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Half-Life 2 Review

Xbox Review by Kristan Reed

21 November, 2005

One of the central problems of the first person shooter is we've pretty much been there, done that so many times, we're a little travel-weary. It's not so much a case of having the T-shirt, as having a bin bag full of XL ones.

Half-Life 2's initial arrival almost exactly a year ago on PC certainly didn't reinvent the wheel as many expected and demanded, but it grabbed hold of the stagnant genre with a gravity gun and purposefully thrust it into a compelling new direction. The wonderful Source engine not only looked truly next-generation (fully 12 months ahead of time) with hugely impressive character models and wonderfully immersive environments, but its innovative use of physics allowed Valve to give us new toys to play with and come up with new gameplay possibilities into the bargain.

But technology can only dazzle a gamer for so long. Eventually it has to have substance behind the glitz and justify the hype. For the most part it did just that - constantly surprising the gamer and reinventing itself with a seamless adventure that is as memorable an FPS as there has ever been. This constant evolution was consistently underpinned by Valve's masterfully understated storytelling techniques, wry, self-referential humour, warm characterisation and some of the most epic scenarios gamers have ever been pitted against. Despite some of its flaws, Half-Life 2 remains a thrilling sci-fi road trip that provides a tantalising glimpse of the possibilities of gaming.

Combine harvester

'Half-Life 2' Screenshot shooting

Smiling because they're safe and sound while you do all the SHOOTING.

Inevitably, despite being among the three most entertaining games of last year, it wasn't perfect. Take the pacing, for example. The gloriously atmospheric opening City 17 section passes in mere minutes, giving way to the over-long Route Kanal and Water Hazard chapters that mark an early low-point in the proceedings. Only when you reach Ravenholm does the game start to realise its epic potential. From there you're running on pure adrenaline, chopping Headcrab Zombies in half with circular saw blades, lobbing explosive barrels with the gravity gun, duking it out with giant Antlions, dodging matter-distorting blasts from 50 foot-tall Striders and sticking it to the Combine masses. And just when you're about to reflect on one of the best games ever made, a bafflingly unbalanced and undercooked conclusion leaves you with a gigantic anticlimax to mull over.

Looking back, it's clear that it wasn't just the ending that could have been better. The AI - both enemy and buddy - left many players feeling rather unsatisfied. After the original Half-Life re-wrote the rulebook in '98 we were right to expect boundary-breaking routines that would leave the competition for dust. What we got, though, were gung-ho encounters with enemies all-to-content to rush towards you leaving them easily exposed to your fire. Meanwhile, the regular arrival of buddy AI helpers were rarely as useful as you wanted them to be, and never survived long enough for you to get attached to them. Such issues didn't become big enough to spoil the enjoyment overall, but there was still an unpalatable, lingering sense of unrealised potential.

The story, too, didn't quite feel as fleshed out as it deserved to be. With such a huge, beautiful environment to explore and so many questions left hanging in the air, there were innumerable opportunities for Valve to pepper every nook and cranny with hidden clues for the determined traveller to discover, yet by and large the world was bereft of incentives to poke around, Metroid Prime-style. Maybe that was the point. Valve is almost as big an enigma as the games it makes, but to create such a grippingly atmospheric and immersive world and then leave it so deserted was strangely unsatisfying - and decidedly last gen.

Soaked

'Half-Life 2' Screenshot deserved

Seriously, they deserved it.

Playing it all over again gave us the perfect opportunity to see if these issues held true. Often it's easy to over-emphasise niggling issues into gigantic problems to fit your argument, while simultaneously missing all the wondrous things that make it a classic for everyone else. Certainly, playing it on a high-end PC in pin-sharp quality was a big part of the experience. Stripping away those layers for the Xbox version does rather remove some of the wide-eyed awe we got 12 months ago. A good number of hours were spent back then just soaking it all up; wandering City 17 listening to the propaganda broadcasts, talking to everyone, pushing and pulling everything, throwing TVs out of the window just because we could. This time... this time we just played the game.

With all the faffing around, it took us about nine hours just to get to Ravenholm last time. This time: just over three. This time we played the Xbox version like we play most games, and found it to be a quite different experience.

But that's not to say the gameplay's any different at all. It's not. As a game, it's practically identical in every single way that matters. There are no edits, no additions, no sneaky surprises, no dumbed-down sections for the console audience. This is the undiluted Half-Life 2 experience, and for that Xbox owners should be grateful.

For once, this Xbox port has been handled in-house, too, unlike so many console ports that have gone before. But while Valve has limited console expertise, it's pushing the Xbox like you wouldn't believe - though it does come at a price. That price is, predictably, in terms of the lower resolution, lower texture detail and lower frame rate, which dips to wince-worthy levels on a few notable occasions. But even so, the vast majority of the time, the Xbox runs exceptionally smoothly and displays some of the most incredible visuals anyone has attempted on the four-year-old box. That Valve has managed to squeeze so much and resort to so few compromises is a massive feat. Clicking down the right stick and filling the entire screen with someone's face is as impressive as it ever was, and as a spectacle it's damned near one of the best looking games console gaming has been treated to.

Satisfiction

'Half-Life 2' Screenshot see

Question: how can they see where they're going?

Even so, we were fully expecting the physics to be far less impressive, yet everything you saw in the PC original makes an appearance here. The vehicle sections feel fluid and slick, the targeting is slightly generous in terms of auto aim (so therefore feels a slightly easier games as a result), but overall feels as assured an FPS as we've ever come across on a console. If you feel like other console FPSs have let you down in terms of their controls, then give this a try. Valve has got it spot on, both in terms of the sensitivity, and the general control layout. Take the weapons-select, for example. With the d-pad assigned to your entire arsenal, you can now switch between weapons in a split second, which is something too few console FPSs can boast.

Loading times are remarkably swift, too, pausing the game for less than 15 seconds at a time at more than tolerable intervals. Checkpointing is automatic, as is reloading, meaning less irritating save/load shenanigans than you would otherwise find on a stop-start game such as this. On the other hand, it's still a game that relies upon your own diligence to save regularly. A checkpoint save may appear when you're on 3 health points, and progress may be impossible unless you go back to your previous 'proper' save game (which in itself might be half an hour ago). Even so, it's handled better than many, while still retaining the ability to quick-save whenever you fancy.

The one notable fly in the ointment is the lack of any multiplayer whatsoever. Given that Counter-Strike: Source was free with the PC version, it would have been more than logical to extend the same courtesy to Xbox owners - especially as the main dish is likely to only last 12 to 15 hours. When you factor in the lack of the gravity gun-tastic Half-Life 2 multiplayer matches, it seems incredible that Valve could be so mean to leave both out entirely, especially given the fact that the Xbox version actually costs more than the PC original. It's not a deal-breaker, but we're quite sure many Xbox owners will have preferred at least some sort of online multiplayer - especially given the huge popularity of Halo 2's online mode.

Frown Source

Whether you'll want to overlook such niggling issues will come down to how important the lack of a multiplayer mode is to you. Given that about 98 per cent of European Xbox owners aren't Live subscribers, we'd suspect that - for most of you - it's not the biggest issue in the world. As a single-player experience, even in its slightly compromised state, it's easily one of the most intensely enjoyable console shooters there's ever been. While we'd agree that many of the criticisms levelled at Valve's epic are completely valid, the broader context is that missing out on the opportunity to play Half-Life 2 would be a dereliction of duty to buy and play the very best games around; only this time you can get Steam-ed up about it for all the right reasons.

9/10

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Comments: 1-50 of 79 in total | next 50 »

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Huntcjna
21/11/05 @ 15:53
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£23 from tesco!

I love it probably because I didn't play the PC version haven't even opened Battlefield 2: MC yet.
Dizzy
21/11/05 @ 15:53
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Ok ok... my PC runs this pretty badly. I will get it, apparently it runs in HiDef on 360 anyway.
Hench
21/11/05 @ 15:54
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Hmmm, gotta get :)
Xerx3s
21/11/05 @ 15:59
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Ill pick it up when its in the bargain bin. Played it on the pc already and it doesnt really add anything. It was a bit of an disappointment on the pc imo. Still fun though.
drumbaby
21/11/05 @ 16:00
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What, only 1 lot of 9/10, rather than the PC versions 3 x 10 gush-athon?

Hmmmm...picking boxes up using a gamepad must pale next to doing it using m/keys. ;)
trevd72
21/11/05 @ 16:02
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never been one to keep up with the arms race on the PC so i have only played this on the xbox and my god how good. love the gravity gun - best thing ever...i have only just recieved the gun and i easily spent 1 hour messing around with it.

Carlo
21/11/05 @ 16:07
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or lack of a possability of every other mod that's on the PC version.

OR it's God-knows long long AFTER the PC version...
Artemus
21/11/05 @ 16:09
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Or the fact the framerate regularly dips.
yegon
21/11/05 @ 16:10
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Er, you can spin the roundabout iirc!

Otherwise, great review. Having played the PC ver to completion, and half way through the Xbox version, it's good to see a review that, AT LAST, acknowledges some of the games flaws. It is a great game, but I was rather puzzled on its release that nearly everyone described it as PERFECT - the so-so AI, the slight shortcomings in pacing, the ultra-ultra linearity (not necessarily a bad thing, but a tad more freedom would have been nice) and the deeply unspectular vehicles left it, for me, a little short of that accolade.

I believe some mods reveal the AI to be actually pretty impressive (not tried them myself), but thats irrelevent in relation to this version.
ralphwolfenstein
21/11/05 @ 16:10
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apart from the fact that you can't push the roundabout in the City 17 playground

ahem. yes you can

Edit: COCK!
Edited 1 times, most recently on 21/11/05 @ 16:01
CargoCult
21/11/05 @ 16:11
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What? No mods? Oh noes!

: huggles PC

jack_klugman
21/11/05 @ 16:15
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haven't even opened Battlefield 2: MC yet.

I hope the Eurogamer team have.
CargoCult
21/11/05 @ 16:16
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Half-Life 2's AI: It's actually pretty good, but woefully under-utilised. It seems to be tuned to be very forgiving towards players, so while enemies know full well how to take cover, they take just a little bit too long for such a tactic to be effective against many players' reflexes...

Loads of people keep claiming MINERVA's got new AI code, but it hasn't - I just tweaked the NPC damage settings so that enemies are more dangerous, and thus much more fun to play against for hardened FPS players. Have a go at playing HL2 through MINERVA, it's well worth it - type map d1_trainstation1 or something at the console to start.

SuperGamerMatt
21/11/05 @ 16:21
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I'm sure we'll see more of these kind of games on the 360 (Doom, Quake, Half-Life), it would be great if a console WoW was to come out as well
krudster [mod]
21/11/05 @ 16:21
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You kind people misunderstand me!

Of course you CAN push the roundabout in the PC version, but the point I was making in the review is that you CAN'T in the Xbox version.
ralphwolfenstein
21/11/05 @ 16:25
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Of course you CAN push the roundabout in the PC version, but the point I was making in the review is that you CAN'T in the Xbox version

And that's where you're wrong. I personally played on the roundabout this very weekend. On Xbox.
yegon
21/11/05 @ 16:25
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No no, you CAN push it in the Xbox version! I'm (pretty) sure of it! :)

/can't be arsed checking
ralphwolfenstein
21/11/05 @ 16:26
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GOTCHA
yegon
21/11/05 @ 16:27
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>> GOTCHA

lol
space ace
21/11/05 @ 16:29
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irresistible game. completed it on pc, now at episode #11 on xbox.
Huntcjna
21/11/05 @ 16:29
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I thought it was a good review I picked it up for silly money during that tesco.com sale thing so i am more than happy with it.
drumbaby
21/11/05 @ 16:31
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Roundabout-pushing patch to be dl'ed on Xbox Live?
smoothpete
21/11/05 @ 16:39
#23
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You bloody well can push the roundabout, I did it not 24 hours ago

edit - aha, I see we've covered that already. Flipping great game though
Edited 1 times, most recently on 21/11/05 @ 16:30
krudster [mod]
21/11/05 @ 16:40
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Hrm, well I stood pushing the blessed thing and it did nay budge!
jack_klugman
21/11/05 @ 16:41
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Hrm, well I stood pushing the blessed thing and it did nay budge!

For as wise man say it is not the man who pusheth the roundabout, but the roundabout who pusheth the man.
mustardkid
21/11/05 @ 16:44
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what about the swings?

if you can't push them then we've got ourselves a dealbreaker
markypants
21/11/05 @ 16:45
#27
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You can push the roundabout... Think you press the Y button to do it? Something like that but 100% can do it... Not that it makes this juddering masterpiece any better. All the baddies seem to have terrets/epileptic fits when ever the action gets going... Frame rate issue gets looked over a bit too much I think.
peterfll
21/11/05 @ 16:50
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!You can push the swings!

I thought it was just me, but it took me close to 3 hours to complete Route Kanal and Water Hazard, and was thinking 'this is overly long and samey'. Glad to see it was pointed out in the review.
Fubdub
21/11/05 @ 16:52
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Frod, with certain games, the mod community plays an important part in the value of the game. Morrowind is a good example of this, though the game is excellent without it of course. Just as multiplayer is important with certain games, and not with others.
Half life is a good example of a game that was pushed forward extensively by the mod community.

I would also devalue a game like HL2 on a console because I couldn't use a mouse, but that, I think, is something I'm alone with, everybody else seems to have embraced it.
smoothpete
21/11/05 @ 16:57
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I've never played any FPS with a mouse, 2 analog sticks suits me down to the ground
peterfll
21/11/05 @ 17:04
#31
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Clearly the mouse vs joypad argument comes down to preference as you can play a well-designed FPS just as easily with both (personally I prefer the joypad).
caligari
21/11/05 @ 17:04
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"I've never played any FPS with a mouse, 2 analog sticks suits me down to the ground"

I'm the same! I've never had enough cash to get a PC that would run the latest fps games, so I've always been happy with the (hassle free) console versions.

Gawd damn, I used to kick me some buttock online with the Dreamcast's Quake 3!
Yossarian
21/11/05 @ 17:05
#33
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the roundabout works best if you time it to hit the bars, I think, but yes, you can definitely push it
Carlo
21/11/05 @ 17:08
#34
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Frod. i was trying to explain why the PC version might have got a 10, and the xbox version 'only a 9'.
Killerbee
21/11/05 @ 17:11
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Very fair review - in fact, much better than most reviews of the PC version. Having played it on the PC and had a while to mull over it, I think all the criticisms raised here are more than fair - they actually drag the score that the game (in my humble opinion) deserves to a competent 8/10.

The story begins quite promisingly, but simply goes nowhere at the end. Sure there are a number of fabulous set pieces in there (fighting the striders towards the end being a high point), but I found the buddy AI (artificial incompetency) to be painful to the point of annoyance when they go and get themselves blown up for the umpteenth time.

I know I'm in a minority saying this, but I really did enjoy Doom 3 much, much more. I'm almost finished playing Resurrection of Evil now and I've enjoyed that a load more than HL2 - more atmoshpere, better graphics (although the people in HL do look more realistic, the monsters and environments in Doom3 are superior), more satisfying weapons... I just enjoyed the whole experience a lot more.
Huntcjna
21/11/05 @ 17:28
#36
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Now you see I hated Doom 3 and I love FPS games it was just mindless and samey to me.
smelly
21/11/05 @ 17:34
#37
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Did someone just say doom 3's graphics were better than hl-2's?!?

WTF?!?!?
Roamer
21/11/05 @ 17:41
#38
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Why no multiplayer? Live is *not* compulsory. Offline multiplayer would do the trick even better, since, as the article points out, very few xbox-owners actually play online.
tannerd
21/11/05 @ 18:07
#39
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Tut! All these posts, and no-ones said it!

Better than Halo then?
stephen
21/11/05 @ 18:17
#40
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Fucking right its better than halo.
jonnyreb
21/11/05 @ 18:20
#41
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I totally agree with the score - I just hope it didn't miss a 10/10 simply because it didn't have multiplayer options.

Some game review sites are marking it down as low as 8/10 because it's missing multiplayer - to me it's a crazy decision.....don't we have enough CTF, DM etc etc Halo Clones already`?
krudster [mod]
21/11/05 @ 18:22
#42
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Quite, jesus, does anyone actually *care* about the 400th deathmatch clone anyone? Answers on a postcard...
MrAtheist
21/11/05 @ 18:30
#43
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Well if the 401st deathmatch clone is "Quakeworld-The Return" IM THERE BABY!
disc
21/11/05 @ 18:35
#44
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Developers have a great time.

If multiplayer isnt included a point should be ticked off, just because. Doesnt matter if its good or not. The 5-10% of xbox live players says so.

Xbox-users also must be able to exchange any music-track playing in the game, screw the developers... they have no clue.

I dont like Xbox-gamers.
cov
21/11/05 @ 18:42
#45
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keyb/mouse vs controller debate is a non debate in terms of which is the easiest, most intuitive and accurate, a console gamer would stand no chance against a pc gamer in any online fps game

Personal preference in wanting games to work out of the box, not to have to enter the upgrade space race, and wanting to sit on a sofa are another matter altogether of course :)
Yossarian
21/11/05 @ 19:17
#46
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it'll upscale it and apply AA, but I imagine the game experience itself, including framerate, remains untouched
Pirotic
21/11/05 @ 19:28
#47
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Frame rate wont remain the same when played on the 360, as its emulated the CPU and GPU - with the PS2 it uses the old PSX CPU (which is normally the I/O controller) to run the game, and just get the GPU to output the graphics. which is why they can look better but still run slowly.
bootsy_NL_30
21/11/05 @ 19:53
#48
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@better than Halo comments

1. comparing half life 2 to halo is like comparing Driver 3 to ICO

2. its a very very old game (halo) let it go
Calgon
21/11/05 @ 19:57
#49
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I wonder if Valve have actually thought about the Xbox360 more since they may have been aware that BC was in for some time, they might have left some of the higher resoloution textures on the disc. Its unlikely but not impossible, would be nice to see non the less. You dont need a high def tv for higher res textures(rather than screen resoloution) so thats something everyone would appreciate along with AA.
Edited 1 times, most recently on 21/11/05 @ 19:49
Furbs
21/11/05 @ 20:15
#50
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OR!! They have a sense of humour and enjoy the history that comes with being part of the best online communities there is?

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