Додано: 24 грудня
What a privilege it is for you if you have finished this game. Half-Life sits in a chair in a vast and golden hall along with only the highlords of the first-person-shooting genre. There we can find the likes of DooM, Wolfenstein, Quake, Unreal, BioShock, GoldenEye, Battlefield 2... Yes, Half-Life is that noble.
Gordon Freeman is a physicist gone survivor/gunslinger in chaotic circumstances surrounding the accidental opening of a dimensional portal that brought about Alien hostile presence into the Black Mesa Research Facility. The tension can be felt through every sensorial fibre of the narrative, from the stable low-pitch melodies of the soundtrack to the sudden appearances of creatures throughout the many corridors and laboratories found in the maps. The level design is extraordinary, and intelligent in progressively revealing the labyrinthine network of tunnels and ducts that hide vital items for the adequate fast-paced action of a quintessential shooter. However, such a network also provides the player with the strategic edge to approach danger and conflict, something innovative in itself for a genre that is - usually - sadly stigmatised by the shortcomings of linearity.
Its daring features are a testament to the prime product of an age that it was. Half-Life subtly overcomes limitations of its time: it pioneered non-cutscene dynamic action and continuous immersive narrative, allowing the player to actually be part of everything s/he watches from behind the screen. Gordon may never be seen or heard in the de facto game, but the initial display of routine in Black Mesa (the famous tram sequence) drowns the player in unsullied immersion, not presenting any perspective bias or character automation. Gordon Freeman is as "free" a protagonist as it gets in a game of this kind.
Be it for the strategic patience necessary to solve its puzzles, or for its compelling themes of cosmic conflict and the possible rough edges of scientific discovery, one shall find satisfaction in Half-Life. The dozens of Vortigaunts, Headcrabs, and Alien Grunts are there to remind the player that different kinds of shooting and approaching are necessary in order to survive both Black Mesa and Xen. How far into the dimensions of suspense and cunning one can get - is up to the player's willingness to brave this gaming gemstone from the late 1990s.