Half-Life: Another Story Turns Valve’s Classic Into a DOOM Game

By | 27/10/2022


The box art for Half-Life
Programmer(s) Valve Corporation
(Microsoft Windows)

Gearbox Software
(PlayStation ii)
Publisher(s) Sierra Entertainment
Benefactor(s) Sierra Entertainment

Writer(due south) Marc Laidlaw
Composer(s) Kelly Bailey
Series Half-Life
Engine GoldSrc
Platform(s) Microsoft Windows, PlayStation 2, Linux, Mac Bone X
Release date(s) Microsoft Windows


  • NA

    November 19, 1998

  • EU


PlayStation ii


  • NA

    November xi, 2001

  • EU

    November 30, 2001

Linux, Mac Os X


  • WW

    Jan 25, 2013
Genre(s) First-person shooter
Mode(south) Unmarried-actor, multiplayer
Media/distribution CD, DVD, download


is a scientific discipline fiction video game developed by Valve Corporation, the visitor’s debut product and the outset in the
series. First released in 1998 by Sierra Studios for Windows PCs, the game was also released for the PlayStation 2;

Mac Os X and Linux ports became available in January 2013.

Half-Life, players presume the role of Dr. Gordon Freeman, a theoretical physicist who must fight his way out of a hugger-mugger underground research facility whose inquiry and experiments into teleportation technology accept gone disastrously wrong.

Valve, ready by former Microsoft employees, had difficulty finding a publisher for the game, with many believing that it was too ambitious a project. Sierra On-Line eventually signed the game after expressing involvement in making a 3D action game. The game had its first major public appearance at the 1997 Electronic Amusement Expo. Designed for Windows, the game uses a heavily modified version of id Software’s “Quake” game engine with code portions from id Tech 2 engine called GoldSrc.


On its release, critics praised its overall presentation and numerous scripted sequences, and it won over 50 PC Game of the Year awards.


Its gameplay influenced the blueprint of kickoff-person shooters for years after its release, and it is widely considered to be i of the greatest computer games of all time.


had sold eight million copies by sixteen November 2004[update],

and 9.3 million copies past December 2008.

By 14 July 2007[update], the
franchise as a whole had sold over 20 million units.

was followed by the 2004 sequel
One-half-Life two, which besides received critical acclamation.
has had a notable cultural impact with its customs mods and sequels spawning a large fanbase and cult post-obit.


  • i
  • two

    • 2.one
    • 2.2
  • 3

    • 3.i
    • 3.ii
  • four
    Expansions and sequels

    • 4.1
    • 4.2
    • 4.3
      Tertiary-party mods
  • five
    Reception and legacy
  • 6
  • 7
    External links


In this scene, the player must bypass a dam reservoir guarded by an Apache helicopter, a group of soldiers, and a cannon emplacement.

is a first-person shooter that requires the player to perform gainsay tasks and puzzle solving to accelerate through the game. Unlike its peers at the fourth dimension,
used scripted sequences, such equally a Bullsquid ramming down a door, to advance major plot points. Compared to about first-person shooters of the time, which relied on cut-scene intermissions to detail their plotlines,
s story is told entirely past means of scripted sequences, keeping the player in control of the first-person viewpoint. In line with this, the game has no cutting-scenes, and the actor rarely loses the ability to control Gordon, who never speaks and is never actually seen in the game; the player sees “through his optics” for the entire length of the game.
has no “levels”; information technology instead divides the game by chapters, whose titles flash on the screen as the thespian moves through the game. Progress through the world is continuous, except for breaks for loading.

The game regularly integrates puzzles, such as navigating a maze of conveyor belts, or using nearby boxes to build a pocket-size staircase to the next surface area the thespian must travel to. Some puzzles involve using the surround to kill an enemy, like turning on a steam valve to spray hot steam at their enemies. There are few “bosses” in the conventional sense, where the player defeats a superior opponent by direct confrontation. Instead, such organisms occasionally define chapters, and the histrion is mostly expected to utilize the terrain, rather than firepower, to kill the “boss”. Late in the game, the player receives a “long jump module” for the HEV suit, which allows the actor to increment the horizontal distance and speed of jumps by crouching before jumping. The role player must rely on this power to navigate various platformer-mode jumping puzzles in Xen toward the cease of the game.

For the most part the player battles through the game alone, but is occasionally assisted by not-player characters; specifically security guards and scientists who help the player, the former who will fight alongside and both who can assist in reaching new areas and impart relevant plot information.

A broad array of enemies populate the game including parasites of Xen such as headcrabs, bullsquids, headcrab zombies and Vortigaunts. The player as well faces human opponents, in detail Hazardous Environment Combat Unit (HECU) Marines and black ops assassins who are dispatched to contain the actress-dimensional threats and silence all witnesses.

The iconic weapon of
is the crowbar. The game likewise features numerous conventional weapons, such as the Glock 17 pistol, Franchi SPAS-12 shotgun, MP5 submachine gun with an attached M203 grenade launcher, Colt Python .357 Magnum revolver, and rocket launcher too every bit unusual weapons ranging from a crossbow to weapons from Xen and genetically engineered weapons such equally an organic homing gun and mankind-eating parasites called “Snarks”. Two experimental weapons, the tau cannon (nicknamed the Gauss gun) and the Gluon Gun, are built by the scientists in the facility and are caused by the player tardily in the game.



Most of the game is set in a remote desert area of New United mexican states in the Black Mesa Research Facility, a fictional circuitous that bears many similarities to both the Los Alamos National Laboratory and Area 51, at some point betwixt the 2000’s. The game’s protagonist is the theoretical physicist Gordon Freeman, an MIT graduate. Freeman becomes ane of the survivors of an experiment at Blackness Mesa that goes horribly wrong, when an unexpected “resonance cascade”—a fictitious phenomenon —rips dimensional seams, devastating the facility. Aliens from some other dimension known equally Xen later enter the facility through these dimensional seams (an event known every bit the “Black Mesa incident”).

Equally Freeman tries to make his fashion out of the ruined facility, he before long discovers that he is defenseless between ii sides: the hostile aliens and the Hazardous Surround Gainsay Unit, a U.S. Marine Corps special operations unit dispatched to cover upward the incident by eliminating the organisms, as well as Dr. Freeman and the other surviving Black Mesa personnel. Throughout the game, a mysterious figure known (simply not really referred to in-game) as the “G-Homo” regularly appears, and seems to be monitoring Freeman’s progress. Ultimately, Freeman uses the cooperation of surviving scientists and security officers to work his style towards the mysterious “Lambda Complex” of Black Mesa (signified with the Greek “λ” character), where a team of survivors teleport him to the alien globe Xen to impale the Nihilanth, the semi-physical entity keeping Xen’s side of the dimensional rift open.

The game’s plot was originally inspired past the video games
(both PC games produced by id Software), and
Resident Evil
(published by Capcom), Stephen King’s short story/novella
The Mist, and an episode of
The Outer Limits
called “The Frontier”.

Information technology was later developed by Valve’southward in-house writer and author, Marc Laidlaw, who wrote the books
Dad’s Nuke
The 37th Mandala.


Gordon Freeman arrives tardily for work at 8:47 am in the Black Mesa Research Facility, using its tram system. He acquires his Hazardous Environment arrange before proceeding to the exam chamber of the Anomalous Materials Lab, to assist in an experiment. He is tasked with pushing a not-standard specimen into the scanning axle of the Anti-Mass Spectrometer for assay. However this creates a sudden catastrophe called a “resonance cascade”,

opening a portal between Globe and a dimension called Xen.

Freeman is sporadically teleported at that place and catches glimpses of diverse alien lifeforms, including a circumvolve of Vortigaunts, soon before blacking out.

Freeman awakens in the ruined test chamber and surveys the destroyed lab, strewn with the bodies of scientists and security personnel. Finding survivors, Freeman learns that communication to the outside is completely cut and is encouraged to head to the surface for assistance because of his arrange. His journey consists of sidestepping Black Mesa’s structural harm and defending himself against hostile Xen creatures, such as the parasitic headcrab which attaches itself to a human host before enslaving it, suddenly teleporting into the surface area. Other survivors claim a rescue team has been dispatched, simply to discover that the Hazardous Environment Combat Unit of measurement sent in is killing both the organisms and the employees in that location every bit function of a regime embrace-up.

Freeman fights the Marines before reaching the surface of Black Mesa, where he learns that scientists from the Lambda Complex may have the means to resolve the issues created by the cascade. Gordon travels to the other end of the facility to assist them.

Notwithstanding, Gordon encounters several hurdles throughout the facility, such equally reactivating a rocket engine exam facility to destroy a giant creature of three tentacles,

using an aged railway system in order to go to and launch a crucial satellite rocket,

and fighting a group of Blackness Ops soldiers,

earlier he is captured by Marines and dumped in a garbage compactor. Gordon escapes and makes his way to an older role of the facility where he discovers an extensive drove of specimens collected from Xen, long earlier the resonance cascade.

Reaching the surface one time more, Gordon finds a warzone. Despite calling for reinforcements, the Marines are being overwhelmed past the aliens.

Scaling cliffs and navigating destroyed buildings, Gordon reaches safety hugger-mugger.

The Marines brainstorm to pull out of Black Mesa and airstrikes begin. Meanwhile Gordon goes through hugger-mugger water channels as aliens pick off the remaining Marines.

He arrives at the Lambda Circuitous, where scientists developed the teleportation technology that allowed travel to Xen in the outset place.

After meeting the remaining personnel, Gordon is told the satellite he launched failed to opposite the effects of the resonance cascade considering an immensely powerful being on the other side of the rift is keeping it open. Gordon must therefore kill this existence to stop the Xenian invasion and the scientists activate the teleporter to send Gordon to Xen.

Inbound the borderworld Xen, Gordon encounters organisms

that had been brought into Black Mesa, too equally the remains of HEV-wearing researchers that came before him. He fights his way through Gonarch, the huge egg laying headcrab,

an conflicting camp and arrives at a massive conflicting manufacturing plant, which is creating the Alien Grunt soldiers.

Later fighting his way through levitating creatures, he finds a giant portal and enters it.

In a vast cavern, Gordon confronts the Nihilanth, the entity maintaining the rift, and destroys it.

The Nihilanth dies in an explosion, knocking Gordon unconscious.

Freeman awakens, stripped of his gear, to the Thou-Man, who has been watching over Gordon throughout. The G-Man praises Freeman’due south actions in Xen. He explains that his “employers”, assertive that Freeman has potential, accept authorized him to offering Freeman a job. Should he refuse this offer, he will exist given a battle that he has no chance of winning. When Gordon accepts, he is placed into stasis and congratulated by the Thou-Man.


was the kickoff product of Valve Software, a software developer based at Kirkland, Washington founded in 1996 by old Microsoft employees Mike Harrington and Gabe Newell.

Valve settled on a concept for a horror-themed 3D action game using the Quake engine licensed from id Software.

Valve eventually modified the engine a great deal, notably calculation skeletal animation and Direct3D support;

a developer stated in a PC Accelerator magazine preview that lxx percent of the engine lawmaking was rewritten[
citation needed
. Valve initially struggled to discover a publisher, many believing their projection too ambitious for a studio headed by newcomers to the video game industry; all the same, Sierra On-Line had been very interested in making a 3D activeness game, especially one based on the
engine, and signed Valve for a i-game deal.

The original code proper noun for
Quiver, after the
armed services base from Stephen Male monarch’s novella
The Mist, an early on inspiration for the game.

Gabe Newell explained that the name
was chosen considering it was evocative of the theme, not clichéd, and had a corresponding visual symbol: the Greek letter of the alphabet λ (lower-instance lambda), which represents the
disuse constant
in the half-life equation.

According to ane of the game’s designers, Harry Teasley,
was a huge influence on most of the squad working on Half-Life. According to Teasley, they wanted Half-Life to “scare you like Doom did”.

Newell felt that “Half-Life
in many ways was a reactionary response to the trivialization of the experience of the first person genre. Many of us had fallen in love with videogames because of the phenomenological possibilities of the field, and felt like the industry was reducing the experiences to least common denominators rather than exploring those possibilities. Our hope was that edifice worlds and characters would exist more compelling than building shooting galleries.”

The offset public appearances of
came in early 1997; it was a hit at Electronic Entertainment Expo that yr, where they primarily demonstrated the animation system and bogus intelligence.

Valve Software hired science fiction author Marc Laidlaw in August 1997 to work on the game’s characters and level pattern.

Half-Life’s soundtrack was composed by Kelly Bailey.

was originally planned to be shipped in late 1997, to compete with
Quake 2, but was postponed when Valve decided the game needed significant revision.

In a 2003 Making Of… feature in
Border, Newell discusses the team’s early on difficulties with level design.

In desperation, a single level was assembled including every weapon, enemy, scripted issue, and level design quirk that the designers had come up with then far.

This unmarried level inspired the studio to press on with the game.

As a result, the studio completely reworked the game’due south artificial intelligence and levels in the twelvemonth leading upwards to its release.

At E3 1998 it was given Game Critics Awards for “All-time PC Game” and “Best Action Game”.

The release date was delayed several times in 1998 before the game was finally released in November of that year.

A few days prior to the release in November, the developers discovered an mistake in the source lawmaking. Developers fixed the error past adding corrections into a single line of the source lawmaking.

Two official demos for
were released. The get-go demo,
Half-Life: Day One, contained the first one-fifth of the full game, and was meant but for distribution with sure graphic cards.

The second demo was released on February 12, 1999. Entitled
Half-Life: Uplink, the demonstration featured many of the weapons and non-player characters in
Half-Life. Set up 48 hours into the game,
Uplink‘s levels are heavily revised variations of levels cutting during
Half-Life‘s development stage, and are non nowadays in the end version of the full game.


The titles of
and its expansion packs are all named subsequently scientific terms.
itself is a reference to the one-half-life of a quantity (such as a radioactive textile), the amount of time required for the quantity to decay to half of its initial mass. The Greek letter of the alphabet lambda, which features prominently on the game’s packaging and story, represents the related disuse abiding, besides as the Lambda Complex featured in the game.
Opposing Force, while information technology could be named because the player assumes the part of one of the enemies in the original game, is also a reference to Newton’southward tertiary law of motion, while
Bluish Shift
refers to the blue shifting of the frequency of radiations acquired by the Doppler effect or special relativity, in a like parallel reference to the proper name of the work shift that the main character takes (as stated in the manual included with the retail version of the game). In
One-half-Life: Decay, the title once again references the half-life equation with the lambda symbol being the decay abiding. It has also been speculated that the Lambda symbol was chosen as it somewhat resembles a very simple motion picture of an arm holding a crowbar, the first weapon acquired by Gordon Freeman, and a weapon for which the Half-Life series is famous.


was ported to the PlayStation 2 by Gearbox Software and released in 2001.

This version of the game had a meaning overhaul in terms of both character models, weapons, and more advanced and extended levels and general map geometry, incorporated from work on a planned Dreamcast version. Besides added in is a head-to-head play and a co-op expansion chosen
Half-Life: Decay
that immune players to play equally the 2 female scientists Dr. Cross and Dr. Green at Black Mesa. Another interesting feature immune players to use a USB mouse and keyboard, a feature previously unused on the platform.

Versions for the Dreamcast and “classic” Mac OS were essentially completed, but never commercially released.

Gearbox Software was slated to release a port to the Dreamcast nether contract by Valve and their then publisher Sierra On-Line near the end of 2000. At the ECTS 2000, a build of the game was playable on the publisher’s stand up, and developers Randy Pitchford and Brian Martel were in attendance to bear witness it off and give interviews to the press. The Dreamcast version revamped the graphics of the game with double the polygon count of the original models. Like
Opposing Force
for the PC and
for the PS2, the Dreamcast version was set up to take its own sectional expansion,
Bluish Shift. All the same, despite only weeks from release, it was cancelled; Sierra appear this “due to changing market conditions” onset by third-party abandonment of the Dreamcast and ceased production of the console itself.

The Dreamcast edition, in a near finished state, was somewhen leaked onto the internet.


That year Sierra On-Line showed its PlayStation 2 port at E3 2001. This version was released in North America in late October of the same year, followed by a European release just a month later. Around the same time,
One-half-Life: Blue Shift, which was intended to be the Dreamcast-exclusive side story, was eventually released on Windows as the second
Expansion Pack.

It featured the “High Definition Pack”, upgraded models originally in the Dreamcast version, which overhauled the graphics of the original
Opposing Forcefulness
every bit well.

On 24 January 2013, Valve officially released their Linux port, making it available on Steam.

On 25 January 2013, a version of the game for Mac Bone X was released on Steam, only not still officially appear or even mentioned on the Steam game store.

Expansions and sequels


Two expansion packs by exterior developer Gearbox Software have been released for the PC version:
Half-Life: Opposing Strength
(1999) and
Half-Life: Blue Shift
(2001). The former returns the role player to Blackness Mesa during the events of
storyline, merely this time from the perspective of Adrian Shephard, ane of the Marines in the Hazardous Surroundings Gainsay Unit sent to cover upwards prove of the incident. Information technology introduced several new weapons, new non-player characters, both friendly and hostile and new, previously unseen areas of the facility. The expansion is shorter than
Half-Life, having 11 chapters to the original’s xix.


Bluish Shift
returns the histrion to
Half-Life’south Black Mesa timeline once again, this time every bit Barney Calhoun, one of the facility’due south security guards. The expansion was originally adult as a bonus mission for the cancelled Dreamcast version.
Bluish Shift
came with the High Definition Pack, that gave the player the selection to update the look of
Opposing Strength, and the new
Blue Shift
Blueish Shift
had relatively little new content compared to
Opposing Forcefulness: aside from a few variations on existing models, all content was already present in the original

Half-Life: Disuse
was another expansion by Gearbox, released but every bit an extra with the PlayStation 2 version of
Half-Life. The add-on featured cooperative gameplay in which ii players could solve puzzles or fight against the many foes in the

In 2000, a compilation pack titled the
Half-Life: Platinum Pack
was released, including (with their respective manuals)
Team Fortress Classic,
Half-Life: Opposing Force.

In 2002, the pack was re-released under the new titles
One-half-Life Platinum Drove
Half-Life: Generation. These new iterations also included the
One-half-Life: Blue Shift
expansion pack; though if registered on Steam,
Day of Defeat, as well as Ricochet and
Deathmatch Classic
were also included. In 2005,
Half-Life 1: Album
was released, containing Steam-but versions of the following games on a single DVD:
Half-Life: Opposing Force,
Half-Life: Blue Shift, and
Team Fortress Classic.


The sequel,
One-half-Life 2, was merely a rumor until it was finally revealed at E3 in May 2003, which ignited a firestorm of hype surrounding the game. The player again takes the role of Gordon Freeman, this time 20 years after the Black Mesa incident in the dystopic Eastern European “City 17” where he must fight as role of a rebellion confronting an alien regime. After a series of controversies and delays,
Half-Life 2
was released on November xvi, 2004.

The dam scene, as rendered on the Source engine in
One-half-Life: Source

To experience firsthand the processes mod-makers would have to go through with the new engine, Valve ported
Half-Life: Source) and
to their new Source engine.
Half-Life: Source
is a straight port, defective any new content or the
Blueish Shift
High Definition pack. All the same, it does have advantage of vertex and pixel shaders for more realistic water effects, too equally
Half-Life 2’south
realistic physics engine. They also added several other features from
Half-Life ii, including improved dynamic lightmaps, vertex maps, ragdolls, and a shadowmap system with cleaner, higher resolution, specular texture and normal maps, also as utilization of the render-to-texture soft shadows found in
One-half-Life 2′s Source engine, along with 3D skybox replacements in place of the former 16-bit color prerendered bitmap skies. The
port possesses many of the Source engine’s graphical strengths every bit well as control weaknesses that accept been noted in the Source engine.
Half-Life: Source
is available with special editions of
Half-Life 2, or separately on Steam.

Half-Life: Source
has been criticized for non fully utilizing many of the features of the Source engine found in
Half-Life 2, every bit it still uses textures and models from the original game. Due to this, a tertiary-party modern remake chosen
Black Mesa
has been developed.

On June 10, 2005 Valve announced through their Steam update news service an upcoming port of
Half-Life Deathmatch, the multiplayer portion of the original game, much in the same fashion as the earlier released
Half-Life: Source. No exact release appointment was given, simply the words “In the coming weeks…” On July 2, 2005
Half-Life Deathmatch: Source
was released.

On June 1, 2006
Half-Life ii: Episode One
was released. It is part of a trilogy of episodes, of which the 2d was released on October x, 2007, equally part of
The Orange Box.

Third-political party mods

From its release in 1998,
saw fervent support from independent game developers, due in no small function to support and encouragement from Valve Software. Worldcraft, the level-design tool used during the game’s development, was included with the game software. Printed materials accompanying the game indicated Worldcraft’due south eventual release equally a retail product, merely these plans never materialised. Valve too released a software development kit, enabling developers to modify the game and create mods. Both tools were significantly updated with the release of the version ane.1.0.0 patch. Many supporting tools (including texture editors, model editors, and rival level editors like the multiple engine editor QuArK) were either created or updated to work with

SDK was used equally a base of operations for the development of many multiplayer mods, including the Valve-developed
Team Fortress Classic
(TFC) and
Deathmatch Archetype
(DMC). Other mods such as
began life as the work of contained developers (cocky-termed “modders”) who afterwards received assistance from Valve. Other multiplayer mods include
Day of Defeat
Activeness Half-Life,
Science and Industry,
The Specialists,
Pirates, Vikings and Knights
Natural Choice. A gratuitous team-based multiplayer modern called
Underworld Bloodline
was created to promote the Sony Pictures film

Numerous single role player mods have also been created, like
USS Darkstar
(1999, a futuristic action-take chances on lath a zoological research spaceship),
The Xeno Project 1 and ii
(1999–2005, a two-part mod starting in Xen and once again including spaceships),
Edge of Darkness
(2000, which features some unused Half-Life models),
Half-Life: Absolute Redemption
(2000, which brings back Gordon Freeman for four additional episodes and some other meet with the Thou-Homo),
They Hunger
(2000–2001, a survival horror total conversion trilogy involving zombies),
(2001, a follow-upwards to the original
story with improved graphics),
Someplace Else
(2002, Side story to the original
Half-Life), and
Heart of Evil
(2003, Vietnam war with zombies).

modifications eventually landed on retail shelves.
was the most successful, having been released in five dissimilar editions: as a standalone product (2000), every bit part of the Platinum Pack (2000), as an Xbox version (2003), as a single thespian spin-off called
Counter-Strike: Condition Zilch
(2004), and the newest add-on,
Counter-Strike: Source, which runs on
One-half-Life 2′s Source engine.
Team Fortress Classic,
Twenty-four hour period of Defeat
Gunman Chronicles
(2000, a futuristic Western movie-style full conversion with emphasis on its single histrion mode) were also released as stand up-alone products.

Black Mesa, a fan-fabricated remake of
utilising the Source engine, began development in 2005,

and was released every bit a costless download on September 14, 2012.


The free 2007 Source SDK base is needed to run the game. It has been confirmed that
Black Mesa
will be distributed via Steam; the remake was amongst the get-go ten titles whose release on the platform was approved using Valve’southward crowdvoting service Steam Greenlight.

Reception and legacy

Aggregate scores
Aggregator Score
GameRankings 94.28% (PC)

83.23% (PS2)
Metacritic 96/100 (PC)

87/100 (PS2)
Review scores
Publication Score
Computer Gaming Globe
5/5 stars


due south public reception was overwhelmingly positive in terms of reviews, acclamation and sales. As of November 16, 2004, eight million copies of the game had been sold,

past 2008 nine.iii million copies had been sold at retail.

The game has won over 50 Game of the Yr awards.


was critically acclaimed, earning an overall score of 96 out of 100 on amass review website Metacritic.

Computer Gaming World
s Jeff Green said that the game “is not just one of the all-time games of the year. It’s one of the best games of whatever year, an instant classic that is miles meliorate than any of its firsthand contest, and – in its single-histrion course – is the best shooter since the original

IGN described it every bit “a tour de strength in game blueprint, the definitive unmarried player game in a first person shooter”.

IGN has also respected the game as i of the nigh influential video games.

GameSpot claimed that it was the “closest matter to a revolutionary step the genre has ever taken”.

GameSpot inducted
into their “Greatest Games of All Time” list in May 2007.

In 2004, GameSpy held a Title Fight, in which readers voted on what they thought was the “greatest game of all time”, and One-half-Life was the overall winner of the survey.

In the November 1999, October 2001, and April 2005 issues of
PC Gamer,
was named “All-time Game of All Time”/”Best PC Game Always”.



also placed it in its listing of 100 best games of all time. The popularity of the
series has led manner to an assortment of side products and collectibles. Valve offers
Half-Life-related products such as a plush vortigaunt, plush headcrab, posters, clothing, and mousepads.


The immersive gaming experience and interactive environment was cited past several reviewers as being revolutionary.

Allgame said “It isn’t everyday that you come across a game that totally revolutionizes an entire genre, but Half-Life has done just that”.

Hot Games commented on the realism of the game, and how the environment “all adds upward to a totally immersive gaming experience that makes everything else look quite shoddy in comparison”.

Gamers Depot found the game engaging, stating that they have “yet to play a more immersive game period”.

Despite the praise that the game has received, there take also been some complaints. The Electric Playground said that
was an “immersive and engaging amusement feel”, but said that this only lasted for the first one-half of the game, explaining that the game “peaked also before long”.

Guinness World Records
awarded One-half-Life with the globe record for “Best-Selling Beginning-Person Shooter of All Time (PC)” in the
Guinness Globe Records: Gamer’south Edition 2008.

A brusk moving picture based upon
Half-Life: Uplink, was developed past Cruise Control, a British marketing bureau, and was released on March 15, 1999. However, Sierra withdrew it from circulation, later on itself and Valve had failed to resolve licensing issues with Prowl Control over the film. The critical reception of the film was very poor. The plot of the movie was that a announcer infiltrates the Black Mesa Enquiry Facility, trying to discover what has happened there.





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External links

  • Official website
  • Combine OverWiki, an external Wiki

Source: https://p2k.unkris.ac.id/IT/3065-2962/Half-Life-Deathmatch:-Source_9361_p2k-unkris.html