Specifications
JANUARY 2005 MAXIMUMPC 51
you figure out how to kill the monster, then
you perform the same action again and
again. Realizing the ground-breaking nature
of this shift, the game’s designers have cre-
ated a constant progression of varying situ-
ations that will challenge your reactive skills
and occasionally make you laugh out loud
at how much fun the gravity gun is to use.
We can’t wait to see home movies of this
baby in action.
Still, the game has some ever-so-minor
problems. Along the way you team up with
fellow resistance fighters who fight alongside
you against the Combine, and they tend to
follow you much too closely. If you wander
into a tight hallway and have to turn around
they are always right behind you, block-
ing your path. The Overwatch soldiers also
bugged us a bit by not always reacting to
the grenades we tossed. Maybe they know
something we don’t, but it punctured our
suspension of disbelief. It’s puzzling—in the
original Half-Life, grunts would either run for
cover or throw grenades back, but here they
will occasionally just stand there until the
grenade explodes.
In the end though, these nitpicks are just
small annoyances and don’t detract from
the overall experience. In fact, despite these
little flaws, Half-Life 2 ranks an unprece-
dented, off-the-charts 11 verdict with a Kick
Ass award because it’s the best game we’ve
ever played. Period. The story is gripping,
the tension is palpable, the action is almost
non-stop, and the presentation is superb.
Not only does it innovate on many different
levels, but it’s also massively entertaining
for the entire ride. We won’t spoil anything
for you, but there’s a “thing” in this game
that will literally be remembered as the
coolest gaming moment ever.
During the development of
Half-Life
2, Valve’s internal goal was to create “the
best PC game of all time.” Mission accom-
plished. Call us fanboys, but after you
experience it yourself, you’ll be one too.
—JOSH NOREM
If you want to know more about the
development of Half-Life 2, check out
the book Half-Life 2: Raising the Bar by
David SJ Hodgson. It delves deep into
the thinking behind the game’s design,
and shows in loving detail how Valve
built this impressive sequel. Here are
a few choice tidbits we borrowed from
the book.
After deciding to base the game in
an Eastern European-like city, Valve
decided on fall as the game’s season.
The developers studied weather maps
of actual European cities to accurately
emulate the sun’s position in the sky at
all times.
The actor who performs the voice of
Security Guard Barney Calhoun is also
responsible for the voice of the G-man.
The gravity gun was originally built
as a tool to explore physics-based
gameplay, and eventually evolved into
an armament that could be used for
both offense and defense.
Towards the end of development,
Valve brought in Bay Raitt,
who worked on the facial animation
system for Gollum in the Lord of the
Rings trilogy. Raitt helped Valve
improve the game’s facial-expression
and lip-sync systems.
Pay attention to the radio commands
between the Overwatch soldiers—they
are real-life police call signs.
INSIDER SECRETS
ABOUT HALF-LIFE 2’S
DEVELOPMENT
Throughout
the game
you meet up
with other
resistance
fighters, and
eventually
lead them
into battle.
Though
they have a
tendency to
follow too
closely, they
are great at
giving you
ammo when
you need it.
The node-based scripting allows for impromptu
events. For example, when you look at this bul-
letin board in the game, the NPCs around you
start talking about the articles on the board.
Everything, especially the Gravity Gun.
HEADCRAB
PANTSCRAB
Allies sometimes bunch up around you.
$50, www.half-life.com
MAXIMUMPC
VERDICT
Valve brought in Bay Raitt,
who worked on the facial animation
system for Gollum in the
Rings
improve the game’s facial-expression
and lip-sync systems.
between the Overwatch soldiers—they
are real-life police call signs.
Everything, especially the Gravity Gun.
Allies sometimes bunch up around you.
11
WOW!










