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发布于:2024 年 9 月 8 日 下午 3:28
更新于:2024 年 9 月 10 日 下午 12:57

Half-Life 2 is a pretty solid shooter that is more story driven and more playable than its predecessor... but, with the exception of a few, truly memorable levels (still the best part of Half-Life), it fails to reach the same creative highs. It is by no means the best 3D shooter of all time, perhaps not even the best game of that year. The innovations in Half-Life 2 are a bit more peripheral in comparison to the first game... more about the engine than the game, and even the engine itself felt a bit outdated in 2004. The central problem of Half-Life 2 is execution of its ambitious ideas for the levels, usually adequate, but slipping hard too due to some very jarring sequences lacking polish. The game's second sin is being released far too late in the history of the modern shooter, much after other studios where already releasing games like Doom 3, Far Cry, Riddick. Where the first game in the franchise felt creative and cutting edge, this one at times just felt conservative, even a step backwards. Like a game made for the early 2000s appearing in the mid 2000s, thanks to a failed experiment with teleporters.

First the good news. The shooting proper is very well designed and extensively scripted. Enemies are no longer just standing, waiting to be killed by the player. They are much more challenging than before. More importantly, they can ambush the player in waves that were carefully scripted for almost each encounter, resulting in the actions of your foes looking more varied, more spectacular and more "Hollywood" than ever. However, the positive of this change comes at the expense of some of the fun. At times you're limited to a passive involvement as a player, more reactive in a sense, since you can't stay hidden and plan your encounters ahead of time. Gordon is no longer the MIT Alpha-male, the guy outsmarting and outgunning the expert marines. Here, as Gordon, you'll be constantly surprised by the enemy instead of you being the one surprising them. This is probably a complaint with some objective basis... because in fact, one of the more popular and liked levels in the game, "Ravenholm", is precisely one of the more traditional ones. It is slightly less scripted, enemies have a more static placement, and at heart it just feels like a level taken from an older shooter.

It is also of note that the pace of the action, this time, is almost always the same: unrelentless. Its one danger after another. The game rarely allows you to take a breath, to get truly immersed in the setting or the view of the environments, unless you're forced to do so by some sort of puzzle. After a couple of hours like this, you really feel that more changes in pace, a couple of levels with a slower tempo, like in the first game, would add to the mystery of the places you're visiting, and would help in making the game more captivating than it currently is. I'm not a fan of the pace in this game, and honestly feel like its a downgrade in this second installment.

The shooting mechanics are, however, an improvement over the weak gun gameplay of the previous Half-Life, and they are finally very good, which may be reason enough to buy and play the game. Sound is much more realistic, with that slightly unpleasant sharpness and loudness to the ear that comes from actual guns being fired. Shooting a gun in Half-Life 2 sounds slightly intimidating, as it should be. Also, your weapons have much better, much more realistic damage stats this time around... no longer you need to spray your targets with the 12 gauge shotgun in order to finish them, no longer you get the chance to one-off a monster with the crowbar. In fact, the iconic crowbar takes a step back, because the new toy is the "gravity gun": a futuristic weapon that integrates the physics modeled by the engine into your actual gameplay, and is able to use the objects of the environment in your favor. Send that washing machine flying in the direction of your opponents, or use it to improvise "stairs" with ordinary objects to reach another area. Because this is what Half-Life 2 really likes to brag about, the fun you can have with its simulated physics if you want to, where many (but not all) of the objects have their own weight, volume, and can be moved around or used to interact with the environment.

Its a real pity that the game is, and feels, so very linear... because this feature, in a semi-open world game, would've been spectacular. In practice, the gravity gun or the physics are underused, because the areas you can reach are all limited by the design of the maps which only have one way to go: forward. If the map designer didn't intended for you to take a certain path, you won't be able to take it. This limitation underscores the fact that, were it not for the gravity gun, the physics of Half-Life 2 would be barely integrated into the gameplay and instead, would be more of a gimmick than a key feature of the game. Half-Life 1, in comparison, had maps that didn't felt as linear, because you really were deceived into thinking that Black Mesa was an actual hidden installation somewhere, with a proper architecture. Despite the graphical advancements in this second part, I think they just didn't went as far ahead with the maps and its hard to buy the illusion that the places and pieces all fit in a realistic and logical way that makes sense. It all feels more linear as a result.

The above adds some problems for the vehicle levels, which represent a substantial portion of playtime. The "outside" has more open space to travel compared to the areas on foot, but it still feels like a series of rooms in disguise, with certain textures on top to make you think you're outdoors. For that reason, along with the maps forcing you take predefined routes on these vehicles, they feel unnaturally crafted, very unconvincing, and lacking the kind of detail you can actually enjoy in the rest of the game. Its indeed a sharp drop in quality on an otherwise good product. Making things worse, these vehicles control in incredibly amateurish ways that put a dent on playability. For instance, when you press backwards on the bike while you're still moving, the X axis of the controls get instantly reversed even as you're still moving forwards by inertia. Its fitting in a MOD, not in a big budget game, and its surprising that players never complain about this problem. I'd adventure the guess that Valve tried to increase the play length at the last minute, so these half-baked vehicle levels were born, extending the play time cheaply and without too many headaches. Very bad work. On the other hand, they do have some interesting events happening in them, so they don't fail completely.

If we overlook its initial problems, Half-Life 2 is still a very decent game towards the end... and more importantly, a very fun game, which I like mysellf and recommend to all newcomers to the franchise - very specially to those among them who tried and liked the first one. It is very endearing thanks to its fleshed out story (just a lot more humoristic in tone this time) and superb visual design. Its gameplay and creative value are extremely good when Valve is trying, and its problems aren't as serious as to deserve a bad score. In all honesty though, despite its merits, its hard to recommend this shooter above others to all players out there, specially after so many years. Despite the overhyped, even delusional positive reviews, the game as a whole wasn't quite as original, exciting or revolutionary at release as these may suggest, and I honestly believe that there are semi-classic shooters of the era which you should probably be playing before. Recommended, but with caveats.
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2024 年 12 月 27 日 下午 9:00 
Do you mind adding me as a friend, I would ask you question about games