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That means you were struggling with some areas, but as you didn't say what and when we can't help.
What? How can anyone run out of ammo for the machine gun? The game literally throws it at you! I can only assume you're just spamming bullets like crazy and paying no attention to ammo management.
I'll accept that the grenades are a bit more scarce, but again you should not be spamming them, they're designed for specific situations when a machine gun grenade is the most appropriate solution.
I'm assuming you're not trollinig here. How anyone can call the crossbow "lame" beggars belief.
Were you actually paying attention? The story is made clear as you progress.
Long answer: The game was made with so much love and dedication to both level design, game design and story development. It isn't nostalgia because I didn't even get to experience Half-Life when it came out in the 90's, It was only until about 2019 that I finally played it and consider Half-Life my favorite game of all time.
doom was divided into distinct levels, with the same basic task done over and over: find the keys, kill monsters, get to the exit.
games like quake II also had distinct levels, but they were sub-divided into smaller areas that it was sometimes possible to move back and forth between, adding an element of player freedom to the original linear progression of doom.
in addition, FPS games of this era (1997 / 1998) started to add more objectives to the player's actions*. instead of merely looking for keys and finding the exit, it was: shutdown the satellite dish, navigate the mines, destroy an enemy in order to use something obtained from them as a key. the evolution of tying tasks to story driven levels.
HL was known for dividing its world into tiny little bits that loaded very fast compared to games like quake II & unreal. While it had visually diverse areas, they were not separated by cut-scenes or long loading screens. You barely had to wait at all, so the world felt continuous and sprawling, as if you were in one big place.
HL had few cut-scenes, everything was communicated to the player through their own eyes. there were a lot more exciting set-pieces in the game than previous titles - scripted events and scenarios that made each moment and situation different from the last. rather than simply repeating the same game-play loop over and over.
I remember thinking during 'Unforeseen Consequences' - with the environment blowing up around you, collapsing, sparking particle effects etc.. - that it was the first game to make you feel like you were really in a dynamic, dangerous place, where the world was volatile and could hurt you unexpectedly. especially compared to what we had seen before.
1996 to 1998 was also the time that 3D accelerator cards - something that everyone takes for granted today - arrived on the scene and transitioned us from software (solely CPU powered) mode to hardware accelerated (CPU & GPU) mode. These cards allowed people to experience visual effects and frame-rates that had never been possible before. It was an exciting time.
I can understand people who have played newer games - people who take certain features and technology for granted - not being that excited by Half-Life, but it was a big deal.
*This had been done by earlier games (System Shock, Ultima Underworld) but not nearly as often
From other side, is true that the gameplay in general stands in the genre canon of the time, with some ideas that were already seen in older other games like Duke Nukem 3d (like the laser sensored mines).
I didn't play Half-Life until a few years after its release, around the same era as Halo. I think it's aged quite well. In the years that followed, up to present day, Half-Life has been one of the few shooters I've returned to on a regular basis.
If you came into this game after playing tons of other games, then sure maybe its problems stand out more. I think Half-Life is better with experience. Most of its bugs and annoyances can be avoided or mitigated once you know what they are.
Half-Life never had a strong story. That's true. It was just enough mystery to drive the premise. That's all it needed.
I think its mostly millennials that overrate these games beyond belief. Good games, revolutionary for their time, but don't hold up so well today. Goldeneye is one of my favorite games ever, but that didn't age well either. Perfect Dark on the other hand, still an amazing game.