Half-Life ² for the Xbox is my initiation into the Half-Life universe. Great ride! But also a bit bumpy at times...

User Rating: 8.7 | Half-Life 2 XBOX
*****Half-Life ² for the Xbox is my initiation into the Half-Life universe. I've been hearing and reading about Valve's flagship franchise for years. All things considered, Half-Life ² is a trip worth taking -albeit a bit *bumpy* at times.

-----The Good: HL2 draws players in with a compelling and thoroughly entertaining story. The narrative is among the best in any video game -ever! From the voice acting to the plot and mission variety, HL2 kept me intrigued throughout the campaign. The main characters themselves are an interesting and unlikely set of heroes and villains -and a highlight. Amazing animation! It also amazes me how Valve was able to convert the huge environments into the Xbox with only 64MB memory. That's gotta take, like... lots of skill and talent -or something...:p Oh, one more star and highlight: the Physics!

-----The Bad: Lots of loading. This (unfortunately) results in numerous interruptions while new areas are loaded. The 'squad' AI left a lot to be desired. Though the story is worth replaying on the different difficulties, there is no other incentive that would lengthen the life of the game. No multiplayer, no unlockables, no challenges -not even the obligatory addition of some concept art. No rewards (save for the pride of completing the story). No Half-Life 1... Nothing.

-----Most who read this review will already know the premise so I won't bore readers with an overview of the story. Very briefly; players are Dr. Gordon Freeman -a brilliant research scientist who becomes the unwitting hero in the original Half-Life when the research facility Black Mesa is invaded by aliens, and government conspirators. He saves the day and in Half-Life ² the saga continues...

*****When I first booted up HL2 I really wasn't sure what to expect. I read lots of previews, checked out the movies, even acquainted myself with the background of the original. But there's nothing like my own hands-on experience to finally begin to grasp and understand what all the accolades are about. The game starts out as expected; easy and slow... just enough to get a feel for the controls and mechanics. But what impressed me from the start was the 'life' in HL2. The Civil Protection force, for example, patrolled public areas such as the train station where Half-Life ² starts, and even occasionally roughed up helpless citizens. The CP seemed to enjoy it (for that matter, so did I. It was amusing). Even if I wanted to do something about this abuse I couldn't -at least in the beginning. But I knew it was only a matter of time...

*****Stepping out of the train station into City-17 was cause for pause. The square, which is surrounded by a high wall with checkpoints/guard stations scattered around, only gave me a glimpse at the breadth and scale of the city but was still impressive. I did notice some slow-down when I first emerged from the train station but not so much that it detracted from the moment. (This usually occured at level checkpoints, level-loads, and outdoor scenes where there was a lot going on). Catching my first glimpse of a Strider as it lumbered past my point of perspective was also impressive. The maps are laid out in such a way it's really impossible to get lost, stuck, or confused about what to do or where to go next. The puzzles are fairly straight-forward and easy to figure out with maybe one or two possible exceptions. This doesn't necessarily mean the game is *easy*. There's still plenty of challenge to be had. At times the onslaught of CP, Combine Soldiers, zombies, Headcrabs, ManHacks(little flying and annoying orbs equipped with saws for slicing and dicing the player character and our allies), Gunships, Attack Copters, and the other enemies can be downright frustrating. But that's to be expected with any game offering a good challenge.

*****Something that bugged me regarding the enemies however is how some were just annoying pests. I can think of other titles that had their share of pests but HL2 *seems* to have more than most. Or at least the pests featured in HL2 are much more prevalent throughout the story. I can't tell you how annoying it is to be fighting an intense battle only to have a Manhack, Scanner, or Headcrab show up to disrupt the flow and divert my attention away from the main battle just to 'swat' them or squish them like the annoying little pests they are. If that's what Valve was going for, then touché!

*****Later in the story the squad AI also becomes an annoyance. They seem to get a bad case of 'shot-all-to-hell' more times than not. It doesn't help that Valve limits the command system to two basic commands; Follow & Send. The Squad not only follows, they basically attach themselves at the player-characters' hip. They were all over me! They do apologize for getting in my way though -A Lot!. The send command helps -very little. Instead of staying where I send them the squad automatically starts following after a few moments without my input. What the heck is that all about!? It would be laughable if it wasn't so annoying. This was problematic especially at times I needed my squad out of the way so I could take out a turret, or whatever. It becomes irritating when I have to pause what I'm doing to issue the send command again...and again... Valve should have added a "Go over there, stay put and stay outta my way until I say otherwise!" command. :p

-----As flawed as the squad AI is they do at least put up a fight...sort of. My squad was useful at times as a distraction so I could position myself to take out a squad of CP or Combine soldiers. It was also entertaining to watch the AI at times attempt to take on a Strider with nothing more than an MP-5. The AI would smartly fire off a few rounds, duck for cover then come out blasting again. Of course they would meet their inevitable demise because taking on a Strider with nothing more than an MP-5 = not too smart... but it was funny. The squad AI also had some useful input like calling out enemies that I hadn't picked up yet. And there were one or two occasions my teammates actually did save my butt! But that was rare. There was some interesting (though limited) chatter the squad engaged in with me, the other squad members and during fights, so it wasn't all bad.

*****As the game progresses the arsenal of weapons grows. It's an impressive list of weapons. I found every single weapon useful and vital. From the Glock 9mm Pistol to the much talked about Gravity Gun I made use of every single weapon I came across. There were times I burned through ammo like it was going out of style but thankfully still had my 9mm and the Crowbar to help bail me out of tough situation - or at least buy me some time.

-----Most weapons have an alternate-fire mode. The Crossbow, for example, fires a super-heated projectile which kills on impact with the secondary being a sniper scope/zoom for *fairly* long distance kills. Not all weapons support a secondary mode of fire however. The Rocket launcher(aka RPG) doesn't have an alt-fire which I found curious at first. That's the type of weapon I've come to expect an alt-fire option with. But considering how targeting and hitting targets with the RL is performed, it really doesn't need an alt-fire. Basically you just have to keep the target 'painted' with the laser targeter. Even if you miss on the first pass immediately reacquiring your target will force the rocket to do a 180, or a dive bomb or a loop to hit the target -provided it doesn't run out of fuel or get intercepted. This technique makes it more challenging and rewarding when you've finally destroyed a Gunship, Attack Helicopter, Strider, or anything else for that matter. Overall the weapon designs are done well with each weapon retaining a distinctive look and sound.

*****The one drawback in all the weaponry that becomes available is in the Weapon Select system Valve implemented for the Xbox. The PC counterpart includes the handy-dandy shortcut keys to quickly change weapons. Since the Xbox version needed to be made with the controller in mind changing weapons isn't as quick, easy and intuitive as it could be. Valve mapped weapon select for all weapons to the D-pad. D-pad left, up & right each have 3 weapons mapped to them with d-pad down used for selecting the crowbar and Grav Gun. If I wanted to change from the 9mm to the Pulse Rifle, for example, I would need to quickly hit d-pad right 3 times. In the heat of battle while I'm thinking I've selected the appropriate weapon of choice for the current conditions only to discover as soon as I pull the trigger I've actually selected the shotgun by mistake in a situation that calls for a longer range weapon. Or vice-versa. Sometimes the weapon select commands weren't real responsive. Weapon select could have used more fine-tuning. I'm not sure what the best solution would be but I found scrolling to a particular weapon as I'm retreating and getting all 'shot-to-hell' like my useless teammates to be a bit frustrating at times. Not a major issue -I did get used to it- but a minor gripe nonetheless. Other than my gripe with weapon select the controls were very similar to other games I've played which made control a snap.

*****There are a couple vehicles players will make use of as well. The two vehicles incorporated are the buggy and AirBoat. The control scheme is simple and the vehicles handle reasonably well. Just jump in and go! The buggy is mounted with a weapon called a Gauss Gun and the Airboat receives an upgrade in the form of a mounted turret (the same type found on the Attack Copters). You control the mounted turret from the drivers seat so both vehicles ultimately pack some devastating firepower. Ground units are no match for either vehicle-mounted weapon and air units can also be kept in check.

*****The missions in which these vehicles are incorporated are impressive in their own right. Highway 17 and the Sandtraps feature the buggy. Highway 17 is absolutely huge and a standout for me. The different objectives and battles that make up Highway 17 made it exciting and kept me intrigued. There were no dull moments.

-----Speaking of missions, levels/maps.... Just seeing The Citadel during the *tour*(no spoilers here) is worth the trip. One of the most eye-popping, visually pleasing, jaw-dropping maps I've ever seen in a videogame. To call it true art even seems insufficient to convey just how impressive it is. It seemed *alive*. There was so much to take in on 'the tour' I wanted to catch every single nuance I could. I found myself saying "Wow!" every 5 seconds. It's that cool!

-----In fact, every single level found in Half-Life 2 is distinctive and well done which actually contributed to the flow of the game and storyline very nicely. Some games can seem rather disjointed or fragmented because the developer missed the mark. Instead of variety they were going for, the story becomes a convoluted mish-mash. While some devs miss the mark Valve nails it and then some. There are other titles that come to mind in terms of great stories; Halo, Oddworld: Abe's Odysee and Exodus, and a few others for example. In some respects HL2 does it better. At the very least it's story and level design is at the very top.

*****I found the depth of the characters found in HL2 to have an RPG-like quality. No, HL2 doesn't have a 'character building' system but I get the sense the characters -especially Gordon Freeman- are in essence....evolving. Gordon was an unwitting participant in the first Half-Life who out of necessity was forced to fight for his own survival then realized in order to survive he would have to take on a deeper much more meaningful mantra than *self*. In HL2 he is even more transformed and willing to do what is necessary to ensure humanity's survival -and willing to put his own life on the line to accomplish this. To free himself he realizes he must defend others in their fight for freedom as well. Deep, eh? :p So in that sense his character is building, progressing, evolving. Players are, in effect, Gordon Freeman. HL2 certainly immersed me in much the same way a FFVII did. I care about the characters. I feel part of the story rather than just a mildly interested, yet detached, observer. Hence my "rpg-like quality" comment.

*****Graphically HL2 is also impressive to me. I never played the original and never played HL2 on the PC so I didn't have any preconceived notions or bias either way. I found the overall graphics to be on par with some of the very best titles I've played on the Xbox. Sure, the textures might be a tad bland when compared to, say...Chronicles of Riddick: Escape From Butcher Bay but nevertheless HL2's visuals impressed me.

-----The character models looked and acted anything but flat. The expressions, facial contortions and lips mouthing the words spoken by the characters made them seem alive. The only real complaint I have with HL2 graphically is the slow-down in framerate. This wasn't constant but was noticeable at times(as I and, well...everyone has mentioned before).

*****The sounds in HL2 are also top-notch. The background music doesn't drown out the voices and action. In fact the bgm provides an effective supporting role in the way it helps heighten the mood of a particular scene -otherwise there is no bgm. The environment and everything contained within take center stage, which is at it should be. Sometimes an eerie, suspense-filled silence is most effective and sets up a scene much more than music ever could. The sounds are plentiful though. There are fire-fights and battles raging across City 17, for instance, with the cracks of gunfire, bombs or grenades exploding, and other sounds of war which can be heard in the distance. There are a multitude of sound effects used for so many things in so many ways that it's impossible to list them all. But believe me, the sound is complete and well done. You'll gain a deeper appreciation for the audio with a surround system to be sure, but even if you don't have a Dolby Digital 5.1 surround sound system the sound will still be a highlight. ;)

*****Some favorite moments - Don't worry..no spoilers for anyone who hasn't played the game yet. There were times I was be entertained by other events taking place I wasn't actually participating in. One moment happened on a rooftop of a building later in the campaign.

-----During the mission "Follow Freeman", and during my second play-through, there was a lull in the action. I was also alone because my squad again caught a bad case of 'shot-all-to-hell'. I had just defeated a couple gunships when I heard sounds of battle coming from below where I was so I decided to check it out. Peering from the rooftop to the streets and square below I witnessed a battle between resistance fighters and the enemy which included Combine soldiers, Striders and lots of tracer rounds flying from all directions. I decided this would be a good spot to take a break and be amused at the same time. I did fire off a few rockets from my RL and guided them to the Strider but realized it was all for *show* because my rockets didn't really do any damage or have the same kind of effect they would in a mission-critical scene where my objective actually included taking out Striders. The Strider would 'reel' when my rockets hit though, just couldn't be destroyed. Plus it became obvious after awhile the same AI was spawning continuously and hitting the same marks as well. What I was witnessing was clearly a scripted scene/event for aesthetic purposes but it was cool and amusing to watch for awhile at any rate.

-----Other favorite moments include watching an enemy trooper being attacked by one of my AntLion followers, start blasting it then just about the time he's finishing off that AntLion and I'm wondering where the other 2 or 3 AntLions are that were with me, they suddenly swoop in on the unsuspecting CP and finish him off. One instance in particular had me laughing hard as the surviving AntLions flew over the bunker and on top of the trooper. He was overwhelmed and seemed undecided about which one to target first and that was one moment too long. Even if your AntLion followers get wiped out, don't worry, they sprout up from the ground like weeds. :P

-----There were also nice touches like the farewell scene with Father Grigori - Ravenholm's lone *human* resident, experimenting with how many ways I can kill enemies using the Gravity Gun, getting caught in a loop early on in the game while awaiting to get teleported, the battle with the Striders in "Follow Freeman" which takes place outside the museum - of course I ended up completing it without any help from my dead squad buddies and other friendly AI because they were -you know..'shot-all-to....' There are several standout moments in HL2 which far outshine and outnumber the few flaws.

*****Overall Half-Life 2 serves up an engaging, challenging and entertaining feast. It's easily one of the best titles on the Xbox. It's truly an inspired and great story. HL2 ranks among one of the best videogames I've ever played -for any platform. While I remain critical of certain things like the aforementioned Squad AI and lack of *extras*, HL2's story is worth replaying a few times at least. There are things I missed or missed out on the first play-through I discovered and tried the second time around. I'm just starting my 3rd play-through so certainly HL2 has some replay value. At the very least rent HL2 just for the experience. You'll appreciate it. ;)

~~~~~~~Now a note to Valve: Please come out with a Half-Life Double Pack for the Xbox! This would really help *complete* the experience! ;) Also Valve; it would help tremendously if you're going to include Squad AI you give gamers more than what *seems* to be a half-hearted attempt. I don't need nor want arbitrary or obligatory squad AI if all it has is a bad case of 'shot-all-to-hell' and 'oops-pardon-me-itis'. The command system needs a lot more work too. The squad AI *featured*...err...in HL2 isn't in keeping with the games' high standards showcased in just about every other aspect.

Sincerely;
A gamer~~~~~~~

-Groove