to discover it
all for yourself. Indeed, at this point I strongly recommend that
you stop reading my review and just trust me that this is the
must have Xbox game of 2005. If you own an Xbox, you need Half-Life
2. For those of you who haven't clicked on the link to your favourite
retail site, what I will say is that every step of the way, the
story unfolds piece by piece, teasing and tantalising you with snippets
of information - everyone assumes you know what's going on, so you
only pick up hints from their conversations and remarks, while events
that you witness also allow you to start putting things together.
It's a totally compelling story, with a bunch of likeable characters
and a truly detestable villain. And it twists and turns brilliantly
until the dramatic conclusion.
The
gameplay in Half-Life 2 is simply incredible. There are no levels
here, only landscapes, and the landscape design is the best I have
ever encountered. There are no easy routes or straight paths amongst
the war torn and decimated areas; wherever you go, there is wreckage
and collapsed brickwork. There are so many excellent puzzles to
do with the landscape that just finding your route through each
area is a challenge in itself, and a very satisfying one at that.
While there is only one way through and in that respect the game
is very linear, if doesn't feel at all linear - it feels like you
did a great job of finding a sneaky path through a trashed building,
or across a damaged sewer system, or around a force field. At every
turn the landscape challenges you to search and think, and sometimes
you won't believe that the only choice you have is the one ahead
of you - wait until you have to cross a massive bridge by working
your way across the metal girders underneath it, all the while staring
down to the sea - and it's a very long drop!
But
the design excellence doesn't stop there - the placement of enemies
is superb; sometimes they surge forward in groups, or out from several
directions at once, or just lie in wait to catch you unawares. This
combination of route finding and gunplay is an unbeatable one, and
it compels you ever onward to find out what's going to happen next
and where you might end up.
Speaking
of enemies, they're very intelligent and brilliantly varied. You
begin with the armed Combine troops, the mask-wearing Nazis of the
tale - and I got great pleasure in gunning down every one of these
sadistic bullies that I could. I don't think I'm spoiling any surprises
when I tell you that the Headcrabs make a return - vicious creatures
that look like plucked chickens, and attach themselves to their
victim's head, subsequently mutating their body. The lurching zombies
are one of the most horrifying enemies ever - not because of their
twisted, clawed arms or the massive fanged mouth that's formed where
their chest and stomach used to be, but because of the muffled screams
of agony and terror that come from beneath the headcrabs. The human
hosts are no longer in control of their bodies, but they're still
self-aware and in a perpetual state of unimaginable torment. They
beg you to kill them in barely intelligible moans and screeches,
a request that you gladly oblige. Those hanging aliens also return
- the creatures that stick to the ceiling and drop their long rope-like
tongue down, to hook you in, pull you up and devour you. It's a
nice touch that you can feed them explosive barrels, then detonate
the barrel when it's near enough to burn the foul creatures.
As
the game progresses, more and more formidable enemies appear. There
are organic dropships that put Combine troops on the ground, and
a variant that's armed with a deadly powerful machine gun. The first
time you come up against one of these things, it's a real mission
and a half to kill it, I can tell you! Huge insect-like creatures
have colonised the sandy shores of the coastline and as you make
your way across it, they attack you in droves. There are more, like
the Striders, but I'll leave you to discover the rest for yourselves.
The
gameplay is constantly changing; no two areas feel the same, thanks
to the change in enemies and the feel of the landscape. The first
part of your journey takes you on foot across literally miles of
an industrial area of the city and through sewer systems to make
it to the Resistance headquarters. A part of this section sees you
traversing miles of swampland, going through docks and ports, and
even across radioactive sludge, in a very cool hovercraft that eventually
gains a gun capable of taking out those pesky helicopters that are
dropping mines everywhere and shooting you to pieces. Another section
sees you driving along the deserted coastline, fending off Antlions
and only stopping to search abandoned houses for supplies, or to
work your way past the latest Combine barricade or checkpoint. These
parts of the game literally allow you to cover miles of ground,
giving a sense of scale like nothing else I've played.
Then
there's Ravenholm - "We don't go to Ravenholm." And for good reason
- it's a veritable house, or rather town, of horrors, boarded up
and infested with headcrabs and zombies, completely deserted save
for a lone nutcase on a mission from God to show his 'congregation'
the light. As you progress, you find ways to make use of things
that were once enemies. Mines can be switched to your side and,
in certain sections of Nova Prospekt, if you don't place your automated
turrets strategically, you'll die for sure - and even if you do
place them carefully, you still might die! You get a squad of men
to accompany you at times, which comes in very useful, especially
the medics. You even get a major foe on your side at one big turning
point, but it's such an incredibly cool feature that I can't bring
myself to spoil it.
The
weapons are superb, and rather than taking the Halo 2 chop and change
approach, Gordon is fully capable of carrying the following at once:
crowbar, pistol, magnum (so wonderfully powerful that it's a joy
to use!), crossbow, shotgun, machine gun, assault rifle (a futuristic
and very cool version), grenades and rocket launcher - oh, and the
gravity gun; let's not forget the coolest weapon in the whole game!
Many weapons have a dual function - the shotgun can fire double
rounds, the machine gun launches grenades, the assault rifle launches
this wicked bouncing energy ball that vaporises multiple foes in
an instant and the crossbow has a great zoom on it. Every weapon
looks the business, the reload animations are top notch and they're
all great to use, with an accurate targeting system and fantastic
effects. Gunfire blasts out of your speakers in full surround sound,
completing the feel of every weapon.
But
it's that gravity gun that will become a firm favourite, as it makes
use of the game's incredible real physics system. Grab a radiator
off the wall, pick up a wardrobe, breeze block, explosive barrel,
or any other piece of scenery, and then blast it at high speed into
your enemy, knocking them dead in one shot if it's heavy enough.
Watch in amazement as barrels bounce and roll around, or as breeze
blocks smash through windows and fly into the air. Stare in awe
as you blast cars out of the way with the secondary function, which
simply pushes objects out of the way with tremendous force.
The
physics are amazingly lifelike and totally convincing, and they're
one of the biggest parts of the graphics that really immerses you.
Watch as an enemy falls from a ledge, arms and legs flailing until
he lands with a crash, or on occasion a little bounce. The combination
of these physics with the outstanding detail on the people (including
very smooth animation for running and movement), the amazing enemy
designs and scenery that often stretches out in front of you as
far as the eye can see, is astounding. The sound effects are just
as great too - every enemy screech and noise is distinctive, while
you can tell what gun is firing at you just from the sound. The
ambient effects are fantastic too. Take the time, out on those lonely
coastal roads, to park up on a cliff and just stare out over the
sea. Look around at the nearby trees and telegraph poles, as you
listen to the wind whistling past your ears, the sea washing over
the shore below and the cry of the gulls - and you'll be amazed
at just how real it all feels. And how, suddenly, you're feeling
a bit isolated. Time to move on…
The
voice acting throughout the game is excellent - every character,
both minor and major, plays their part perfectly and the script
is very well written. As for music, well, there isn't actually that
much - possibly another reason why the game is so immersing. When
it comes, it's generally very subtle, with ominous themes to rack
up the tension in a foreboding area that you just know is going
to be hiding some Headcrabs and other nasties, with the occasional
blast of full on action music, slightly techno in style with a strong
beat. Because of the sparing use of music, it has all the more impact
when it comes, but you don't miss it when it's absent.
It's
worth mentioning that the controls are excellent - very responsive,
judging jumping is intuitive and balancing on narrow beams is a
piece of cake. The weapons are mapped out in a very clever fashion
too - they're assigned to the four directions of the D-Pad, and
multiple presses select the next weapon - so, down for crowbar,
down twice for gravity gun, up for pistol, up twice for Magnum and
so on. It works like a dream, as cycling through all those weapons
with one or two of the coloured buttons would have been unworkable.
You have your radiation suit too, which can be charged up, as well
as your health, both with wall-mounted units or using medikits and
energy cells that are scattered liberally all over the place - you're
always rewarded for exploring nooks and crannies with goodies like
health and ammo.
Any
downsides? Not really - occasionally the learning curve can be tough,
particularly when dealing with a high security area full of gun
turrets and Combine footsoliders, or when killing a new enemy for
the first time, but repeated attempts will see you through. A couple
of puzzles had me a bit stumped, but I figured them out after applying
some thought. I suppose the frequent loading interruptions, which
make you realise how much Halo 2 spoils you, are intrusive at first
- but they last only twenty to thirty seconds and you soon get used
to them. It's a small price to pay for the way this amazing game
has been squeezed onto the Xbox, and I understand that the PC load
times can be a lot longer, so it could certainly have been a lot
worse!
Half-Life
2 is the most immersing and compelling game I've ever played. Although
I've had a lot of games to review in the last couple of weeks, I
couldn't help keep coming back to Half-Life 2 on a daily basis until
I completed it. That very rarely, if ever, happens to me. In fact,
the last time it happened was Halo 2! With groundbreaking graphics
that push the Xbox like never before, a totally convincing and stunningly
rendered environment and unparalleled attention to detail in every
respect, from facial detail to real-time physics, Half-Life 2 will
grab hold of you and not let go until its dramatic conclusion. There
are so many fantastic moments that will stick with you, like the
on-rails tour you get of the enemy Citadel that gives you horrifying
glimpses of awful truths, and the super-powered gun you'll wreak
utter havoc with that you get towards the end of the road. Half-Life
2 is the closest thing to virtual reality I've ever played on a
console, and regardless of whether you like shooters or not, it's
an absolute must. Now, where did that pesky Lamarr get to? I know
she's around here somewhere…. Aaargh! Lamarr, don't scare me like
that…
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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