Half-Life 2 is a 4 year old game at this point and already a classic of the genre, so writing a conventional review of it would be pointless. But I’ve just spent the past week playing it for the first time, so I thought it would be interesting to write about my impressions on it as someone who’s played most of the current crop of modern FPS games. Technologically of course, Half-Life 2 can’t hold a candle to its successors. 4 years is after all a long time in the computer industry, and the latest graphics engines put the Source engine to shame (even the Source-engine powered Portal, new and innovative as it is, looks somewhat bland compared to current games). But overall the game still looks good enough that playing through it didn’t feel painful (unlike say, when I tried to replay Aliens vs. Predator 2 a couple of years ago) and the game’s many strengths more than made up for it.
One of my first surprises was how long the game felt compared to more recent shooters. I find that most modern shooters these days can be finished in three or four evenings of dedicated playing, but Half-Life 2 sprawling tale stretched out for the most part of a week for me and took me into a variety of locales and situations that most other shooters can’t match either. Another factor that added to its length are the storytelling sequences. Half-Life 2 has no cutscenes per se since the entire story is told strictly from Gordon Freeman’s perspective without any temporal jumps from the player’s point of view. But the story is advanced in a number of scenes which are only minimally interactive in which other characters hold lengthy dialogues with one another in Freeman’s presence. These are worth hearing alone because they show off one of the strengths of the Source engine that is still valid even today: the facial expressiveness of characters animated in the Source engine but they’re not skippable and do add to the overall length.
As you can see, my copy of The Orange Box is finally here. I’d actually ordered it a couple of months back from PCGame.com.my to be delivered to my wife’s house so that she could get it from her parents when they visited Australia. Unfortunately, when I tried activating it, I got an error message about how my license key is only valid for Russia and surrounding territories. I suppose that the Russia part is some mistake by Valve, and in any case, it clearly says on my box that this copy is only valid for Brunei, Cambodia, Indonedia, Malaysia, the Philippines, Singapore and Vietnam and the Solomon Islands is not in this list.
The lesson that Crytek must have learned by now is that advertising your game by boasting that its graphics engine is so powerful that it will bring most computers to their knees is probably not a good idea. Everything in Crysis’ pre-release marketing hype heavily touted it as the game to get to show off your ultra-powerful and expensive system that puts gaming consoles to shame. But as Bill Harris noted in his blog, it didn’t even manage to sell 100,000 copies in its first three weeks of release while the 10th rated console game sold over 300,000 copies in the same time. It is a telling fact that Crytek recently announced that their next game, a sequel to Far Cry, will be available on both the Xbox 360 and the Playstation 3 as well as the PC.
The sad thing here is that Crysis is a game that does deserve to sell better. It has the greatest graphics ever seen in a game thus far, yes, but it also has a huge playing area that allows an open-ended approach to solving tactical problems in-game, it gives the player a cool set of abilities that combined with the nifty physics in the game makes all sorts of wacky actions and situations possible, emergent gameplay of the most spontaneous kind, and it’s the kind of game that, innumerable flaws notwithstanding, make you sit back and grin when you think of the crazy shit you’ve just managed to pull off.
Ever since lead designer Cliff Bleszinski famously posted photos of himself hobnobbing with celebrities at E3 while promoting this game on the SomethingAwful forums, I’d been predisposed to dislike Gears of War. It didn’t help that the look and feel of the game leans heavily towards testosterone-fueled machismo of the worst sort. So it came as a pleasant surprise to me when I finally got my hands on the PC version this month and found it to be a more than decent game.
The machismo is all there of course: huge guns with chainsaws for bayonets, grunts with big bulging muscles and anatomically implausible jawlines who make frequent references to kicking ass and toughing it out while the only female presence is a lieutenant who is mostly heard and not seen. The well above average dialogue however manages the difficult task of making it seem familiar rather ridiculous. Combined with the excellent duck-and-cover mechanics and satisfying shooting action, it adds up to a very playable shooter.