Half Life 2 Gordon Freeman and Alyx Dev Art
| Half-Life 2 | |
|---|---|
| Box fine art featuring Gordon Freeman | |
| Programmer(s) | Valve |
| Publisher(s) |
|
| Artist(s) | Viktor Antonov |
| Writer(s) | Marc Laidlaw |
| Composer(southward) | Kelly Bailey |
| Serial | Half-Life |
| Engine | Source |
| Platform(due south) |
|
| Release | November sixteen, 2004
|
| Genre(due south) | Kickoff-person shooter |
| Manner(s) | Unmarried-role player |
One-half-Life ii is a 2004 first-person shooter game adult by Valve. Information technology was published past Valve through its distribution service Steam; retail editions were published by Sierra. Similar the original Half-Life (1998), Half-Life 2 combines shooting, puzzles, and storytelling, and adds features such as vehicles and physics-based gameplay. Players control Gordon Freeman as he joins a resistance move to liberate the Earth from the command of an alien empire, the Combine.
Half-Life 2 was created using Valve'due south Source engine, which was developed at the same time. Development lasted five years and cost U.s.$40 meg. Valve president Gabe Newell set his team the goal of redefining the showtime-person shooter genre. They integrated the Havok physics engine, which simulates real-world physics, to reinforce the role player'southward sense of presence and create new gameplay, and developed the label, with more detailed character models and realistic animation.
Valve announced One-half-Life 2 at E3 2003, with a release date for that September; it was delayed by over a twelvemonth, triggering a backlash. A year before release, an unfinished version of the game was stolen past a hacker and leaked online; the leak damaged team morale and slowed development.
Half-Life ii was released on Steam on Nov 16, 2004, and received acclaim. Information technology won 39 Game of the Year awards and has been cited equally one of the best games of all time. By 2011, it had sold 12 meg copies. Half-Life 2 was followed by the gratis actress level Lost Coast (2005) and the episodic sequels Episode One (2006) and Episode Ii (2007). In 2020, after canceling several further Half-Life projects, Valve released the prequel Half-Life: Alyx.
Gameplay [edit]
A screenshot of the histrion engaging a group of antlions with a pulse rifle. Along the bottom of the screen, the player'due south wellness, accommodate charge level, and their ammunition is displayed.
Like the original One-half-Life (1998), One-half-Life 2 is a single-player outset-person shooter in which players control Gordon Freeman. Information technology has similar mechanics to Half-Life, including health-and-weapon systems and periodic physics puzzles, except with the newer Source engine and improved graphics. The thespian also starts without items, slowly building upwardly their arsenal over the class of the game. Despite the game'south mainly linear nature, much endeavour was put into making exploration rewarding and interesting; many optional areas can exist missed or avoided.
A diverse fix of enemies is present, which usually require beingness 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 actor through small openings and tight corridors. Others apply predictable but powerful attacks, while others hide before swiftly attacking the role player. Gordon tin can kill nearly enemies with his weapons, or make use of indirect means, exploiting environmental hazards such as explosive pressurized canisters, gas fires or improvised traps. For some portions of the game, Gordon can exist joined by upwards to four armed Resistance soldiers or medics and can send his team further from him or call them back.
Many of the game's new features use its detailed physics simulation. Ii sections of the game involve driving vehicles. Instead of button-oriented puzzles from Half-Life, environmental puzzles are likewise introduced with makeshift mechanical systems, revolving effectually the player's new ability to option up, motion, and place objects. Solutions involve objects' physical backdrop, 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 actor can build a crude staircase with the blocks, and so the puzzle may be solved in multiple means.
Function-way through the game, Gordon acquires the Gravity Gun, which allows him to describe distant objects towards himself or forcefully push them away, equally well every bit the ability to manipulate larger and heavier objects that he cannot control without the weapon. These abilities are required to solve puzzles later in the game, and tin likewise be used to great effect in gainsay, as any not-static object inside proximity to the player has the potential to be used as a makeshift defense, such as a file chiffonier, or a deadly projectile, such as a gasoline can or buzzsaw bract. The role player can learn this through cleverly placed hints in the environment.
The game never separates the histrion with pre-rendered cutscenes or events; the story proceeds via exposition from other characters and in-world events, and the role player can control Gordon for the entirety of the game. Much of the backstory to the game is simply alluded to or told through the surround. Even tutorials are mostly placed in the environment or the dialogue. The few pop-ups that actually appear only tell the histrion keybindings for actions.
Plot [edit]
Half-Life ii takes place approximately twenty years after the incident at the Blackness Mesa Inquiry Facility from the beginning game, in which scientists accidentally opened a portal to the hostile dimension Xen. The game begins with Gordon Freeman being awoken from stasis by the mysterious One thousand-Man,[1] who reveals that the Black Mesa incident attracted the attending of a multidimensional empire called the Combine, which conquered World in 7 hours. The Combine have implemented a savage constabulary state by biologically assimilating humans and other species. The K-Man inserts Gordon into a train arriving at City 17, the site of the Combine Citadel, where Dr. Wallace Breen, the former Black Mesa ambassador who negotiated Earth's surrender governs as the Combine's puppet ruler.
Later eluding the Combine forces, Gordon joins a resistance led past former Blackness Mesa scientist Dr. Eli Vance, which also includes Vance's daughter Alyx, old Black Mesa security baby-sit Barney Calhoun, who works undercover as a Civil Protection officer, and another Black Mesa scientist, Dr. Isaac Kleiner. Later a failed attempt to teleport to the resistance base, Blackness Mesa East, from Kleiner'south makeshift laboratory, Gordon progresses on pes through the city's culvert system. He obtains an airboat and battles through sewers and rivers.
At Black Mesa East, Gordon is reintroduced to Eli and meets another resistance scientist, Dr. Judith Mossman. Alyx introduces Gordon to her pet robot, Canis familiaris, and gives him the gravity gun, an instrument that tin manipulate large objects. When the base is attacked by Combine forces, Eli and Mossman are captured and taken to the Combine detention facility Nova Prospekt. Separated from Alyx, Gordon detours through the zombie-infested town of Ravenholm, aided by its last survivor, Father Grigori. Escaping the town, Gordon discovers a resistance outpost. He uses a customized dune buggy to travel a crumbling littoral road to Nova Prospekt, fighting off alien antlions, and helping the resistance fend off Combine raids.
Gordon breaks into Nova Prospekt and reunites with Alyx. They locate Eli merely discover that Mossman is a Combine informant. Before they can end her, Mossman teleports herself and Eli dorsum to City 17's Citadel. The Combine teleporter explodes moments later on Gordon and Alyx use it to escape Nova Prospekt.
Returning to Kleiner's lab, Gordon and Alyx acquire that the teleporter malfunctioned and that a calendar week has passed. In their absence, the resistance has mobilized against the Combine. With the aid of Dog and Barney, Gordon fights his fashion inside the Citadel. A security organisation inadvertently supercharges Gordon's gravity gun, allowing him to fight his way upwards the Citadel.
Gordon is captured in a Combine transport pod and taken to Breen's function, where he and Mossman are waiting with Eli and Alyx in captivity. Breen explains his plans to further conquer humanity with the Combine, contrary to what he told Mossman.[ii] Angry, Mossman frees Gordon, Alyx, and Eli before Breen can teleport them off-world. Breen tries to escape through a teleporter, but Gordon destroys its reactor with free energy orbs launched from a gravity gun, killing Breen. Only as the reactor explodes, the Yard-Man reappears and freezes time. He praises Gordon's work and mentions offers for Gordon's "services", before placing him back into stasis.
Development [edit]
Evolution of Half-Life 2 began in June 1999, vi months after the release of the original Half-Life. It was developed by a team of 82.[three] With voice actors included, this number is 100.[4] [5] Valve president Gabe Newell wanted to redefine the FPS genre, proverb: "Why spend iv years of your life building something that isn't innovative and is basically pointless? If One-half-Life 2 isn't viewed as the all-time PC game of all fourth dimension, it'due south going to completely bum out most of the guys on this squad."[3] Newell gave his team no deadline and a "near unlimited" budget, promising to fund the project himself if necessary.[3] The game was built with Valve's new in-house game engine, Source, adult simultaneously.[iii]
Whereas One-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 betwixt planets, which was discarded as it would make continuity between levels difficult. At the suggestion of Bulgarian art director Viktor Antonov, the team settled on a city in an Eastern European location. In this early on concept, players would start the game by boarding the Borealis, an icebreaker bound for the city.[iii] Nova Prospekt was conceived every bit a small rails depot congenital on an old prison in the wasteland and grew from a stopping-off point to the destination itself.[6] [ folio needed ]
Subsequently observing how players had connected to minor characters in One-half-Life, the team developed the label, with more detailed character models and realistic blitheness. Animator Ken Birdwell studied the work of psychologist Paul Ekman, who had researched how facial muscles express emotion.[3] Writer Marc Laidlaw created family unit relationships between the characters, saying as information technology was a "basic dramatic unit everyone understands" rarely used in games.[3]
The team integrated the Havok physics engine, which simulates existent-globe physics,[7] to reinforce the player's sense of presence and create new gameplay.[3] To experiment, the team created a minigame, Zombie Basketball, in which players used a physics-manipulating gun to throw zombies through hoops.[3] In mid-2001, to test the engine, Valve built a street war betwixt rioting citizens and police, featuring tanks, Molotov cocktails, hand-to-paw fighting, and looting. Designer John Guthrie described information technology as "an early effort at getting something – annihilation – in the game that used non-actor characters and physics".[3]
In late 2001, Valve began creating a showreel, hoping to demonstrate information technology at E3 2002.[three] For several months, Newell permit the teamwork without his input and then 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 non adequately bear witness how the physics would impact gameplay and that the Kleiner scene was overlong. Reflecting on the failure, Laidlaw said: "The dramatic scenes with the characters are of import, but they have to exist in service of the interactivity and gameplay."[3]
In September 2002, the squad completed a 2d showreel, featuring a buggy race along the City 17 coast, an run into 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 two at E3 2003 and release it by the end of the year.[3] Equally with the original One-half-Life, the squad carve up into "cabals" working on different levels. Designers created levels using placeholder shapes and surfaces, which then were worked on by the artists.[3]
A square in Metropolis 17, showing the Source engine's lighting and shadow effects
Valve appear 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.[viii] Newell also appear a release date, September 30, 2003, hoping this would motivate the team. They worked long hours to meet the borderline, but by July it had become clear they would miss it. Rumors spread of a delay, only Valve made no proclamation until September 23, when they released a statement targeting a "holiday" release, leading to fan backlash.[3]
Newell had been hesitant to announce a filibuster without a new release date: "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."[3] The graphics card manufacturer ATI had bundled a promotional event on Alcatraz to coincide with the planned release of One-half-Life two; Newell, unable to pull out of the consequence, gave a prepared speech, demonstrated the Source engine, and left without addressing questions.[three]
On September 19, the Half-Life 2 source code was obtained by a German hacker, Axel Gembe, who had infiltrated Valve'southward internal network months before. According to Gembe, he shared it with some other person, who leaked the code online in early on October.[9] Fans soon compiled a playable version of Half-Life ii from the source lawmaking, revealing how unfinished it was. The leaks damaged morale at Valve and slowed evolution.[iii] In March 2004, Gembe contacted Newell and identified himself, saying he was a fan and had not acted maliciously. Newell worked with the FBI to invite Gembe to a imitation task interview, planning to have him arrested in the U.s.; however, police force arrested him in Germany.[ix] In November 2006, Gembe was sentenced to iii years' probation.[nine]
In 2004, the development team returned after Christmas to long hours, stressful working conditions, and no guarantee that the game, which was costing $1 meg a month to develop, would be finished soon. Still, Newell felt that progress was speeding upwards, with the team producing about three hours of gameplay per month. In March, they created the first version playable from offset to finish and stopped production for a week to play through the game. Major changes past this point included the cut of the Borealis sequence, the replacement of the jet ski with a hovercraft, and the physics-manipulating gravity gun being introduced earlier in the game. Feedback was positive across the company. Newell recalled: "The fact that you could go from ane finish of the game to the other was a actually big thing for us. And so we knew information technology simply had to go better – but it was all in that location."[3] After several months of issues fixes and playtesting, Half-Life 2 was completed on October 13, 2004.[three]
Release [edit]
Valve made a 1GB portion of Half-Life two available for download in an encrypted format through Steam on Baronial 26, 2004. On the mean solar 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.[10] In retail, the game was published by Sierra Entertainment.[11]
Half-Life 2 was simultaneously released through Steam, CD, and on DVD in several editions. Through Steam, Half-Life 2 had 3 packages that a customer could order. The basic version ("Bronze") includes just One-half-Life 2 and Counter-Strike: Source, whereas the "Silverish" and "Gold" (collector'southward edition) versions also include Half-Life: Source (ports of the original One-half-Life and Mean solar day of Defeat mod to the new engine). The collector'due south edition/"Gold" version additionally includes merchandise, such as a T-shirt, a strategy guide and CD containing the soundtrack used in Half-Life 2. Both the disc and Steam versions require Steam to be installed and active for play to occur.[12] The retail copies of the game came in ii versions, standard and Collector's Edition; these had identical content to the "Statuary" and "Gold" packages respectively.[13]
A demo version with the file size of a single CD was later made available in December 2004 at the web site 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...". This demo is currently available on Steam. In September 2005, Electronic Arts distributed the Game of the Twelvemonth edition of One-half-Life 2. Compared to the original CD-release of Half-Life 2, the Game of the Twelvemonth edition as well includes One-half-Life: Source.[14]
The soundtrack was written by Kelly Bailey. The Soundtrack of One-half-Life two, containing most of the music from One-half-Life 2 and many tracks from the original One-half-Life, was included with the Half-Life ii "Aureate" edition and sold separately from Valve's online store.[fifteen] Valve released a deathmatch style in 2004.[16]
Cyber café dispute [edit]
On September xx, 2004, GameSpot reported that Sierra's parent company, Vivendi Universal Games, was in a legal battle with Valve over the distribution of Half-Life 2 to cyber cafés. At this time, cyber cafés were important for the Asian PC gaming market where PC and broadband penetration per capita were much lower (except Hong Kong, Malaysia, Singapore, South Korea, Nippon and Taiwan).[17]
According to Vivendi Universal Games, the distribution contract they signed with Valve included cyber cafés. This would mean that simply Vivendi Universal Games could distribute Half-Life 2 to cyber cafés — not Valve through the Steam organization. On November 29, 2004, Judge Thomas South. Zilly, of U.S. Federal District Court in Seattle, Washington, ruled that Vivendi Universal Games and its affiliates are not authorized to distribute (directly or indirectly) Valve games through cyber cafés to terminate users for pay-to-play activities according to the parties' electric current publishing agreement. Also, Gauge Zilly ruled in favor of the Valve motion regarding the contractual limitation of liability, assuasive Valve to recover copyright damages for any infringement equally allowed by law without regard to the publishing agreement'southward limitation of liability clause.[18]
On April 29, 2005, the two parties announced a settlement agreement. Vivendi Universal Games would cease distributing all retail packaged versions of Valve games by August 31, 2005. Vivendi Universal Games too was to notify distributors and cyber cafés that had been licensed by Vivendi Universal Games that only Valve had the authority to distribute cyber café licenses, and hence their licenses were revoked and switched to Valve's.[xix] Valve subsequently partnered with Electronic Arts for the retail distribution of its games, including the forthcoming Xbox version of One-half-Life 2.[20]
Ports and updates [edit]
In 2005, Valve released an actress level, Lost Declension, every bit a free download to anyone who purchased One-half-Life 2.[21] On December 22, Valve released a 64-bit version of the Source engine for x86-64 processor-based systems running Windows XP Professional person x64 Edition, Windows Server 2003 x64, Windows Vista x64, or Windows Server 2008 x64. This update enabled Half-Life 2 and other Source games to run natively on 64-flake processors, bypassing the 32-scrap compatibility layer. Newell said it was "an of import step in the evolution of our game content and tools", and that the game benefited greatly from the update.[22] Some users reported major functioning boosts, though technology site Techgage establish stability problems and no notable frame rate improvement.[23]
In 2006, Valve partnered with Taito to release One-half-Life 2: Survivor, an arcade game version for the Japanese market.[24] [25] Valve rereleased Half-Life 2 as part of the 2007 compilation The Orange Box for Windows, Xbox 360 and PlayStation 3.[26] On May 26, 2010, Half-Life 2 and its two episodic sequels were released for Mac OS 10.[27] In 2013, Valve ported the game to Linux,[28] and released a complimentary update adding support for the Oculus Rift virtual reality headset.[29] An NVIDIA Shield-exclusive port for Android was released on May 12, 2014.[thirty] In Jan 2022, a new UI designed for the Steam Deck was released through a update in the beta branch. [31]
Reception [edit]
Half-Life two has an aggregate score of 96/100 on Metacritic. Sources such as GameSpy,[39] The Cincinnati Enquirer,[45] The New York Times,[46] and VideoGamer.com [44] gave it perfect scores, and others, such every bit PC Gamer,[43] IGN,[41] GamesRadar,[40] and Eurogamer,[35] [36] gave most-perfect scores. Information technology was the fifth game to receive 10 out of ten from Edge.[34] Critics praised the advanced graphics and physics.[37] [46] Maximum PC awarded One-half-Life 2 11 on their rating scale which commonly peaks at 10, calling it "the best game ever made".[42]
In the The states, Half-Life 2 's PC version sold 680,000 copies and had earned $34.3 meg by Baronial 2006. It was the state's 17th acknowledged PC game between January 2000 and August 2006.[47] It received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Clan (ELSPA),[48] indicating sales of at to the lowest degree 300,000 copies in the United Kingdom.[49] Forbes reported on February 9, 2011, that the game had sold 12 million copies worldwide.[50]
In a review of The Orangish Box, IGN stated that although Half-Life 2 has already been released through other media, the game itself is even so enjoyable on a console. They too noted that the physics of Half-Life two are impressive despite beingness a console game. Nonetheless, it was noted that the graphics on the Xbox 360 version of Half-Life ii were non as impressive as when information technology was released on the PC.[51] GameSpot's review of The Orange Box noticed that the content of both the Xbox 360 releases, and PlayStation 3 releases were exactly akin, 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.[38]
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 beingness immune to play, forth with installation difficulties and lack of back up.[46]
The editors of Computer Gaming Globe nominated One-half-Life 2 for their 2004 "Single-Actor Shooter of the Yr" and overall "Game of the Twelvemonth" awards, although it lost to Painkiller and World of Warcraft, respectively. They wrote, "Half-Life 2, everyone'south default selection to win this twelvemonth, is indeed a fantastic roller coaster of a ride, not as not bad as the original but nonetheless leagues above about other shooters."[52]
In December 2021, IGN placed Half-Life 2 at 9th place in its list of "The Summit 100 Video Games of All Time".[53]
Awards [edit]
Half-Life 2 earned 39 Game of the Year awards,[54] including Overall Game of the Year at IGN, GameSpot'due south Award for Best Shooter, GameSpot'south Reader'due south Choice — PC Game of the Year Accolade, "Game of the Year" from the Interactive Accomplishment Awards (at present known as the D.I.C.Due east. Awards), and "Best Game" with the Game Developers Option Awards, where it was also given various awards for engineering, characters, and writing. Border mag awarded Half-Life 2 with its acme accolade of the year with the accolade for Best Game, also as awards for Innovation and Visual Design. The game as well had a strong showing at the 2004 British University Video Games Awards, picking up 6 awards, more than than any other game that dark, with awards including "Best Game" and "Best Online and Multiplayer."[55] Computer Games Magazine named Half-Life 2 the 4th-all-time estimator game of 2004. The editors telephone call it "a masterful unmarried-player feel that plays a constant game of one-upmanship with itself." Information technology won the magazine'due south "Best Technology" (chirapsia out Doom three) and "Best Writing" awards, and was a runner-upward in the "All-time Sound Effects", "All-time AI" and "Best Vox Acting" categories.[56]
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'due south Steam service, "Start Game to Characteristic a Gravity Gun", and "Starting time PC Game to Feature Developer Commentary".[57] In 2009, Game Informer put One-half-Life 2 5th on their listing of "The Top 200 Games of All Time", proverb that "With Half-Life two, Valve redefined the way first-person shooters were created".[58]
One-half-Life ii was selected past readers of The Guardian as the best game of the decade, with praise given especially to the environment design throughout the game. According to the newspaper, it "pushed the envelope for the genre, and set a new high watermark for FPS narrative". One author commented: "Half-Life 2 always felt like the European arthouse reply to the Hollywood bluster of Halo and Call of Duty".[59] Half-Life ii won Crispy Gamer's Game of the Decade[60] tournament style poll. It as well won Reviews on the Run's,[61] IGN 'southward[62] Best Game of the Decade and Fasten Video Game Awards 2012 Game of the Decade.[63] In December 2021, IGN named Half-Life 2 the ninth-best game of all fourth dimension.[64]
Mods [edit]
Since the release of the Source engine SDK, a big number of modifications (mods) have been developed past the Half-Life 2 community. Mods vary in scale, from fan-created levels and weapons, to fractional conversions such as Rock 24, Half-Life 2 Substance and SMOD (which change the storyline and gameplay of the pre-existing game), SourceForts and Garry'south Modernistic (which allow the player to experiment with the physics system in a sandbox way), to total conversions such every bit Blackness Mesa, Dystopia, Zombie Master or Iron Grip: The Oppression, the last of which transforms the game from a first-person shooter into a real-time strategy game.[65] [66] Some mods have place in the Half-Life universe; others in completely original settings. Many more mods are still in development, including Lift, The Myriad, Performance Black Mesa, and the episodic single-player mod Minerva.[67] Several multiplayer mods, such equally Pirates, Vikings and Knights 2, a predominately sword-fighting game; Insurgency: Modern Infantry Gainsay, which focuses on realistic modern infantry combat; and Jailbreak Source take been opened to the public every bit a beta.[68] [69] As part of its customs back up, Valve appear in September 2008 that several mods, with more planned in the future, were beingness integrated into the Steamworks program, allowing the mods to brand total use of Steam'south distribution and update capabilities.[70]
Sequels [edit]
One-half-Life 2 was followed by two episodic sequels: Episode One (2006) and Episode 2 (2007).[71] After canceling several farther Half-Life projects,[72] Valve released a prequel, Half-Life: Alyx, in 2020.[73]
Come across also [edit]
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Video games portal
References [edit]
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Dr. Breen: Having both of yous in my keeping ensures I can dictate the terms of any bargain I intendance to brand with the Combine.
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External links [edit]
- Official website
Source: https://en.wikipedia.org/wiki/Half-Life_2
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