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THE CHANCES OF ANYTHING COMING FROM MARS... Myst IV astounded with its amazing intro. Half Life 2 scooped me up with it and made me forget it was just a game. Whereas Myst made the mistake of tutoring you directly through Atrus tuning a machine, Half Life 2 lets you learn on the fly as you meet a character named Barney who helps you escape. It even extends the intro to help settle you into the world. Eventually, after circumstances take a turn for the better, you exit from a small door into blinding sunlight and onto the square from the Menu, with the spire in the distance. It's here where it begins to feel like a futuristic B-Movie, evidently taking it's cues from H.G. Welles' War of The Worlds. An inspiration more evident when you round a corner to witness what appears to be a 30ft tripod (Strider) patrolling a nearby street.
The game then progresses through City 17 as Gordon manages to escape and eventually meet a woman named Alyx. Alyx is the first fully-fleshed (as it were, no pun intended) character you meet "in the round". No locked off shots here. As she talks directly to you, it feels completely natural. You can walk around her, and she'll still act in your direction. Her personality and voiceover is warm and friendly, and moreover, incredibly human. Later on, when she gets argumentative or has dramatic scenes, the emotion that emanates from this digital avatar is truly convincing. Even during action scenes where she fights alongside you, she looks to you and makes quips. She's the first game character that really, for me, feels almost like a real person. Everything the Source engine does through her facial acting and her interaction with the scenery, coupled with her voiceover and animation, work together in unison to create a truly original and clever simulation. She is an important step in games characterization because of the talent and time that's obviously gone into creating her. Although many of you may never play Half Life 2 - and some of you for good reason - one of the arguments for even attempting this review is this one character. She showcases what can be done in 3D without sacrificing realism and is the first digital avatar (yes, including the aforementioned movies) that even comes close to portraying a realistic human. All of the actors in the game are well done - Barney the security guard and his charming quips being one of them - but Alyx, being the sidekick if you will, is truly the standout. Valve even take the time to allow the player to kick back and get to know her, even if no interaction (unfortunate for some, I'm sure) actually takes place. Strong writing and voice acting do play a part here, but the Source engines powerful facial rigging really pull the character out of the screen during arguments with other characters or playing with her 12ft pet robot, Dog. Which, charmingly enough, acts just like its name. It does showcase some of the essential flaws that the adventure genre suffers from - namely, stiff lifeless acting. Characters run through cycles and mouth everything with no emotion, they don't emote their lines, they don't act and the player is unable to relate to them. We as gamers are expected to truly believe in these characters, but they are almost totally devoid of life. That's not to say characters like April Ryan or Kate Walker are devoid of the proper essence, but if these characters were presented with even half the life (no pun intended...again) of the characters in Vampire or Half Life 2 it would make a massive improvement. Why? We're being presented with characters in a visual medium. If I wanted a radio play, I'd listen to the radio. A Kate Walker that could emote, act and react to her situations would further involve the player if only developers paid more heed to the importance of physical gestures.
TO THE GRAVITY OF LOVE Another thing that Half-Life 2 does is keep the player playing a continuous, unbroken (save for load times) narrative from just one point of view. The direction required to be able to do this is very, very difficult to get right, but Valve have succeeded. You feel like you're undertaking a journey from one place to another, moving ever onwards towards your final destination. Although the story itself is rather two-dimensional - being a typical science fiction invasion plot - this game is testament to the adage "it's now what you tell, but how you tell it". Valve excels at maintaining the player’s interest through the incidental details, be it the non-player characters various utterances (a couple in the apartments at the beginning are almost heartbreaking in their desperation) or discovering information pertaining to the gameworld through in-game reading material. One wall in a later science lab is plastered with newspapers describing how the Combine arrived, and the ascendance of its human administrator, Dr Breen. It's also impressive that tightly scripted sequences – such as the Kleiners Lab teleportation scene - retain the player's interest while also requiring them to participate. In a way, it's sort of an "action-Myst". To further this comparison, however indistinct, it also has a decent amount of puzzles for a shooter, many of the early ones involving getting a boat from A to B. Often you find yourself using your head rather than your gun trying to find the best way to solve situations, sometimes with the answers cleverly sitting right in front of you. Nothing is ever rocket-science, but occasionally it knocks you for six, and the exceptional use of an anti-gravity gun introduced partway through the game constantly requires the player to find new and creative ways to get through each scenario - in one scene, rather sickly, pulling buzz saws out of the wall to fling at zombies instead of wasting much needed ammo.
For one thing, it makes the gameworld much more interesting in it's possibility, not just it's presentation, to the player. Stuck in a room you can't get out of? Pile up those boxes freely, unlike Broken Sword: Sleeping Dragon’s need to push and pull them into place. Can't cross that gap? Look for a plank long enough to make a bridge or fashion something out of nearby objects to get there. Can't swim? Use those boxes to create a group of stepping-stones. Need a shield? Rip that radiator off the wall with the gravity gun and hold it in front of you. All quite simple, but until recently something that games couldn't do. The possible applications are almost infinite.
BURNING LIKE A MONKEY There isn't much left to talk about in this game which I haven't already, unless it's about the shooting aspect, which - let's face it - isn't something that is truly going to appeal to the core audience of Just Adventure +. Suffice to say it's solid and requires, thanks to the variety and great AI of the enemy you meet throughout, more than a modicum of strategic thinking to get through with a good selection of interesting weapons on offer.
As an adventure, I'm sure you'd agree - it isn't. It contains elements of the genre, but mixes it in with other genres in the FPS format to create something which flows seamlessly from one scenario to the next, from chases to vehicle elements, from survival horror to puzzling, all within the context of one game. What it does do is push important gameplay basics further than before and create something satisfying out of them. If you can get it running smoothly, possible even on basic systems, and get through the painful Steam process, and can play or have a modicum of interest in action games it's essential. If you can't, at least rest in the knowledge that there are elements here that are usable in our genre and that the mainstream now recognizes the need for intelligence in gaming.
Final Grade: A+ System Requirements:
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