It’s difficult to describe the levels of hype that I felt leading up to the release of Half Life 2, and I know I wasn’t alone. This was a generation-defining moment in gaming, the likes of which has never really been replicated, and likely never will, for multiple reasons. Not only was HL2 a huge leap forward for its artistic and technological design, it ushered in an entirely new way to buy games and changed the gaming landscape forever.
All Aboard the Hype Train
Bink video. Whatever happened to that, anyway? To this day, the only time I’ve ever seen it used was for the promotional videos that came out at E3 2003, about a year before the game was released. It was a series of tech-demos and gameplay footage, but holy shit had we ever seen anything like it before? Hell no. There were a handful of them all focused on a different aspect or level from the game, and I must have watched them a hundred times each.
They showed off detailed NPC facial animations, amazing textures, lighting and water effects, plus several exciting gunfights with enemy soldiers, but everyone knew what the star attraction was: THE PHYSICS! No other game had simulated this level of physical interaction before. You could trigger traps of giant metal girders that would swing and hit enemies, shoot individual chunks of wood out of planks, and it would splinter and fall apart, and you could pick up grenades and throw them back at your enemies using the iconic gravity gun. When these snippets of footage dropped, anticipation for the game skyrocketed, and I remember the next few months dragging by as I waited, and waited, and waited, frothing at the mouth for the game to come out. Oh, the innocence of youth, believing that one year was a long time to wait for a sequel…
Back to those physics for a second, the gravity gun is as iconic for gaming as the lightsaber is for movies. It’s a versatile weapon and manipulation tool which gives the player an unprecedented freedom to interact with the environment. So, naturally, HL2’s levels are littered with objects to pick up and throw around. The physics were so fun to play with that mods sprang up giving you the tools to really mess with things. Garry’s Mod was by far the most successful, allowing you to pose ragdolls, create unique dioramas using all of the in-game objects or just spawn a bunch of zombies and combine soldiers in a field and watch them duke it out. The mod was very fun by itself, but I’m mostly grateful that it gave Chris Livingston the tools to create the hilarious antics of Gordon Frohman.
Man’s Best Friend
I feel like it’s not a stretch to say that Half Life 2 also featured the best AI companion of its time in the form of Alyx Vance. The whole roster of supporting characters were great, but Alyx was pretty special, not for Merle Dandridge’s excellent performance or for her character’s dynamic animation, both of which deserve heaps of praise, but for the fact that she created a robotic “pet” Dog.
As I’ve mentioned before, I love dogs. And Dog is just glorious. Every time he shows up, it causes you to cheer out loud. He’s a destructive loose cannon but somehow still lovable. Valve are the masters of the scripted sequence, and all of Dog’s moments happen in-game right in front of you. Many other games have since replicated this style of immersive storytelling, but Half Life 2 set the example to live up to.
“Steam? Wtf is this shit”
Half Life 2 was the first proper game released on Steam way back in 2004. (Side note: Counter Strike: Condition Zero was technically first, but nobody remembers it.) HL2 actually required Steam, and at the time, PC gamers weren’t all ready for the idea of needing to make an account and install some random bit of extra software just to play their new game. Digital downloads were brand new, and most gamers still had to buy their games on physical discs with boxes from an actual shop on the high street. Steam felt like an unnecessary bit of bloatware.
Fast forward twenty-odd years, and Steam is widely hailed as the best digital provider of PC games on the market. Its seasonal sales are legendary, and it has by far the widest selection of indie titles thanks to its open-door policy of letting every basement developer and his dog under the sun sell their game on its platform. There’s a whole lot of guff amongst the good, but there’s no denying that there is no PC gaming without Steam these days.
And on a Personal Note…
This site wouldn’t exist without Half Life 2. It’s the game that brought Paul and myself, the creators of Bang Click Reload, together as workmates and eventually best mates. We were both involved in the Flash animation scene back in 2008, posting our cartoons to sites like Newgrounds. I was working at a marketing agency, and one day my boss told me to review some CVs for a potential new recruit. Paul’s bio mentioned his Flash animations and I followed the trail and found several of his toons on Newgrounds, including this one about Gordon Freeman. I didn’t bother looking at anyone else’s CV, and told my boss that we’d found our guy. Paul was hired within the week, and my productivity never recovered from the plummet it took once we were sat next to each other at the office.
The game therefore holds a pretty unique place in my heart for not only being one of my absolute favourite games of all time, but it will always be the reason I met my best mate. Thanks for raising the bar so high, Mr Freeman.
Last summer, I collaborated with my mate Mark Vale to create our very first mobile game app. It’s all about pushing buttons as fast as you can. So, a great little time-waster when you’re on the loo, or waiting for your bread to toast. Mark came up with the concept, did all the programming in Unity, and I provided the art and music. There’s only one rule – hit the green light as fast and as many times as you can.
Don’t kill people. That’s the ARC’s job. Make no mistake, I ain’t no softie. Just coz I won’t attack you first, don’t mean I won’t defend meself from a rat bastard who likes the look of my backpack! The rustbelt is a volatile place. I’ve seen what it’s done to us. What it does to the mind. But we gotta stick together, fight for humanity, and focus our efforts where it truly matters – FOR SPERANZA!
I’ve got an enormous backlog to catch up with, so my gaming time has been pretty varied lately as I jump from one thing to another. I’m squeezing every spare moment I can in between work, life, and fatherhood duties, and enjoying some side-scrolling platform action, blasting zombies in one of the best remakes around, and scaling a literal mountain.
Portal is one of those games that sprang out of nowhere, taking everyone by surprise and causing a storm all across the internet. With almost no hype, and zero expectations, it came bundled as a throwaway extra in The Orange Box, arguably the best game bundle ever made.
I was not a fan of Uncharted 3, but this new ad for Nathan Drake’s supposed final adventure is only 30 seconds long and somehow managed to tug my heartstrings… I wish I had a PS4.
Last summer, I collaborated with my mate Mark Vale to create our very first mobile game app. It’s all about pushing buttons as fast as you can. So, a great little time-waster when you’re on the loo, or waiting for your bread to toast. Mark came up with the concept, did all the programming in Unity, and I provided the art and music. There’s only one rule – hit the green light as fast and as many times as you can.