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Reviewing EVERY Half-Life - Critical Nobody

Jun 06, 2021
Wow, based on my previous review of all the projects, you might think that the only games I play are the ones that have me tiptoeing around

every

topic I come across, but that couldn't be further from the truth. I equally enjoy games that have me learning a brilliant deadly instrument and unleashing hordes of evil zombie alien demons. I've killed tens of thousands of each over the years and no matter how many times I do it, using a mouse or controller to repeatedly pull a trigger is still a satisfying hobby, there are many great titans of the genre, who were once greats, to be fondly remembered on the Doom Halo battlefield, but when it comes to important and influential shooters, there are some series as revered and appreciated as Half-Life.
reviewing every half life   critical nobody
I was a latecomer to Half-Life Party and played

every

single entry a few years after its initial release. As a result, I don't have the furious love for them that others do, but it's a series I mentally respect and have a lot of fun with. sweeping every time I revisit them in preparation for the long-awaited return to the universe thanks to virtual reality. I couldn't help but play through everything Half-Life related once again and, as I said before, if I'm going to take the time to do that there's no reason not to take the opportunity to make an extended video record of my thoughts on each of them, this will include the base games, all of their expansions and a few extras that I think are worth mentioning and in case you're wondering: you know, I won't cover this.
reviewing every half life   critical nobody

More Interesting Facts About,

reviewing every half life critical nobody...

I haven't played catch with Freeman. I have no desire to play catch with Freeman. I just know, did you know the guy who did that thing? He now apparently works for Activision Blizzard. Okay, Joe, let's save your friends. of spiders with vaginas, if you just want to know what I think about a particular game, like Half-Life Alex, for example, you'll find timestamps in the description and in the comment pinned below. I don't know why I keep doing this. Myself, but prepare for an expanded look at all things Half-Life. We began our journey in 1998, the year an untested new studio called Valve Software released its first game, a little title known simply as Half-Life, this debut would make it.
reviewing every half life   critical nobody
Great commercial and

critical

success and is considered one of the most influential titles in the FPS genre and gaming in general. Talk to some old school players and there's a good chance they'll split the

half

into two distinct time periods before the

half

.

life

and after half-

life

, but what exactly happens? It was so innovative and the game holds up well enough to be fun after more than two decades. Spoiler alert for the second question. Yes, it's still pretty fun. They put you in the hazardous environment suit. from dr. Gordon Freeman and a perpetually mute scientist working at the Black Mesa research facility, what begins as a relatively normal work day quickly turns dangerous when an experiment goes awry and causes a deadly resonance cascade that opens rifts between our world. and an alien frontier world after surviving at the epicenter.
reviewing every half life   critical nobody
After the event, Gordon must make his way through his former place of employment, confronting not only the various creatures that roam the halls, but also squads of military commandos who are sent into the base to erase any trace of the witnesses of the event. what happens now included in that story. It's not the most original in itself - catastrophic events and attempted cover-up, a lone hero fighting the odds - it had been seen before and seen many times since, but it was the way this story was told that was so revolutionary. Look, most shooters especially didn't have much of a narrative to speak of or told their story through non-interactive cutscenes where they just showed you what was happening, but in Half-Life you're not just a witness to the things that develop.
You're directly participating in them, the game had a strict commitment to the first-person perspective, never taking you out of it for a second, and although scripted moments routinely happen around you, you remain in complete control when they happen, with just a very brief exception. I may think that it's your choice to stop and gape while your colleagues are hacked to pieces or keep walking without a care in the world, for example, it's always totally up to me when I execute every NPC I encounter because most of them are everyone's dead weight. anyway because I think it's funny.
I have a problem. The level design was another aspect that made Half-Life stand out for lack of a better descriptor. The various sections of Black Mesa's facilities don't feel very video game. falling into random lava pits or searching for the blue key card for the blue doors, instead great efforts were made to make the design plausible as a relocation: offices, factories, laboratories were designed in a logical, possibly mundane way, to further contribute to the immersion in each area in a natural way. Flowing into necks separated by only the briefest of charges, this design choice also applies to weapons and ammunition pickups.
You won't find a shotgun in a lab worker's belongings because it wouldn't make sense there, but finding one in a security station fits the bill. It's still something that stands out about this series, as not even many games today achieve it with the same level of competence, which is not to say that things are perfect, although despite Half-Life being primarily a shooting game, there are long periods of downtime on platforms in various hazards, these parts are fairly simple to navigate and interrupt the action, but some sections overstay their welcome and jump from one surface to another and the first person has never been particularly fun.
There are also certain parts throughout the game that are designed in such a way that to catch newbies off guard, it practically guarantees an instant death or at least significant damage, something will explode fall on top of you or the ground you are on. you are walking will be broken and without prior knowledge of these events you will be able to find your journey. coming to a very abrupt end and these deaths feel like hell even if you know they are coming some of these will take away a huge amount of health no matter what you do to be fair there are always health packs or stations convenient immediately afterwards to recover. for the hit like the developers are apologizing for the joke but it's like someone slapped you and then gave you a paddle.
Sure thanks for the candy, but I could have done without the slap. The first few hours of Half-Life have a noticeably different vibe than the rest of the game, creating an atmosphere that borders on survival horror as lights flicker, zombies burst through doors, and you rely exclusively on close-range weaponry. Also, this is where you first see barnacles and for some reason these damn things have always scared me at the thought of being grabbed by one and lifted up to be devoured. Anyway, it's so unsettling for anyone who's with me on this, that when the military shows up about an hour later, things shift in a more action-packed direction and it's about time we talk about the gunplay, the gunshots. half life are okay, they are by no means bad, but they are not the best either, most guns have a meaty impact and feel good to shoot, but the reliance on impact scanners, as was common at the time, can do it.
Make some fights look like prolonged Rock'em Sock'em robot matches if you don't recognize that the term hit scan refers to attacks that hit the target at the same moment the attack is launched, as long as the firing entity has basically line of sight. If a bad guy can see you when he fires his gun, he will hit you and no amount of swinging or movement will stop him. This works when fighting aliens as they either don't have ranged attacks or they obviously telegraph when we're about to do one like the vortigaunts, giving you time to get out of the way when dealing with soldiers, however it more or less boils down to that both sides unload on each other until one wins.
The enemy AI is pretty good at the moment, pushing past your enemies. advantage and give orders to your squadmates and there is some strategy for getting in and out of firefights by running behind crate pillars or any other obstruction in each arena that allows you to regroup or flank, but the bottom line is that most The times when you are shooting someone, they will shoot you too and it is virtually impossible to come out of these encounters unscathed. I'm not going to say it's one hundred percent impossible because I'm sure someone will tie me to a lever, but no. damage speedrun blindfolded, but for the ordinary humans among us it simply won't happen like the platform cheats I mention, although health is always waiting for you after these heated battles, which shows that the developers recognize the limitation and they made efforts to mitigate the problem, so they make this complaint a minor problem, there is one area where most agree that the half-life really fails and that is at its end, in a last ditch effort to stop the ongoing calamity.
Gordon goes through a portal and enters an alien world known as disappears, which takes about two minutes, this entire section becomes a slog that only takes about an hour to get through, but it's a very boring hour with long jumps between floating platforms and encounters with a testicle crab, health stations of endless factory sections that take three times as long to rejuvenate and an annoying final boss fight in low gravity. In the room, he just feels rushed, without the care and attention he clearly had for the rest of the game. I've heard numerous Half-Life mega fans say that every time they replay it they stop when they get here and even Valve employees have acknowledged the flaws of Xen's levels are only a small part of the package, so they don't ruin the rest of the game, but for a title with such pedigree as this one, I can't help but feel that it deserves a much better final impression than we can.
I cannot conclude without also mentioning Half-Life's multiplayer mode. I wasn't present at its peak and if you plan to play it this year then expect all text on any active server to be in Russian, but a fast-paced, chaotic deathmatch experience it isn't. something I'd return to regularly these days, but I can see the appeal when I look at it through the lens of 1998, when something like Earthquake was still thriving, deathmatch was incredibly popular for a time and remained relevant for a lot of time. thanks to a very active and dedicated modding community, and if you have any doubts about that, just look at games like Day of Defeat or Counter-Strike, both started their lives as mods for Half-Life, which is why Half-Life remains 22 years later.
In fact, for the most part, the same strengths it had when it launched are still evident now, and while its combat and platforming haven't aged as gracefully as other aspects of its design, they're still good enough to carry the experience. aside. unpleasant animations and two instances where NPCs revealed themselves to be the thing by absorbing me into their being, the game ran totally fine, which isn't surprising since Valve is pretty good at making sure their featured titles are kept up to date for the modern hard level, if so. You haven't played it yourself yet. I recommend it.
Half-Life took the world by storm by receiving over 50 Game of the Year awards and quickly had fans clamoring for more; Fortunately for them, more is exactly what they got on the one-year anniversary of the originals. The release of Half Life got the first of two subsequent expansions called Half Life Opposing Force. While Valve was involved in its development, they were busy working on other projects, so the lead developer for this and subsequent content for the base game was actually Gearbox. software, yes, the same gearbox software that would be used to create Borderlands and some other things that they would rather people not talk about, so it was like a game of seven seven and a half.
Those who remember the glory days of PC expansions tend to put up opponents. strength on a pedestal declaring it one of the best of its kind, since I was primarily a console kid growing up. I can't speak to the validity of that statement since I didn't play it until about four years ago, but I can. I can't say for sure that it excels at its job of providing more half-life while also adding a lot of new things to change the experience, since the subtitle implies that the opposing force doesn't make youplay as an innocent black Mesa employee, but as Corporal Adrienne Shepard.
One of the Marines sent him to the facility to clean it up once things turned ugly, however, before his transport can land, it is shot out of the sky and Shepard, now separated from his team, must fight the alien threat. and the elite covert operations that try to achieve it. What the military couldn't see when similar events unfolded from the other side not only provides more context for what was happening while Freeman was doing his thing, but also allows you to explore even more of the black table complex; You will move briefly through familiar terrain. Occasionally I'll do it from a different angle, but for the most part, each place you fight is completely new, increasing the overall scope of the base and giving you a deeper insight into how much these scientists bring to us.
We're playing with things that probably shouldn't have been. The core gameplay of Opposing Force is the same as Half-Life. The same platform. The same shooting range. The same occasional cheap kills, so there's no point in going over all that stuff again. are all new things in this expansion, starting with the weapons, there are an impressive amount of new combat toys to deal with of both the human and non-human variety, you get a wrench and a knife, a desert eagle which places the Magnum and a light machine gun in four places that it destroys. Every time the game decides to give you ammo, a solid sniper rifle, a devastating spore launcher that you basically feed to reload the displacer, a cannon that is practically a discounted BFG, a grappling hook that is pretty underused outside sometimes you have to reach higher terrain and a shock roach that's too weak to be useful, that's a lot of new stuff in my opinion, and while some of these loadouts are definitely better than others, the efforts shown here to add new content are incredibly admirable and you'll also need that firepower to take on the new enemies mixed in with the old baddie, as we all know and love, it's a new headcrab zombie. these fast little bastards, Shock Troopers who desperately need to get some Sol and these big boys, there are also a lot more black ops commandos running around, including a new male variant that is just as annoying as their female counterparts.
Admittedly, it's a little strange that none of these opponents ever crossed Gordon's path, but that's a detail because all the additional enemies help make the encounters refreshing again. The flashlight is replaced with night vision, although I personally consider this change to be a downgrade, as you are limited to only being able to see what is directly. in front of you maybe this was done to add tension to certain parts like this section of the tunnel, but I'll bring a flashlight. I can shine wherever I want any day. The other notable addition, our squadmates, there are times when Shepard joins the members. of his unit and some of them have special abilities.
Engineers can open sealed doors that block progress, but they are only needed for this a few times and are usually a stone's throw from the obstruction, then you have medics who can be a real help. lifesaver capable of healing you and your teammates, the problem is that despite being hardened Semper Fi guys who throw big guns, they tend to be ineffective during actual combat and will loot an early grave pretty quickly, honestly, the guards Standard black table safes were better. with threats, plus, given the frenetic nature of Half-Life's gunfights, there's a good chance that one of your stray bullets or splash damage from an explosion will hit your comrades, causing them to turn on you instantly, making them a burden to lead and fight with a faithful.
Platooning is a good idea and fits given the context of the situation, but it's just not very developed. You can run this campaign in about three and a half hours and I'd say it's time well spent, some of their new ideas are not. I executed my best, but overall The Opposing Force does a quality job of further fleshing out the world of Half-Life with an alternate perspective and adding more than enough new elements to make it stand out from the base game. I can't definitively say whether or not it's the best expansion, but I can say that it's pretty good, unfortunately I can't give the same praise to its sequel. 2001 saw the release of Half-Life Blueshift, the second and final expansion to the original 1998 Blue Shift, casting you as Barney Calhoun, an ordinary security guard on Black Mesa whom you unknowingly saw at the beginning of the hectic Gordon Freeman's workday, when things inevitably go wrong, it's up to Barney to track down scientist Dr.
Rosenberg, who might know a way out of this terrible situation, this is a title that is difficult to talk about at length for the simple reason that it doesn't have much to offer, it offers a little more half-life and literally nothing else, while the strength opposite throws in a bunch of enemies with new weapons and I tried to introduce a new mechanic or two blue changes, none of that, you will only get your hands on weapons from the base game and even then, not all of them, which makes Barney's loadout be the most limited of the three protagonists and the aliens and soldiers you will fight are the same ones Gordon faced without any variation.
The only real difference in gameplay here is that you can't use HEV charging stations as our hero lacks any kind of specialized suit and only has standard armor, instead having to find replacement equipment on the corpses of his companions. job. It's a nice touch I guess, but it's the same mechanic presented differently, so it doesn't change anything without having anything interesting gameplay-wise, as you might think. The novelty of seeing even more areas of the facility would take things along, but the blue shift doesn't offer much either. Here you explore some sewers, some Barney Calhoun is stuck doing tasks just a little more exciting than his usual nine-to-five to give you an idea of ​​how disappointing this all is. the protagonists had big boss fights as a finale, but Barney just gets some normal army grunts that you can run past.
I'm not trying to say that the blue shift is terrible because the core of Half-Life still works, but as an expansion it doesn't really manage to expand into anything you can accomplish in under two hours and all it ends up doing is explaining how some people managed to Getting Off Base, a narrative detail that most people could have easily inferred on their own, is easily the most skippable content Half-Life has if you're the kind of person who needs to see and do absolutely everything in a series. You won't have a bad time but you won't remember what you played a week later either and that pretty much sums up all the content released for Half-Life 1, unless you venture outside of the PC version.
Blueshift wasn't the only Half-Life-related product to hit stores in 2001, as the original game was also ported to the PlayStation 2 the same year. This edition is actually the first time I experienced Half-Life without having prior knowledge of its acclaim or influence at the time. I'm not here to talk about the port itself because I remember it being an excellent translation with the same campaign and some visual improvements. Instead, I'll talk about the most notable addition to the PS2 version, which was an exclusive co-op campaign called Half-Life Decay that centers on two scientists, Doctors Green and Cross, who team up with Dr.
Rosenberg and the new face of dr. Keller to send a distress signal and potentially reverse the resonance cascade, as I said, this content only officially appeared on ps2, which would normally make it difficult to play today, but thanks to some dedicated Ukrainians it became available on PC in 2008 in form mod and that's what I played for this video, with the exception of some visual oddities, sometimes the mod works fine without any game-breaking issues and offers online play while the console version was strictly split screen Despite the clear cooperative approach, it is actually possible to play this entire campaign solo by swapping between both characters by pressing a button, but it is not an experience I would recommend since the second person does not move, forcing you to jump twice through the same areas and that gets tedious very quickly, be sure to blackmail. a friend to play with you like I did with my old partner in crime, damn friend, exploded, unfortunately, playing Half-Life with a friend is the only new thing that Decay offers, as there are no additional weapons or enemy variants of the to talk about, except the novelty. of taking on hounds and vortexes with a friend is certainly cool, there's some real thought put into the idea of ​​having two people routinely solve puzzles, splitting both players to contribute to the solutions in different ways, or having one cover each other while performing some type of task, the number of opponents you will encounter at once increases to compensate for the additional firepower a duo allows.
I also think some bad guys are more Bungie bullets than normal, i.e. the Military, and these guys seem to be more explosive and happy than I'm used to the increase in the number of grenades and satchels being probably just a result of that there are more guys to throw them, but there were quite a few times where everything was going well only for it to end with a random boom or Dan and I just sucked, that's an equal possibility too. One of Half Life's biggest claims to fame was the uninterrupted flow of moving from one area to the next, but Decay abandons this in favor of the normal level structure that has beginnings and endings.
My assumption for this change is to have obvious breakpoints, so a couple could easily return to the game if they need to stop. The levels aren't that long if you know what you're doing, but they lack any kind of save feature or checkpoint, so if one player dies or let's say unintentionally murders the other because they weren't thinking straight, you'll play the entire game. level from the beginning and that can be annoying if a section is giving you trouble, even if you and your friend stumble from time to time. You will see the credits after approximately 3 hours.
It was the funniest moment I have had with pants on. Well, Dan wasn't thrilled about the whole thing. I think Decay is a decent police adventure and if you want. spend a night playing half life with a friend, there are certainly worse ways to kill time, also remember not to hit the blue barrels with a crowbar, we learned the hard way you know the automatic doesn't suck, what did you do it might seem like? I'm scratching the bottom of the barrel at this point, but back in 2004, a few months before Valve released some other niche cult hit they worked on, they released Half-Life Source.
This is a simple port of the original game to now from Valve. Full reveal of the famous Source engine, having been knee-deep in everything Half Life related back to back. They just couldn't ask me to play this from start to finish, so I skipped a handful of chapters to see if there were any noticeable differences. and to be fair the game looks maybe a little sharper, added particle effects, improved lighting, but also made the darker areas a little brighter in a way that I think takes away from the atmosphere, The water looks much better, the weapon models are more detailed, although many of them look like they are set up to ride a turtle on the roads of Valhalla and there is now a proper physics engine that makes objects believably thrown around by the environment and bodies move like rag dolls when killed, a feature I couldn't help but take full advantage of.
Whenever I've had the chance, unsurprisingly the gameplay is almost identical, you're unlikely to notice a significant difference until you get the SMG, which feels quite different to use. I'm not sure I can explain why it's one of those things you'll just identify. If you play both versions of the game side by side, but I guess I would describe the combat as feeling a little more relaxed. I also found some minor bugs in this version that I didn't see at all before the barnacle tongues came through the ceiling tiles, giving away their presence The NPC is making pained sounds for no reason as they follow you.
No, this guy practices for his audition at mine and I'm not sure if this is a mistake, but one room I know for a fact had a spawn trigger. The original game just had the enemies waiting there when I showed up. Multiplayer modeHalf-Life also made the transition and it works, but there's something about it that just makes me feel bad and makes me prefer what I played before. It's one of those things. It's hard to put into words, you'll know what I mean if you play both versions for yourself based on the short time I used it.
The half-life source seems functional overall, but useless, the improvements are so minor that I don't see much reason. To reproduce it over the original, especially when you take into account the never-before-seen glitches, looking around a bit, it seems that the majority of the Half-Life faithful despise the source and will take every opportunity to warn people against this and given some of the other problems I've had. seen and read about the port, I think I'm going to take the same stance as them, but while the port itself may have been disappointing, its existence had a very nice unintended side effect, some people expected that the half-life of the source was dramatic. updated the original, but when it turned out it wasn't a very passionate group of fans decided to do the work themselves in their free time and began development of a mod known as black mesa.
Well, the project started in 2004 as playable. The version wouldn't see the light of day until 2012 and even then it was an incomplete build impressed by what the independent developers now known as the crowdbar collective had done. Valve would give the team permission to sell their game on Steam and in 2015 it appeared on the storefront in an early access state where it remained for several years, Black Mesa would finally release its full version 1.0 in March 2020, which turned out to be a moment. Noticeably convenient when I decided to put this video together, some people might argue that it shouldn't be included at all since it's not an official Half-Life product, but given the sheer scope of the project and the fact that it's officially backed by Valve, I think it deserves to be part of the conversation, this is not a simple remaster or a texture pack.
Black Mesa is a total ground-up remake of the original Half-Life built on the Source engine. There isn't a single piece of this that hasn't been completely redone from the ground up, making it feel like a completely new experience, even if I've played the '98 classic to death. The most immediately obvious improvement is the visuals. This game is absolutely beautiful. Easily one of the best looking titles on the engine. Incredible lighting and detailed environments contribute to a much thicker horror atmosphere than before. There is also the new character. and weapon models, all of which look great. I really like the added touch of each weapon by having a special introductory animation, even if the one with the hive hand made me feel quite uncomfortable staying in the presentation, the dialogue has been rerecorded with a greater variety of actors, all which. do a good job and additional lines are added more naturally linking the events of the narrative to the expansions and the sequel, along with others providing winks and nods, fans will surely be able to catch Joel Nielson's new soundtrack.
It's also high quality, with pleasant ambient tracks where appropriate, followed by blood-pumping rock anthems. In short, in climactic battles, this game is sexy from top to bottom. Another big change is the level designs and some of the progression paces, while there are parts of the facilities that are more or less one-to-one recreations of the original geography, many others have been modified or completely overhauled, you will notice this change. immediately as the game puts off giving you a firearm for much longer, which does an effective job of raising the tension even with the biggest changes if you know your way around, oh geez, half-life, it'll all do it.
It looks familiar to a point, but slightly modified and added puzzles and combat encounters that play out in different ways or in areas that didn't before will ensure that you don't feel like you're just going through the motions. Combat naturally feels very different from a more modern release, movement and shooting are smoother to control, but several alterations to the weapons themselves add greater contrast, the SMG has a smaller magazine and grenade limit, for example , and the crossbow is slower to fire in exchange for greater ammunition damage in general. seems a bit stingier in the remake, which in turn forces less of a bullet-hose mentality and a bit more careful consideration of what you're shooting at in the shootouts, though they're still hectic and fast-paced and the inclusion rag doll and wonderfully gory.
The jibs make shocking hits, very satisfying and yes, that sentiment also applies to my fetish for scientific murder. I think Black Mesa is harder than classic half-life in general, at least until you get used to the pace of things, mainly my first encounters with the military. Going south pretty fast at first I felt like a polygon writer trying to play fatalism and it took me a few kills to really figure out why that's because the commandos learned to move and shoot at the same time I was used to their behavior from the original game where enemies changed position gave you a moment of respite that you could use to unload or regroup, but in Black Mesa the moments when these guys don't fill you with lead became fewer and fewer once I got used to this new flow. and I started playing a little more cautiously, although everything stabilized quickly, while the content in the land is a balanced mix of old and new, the Half-Life part almost everyone agrees is the weakest , the Zen levels are completely rebuilt when you reach what I like to call wallpaper land, the difference is immediately obvious, there are much more complex designs with real thought put into them.
Grind platforming and item collecting puzzles keep you entertained. The long jump module that once seemed like an afterthought is now regularly used in smart applications. ways, especially for a lot of intense chases and sequences that used to be minor obstacles now become big set pieces. These levels are certainly a massive improvement over their original incarnations and really showcase the ambition of the collective Lever team, but they also demonstrate a textbook case of over-ambition and a showcase for why bigger isn't always better. . You were able to get through the original Zen levels in about an hour, and while it wasn't a fun hour, at least you got in and out of the Zen levels in Black Mesa quickly.
It takes four times as long to finish and not all of that content is great, the first half is consistently good and while I think there is fat that could be trimmed, none of that is bad by any means, but when you get to the intruder chapter, which just so happens to be is also the most hated chapter of half-life, the pace coming to a screeching halt as you spend an eternity in this boring factory solving a series of endless puzzles and moving along an endless sea of ​​boring conveyor belts that are eventually accompanied by nasty waves of aliens to Many of these sections, there are crystals placed almost everywhere that give you a constant power source for your tau cannon to help you deal with all the quick messages to all the developers if you feel the need to give the players unlimited ammo. for long parts of your game just so they can beat it, you haven't designed a good level, taking a part of the '98 classic that no one liked and stretching it to a 90+ minute clock was not a good idea. and no great art direction can save it, at least the final boss waiting for you at the end of all this is 100 times more fun than it used to be Black Mesa also comes with multiplayer, but it's bad that a nonexistent community means you'll be lucky to find a complete game first, but even when you do, matches lag, tons of animations are missing, and it boils down to everyone spamming explosives because it's the only reliable way to kill players who are jumping, no good the sorrow.
Your time playing this game for the Black Mesa campaign is a clear labor of love and shows that the time and dedication of everyone who worked on it should be admired and celebrated. Is this project a replacement for the first game? I would say not like the They are both so different from each other that I see each as their own unique experience. There's really no reason not to play both. Don't look at Black Mesa as the only way to experience Gordon Freeman's debut. Instead, see it as a reinterpretation and companion. piece of the '98 classic and you'll come away with a greater appreciation for both well-made levers.
You did it well. It probably goes without saying that the sequel to the game that many considered a turning point for the medium had quite a bit of hype. around this and in 2004 Half-Life 2 appeared on the scene. If you thought the love for the first installment was off the charts, the fervor for Half-Life 2 completely eclipses it. Tons of perfect grades. 10. Dozens of Game of the Year awards. title that many consider the best, if not the best, video game to ever grace this humble little planet we call home, as was also the case with the first game.
I didn't play Freeman's Return when he was the new hottie, I only watched him for a few. years after the fact that it was re-released as part of Orange Box, it could be due to this delay that I personally don't see Half-Life 2 as the Holy Grail, but that doesn't mean that I don't think it's a great time with many impressive qualities that still They carry weight today, set 20 years after the Resonance Cascade, ever-quiet theoretical physicist Gordon Freeman is awakened from stasis and put back to work by the mysterious G-Man who inadvertently opens portals to another world and caught the attention of the technologically advanced combined empire that was able to reach and subsequently conquer the land in just seven hours, enslaving the population and establishing a total authoritarian government located in the middle of the city. 17 Gordon quickly encounters a resistance of which prominent members are There will be some familiar faces from Black Mesa and a couple of new ones, among which stands out Alyx Vance, a brave hacker and mechanic who works alongside our hero at various points with Freeman's help to boost morale.
Our ragtag group of freedom fighters work to overcome their ruthless oppressors. Valve's delivery philosophy. An uninterrupted first-person narrative that rarely takes control away from the player and logically or believably designing environments remains true here, what Half-Life 2 really adds to its bag of narrative tricks is an emphasis on characterization. , while the cast of the first games consisted of the same handful of interchangeable scientists and security guards, the sequel establishes several likable companions with diverse personalities. Alex, his father, Eli, dr. kleiner Barney Calhoun Judith Mossman these are people you remember thanks to Fay's excellent voice work and relaxed animations that give each syllable spoken a charm that still looks compelling years later, even the propaganda-spewing antagonists Wallace Breen has undeniable charisma which makes it difficult to hate the actual character.
The plot beats aren't particularly complex - even on my first playthrough, there was never any, oh my god, I never saw that moment coming - and there are some pretty long stretches of time between character scenes that can make it feel like Gordon is running away. taking care of everything. combines the army on its own, but what's here delivers well and makes you always happy to see a friendly face like any good follow-up should Half-Life 2 take the various things that worked in its predecessor and expand on them at its core. What you'll do here is similar to shooting enemies, platforming, and solving puzzles, but there's one major addition that significantly changes how these actions look and feel.
Physics Half-Life 2 wasn't the first game to make use of physics, but most others were. the games implemented them sparingly here, they're heavily integrated into every aspect of the design in combat, defeated enemies will crumble into ragdolls which is always fun, and explosions routinely cause chaotic chain reactions that send Debris flying in all directions on the other side, weigh platforms, stack objects to help you reach previously unreachable places, and jump across dangerous obstacles by creating a makeshift path using whatever is around you. The abundance of these generally simple logic and jumping puzzles can seem downright tricky at times, but being able to manipulate the environment to such an extent makes them far more interesting than they might otherwise be - of course, there's no talking. of physics without drawing attention to the most iconic weapon in Gordon's toolkitFreeman, apart from the lever, the gravity gun, as the name implies, this little wonder. can fire a pulse that aggressively pushes things out of the way and can grab most loose objects, including those that would otherwise be out of reach, which can then be placed cautiously or launched forward at terminal velocity, this essentially turns anything around into a potential projectile that slices through the zombies and two with a saw blade throw a grenade at the poor fool or use that cannon over there as a battering ram.
The gravity gun alone adds all kinds of flavor and flexibility to Half-Life 2's interactions and use. at the end of the game, which sees the supercharged weapon that allows you to launch waves of enemies as Raggedy Ann, has to be one of the most fascinating ending sequences ever programmed. Half-life 2 also excels in two other ways: First, it has a great variety of gameplay that mixes up frequently. Things in Chapter 2 Chapter 2 keep the experience fresh, you go from frantically running from the combine, to a prolonged airboat chase, to using traps to deal with the zombie hordes and getting Raven home, to driving across the coast in a buggy, to carefully avoid swarms of antlions and to command them.
Antlions swarm while raiding a prison: teaming up with resistance fighters in a massive push against the combine, a lot of things are thrown against the wall and nine times out of 10 what is thrown sticks, the other notable thing that I find draws attention to the half-life. 2 is its excellent broadcast, how it introduces and teaches players new gameplay elements by allowing them to observe how they work for themselves, as an example, when a new enemy appears in almost every other game, a text box will appear or some another character. In a bulleted list explaining what you like and don't like in this game, when a threat is introduced, it is always done in a way that doesn't put the player at immediate risk and clearly demonstrates that something is bad news. , usually speechless when he encounters his first barnacle.
You immediately see him grab and devour a bird's head. The crabs are first seen being killed by a friendly NPC. The first zombie you come across is isolated from you by a chain link fence. You are warned of the consequences of stepping into the sand before immediately. Seeing what happens to someone who does all this really caught my attention because I feel like we don't see this type of natural transmission as much as we should probably make sure other games demonstrate things this way, but they usually can't. Resist the temptation to stop everything to make the point because the designers think you're an idiot.
There are times when a character explicitly tells Gordon how something works, but they only do it when it would make sense, like when Alex gives him the order. Gravity Gun is an aspect of Half-Life that I've really come to appreciate as well as I think the game as a whole is, it absolutely has its flaws, so let's put all the praise aside for a moment. My first problem is the shots. The first half-life is totally fine, it's satisfying and the weapons have meaty sound effects, but that hit scanning issue I mentioned before is just as present now, in fact I think it's actually more prevalent since you're fighting most often against guys with weapons, i.e. the harvester once.
Again you can maneuver to try to mitigate the damage, but no matter how slippery you are, it's going to come down to you and whoever you're shooting at unloading each other, and just like last time, Valve clearly recognized this problem and put a stop to it. band aid. In it by making health upgrades or regular occurrences, it can't help but take away some of the gratification of getting through a tense firefight when you know that going in you're going to take a beating and then immediately have all that damage undone, then there's the pacing. While the variety mentioned above is great, many chapters seem to go on for too long, the main culprits being the water hazards and Highway 17, the two sections that feature a drivable vehicle, I'm sure these parts were incredibly impressive for their scale at that moment. but they can't help but drag when you're forced to stop and deal with obstacles on the road several times each between long sections of uninteresting travel.
It also doesn't help that driving both the airboat and the buggy doesn't feel great on the float. handling and a tendency to get pushed around by the strangest parts of the level geometry, plus later levels have groups of friends accompanying you in a squad and while they are good at dealing with threats, they tend to regularly get in the way of the damn thing. path, especially in tight spaces, be prepared to treat these guys like a defensive line that has to brute force you through them more than once. My last complaint will seem minor to most of you, but it's one of my biggest pet peeves that needs to be called out.
I really hate when a game gives you a flashlight that runs out. only to recharge it in a few seconds every time it goes off, like why bother turning it off then it doesn't add anything to the experience but it is an inconvenience. This was also a thing in Half-Life 1, but I didn't mention it because the flashlight in that game lasts quite a long time, chances are that by the time it's completely used up you've already turned it off yourself, so it was rarely a thing. problem, but here the flashlight only lasts a minute, so it turns off. all the damn time and to make matters worse, for some crazy reason your torch shares the same power meter as sprint and oxygen, so if you're walking in the dark in an activity you do fairly often, then you decide that you want to run well, what a shame! your legs don't work because you wanted to see where you were going.
I can't tell you how many times I've gotten to a body of water and started submerging only to have to immediately surface because using my flashlight means Gordon forgets how to hold his breath for anyone who says Half-Life 2 is perfected software. , I give you proof of the opposite. Also, you can't shoot friendly NPCs in the face, so 0 out of 10 Half-Life 2 also had a deathmatch component, but I can't really say much about it because the only active lobbies I could find a game were Nightmares. I'm talking about custom games on foreign servers with random sound effects, corrupted values, and wildly altered bullets.
Bungie players who were the result of extreme delay. or manipulation I'm not going to blame any of this on the game itself, but I will say with confidence that if you want to play something multiplayer within the framework of Half-Life 2, it's called Garry's Mod. I would also like to mention it. Half-Life 2 update released in 2015 developed by dedicated fan and community member Philip Fichter. The Half-Life 2 update, as expected, updates Half-Life 2 with visual enhancements like improved lighting, dynamic shadows, increased details, bug fixes, and various other tweaks that I only briefly played with. this version and if I'm honest, I had a hard time seeing much of a difference, but I'm no expert.
One new addition I did notice was the inclusion of community feedback, which is great because Half-Life 2 never received any official feedback from the developers. The people responsible for the fan project provide input, and you'll hear the familiar voices of some notable YouTube personalities detailing Valve's thought process on certain aspects of its design. As far as I've been able to gather, most agree that this is an excellent version of The Game, some even saying it's the definitive one, so there's no harm in trying it out for yourself or using it on a first playthrough. Half-Life 2 is loved for a reason and although I have issues with it that prevent me from declaring it the best. since sliced ​​bread, it's still an impressive achievement worthy of the rest of the world over 15 years later, it still excels in areas where many modern games fail, if you haven't played it yourself you should, but that's Just the beginning, as there's still plenty of Half-Life 2 content to talk about, including some that was left on the cutting room floor in 2005.
Valve released Half-Life 2 Lost Coast as a free download for owners of the base game. This section will be quite short because the entire Lost Coast is a small piece of content that was removed from Half-Life 2, specifically a piece that was planned to be part of the Highway 17 chapter. In it, Gordon fights some cliffs, blocks a rocket launcher in a church and brings out a hunter-killer helicopter that takes about 10 minutes to traverse and offers the same gameplay you've seen many times before, so there's not much to say about it. It acts as a nice little bonus and provides a testing ground for some new graphics. features in the source engine, particularly high dynamic range or HDR, also marks the debut of Valve's developer feedback feature that allows those working behind the scenes to explain their process and detail the use of certain techniques. will be included in every major release the company put out thereafter and will appear in other games like Portal Left 4 Dead and the Half Life 2 episodes, speaking of which, rather than forcing fans to wait several long years and dying for a new entry mostly. popular series because Valve would never do that, they decided to adopt an episodic release model this way players could continue the Half-Life story piece by piece with smaller gaps between entries.
The first of these three planned episodes was aptly named Half-Life. 2, Episode 1 came out in 2006, picks up directly where Half-Life 2 left off and focuses on the duo of Gordon and Alex desperately trying to escape City 17 before the core of the Citadel explodes and lays waste to the surrounding area. . A few extra things are set up like Alex downloading some valuable data that the combine doesn't want you to have, but as far as moving the overall plot forward, you don't spend much time trying to get out of Dodge and once you've successfully done so , so the credits feel like the first act of a grander story because that's exactly what it is and it's for that reason that it is considered by most to be the least notable standalone piece of Half-Life 2 content, that doesn't imply that Episode 1 is not worth playing though, as even Half-Life 2's weakest gameplay is still pretty good, while the overall plot doesn't grow much; is offset by Alex's additional characterization, as she played a prominent role in the base game and formed a team.
With Gordon pretty much in the second half of her here, she's by your side for 90% of the adventure. This time we spend together serves to make her more likable than she already was, bringing out her personality, as she seems to have a comment for almost everything you do. see and do, and it's great to have her in a fight proving herself to be a valuable ally thanks to her dramatically improved AI. Alex is now incredibly competent at defeating threats that stand firm beside you, she shows off zombies without hesitation and for one section she provides reliable information. sniper cover as you move down a street, she's so good that you might lean on her, especially in the first half when you don't have as many weapons as you might be used to, it's best to view this game as an extension of Half-Life 2 instead of an expansion because it basically offers more than what you did before.
You will be able to use the overloaded gravity gun again. Move through dark tunnels, take down zombies and help resistance members in skirmishes against combined soldiers. Everything is pretty. On familiar ground, a couple of new things were added. Alex can hack the minds of the rollers, making them hostile towards enemies, although you only get the chance to use them a few times and a new villain in the form of a combo zombie who likes to throw grenades and kill himself towards you combo zombie is as a zombie, okay Zomba and get it given that the shorter three-hour running episode one is also paced pretty well with some standout sequences like the sniper cover section mentioned by Afra and a badass tear through a hospital full of tangled living dead. and combine forces, things drag near the end with this overly long part where you have to transport multiple groups of humans across the same small map while enemies continually spawn.
It's not bad, but it's very repetitive and I can't help but feel like I'm padded. made to stretch out the runtime a bit, it concludes with a disappointing fight against a Strider and our first part of the Half-Life epilogue comes to an end. I think most people who dismiss episode 1 do so because they are the last segments of the game. Liva is not a great ending. The print and its story provide more setup than substance, but when all is said and done, it's moreHalf-Life 2 with the added bonus of an adorable companion who is capable of kicking as much as you, you shouldn't skip it, not only for the reason it's good, but also because it acts as a solid foundation for what was to come. , the story continued in 2007 with the predictably titled Half-Life 2, episode 2, while episode 1 mostly felt like a setup, episode 2 really pushes the narrative forward with interesting revelations and some unforgettable moments that hint at an ending.
Truly exciting. Many consider this to be Half-Life 2 at its finest, and I find it hard to disagree with that assessment after successfully making it out of the now-destroyed city. 17 Gordon and Alex continues to meet with his friends in hopes of stopping the combined portal that now hangs ominously in the sky. Their journey proves to be full of obstacles; However, starting with Alex being seriously injured, you have to work with a unique group of allies to save his life. an exciting defense section where you take down swarms of antlions to defend a choke point from multiple directions and another memorable sequence where you join a friend on board to fight your way through his lair.
This is followed by a long road trip and a newly introduced muscle car. complete with numerous intense pit stops before culminating in a frenetic section where you put the pedal to the metal to transport bombs capable of instantly taking down the multiple Striders bearing down on the resistance base. It's all pretty one-off stuff and concludes in a legendary cliffhanger that almost certainly left fans with their mouths firmly planted on the ground. Well, episode 2 does a great job of moving the story forward and provides plenty of details to ponder. There is one aspect that always caught my attention and is strange and that is the introduction of Dr. .
Magnussen I don't have a problem with him as a character, his prickly and stuck-up personality fits in very well and is a nice contrast to the generally upbeat cast, but he literally comes into the plot out of nowhere and everyone acts like he's been there forever. All along, if it had been seen briefly or at least mentioned once or twice before, I wouldn't have a problem, but the way it's still not ooh, what happens without any acknowledgment of those facts can't help but feel jarring, well I would do it again. I'm not calling episode 2 an expansion, it adds new enemy types first, there's the worker antlion, a luminescent insect creature that spits toxic sludge at you.
His inclusion mixes up the now-familiar encounters with antlions, forcing more maneuvering to avoid the more prominent projectiles. However, adding to the nutty list, Hunters are some sort of hybrid of Strider and normal soldier, these fast tank bastards hit hard and are able to go almost anywhere, you are routinely forced to face two or more of these. things at the same time. The timing and each encounter is a challenging endeavor that makes the battles noticeably more intense. The new car also handles a little better than the one you drove before. It feels noticeably heavier, although it's still cool, but all that crap pales in comparison to the crazy gameplay. -Change implemented in episode 2, a change so monumental that it alters the core of the experience in ways I can't even begin to describe.
Finally, after two deliveries, they gave the flashlight its own power source, although I'm very happy they finally did it. I am no longer trapped without the ability to run or breathe underwater for the crime of wanting to see. I still think it's silly for the flashlight to run out, but you know what I'll take, whatever I can get. Episode 2 can easily be. plotted as the high note of the series and that's saying something, it's very well paced, mixes up the gameplay in fun ways and as chapter 2 progresses a story confidently sets up what was to come while making the player ponder the fascinating implications once it was all finished. the faithful of half-life were left reeling waiting with unmatched levels of anticipation for the follow-up whether the success of humanity and its fight for survival what was the endgame of the G-man how exactly the Freeman's journey would conclude these were just a few of the things that fans were asking and would continue to ask for a long time Half-Life 2 Episode 3, the long-awaited conclusion to the episodic trilogy never saw the light of day, fans waited and waited for any kind of update regarding its release, but apart Some leaked concept art valves remain silent about the state of the game for years.
They actively released other

critical

ly acclaimed titles during that time, but the ending everyone was waiting for remained far from the public's view in 2011. Studio co-founder Gabe Newell definitively stated that the company had abandoned the episodic model, making which naturally led fans to assume that a full sequel was on the way and it wouldn't be long until we learned that Half-Life 3 episode 2 came out thirteen years ago and at that time. From this video, the most we've seen of Half-Life 3 are the endless memes that mock its nonexistence. Everyone who ever held that iconic lever in their hands seemed to accept that we would never see a half-way back. -life universe and all we could do was dream of what could have been until November 2019, when the world was stunned by a sudden and unexpected announcement after a hiatus rivaled only by the likes of Duke Nukem Forever Valve surprised everyone when advertising a brand. new Half-Life game called Half-Life Alex, which was a prequel that was going to be exclusive to virtual reality from where I was, the immediate knee-jerk reaction when this news broke was collective.
Are you kidding? I understand why some fans felt This Way not only didn't the next installment of a series people have been waiting for over a decade continue from the cliffhanger of episode two, but playing it required additional hardware that costs at least hundreds of dollars. , but once the dust settled I saw a generally positive reception to the announcement? Sure it wasn't the sequel everyone expected, but it was a new Half-Life game and with Valve having a big interest in the virtual reality space with their own headsets, there was reason to be excited. I'm relatively new to the medium and I only got a headset for Christmas a few months ago, but in that time I've played some cool stuff, both casual and non-casual, pulling an actual trigger and landing a headshot that you had to physically line up with the Eyes is, without a doubt, one of the most satisfying gaming activities you can do right now, provided Valve has brought its once legendary standard of polish and care to the game.
Alex had all the potential in the world to be a top-notch experience now that he came out and I had the opportunity to play. through it from start to finish, is it a quality title worthy of the Half-Life name? Yes, it's pretty impressive for those of you who are worried about what you're about to see. Let me save a few things from the beginning. I played during Half-Life Alex. using an oculus rift s, so my opinions are based on my time with that hardware. Secondly, other than a basic setup, I won't reveal any plot details. Third, all the footage is only from the first half of the game.
I can't guarantee anything. Many of you won't consider certain things to be visual spoilers, but if I've included it here then it's not something I would consider harmful for a first-time player, and finally, if there are any issues or stutters that you can see, they shouldn't be attributed to Play and Record. playing games at the same time is relatively strenuous on a computer and my PC is a bit outdated. Everyone is fine. We continue three, two, one, five years before the events of Half-Life 2. Your virtual hands belong to the title. Alyx Vance does her thing as a member of the resistance, but when her father is captured by the Combine for seeing something he shouldn't have, Alex takes it upon herself, along with her boy in the chair Russell, to rescue him and discover the truth about a super weapon. land.
The conquerors are tightly confined. It's a little strange to have a leading voice in Half-Life for once, but Alex proves to be as likable as before and the back and forth between her and the eccentric inventor in her ear is both endearing and doesn't drag on too long, it's Welcome, the narrative is simple but engaging throughout and has an ending that is sacred and that's all I'll say about that half-life. Alex has options for almost every comfort level you can imagine. It's incredibly accessible. I played completely standing with limited room scaling and full joystick movement, but you can play sitting and move via teleportation.
You can play completely with one hand if you want. There are even separate options for how to climb stairs, although the game will trick you. to the top for comfort no matter what and if Barnacles will lift you off the ground in case you get caught by one on launch day, the smooth pan option, meaning the normal camera control you'd expect from an analogue joystick it just didn't work, forcing me to use quick turns for most of the game, including the entire time I was recording, although that issue was fixed within a day, there is no jump button with jumps done strictly via teleportation and actions like Climbing through windows is done by simply walking towards them, like this.
It would almost certainly be a nightmare to realistically imitate, whether you're a VR veteran or the type of person who feels like throwing up on themselves performing even basic actions. Alex will have a setup that works for you. The game consists of the familiar. components you'd expect from a mid-life game, combat exploration and puzzle solving, and each element is impressively polished, many titles before this have managed to transform motion controllers into satisfying firearms and the same can be said for Alex doing Bursting rounds into numerous zombies and combining you encounter real magazines and frantic ejections in the middle of a fight, grab a headcrab mid-air mid-jump and finish it off with some quick shots.
Everything feels very good. Your arsenal is quite limited as there are only three weapons to speak of. a pistol, a shotgun, and a submachine gun, all of which can be used one-handed and permanently attached to the appendage of your choice. All of these deadly tools can be upgraded with a handful of accessories, such as sites and extended magazines, making them more efficient and effective, and two. The types of grenades that appear more and more frequently as you play make small groups work quickly. Unfortunately, melee combat isn't an option at all, which seems like a strange omission given that this series is synonymous with a crowbar.
If you're feeling creative, you can use objects. to block attacks I once used a suitcase to deflect a headcrab into a barnacle, but trying to use a blunt instrument on your attacker offensively will only result in bad times. This is easily one of the best looking VR games to date, if not the best. Offering an incredible sense of scale and a remarkable level of detail that conveys the violent, disgusting and oppressive environment better than any previous entry, the atmosphere here is top notch and although the game isn't scary, I jumped once or twice when something it took me by surprise.
That ever-present horror vibe that the series has always had to some extent is the strongest it's ever had. You will be able to see everything well, since we encourage you to look in every corner for healthy ammunition and resin, which is your currency. weapon upgrades, most objects in the environment are interactive, so you'll routinely slide or throw trinkets out of the way and open drawers in search of goodies. This is where gravity gloves come in, allowing you to effortlessly throw distant objects towards you so you can catch them. If you take them out of the air, you'll be using these things constantly as they allow you to pick things up without having to bend over and it's always great to quickly grab an incoming object and gently move it over your shoulder towards your backpack.
As for puzzles, there is the usual thing to look for item A to insert into the obstacles in slot B, but mainly you will make extensive use of Alex's multi-tool, which allows you to hack storage containers by rotating an orb to match the objects. symbols or guide one point to another, open upgrade stations by aligning correctly Increase laser points and divert energy by following hidden cables in walls as the game progresses. These simple mini-games become more complex, although not in a way that makes them more difficult, they just extend more some points where you must follow circuits for like two or three rooms will make you wish you finished the whole test in general, although these detours ofHacks are pretty quick and fun to solve, although they can appear a little too often for their own good, the first half of the game falls into a familiar rhythm before long you look around and gawk a little at all the beautiful sights.
Avoid the slimy tongues hanging from above and take on some crabs and zombies, both of which are predictable and easy to defeat. Combine soldiers show up to complicate things from time to time. as long as their AI isn't that advanced, fighting them still requires the use of cover, as even one of these guys will melt you if you're standing in the open during some firefights. I was literally on my knees hiding behind it. Cars were racing to different positions and fighting to reload as fast as they could. It felt great, but I was also getting used to the formula, so the wow factor was starting to wear off.
Alex, in the second half, as a reminder, I won't show it to you. any footage elevates everything considerably, mixes things up with unique encounters, locations become more visually diverse, there tend to be more bad guys to deal with once a new enemy or two show up to push you out of your comfort zone, and there's a Complete and tense chapter. That forces you to waste an irresponsible amount of vodka. I classify the first 50% as very good and the second 50% as quite outstanding. Each piece of half-life Alex is remarkably polished. The only thing wrong with someone like me is that it depends on what The VR games you've played before don't really add anything new and can feel a little limiting no matter what your experience is.
Alex is sure to impress, but the level at which he impresses will vary depending on whether you've played the game or not. something like Bone Works Phone Works came out late last year and kind of stole the valves by providing everything this game does and then some, a good variety of one and two handed firearms, a bunch of melee weapons body, an elaborate physics model where even your character's entire body is taken into account, the ability to creatively avoid obstacles, and additional sandbox and arena modes that allow for fun play sessions full of potential experimentation. The consequence of all this complexity is that we feel that janks are more frequent and somewhat of a technological demonstration. but looking at the bones and Alex side by side can't help but make the valves' efforts seem a little safer compared to half-life.
It takes Alex about 10 hours to get to the end and that includes frequent scavenging, which allowed me to shop. all but one weapon upgrade and occasionally stopping to shoot because breaking things is never not fun. I've seen some reviews that claim the game is 15 hours long, but unless you really like looking at sky boxes, I don't see how you get there. Mark plays normally, there are no extras outside of the linear story, which I think is a missed opportunity. VR is inherently more physically exhausting than sitting at a desk with a keyboard and mouse, so having a side mode that lets you play around and kill waves of headcrabs or something for a quick session would have done a lot to get people will return frequently.
There's also no developer feedback feature, which is a shame because Valve's take on how their games are made has always been an interesting listen. I'm guessing they chose to leave it out because they'd have to spend most of the audio going on about what the hell they've been doing for the last decade in case they ran out and bought an oculus or an index just to reproduce the half-life Alex no de Por Of course, it's not nonsense, but if you are lucky enough to have a headset lying around or acquire one in the future, it is an absolute must play, it is both a quality VR title that executes everything it sets out to do with conviction and a mediocre outstanding. life game that allows you to interact with the world like never before and provides revelations that will have far-reaching repercussions for the story in the future.
It may have taken forever to see the series continue, but there's no doubt that Valve has once again hit a high note. and that's the whole half life I did it I'm done if you've made it this far thank you for taking this journey with me did you like the video? Consider leaving a rating to let me know if you have any thoughts on the series or opinions on my most popular takes, tell me all about it in a comment. I think I did a good job and I want to see more content for myself. Hit the subscribe button and check out my channels backlog because you might find something else you like.
Meanwhile, this is where I get off, wait a minute, this is the wrong stop, hey, hey, let me get back in, hey.

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