Act 0: Black Mesa Inbound
When I was 5 years old, my family got our first home computer. The year was 1997. The computer was a Sony VAIO. I didn’t have a clue what a computer was at the time. When Dad booted up the computer that first time, I heard the Windows 95 boot up chimes, I saw the intro sequence of the VAIO-space software, and I was hooked. (Between the chimes for Windows 95 booting up and the iconic MacOS9 chime, the 90s truly had the most memorable startup sounds of all time)
Equally memorable would be all the software that came with that PC. Playing around in Paint, I spent so much time just using the brushes to write my name or to make a smiley face or simple drawing. Nobody knows what the selection iconography was trying to depict but it was so complicated and whimsical that it was my favorite tool. I’d just click and drag the box and move stuff around. I was introduced to the world of PC gaming from this first PC. I was captivated by Chip’s Challenge, Ski Free, Rodent’s Revenge, Hover, all the card games with the cool, customizable images on the back, and the classic 3D Pinball.

Every family had to have one of these elaborate computer desks in the 90s
These were just the games that were bundled with the computer. Soon I would learn the joy of seeing Mom or Dad coming home with a big box that software used to come in. Putt Putt, Freddie Fish, and Pajama Sam were the extent of my PC gaming library in my early years. As an elementary school aged kid, the more mature possibilities of shooters eluded me. Our computer did come with Mech Warrior 2 and my Dad would occasionally play it. But the PC was a budget and tax preparation machine for my father at the time. He never bought any more games for himself on the PC.
My uncle, in his early 20s (the oldest of my mother’s younger siblings) around the turn of the millennium, was an avid gamer. The best memories of visiting Grandma’s always included playing video games with my two uncles. As a small child, I was mostly interested in playing Mario and Donkey Kong on the Super Nintendo. And Tekken, Crash Bandicoot, and Spyro on Playstation.
Grandma had their family computer in the corner in the dining room. Most of my life, I ignored it. There were adventures outside to go on with my aunts and sports and video games to play with my uncles. Occasionally I’d see my uncle on the computer and not think much of it. I figured he was doing his taxes or whatever 20 year olds do on the computer. One day, when I was 8 or 9, we were visiting Grandma and I thought I heard a familiar sound coming from the computer while my uncle was using it. The sound of wheels scraping across the concrete, metal clanging, and rock music playing in the background. It sounded like Tony Hawk. I had no idea that a computer could play a real game and not just edutainment games starring a purple convertible. He showed me a PC gaming magazine he had and showed me a demo disc that came with it. The demo was for Tony Hawk Pro Skater 2. I loved the game on Playstation and I asked if I could watch him. He even let me try to play. I spent the rest of the visit on the PC with my uncle as he proudly showed me his software collection. I remember him showing me the Namco arcade collection, a 999-games-in-1 shareware disc with games such as “Watch Out Willie!” and “Micro Man”, the PC port of Sonic R, Unreal Tournament, and this curious shooter game called Half-Life.

The THPS2 demo is archived over at the Internet Archive
Half-Life really intrigued me. Unlike other shooters of the era, it wasn’t loud, gibs-flying, run-and-gun mayhem. You spent more time with a crowbar than a gun. You run and jump like Mario, Crash, or Spyro as much as anything. On later visits, I didn’t care as much about Tony Hawk or the other games. I wanted to watch more Half-Life. My uncle would let me play the hazard course and part of the first act and I loved it. The early game monsters like the Hound Eyes and Bull Squids were mesmerizing. I never cared much for the jumpscares of the Head Crabs and the grotesque Zombies. The game would eventually get too intense for me around the level “Office Complex”. I loved the opening act of Half-Life, it was revolutionary to my young mind.
I hold these memories with endearing nostalgia. Not only was Half-Life revolutionary to gaming when it released in November of 1998; it also made a lasting impression on me. And yet, I never really made it past the first few levels. At home we never had a family computer that was fast enough to play 3D games like Half-Life (nor would have my parents agreed to get me it at that age). When we finally did, they no longer sold Half-Life at retail. I finally bought the game on Steam and PlayStation 2 years later. I played it off and on a few times. I never made it far before losing steam (pun not intended). Once I made it past the parts that I had nostalgia for other games and responsibilities became more important.
I wanted to play it all the way through. The timing was just never right. In November of 2023, Valve released their “making of” documentary on Youtube for the 25th anniversary of the release. I was hit with the nostalgic wave of memories of first seeing my uncle playing it on his beige Packard Bell. This was the motivation I needed to grab a controller and pop in the disc into the PS2.
Half-Life was never extraordinary because of its genre. The market had been full of “Doom Clones” for years by 1998. None of the mechanics in Half-Life were completely novel. Instead Half-Life took its shooter mechanics, other gameplay aspects, and level design and interwove them to create a narrative experience that breathed new (half-)life into the genre. Each act of Half-Life has its own gameplay focus that makes it feel like 3 types of games in 1. Act 1 sets the stage with its action thriller elements, exploring in the dark depths of an underground facility. Act 2 raises the shooter stakes, featuring skirmishes with both Aliens and HECU soldiers. And Act 3 a platformer as it explores the strange formations and low gravity of the border world Xen.
Typically my ordinary reviews break up the game into 3 aspects such as gameplay, sound design, and graphics. I usually give each aspect a separate rating on a 5 star scale before giving my overall rating of the game. Half-Life is no ordinary game, however; it deserves a review format all its own. Each act of Half-Life is a showcase of the certain game design elements I usually consider. I find it appropriate then that I should rate each act of the game separately before giving my overall score.
Act 1: Unforeseen Consequences
In a “Boomer Shooter” like Doom or Quake, you just start the game with a gun and enemies in the first room and one objective. Find the Exit. If you wanted a story, you should have read it in the manual. Half-Life opens with a lengthy tram ride into Black Mesa, a government scientific research facility located in the desert. Credits roll while you ride into the depths of the game’s setting. Not only does it make the experience feel more like a movie opening than the opening of a typical video game, it establishes the atmosphere of unknown science and uneasy technology. Levels in Half-Life are completely interconnected and unbroken, only separated by a second or two of loading. Unlike other games, levels aren’t broken up into missions; disparate locations meant to be flashy set pieces broken up by cutscenes. Story events happen while the game unfolds in front of the player. Instead of taking control away from you as you play it, the level design informs you of the story.
The tram ride ends and you are late for work. The NPCs let you know about it too. They act and talk in a very natural way that was impressive at the time. From these conversations you learn to put on the HEV suit and head to the test chamber. Throughout the game, NPCs react to the events happening around you. Scientists heal you when injured, guards fight alongside you. Friendly NPCs open locked doors, and keep you clued in on what’s next.

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