
So, if you know me then you’re aware that I am stubbornly anti-hype. Be it music, movies, video games– if people are raving about it I usually try to hold off on passing judgement on it until the chatter has died so that I can judge the work in question with an opinion that isn’t clouded by others’ biases. I still haven’t played Bioshock. I still haven’t played Lost Planet. God, I still haven’t seen 1 second of any of the Godfather films. Music is a little different because its format allows for easy perusal (and dismissal) so I’m pretty up-to-date on most new releases, no matter how blog-hyped they are. There are some exceptions (I just got around to listening to the Fever Ray album) but the point is that I’m trying to build up a certain respect for these works; when you ask for my opinion on Half Life 2, which I just played through this weekend, you know that my opinion likely won’t be clouded by critics but will be somewhat more clear thanks to time.
As someone who never did and never will play a first-person game on a PC, Half-Life 2 felt strange when I first started playing it on the Xbox 360. It felt like the first time I booted up Left 4 Dead. After years of next-gen games like Gears for War and the Call of Duty series, my senses are spoiled by the clumsy, half-awkward realism of those games’ bulky movement. In Valve games you don’t really walk, you just glide. This isn’t anything knew to those who grew up playing PC shooters like Quake and Doom and Unreal Tourney (which I played as well, but my memory of them has slipped a bit more) but it does feel a bit old-school, if I may say so.

I kind of hated Half-Life 2 for the first couple of hours. The game was slow and I was slow at picking up the details of the story. The one thing that really popped out at me, though, were the facial expressions. Even today, I haven’t seen a game that has implemented such authentic looking facial reactions in their sprites. From the sly little smiles that Alyx gives Gordon over her shoulder to the numerous troubled characters you meet along your journey, the expressions are beautifully and realistically rendered. I understand what Valve was going for with it’s silent protagonist, but it really would help the player identify with Gordon if they pulled the camera back during lengthy convos for a sort of Mass Effect styled view of the speakers’ facial expressions.

But like I said I kind of hated this game for the first couple of hours. I hated the boat and most of the missions around it. I only started getting into it once I hit Ravenholm, a zombie infested town. It was dark and creepy, just what I want in most of my games and reminded me a bit of Condemned or Left 4 Dead in its layout and overall atmosphere. From there the game picks up fast and I was hooked. Like a good novel the pacing is really extraordinary, where you can sense your closeness to the end. The scenes in and around the Citadel are really a prime example of how to build up tension and make the character feel small, battling against insurmountable odds.

In the end, I had my trepidations but Valve really quashed them. In full disclosure, this was my first non-Left 4 Dead Valve game and I can really see now why the company has such steadfast and loyal fans. They’ve built a great in-game world with the Half Life series, on par with two of my favorite games of all time, Eternal Darkness: Sanity’s Requiem and Dreamfall: The Longest Journey. I can’t wait now to jump into Episode 1 & 2.









