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Half-Life 2

Half-Life 2 is a 2004 first-person shooter (FPS) game developed by Valve. It was first published by Valve for Windows through its distribution service Steam. Like the original Half-Life (1998), Half-Life 2 combines shooting, puzzles, and storytelling, and adds features such as vehicles and physics-based gameplay. Players control Gordon Freeman as he joins a resistance movement to liberate the Earth from the control of an alien empire, the Combine.

Half-Life 2
Box art featuring Gordon Freeman
Developer(s)Valve
Publisher(s)Valve
Artist(s)Viktor Antonov
Writer(s)Marc Laidlaw
Composer(s)Kelly Bailey
SeriesHalf-Life
EngineSource
Platform(s)
Release
November 16, 2004
  • Windows
    • WW: November 16, 2004
    Xbox
    • NA: November 15, 2005
    • EU: November 18, 2005
    Xbox 360
    • NA: October 10, 2007
    • EU: October 19, 2007
    • AU: October 25, 2007
    PlayStation 3
    • NA: December 11, 2007
    • EU: December 14, 2007
    • AU: December 20, 2007
    Mac OS X
    • WW: May 26, 2010
    Linux
    • WW: May 9, 2013
    Android
    • WW: May 12, 2014
Genre(s)First-person shooter
Mode(s)Single-player

Half-Life 2 was created using Valve's Source engine, which was developed at the same time. Development lasted five years and cost $40 million. Valve's president, Gabe Newell, set his team the goal of redefining the FPS genre. They integrated the Havok physics engine, which simulates real-world physics, to reinforce the player's sense of presence and create new gameplay, and developed the characterization, with more detailed character models and realistic animation.

Valve announced Half-Life 2 at E3 2003, with a release date for that September. It was delayed by over a year, triggering a backlash. A year before release, an unfinished version was stolen by a hacker and leaked online, which damaged team morale and slowed development.

Half-Life 2 was released on Steam on November 16, 2004, and received universal acclaim. It won 39 Game of the Year awards and has been cited as one of the best games ever made. It was ported to Xbox, Xbox 360, PlayStation 3, MacOS and Linux. By 2011, it had sold 12 million copies. Half-Life 2 was followed by the free extra level Lost Coast (2005) and the episodic sequels Episode One (2006) and Episode Two (2007). In 2020, after canceling Episode Three and several further Half-Life projects, Valve released a prequel, Half-Life: Alyx.

Gameplay

 
A screenshot of the player engaging a group of antlions with a pulse rifle. Along the bottom of the screen, the player's health, suit charge level, and their ammunition is displayed.

Like the original Half-Life (1998), Half-Life 2 is a single-player first-person shooter (FPS) in which players control Gordon Freeman. It has similar mechanics to Half-Life, including health-and-weapon systems (though with less overall weapons) and periodic physics puzzles, except with the newer Source engine and improved graphics. The player also starts without items, slowly building up their arsenal over the course of the game. Despite the game's mainly linear nature, much effort was put into making exploration rewarding and interesting; many optional areas can be missed or avoided.

A diverse set of enemies is present, which usually require being approached with different tactics: some coordinate in groups to out-maneuver or out-position the player; others, such as the Manhack, fly directly at the player through small openings and tight corridors. Others use predictable but powerful attacks, while others hide before swiftly attacking the player. Gordon can kill most enemies with his weapons, or make use of indirect means, exploiting environmental hazards such as explosive pressurized canisters, gas fires or improvised traps. In chapter 10 and 11 of the game, Gordon can be joined by up to four armed Resistance soldiers or medics and can send his team further from him or call them back.

Many of the features use the Source engine's detailed physics simulation. Two sections of the game involve driving vehicles. Instead of button-oriented puzzles from Half-Life, environmental puzzles are also introduced with makeshift mechanical systems, revolving around the player's new ability to pick up, move, and place objects. Solutions involve objects' physical properties, such as shape, weight, and buoyancy. For example; In chapter three, "Route Kanal", the player is required to stack cinder blocks on a makeshift see-saw ramp to proceed over a wall. Alternatively, the player can build a crude staircase with the blocks, so the puzzle may be solved in multiple ways.

Part-way through the game, Gordon acquires the Gravity Gun, which allows him to draw distant objects towards himself or forcefully push them away, as well as the ability to manipulate larger and heavier objects that he cannot control without the weapon. These abilities are required to solve puzzles later in the game, and can also be used to great effect in combat, as any non-static object within proximity to the player has the potential to be used as a makeshift defense, such as a file cabinet, or a deadly projectile, such as a gasoline can or buzzsaw blade. The player can learn this through cleverly placed hints in the environment.

The game never separates the player with pre-rendered cutscenes or events; the story proceeds via exposition from other characters and in-world events, and the player can control Gordon for the entirety of the game. Much of the backstory to the game is simply alluded to or told through the environment. Even tutorials are mostly placed in the environment or in dialogue. The few pop-ups that actually appear only tell the player keybindings for actions.

Plot

After the alien invasion at the Black Mesa Research Facility, the Combine invaded and subjugated Earth. Approximately twenty years after being placed in stasis, Gordon Freeman is awoken by the G-Man (Michael Shapiro), who cryptically informs Freeman that "his time has come again" before inserting him on a train bound for City 17, the headquarters of the Combine. Helped by undercover Resistance member Barney Calhoun (Michael Shapiro), Freeman attempts to reach the laboratory of Isaac Kleiner (Harry S. Robins) before being arrested by Combine forces. He is rescued by Alyx Vance (Merle Dandridge), who takes him to Kleiner's lab. After Kleiner unsuccessfully attempts to teleport Freeman to the main Resistance base at Black Mesa East, Freeman is forced to progress there via the city's canal system, making use of an airboat.[1]

Arriving at Black Mesa East, Freeman is reunited with Eli Vance (Robert Guillaume) and meets Judith Mossman (Michelle Forbes). Alyx introduces Freeman to her pet robot Dog and gives him a gravity gun. Black Mesa East is suddenly attacked by Combine forces, who capture Eli and Mossman; Freeman is forced to escape via the zombie-infested town of Ravenholm, aided by its lone inhabitant, Father Grigori (Jim French). Escaping the town, Freeman reaches a Resistance outpost, which provides him with a dune buggy. Freeman uses the buggy to traverse Highway 17 to reach the Combine prison of Nova Prospekt, where Eli and Mossman are held. He breaks into the prison and reunites with Alyx, locating Eli and discovering that Mossman is a Combine informant. Before they can stop her, Mossman teleports herself and Eli to the Combine's main base, the Citadel. The teleporter explodes moments after Gordon and Alyx use it to escape Nova Prospekt.

Returning to Kleiner's lab, Freeman and Alyx learn that the teleporter malfunctioned and a week has passed, during which the Resistance has launched a full-scale rebellion against the Combine. Aided by Calhoun and Dog, Freeman fights his way inside the Citadel. Making his way to the top, Freeman is captured and taken in a transport pod to the office of human collaborator Wallace Breen (Robert Culp), where he and Mossman are waiting with Eli and Alyx as captives. Breen reveals that he intends to use his captives as bargaining chips for negotiations with the Combine, contrary to what he told Mossman.[2] Angered, Mossman frees the three captives before Breen can teleport them off-world. Breen attempts to escape using a teleporter, but Freeman destroys the Citadel's reactor using the gravity gun, killing him. Just as the reactor explodes, the G-Man reappears and freezes time, praising Freeman's actions and placing him back into stasis.

Development

 
Valve president Gabe Newell in 2007

Development of Half-Life 2 began in June 1999, six months after the release of the original Half-Life. It was developed by a team of 82.[3] With voice actors included, this number is 100.[4][5] Valve's president, Gabe Newell, wanted to redefine the FPS genre, saying: "Why spend four years of your life building something that isn't innovative and is basically pointless? If Half-Life 2 isn't viewed as the best PC game of all time, it's going to completely bum out most of the guys on this team."[3] Newell gave his team no deadline and a "virtually unlimited" budget, promising to fund the project himself if necessary.[3] The game was built with Valve's new in-house game engine, Source, developed simultaneously.[3]

Whereas Half-Life was set in a single location, the Black Mesa research facility, Valve wanted "a much more epic and global feel" for the sequel. One concept had the player teleporting between planets, which was discarded as it would make continuity between levels difficult. At the suggestion of the Bulgarian art director Viktor Antonov, the team settled on a city in an Eastern European location. In this early concept, players would start the game by boarding the Borealis, an icebreaker bound for the city.[3] Nova Prospekt was conceived as a small rail depot built on an old prison in the wasteland and grew from a stopping-off point to the destination itself.[6][page needed]

After observing how players had connected to minor characters in Half-Life, the team developed the characterization, with more detailed character models and realistic animation. The animator Ken Birdwell studied the work of psychologist Paul Ekman, who had researched how facial muscles express emotion.[3] The writer Marc Laidlaw created family relationships between the characters, saying as it was a "basic dramatic unit everyone understands" rarely used in games.[3]

The team integrated the Havok physics engine, which simulates real-world physics,[7] to reinforce the player's sense of presence and create new gameplay.[3] To experiment, the team created a minigame, Zombie Basketball, in which players used a physics-manipulating gun to throw zombies through hoops.[3] In mid-2001, to test the engine, Valve built a street war between rioting citizens and police, featuring tanks, Molotov cocktails, hand-to-hand fighting, and looting. The designer John Guthrie described it as "an early attempt at getting something anything in the game that used non-player characters and physics".[3]

In late 2001, Valve began creating a showreel, hoping to demonstrate it at E3 2002.[3] For several months, Newell let the team work without his input so he could provide unbiased feedback, and focused on developing Steam, Valve's upcoming digital distribution service. The team presented the showreel to Newell, showcasing physics, environments such as the Borealis, and a dialogue-heavy scene with the scientist character Dr. Kleiner. Newell felt the showreel did not adequately show how the physics would affect gameplay and that the Kleiner scene was overlong. Reflecting on the failure, Laidlaw said: "The dramatic scenes with the characters are important, but they have to be in service of the interactivity and gameplay."[3]

In September 2002, the team completed a second showreel, featuring a buggy race along the City 17 coast, an encounter with headcrabs on a pier, an alien strider attacking the city, and a greatly shortened Kleiner sequence. In October, Newell told the team they would announce Half-Life 2 at E3 2003 and release it by the end of the year.[3] As with the original Half-Life, the team split into "cabals" working on different levels. Designers created levels using placeholder shapes and surfaces, which then were worked on by the artists.[3]

 
A square in City 17, showing the Source engine's lighting and shadow effects

Valve announced Half-Life 2 at E3 2003, with demonstrations of the characters, animation, and physics. The reaction was positive, and the game won the E3 Game of the Show award.[8] Newell also announced a release date, September 30, 2003, hoping this would motivate the team. They worked long hours to meet the deadline, but by July it had become clear they would miss it. Rumors spread of a delay, but Valve made no announcement until September 23, when they released a statement targeting a "holiday" release, leading to fan backlash.[3]

Newell had been hesitant to announce a delay without a new release date. He said later: "We were paralyzed. We knew we weren't going to make the date we promised, and that was going to be a huge fiasco and really embarrassing. But we didn't have a new date to give people either."[3] The graphics card manufacturer ATI had arranged a promotional event on Alcatraz to coincide with the planned release of Half-Life 2; Newell, unable to pull out of the event, gave a prepared speech, demonstrated the Source engine, and left without addressing questions.[3]

On September 19, the Half-Life 2 source code was obtained by a German hacker, Axel Gembe, who had infiltrated Valve's internal network months earlier. According to Gembe, he shared it with another person, who leaked the code online in early October.[9] Fans soon compiled a playable version of Half-Life 2, revealing how unfinished it was. The leaks damaged morale at Valve and slowed development.[3] In March 2004, Gembe contacted Newell and identified himself, saying he was a fan and had not acted maliciously. Newell worked with the FBI to invite Gembe to a fake job interview, planning to have him arrested in the United States; however, police arrested him in Germany.[9] In November 2006, Gembe was sentenced to three years' probation.[9]

In 2004, the development team returned after Christmas to long hours, stressful working conditions, and no guarantee that the game, which was costing $1 million a month to develop, would be finished soon. However, Newell felt that progress was speeding up, with the team producing about three hours of gameplay per month. In March, they created the first version playable from start to finish and stopped production for a week to play through the game. Major changes by this point included the cutting of the Borealis sequence, the replacement of the jet ski with a hovercraft, and the physics-manipulating gravity gun being introduced earlier in the game. Feedback was positive across the company. Newell recalled: "The fact that you could go from one end of the game to the other was a really big thing for us. Then we knew it just had to get better but it was all there."[3] After several months of bug fixes and playtesting, Half-Life 2 was completed on October 13, 2004.[3]

Release

Valve made a 1GB portion of Half-Life 2 available for download in an encrypted format through Steam on August 26, 2004. On the day of release, Steam customers were able to pay, unlock the files, and play the game immediately, without having to wait for the game to download.[10] In retail, distribution of the game was handled by Vivendi Universal Games through their Sierra Entertainment subsidiary.[11]

Half-Life 2 was simultaneously released through Steam, CD, and on DVD in several editions. Through Steam, Half-Life 2 had three packages that a customer could order. The basic version ("Bronze") includes only Half-Life 2 and Counter-Strike: Source, whereas the "Silver" and "Gold" (collector's edition) versions also include Half-Life: Source (ports of the original Half-Life and Day of Defeat mod to the new engine). The collector's edition/"Gold" version additionally includes merchandise, such as a baseball cap, a strategy guide and CD containing the soundtrack used in Half-Life 2. Both the disc and Steam versions require Steam to be installed and active for play to occur.[12] The retail copies of the game came in two versions, standard and Collector's Edition. The Collector's Edition differed from the physical items in the "Gold" edition, and included a T-shirt and sample of the Prima strategy guide.[13]

A demo version with the file size of a single CD was made available in December 2004 at the web site of graphics card manufacturer ATI Technologies, who teamed up with Valve for the game. The demo contains a portion of two chapters: Point Insertion and "We Don't Go To Ravenholm...". In September 2005, Electronic Arts distributed the Game of the Year edition of Half-Life 2. Compared to the original CD-release of Half-Life 2, the Game of the Year edition also includes Half-Life: Source.[14]

The soundtrack was written by Kelly Bailey. The Soundtrack of Half-Life 2, containing most of the music from Half-Life 2 and many tracks from the original Half-Life, was included with the Half-Life 2 "Gold" edition and sold separately from Valve's online store.[15] Valve released a deathmatch mode in 2004.[16]

Cyber café dispute

On September 20, 2004, GameSpot reported that Sierra's parent company, Vivendi Universal Games, was in a legal battle with Valve over the distribution of Half-Life 2 to cyber cafés. At this time, cyber cafés were important for the Asian PC gaming market where PC and broadband penetration per capita were much lower (except Hong Kong, Malaysia, Singapore, South Korea, Japan and Taiwan).[17]

According to Vivendi Universal Games, the distribution contract they signed with Valve included cyber cafés. This would mean that only Vivendi Universal Games could distribute Half-Life 2 to cyber cafés — not Valve through the Steam system. On November 29, 2004, Judge Thomas S. Zilly, of U.S. Federal District Court in Seattle, Washington, ruled that Vivendi Universal Games and its affiliates are not authorized to distribute (directly or indirectly) Valve games through cyber cafés to end users for pay-to-play activities according to the parties' current publishing agreement. Also, Judge Zilly ruled in favor of the Valve motion regarding the contractual limitation of liability, allowing Valve to recover copyright damages for any infringement as allowed by law without regard to the publishing agreement's limitation of liability clause.[18]

On April 29, 2005, the two parties announced a settlement agreement. Vivendi Universal Games would cease distributing all retail packaged versions of Valve games by August 31, 2005. Vivendi Universal Games also was to notify distributors and cyber cafés that had been licensed by Vivendi Universal Games that only Valve had the authority to distribute cyber café licenses, and hence their licenses were revoked and switched to Valve's.[19] Valve subsequently partnered with Electronic Arts for the retail distribution of its games, including the forthcoming Xbox version of Half-Life 2.[20]

Ports and updates

In 2005, Valve released an extra level, Lost Coast, as a free download to anyone who purchased Half-Life 2.[21] On December 22, Valve released a 64-bit version of the Source engine for x86-64 processor-based systems running Windows XP Professional x64 Edition, Windows Server 2003 x64, Windows Vista x64, or Windows Server 2008 x64. This update enabled Half-Life 2 and other Source games to run natively on 64-bit processors, bypassing the 32-bit compatibility layer. Newell said it was "an important step in the evolution of our game content and tools", and that the game benefited greatly from the update.[22] Some users reported major performance boosts, though the technology site Techgage found stability problems and no notable frame rate improvement.[23]

In 2006, Valve partnered with Taito to release Half-Life 2: Survivor, an arcade game version for the Japanese market.[24][25] Valve rereleased Half-Life 2 as part of the 2007 compilation The Orange Box for Windows, Xbox 360 and PlayStation 3.[26] On May 26, 2010, Half-Life 2 and its two episodic sequels were released for Mac OS X.[27] In 2013, Valve ported Half-Life 2 to Linux[28] and released a free update adding support for the Oculus Rift virtual reality headset.[29] An NVIDIA Shield-exclusive port for Android was released on May 12, 2014.[30] In January 2022, a new UI designed for Valve's portable Steam Deck device was released.[31]

Reception

Half-Life 2 has an aggregate score of 96/100 on Metacritic. Sources such as 1UP,[34] GameSpy,[40] The Cincinnati Enquirer,[46] The New York Times,[47] and VideoGamer.com[45] gave it perfect scores, and others, such as PC Gamer,[44] IGN,[42] GamesRadar,[41] and Eurogamer,[36][37] gave near-perfect scores. It was the fifth game to receive ten out of ten from Edge.[35] Critics praised the advanced graphics and physics.[38][47] Maximum PC awarded Half-Life 2 11 on their rating scale which normally peaks at 10, calling it "the best game ever made".[43]

In the United States, Half-Life 2's PC version sold 680,000 copies and had earned $34.3 million by August 2006. It was the country's 17th best-selling PC game between January 2000 and August 2006.[48] It received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[49] indicating sales of at least 300,000 copies in the United Kingdom.[50] Forbes reported on February 9, 2011, that the game had sold 12 million copies worldwide.[51]

In a review of The Orange Box, IGN stated that although Half-Life 2 has already been released through other media, the game itself is still enjoyable on a console. They also noted that the physics of Half-Life 2 are impressive despite being a console game. However, it was noted that the graphics on the Xbox 360 version of Half-Life 2 were not as impressive as when it was released on the PC.[52] GameSpot's review of The Orange Box noticed that the content of both the Xbox 360 releases, and PlayStation 3 releases were exactly alike, the only issue with the PlayStation 3 version was that it had noticeable frame-rate hiccups. GameSpot continued to say that the frame rates issues were only minor but some consider them to be a significant irritation.[39]

Several critics, including some that had given positive reviews, complained about the required usage of the program Steam, the requirement to create an account, register the products, and permanently lock them to the account before being allowed to play, along with installation difficulties and lack of support.[47]

Awards

Half-Life 2 earned 39 Game of the Year awards,[53] including Overall Game of the Year at IGN, GameSpot's Award for Best Shooter, GameSpot's Reader's Choice — PC Game of the Year Award, "Game of the Year" from the Interactive Achievement Awards and "Best Game" with the Game Developers Choice Awards, where it was also given various awards for technology, characters, and writing.

The editors of Computer Gaming World nominated Half-Life 2 for their 2004 "Single-Player Shooter of the Year" and overall "Game of the Year" awards, although it lost to Painkiller and World of Warcraft. They wrote, "Half-Life 2, everyone's default pick to win this year, is indeed a fantastic roller coaster of a ride, not as great as the original but still leagues above most other shooters."[54]

Edge awarded Half-Life 2 with its top honor of the year with the award for Best Game, as well as awards for Innovation and Visual Design. The game also had a strong showing at the 2004 British Academy Video Games Awards, picking up six awards, more than any other game that night, with awards including "Best Game" and "Best Online and Multiplayer."[55] Computer Games Magazine named Half-Life 2 the fourth-best computer game of 2004. The editors call it "a masterful single-player experience that plays a constant game of one-upmanship with itself." It won the magazine's "Best Technology" (beating out Doom 3) and "Best Writing" awards, and was a runner-up in the "Best Sound Effects", "Best AI" and "Best Voice Acting" categories.[56]

Guinness World Records awarded Half-Life 2 the world record for "Highest Rated Shooter by PC Gamer Magazine" in the Guinness World Records: Gamer's Edition 2008. Other records awarded the game in the book include, "Largest Digital Distribution Channel" for Valve's Steam service, "First Game to Feature a Gravity Gun", and "First PC Game to Feature Developer Commentary".[57] In 2009, Game Informer put Half-Life 2 5th on their list of "The Top 200 Games of All Time", saying that "With Half-Life 2, Valve redefined the way first-person shooters were created".[58]

Half-Life 2 was selected by readers of The Guardian as the best game of the decade, with praise given especially to the environment design throughout the game. According to the newspaper, it "pushed the envelope for the genre, and set a new high watermark for FPS narrative". One author commented: "Half-Life 2 always felt like the European arthouse answer to the Hollywood bluster of Halo and Call of Duty".[59] Half-Life 2 won Crispy Gamer's Game of the Decade[60] tournament style poll. It also won Reviews on the Run's,[61] IGN's[62] Best Game of the Decade and Spike Video Game Awards 2012 Game of the Decade.[63] In December 2021, IGN named Half-Life 2 the ninth-best game of all time.[64]

Mods

Since the release of the Source engine SDK, a large number of modifications (mods) have been developed by the Half-Life 2 community. Mods vary in scale, from fan-created levels and weapons, to partial conversions such as Rock 24, Half-Life 2 Substance and SMOD (which modify the storyline and gameplay of the pre-existing game), SourceForts and Garry's Mod (which allow the player to experiment with the physics system in a sandbox mode), to total conversions such as Black Mesa, Dystopia, Zombie Master or Iron Grip: The Oppression, the last of which transforms the game from a first-person shooter into a real-time strategy game.[65][66] Some mods take place in the Half-Life universe; others in completely original settings. Many more mods are still in development, including Lift, The Myriad, Operation Black Mesa, and the episodic single-player mod Minerva.[67] Several multiplayer mods, such as Pirates, Vikings and Knights II, a predominately sword-fighting game; Insurgency: Modern Infantry Combat, which focuses on realistic modern infantry combat; and Jailbreak Source have been opened to the public as a beta.[68][69] As part of its community support, Valve announced in September 2008 that several mods, with more planned in the future, were being integrated into the Steamworks program, allowing the mods to make full use of Steam's distribution and update capabilities.[70] In Sept 2022, after a decade of development, a fan made full-VR mod was released titled "Half Life 2: VR Mod".[71]

Sequels

Half-Life 2 was followed by two episodic sequels: Episode One (2006) and Episode Two (2007).[72] After canceling Episode Three and several further Half-Life projects,[73] Valve released a prequel, Half-Life: Alyx, in 2020.[74]

See also

References

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half, life, 2004, first, person, shooter, game, developed, valve, first, published, valve, windows, through, distribution, service, steam, like, original, half, life, 1998, combines, shooting, puzzles, storytelling, adds, features, such, vehicles, physics, bas. Half Life 2 is a 2004 first person shooter FPS game developed by Valve It was first published by Valve for Windows through its distribution service Steam Like the original Half Life 1998 Half Life 2 combines shooting puzzles and storytelling and adds features such as vehicles and physics based gameplay Players control Gordon Freeman as he joins a resistance movement to liberate the Earth from the control of an alien empire the Combine Half Life 2Box art featuring Gordon FreemanDeveloper s ValvePublisher s ValveArtist s Viktor AntonovWriter s Marc LaidlawComposer s Kelly BaileySeriesHalf LifeEngineSourcePlatform s WindowsXboxXbox 360PlayStation 3Mac OS XLinuxAndroidReleaseNovember 16 2004 WindowsWW November 16 2004XboxNA November 15 2005EU November 18 2005Xbox 360NA October 10 2007EU October 19 2007AU October 25 2007PlayStation 3NA December 11 2007EU December 14 2007AU December 20 2007Mac OS XWW May 26 2010LinuxWW May 9 2013AndroidWW May 12 2014Genre s First person shooterMode s Single playerHalf Life 2 was created using Valve s Source engine which was developed at the same time Development lasted five years and cost 40 million Valve s president Gabe Newell set his team the goal of redefining the FPS genre They integrated the Havok physics engine which simulates real world physics to reinforce the player s sense of presence and create new gameplay and developed the characterization with more detailed character models and realistic animation Valve announced Half Life 2 at E3 2003 with a release date for that September It was delayed by over a year triggering a backlash A year before release an unfinished version was stolen by a hacker and leaked online which damaged team morale and slowed development Half Life 2 was released on Steam on November 16 2004 and received universal acclaim It won 39 Game of the Year awards and has been cited as one of the best games ever made It was ported to Xbox Xbox 360 PlayStation 3 MacOS and Linux By 2011 it had sold 12 million copies Half Life 2 was followed by the free extra level Lost Coast 2005 and the episodic sequels Episode One 2006 and Episode Two 2007 In 2020 after canceling Episode Three and several further Half Life projects Valve released a prequel Half Life Alyx Contents 1 Gameplay 2 Plot 3 Development 4 Release 4 1 Cyber cafe dispute 4 2 Ports and updates 5 Reception 5 1 Awards 6 Mods 7 Sequels 8 See also 9 References 10 External linksGameplay EditThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed January 2023 Learn how and when to remove this template message A screenshot of the player engaging a group of antlions with a pulse rifle Along the bottom of the screen the player s health suit charge level and their ammunition is displayed Like the original Half Life 1998 Half Life 2 is a single player first person shooter FPS in which players control Gordon Freeman It has similar mechanics to Half Life including health and weapon systems though with less overall weapons and periodic physics puzzles except with the newer Source engine and improved graphics The player also starts without items slowly building up their arsenal over the course of the game Despite the game s mainly linear nature much effort was put into making exploration rewarding and interesting many optional areas can be missed or avoided A diverse set of enemies is present which usually require being approached with different tactics some coordinate in groups to out maneuver or out position the player others such as the Manhack fly directly at the player through small openings and tight corridors Others use predictable but powerful attacks while others hide before swiftly attacking the player Gordon can kill most enemies with his weapons or make use of indirect means exploiting environmental hazards such as explosive pressurized canisters gas fires or improvised traps In chapter 10 and 11 of the game Gordon can be joined by up to four armed Resistance soldiers or medics and can send his team further from him or call them back Many of the features use the Source engine s detailed physics simulation Two sections of the game involve driving vehicles Instead of button oriented puzzles from Half Life environmental puzzles are also introduced with makeshift mechanical systems revolving around the player s new ability to pick up move and place objects Solutions involve objects physical properties such as shape weight and buoyancy For example In chapter three Route Kanal the player is required to stack cinder blocks on a makeshift see saw ramp to proceed over a wall Alternatively the player can build a crude staircase with the blocks so the puzzle may be solved in multiple ways Part way through the game Gordon acquires the Gravity Gun which allows him to draw distant objects towards himself or forcefully push them away as well as the ability to manipulate larger and heavier objects that he cannot control without the weapon These abilities are required to solve puzzles later in the game and can also be used to great effect in combat as any non static object within proximity to the player has the potential to be used as a makeshift defense such as a file cabinet or a deadly projectile such as a gasoline can or buzzsaw blade The player can learn this through cleverly placed hints in the environment The game never separates the player with pre rendered cutscenes or events the story proceeds via exposition from other characters and in world events and the player can control Gordon for the entirety of the game Much of the backstory to the game is simply alluded to or told through the environment Even tutorials are mostly placed in the environment or in dialogue The few pop ups that actually appear only tell the player keybindings for actions Plot EditAfter the alien invasion at the Black Mesa Research Facility the Combine invaded and subjugated Earth Approximately twenty years after being placed in stasis Gordon Freeman is awoken by the G Man Michael Shapiro who cryptically informs Freeman that his time has come again before inserting him on a train bound for City 17 the headquarters of the Combine Helped by undercover Resistance member Barney Calhoun Michael Shapiro Freeman attempts to reach the laboratory of Isaac Kleiner Harry S Robins before being arrested by Combine forces He is rescued by Alyx Vance Merle Dandridge who takes him to Kleiner s lab After Kleiner unsuccessfully attempts to teleport Freeman to the main Resistance base at Black Mesa East Freeman is forced to progress there via the city s canal system making use of an airboat 1 Arriving at Black Mesa East Freeman is reunited with Eli Vance Robert Guillaume and meets Judith Mossman Michelle Forbes Alyx introduces Freeman to her pet robot Dog and gives him a gravity gun Black Mesa East is suddenly attacked by Combine forces who capture Eli and Mossman Freeman is forced to escape via the zombie infested town of Ravenholm aided by its lone inhabitant Father Grigori Jim French Escaping the town Freeman reaches a Resistance outpost which provides him with a dune buggy Freeman uses the buggy to traverse Highway 17 to reach the Combine prison of Nova Prospekt where Eli and Mossman are held He breaks into the prison and reunites with Alyx locating Eli and discovering that Mossman is a Combine informant Before they can stop her Mossman teleports herself and Eli to the Combine s main base the Citadel The teleporter explodes moments after Gordon and Alyx use it to escape Nova Prospekt Returning to Kleiner s lab Freeman and Alyx learn that the teleporter malfunctioned and a week has passed during which the Resistance has launched a full scale rebellion against the Combine Aided by Calhoun and Dog Freeman fights his way inside the Citadel Making his way to the top Freeman is captured and taken in a transport pod to the office of human collaborator Wallace Breen Robert Culp where he and Mossman are waiting with Eli and Alyx as captives Breen reveals that he intends to use his captives as bargaining chips for negotiations with the Combine contrary to what he told Mossman 2 Angered Mossman frees the three captives before Breen can teleport them off world Breen attempts to escape using a teleporter but Freeman destroys the Citadel s reactor using the gravity gun killing him Just as the reactor explodes the G Man reappears and freezes time praising Freeman s actions and placing him back into stasis Development Edit Valve president Gabe Newell in 2007 Development of Half Life 2 began in June 1999 six months after the release of the original Half Life It was developed by a team of 82 3 With voice actors included this number is 100 4 5 Valve s president Gabe Newell wanted to redefine the FPS genre saying Why spend four years of your life building something that isn t innovative and is basically pointless If Half Life 2 isn t viewed as the best PC game of all time it s going to completely bum out most of the guys on this team 3 Newell gave his team no deadline and a virtually unlimited budget promising to fund the project himself if necessary 3 The game was built with Valve s new in house game engine Source developed simultaneously 3 Whereas Half Life was set in a single location the Black Mesa research facility Valve wanted a much more epic and global feel for the sequel One concept had the player teleporting between planets which was discarded as it would make continuity between levels difficult At the suggestion of the Bulgarian art director Viktor Antonov the team settled on a city in an Eastern European location In this early concept players would start the game by boarding the Borealis an icebreaker bound for the city 3 Nova Prospekt was conceived as a small rail depot built on an old prison in the wasteland and grew from a stopping off point to the destination itself 6 page needed After observing how players had connected to minor characters in Half Life the team developed the characterization with more detailed character models and realistic animation The animator Ken Birdwell studied the work of psychologist Paul Ekman who had researched how facial muscles express emotion 3 The writer Marc Laidlaw created family relationships between the characters saying as it was a basic dramatic unit everyone understands rarely used in games 3 The team integrated the Havok physics engine which simulates real world physics 7 to reinforce the player s sense of presence and create new gameplay 3 To experiment the team created a minigame Zombie Basketball in which players used a physics manipulating gun to throw zombies through hoops 3 In mid 2001 to test the engine Valve built a street war between rioting citizens and police featuring tanks Molotov cocktails hand to hand fighting and looting The designer John Guthrie described it as an early attempt at getting something anything in the game that used non player characters and physics 3 In late 2001 Valve began creating a showreel hoping to demonstrate it at E3 2002 3 For several months Newell let the team work without his input so he could provide unbiased feedback and focused on developing Steam Valve s upcoming digital distribution service The team presented the showreel to Newell showcasing physics environments such as the Borealis and a dialogue heavy scene with the scientist character Dr Kleiner Newell felt the showreel did not adequately show how the physics would affect gameplay and that the Kleiner scene was overlong Reflecting on the failure Laidlaw said The dramatic scenes with the characters are important but they have to be in service of the interactivity and gameplay 3 In September 2002 the team completed a second showreel featuring a buggy race along the City 17 coast an encounter with headcrabs on a pier an alien strider attacking the city and a greatly shortened Kleiner sequence In October Newell told the team they would announce Half Life 2 at E3 2003 and release it by the end of the year 3 As with the original Half Life the team split into cabals working on different levels Designers created levels using placeholder shapes and surfaces which then were worked on by the artists 3 A square in City 17 showing the Source engine s lighting and shadow effectsValve announced Half Life 2 at E3 2003 with demonstrations of the characters animation and physics The reaction was positive and the game won the E3 Game of the Show award 8 Newell also announced a release date September 30 2003 hoping this would motivate the team They worked long hours to meet the deadline but by July it had become clear they would miss it Rumors spread of a delay but Valve made no announcement until September 23 when they released a statement targeting a holiday release leading to fan backlash 3 Newell had been hesitant to announce a delay without a new release date He said later We were paralyzed We knew we weren t going to make the date we promised and that was going to be a huge fiasco and really embarrassing But we didn t have a new date to give people either 3 The graphics card manufacturer ATI had arranged a promotional event on Alcatraz to coincide with the planned release of Half Life 2 Newell unable to pull out of the event gave a prepared speech demonstrated the Source engine and left without addressing questions 3 On September 19 the Half Life 2 source code was obtained by a German hacker Axel Gembe who had infiltrated Valve s internal network months earlier According to Gembe he shared it with another person who leaked the code online in early October 9 Fans soon compiled a playable version of Half Life 2 revealing how unfinished it was The leaks damaged morale at Valve and slowed development 3 In March 2004 Gembe contacted Newell and identified himself saying he was a fan and had not acted maliciously Newell worked with the FBI to invite Gembe to a fake job interview planning to have him arrested in the United States however police arrested him in Germany 9 In November 2006 Gembe was sentenced to three years probation 9 In 2004 the development team returned after Christmas to long hours stressful working conditions and no guarantee that the game which was costing 1 million a month to develop would be finished soon However Newell felt that progress was speeding up with the team producing about three hours of gameplay per month In March they created the first version playable from start to finish and stopped production for a week to play through the game Major changes by this point included the cutting of the Borealis sequence the replacement of the jet ski with a hovercraft and the physics manipulating gravity gun being introduced earlier in the game Feedback was positive across the company Newell recalled The fact that you could go from one end of the game to the other was a really big thing for us Then we knew it just had to get better but it was all there 3 After several months of bug fixes and playtesting Half Life 2 was completed on October 13 2004 3 Release EditValve made a 1GB portion of Half Life 2 available for download in an encrypted format through Steam on August 26 2004 On the day of release Steam customers were able to pay unlock the files and play the game immediately without having to wait for the game to download 10 In retail distribution of the game was handled by Vivendi Universal Games through their Sierra Entertainment subsidiary 11 Half Life 2 was simultaneously released through Steam CD and on DVD in several editions Through Steam Half Life 2 had three packages that a customer could order The basic version Bronze includes only Half Life 2 and Counter Strike Source whereas the Silver and Gold collector s edition versions also include Half Life Source ports of the original Half Life and Day of Defeat mod to the new engine The collector s edition Gold version additionally includes merchandise such as a baseball cap a strategy guide and CD containing the soundtrack used in Half Life 2 Both the disc and Steam versions require Steam to be installed and active for play to occur 12 The retail copies of the game came in two versions standard and Collector s Edition The Collector s Edition differed from the physical items in the Gold edition and included a T shirt and sample of the Prima strategy guide 13 A demo version with the file size of a single CD was made available in December 2004 at the web site of graphics card manufacturer ATI Technologies who teamed up with Valve for the game The demo contains a portion of two chapters Point Insertion and We Don t Go To Ravenholm In September 2005 Electronic Arts distributed the Game of the Year edition of Half Life 2 Compared to the original CD release of Half Life 2 the Game of the Year edition also includes Half Life Source 14 The soundtrack was written by Kelly Bailey The Soundtrack of Half Life 2 containing most of the music from Half Life 2 and many tracks from the original Half Life was included with the Half Life 2 Gold edition and sold separately from Valve s online store 15 Valve released a deathmatch mode in 2004 16 Cyber cafe dispute Edit On September 20 2004 GameSpot reported that Sierra s parent company Vivendi Universal Games was in a legal battle with Valve over the distribution of Half Life 2 to cyber cafes At this time cyber cafes were important for the Asian PC gaming market where PC and broadband penetration per capita were much lower except Hong Kong Malaysia Singapore South Korea Japan and Taiwan 17 According to Vivendi Universal Games the distribution contract they signed with Valve included cyber cafes This would mean that only Vivendi Universal Games could distribute Half Life 2 to cyber cafes not Valve through the Steam system On November 29 2004 Judge Thomas S Zilly of U S Federal District Court in Seattle Washington ruled that Vivendi Universal Games and its affiliates are not authorized to distribute directly or indirectly Valve games through cyber cafes to end users for pay to play activities according to the parties current publishing agreement Also Judge Zilly ruled in favor of the Valve motion regarding the contractual limitation of liability allowing Valve to recover copyright damages for any infringement as allowed by law without regard to the publishing agreement s limitation of liability clause 18 On April 29 2005 the two parties announced a settlement agreement Vivendi Universal Games would cease distributing all retail packaged versions of Valve games by August 31 2005 Vivendi Universal Games also was to notify distributors and cyber cafes that had been licensed by Vivendi Universal Games that only Valve had the authority to distribute cyber cafe licenses and hence their licenses were revoked and switched to Valve s 19 Valve subsequently partnered with Electronic Arts for the retail distribution of its games including the forthcoming Xbox version of Half Life 2 20 Ports and updates Edit In 2005 Valve released an extra level Lost Coast as a free download to anyone who purchased Half Life 2 21 On December 22 Valve released a 64 bit version of the Source engine for x86 64 processor based systems running Windows XP Professional x64 Edition Windows Server 2003 x64 Windows Vista x64 or Windows Server 2008 x64 This update enabled Half Life 2 and other Source games to run natively on 64 bit processors bypassing the 32 bit compatibility layer Newell said it was an important step in the evolution of our game content and tools and that the game benefited greatly from the update 22 Some users reported major performance boosts though the technology site Techgage found stability problems and no notable frame rate improvement 23 In 2006 Valve partnered with Taito to release Half Life 2 Survivor an arcade game version for the Japanese market 24 25 Valve rereleased Half Life 2 as part of the 2007 compilation The Orange Box for Windows Xbox 360 and PlayStation 3 26 On May 26 2010 Half Life 2 and its two episodic sequels were released for Mac OS X 27 In 2013 Valve ported Half Life 2 to Linux 28 and released a free update adding support for the Oculus Rift virtual reality headset 29 An NVIDIA Shield exclusive port for Android was released on May 12 2014 30 In January 2022 a new UI designed for Valve s portable Steam Deck device was released 31 Reception EditReceptionAggregate scoreAggregatorScoreMetacritic96 100 PC 32 90 100 Xbox 33 Review scoresPublicationScore1Up comA 34 Edge10 10 PC 35 Eurogamer10 10 PC 36 9 10 Xbox 37 GamePro PC 38 GameSpot9 2 10 PC 39 GameSpy 40 GamesRadar 41 IGN9 7 10 PC 42 Maximum PC11 10 43 PC Gamer US 98 44 VideoGamer com10 10 45 The Cincinnati Enquirer 46 The New York TimesPositive 47 Half Life 2 has an aggregate score of 96 100 on Metacritic Sources such as 1UP 34 GameSpy 40 The Cincinnati Enquirer 46 The New York Times 47 and VideoGamer com 45 gave it perfect scores and others such as PC Gamer 44 IGN 42 GamesRadar 41 and Eurogamer 36 37 gave near perfect scores It was the fifth game to receive ten out of ten from Edge 35 Critics praised the advanced graphics and physics 38 47 Maximum PC awarded Half Life 2 11 on their rating scale which normally peaks at 10 calling it the best game ever made 43 In the United States Half Life 2 s PC version sold 680 000 copies and had earned 34 3 million by August 2006 It was the country s 17th best selling PC game between January 2000 and August 2006 48 It received a Platinum sales award from the Entertainment and Leisure Software Publishers Association ELSPA 49 indicating sales of at least 300 000 copies in the United Kingdom 50 Forbes reported on February 9 2011 that the game had sold 12 million copies worldwide 51 In a review of The Orange Box IGN stated that although Half Life 2 has already been released through other media the game itself is still enjoyable on a console They also noted that the physics of Half Life 2 are impressive despite being a console game However it was noted that the graphics on the Xbox 360 version of Half Life 2 were not as impressive as when it was released on the PC 52 GameSpot s review of The Orange Box noticed that the content of both the Xbox 360 releases and PlayStation 3 releases were exactly alike the only issue with the PlayStation 3 version was that it had noticeable frame rate hiccups GameSpot continued to say that the frame rates issues were only minor but some consider them to be a significant irritation 39 Several critics including some that had given positive reviews complained about the required usage of the program Steam the requirement to create an account register the products and permanently lock them to the account before being allowed to play along with installation difficulties and lack of support 47 Awards Edit Half Life 2 earned 39 Game of the Year awards 53 including Overall Game of the Year at IGN GameSpot s Award for Best Shooter GameSpot s Reader s Choice PC Game of the Year Award Game of the Year from the Interactive Achievement Awards and Best Game with the Game Developers Choice Awards where it was also given various awards for technology characters and writing The editors of Computer Gaming World nominated Half Life 2 for their 2004 Single Player Shooter of the Year and overall Game of the Year awards although it lost to Painkiller and World of Warcraft They wrote Half Life 2 everyone s default pick to win this year is indeed a fantastic roller coaster of a ride not as great as the original but still leagues above most other shooters 54 Edge awarded Half Life 2 with its top honor of the year with the award for Best Game as well as awards for Innovation and Visual Design The game also had a strong showing at the 2004 British Academy Video Games Awards picking up six awards more than any other game that night with awards including Best Game and Best Online and Multiplayer 55 Computer Games Magazine named Half Life 2 the fourth best computer game of 2004 The editors call it a masterful single player experience that plays a constant game of one upmanship with itself It won the magazine s Best Technology beating out Doom 3 and Best Writing awards and was a runner up in the Best Sound Effects Best AI and Best Voice Acting categories 56 Guinness World Records awarded Half Life 2 the world record for Highest Rated Shooter by PC Gamer Magazine in the Guinness World Records Gamer s Edition 2008 Other records awarded the game in the book include Largest Digital Distribution Channel for Valve s Steam service First Game to Feature a Gravity Gun and First PC Game to Feature Developer Commentary 57 In 2009 Game Informer put Half Life 2 5th on their list of The Top 200 Games of All Time saying that With Half Life 2 Valve redefined the way first person shooters were created 58 Half Life 2 was selected by readers of The Guardian as the best game of the decade with praise given especially to the environment design throughout the game According to the newspaper it pushed the envelope for the genre and set a new high watermark for FPS narrative One author commented Half Life 2 always felt like the European arthouse answer to the Hollywood bluster of Halo and Call of Duty 59 Half Life 2 won Crispy Gamer s Game of the Decade 60 tournament style poll It also won Reviews on the Run s 61 IGN s 62 Best Game of the Decade and Spike Video Game Awards 2012 Game of the Decade 63 In December 2021 IGN named Half Life 2 the ninth best game of all time 64 Mods EditSee also List of Source engine mods and Source SDK Since the release of the Source engine SDK a large number of modifications mods have been developed by the Half Life 2 community Mods vary in scale from fan created levels and weapons to partial conversions such as Rock 24 Half Life 2 Substance and SMOD which modify the storyline and gameplay of the pre existing game SourceForts and Garry s Mod which allow the player to experiment with the physics system in a sandbox mode to total conversions such as Black Mesa Dystopia Zombie Master or Iron Grip The Oppression the last of which transforms the game from a first person shooter into a real time strategy game 65 66 Some mods take place in the Half Life universe others in completely original settings Many more mods are still in development including Lift The Myriad Operation Black Mesa and the episodic single player mod Minerva 67 Several multiplayer mods such as Pirates Vikings and Knights II a predominately sword fighting game Insurgency Modern Infantry Combat which focuses on realistic modern infantry combat and Jailbreak Source have been opened to the public as a beta 68 69 As part of its community support Valve announced in September 2008 that several mods with more planned in the future were being integrated into the Steamworks program allowing the mods to make full use of Steam s distribution and update capabilities 70 In Sept 2022 after a decade of development a fan made full VR mod was released titled Half Life 2 VR Mod 71 Sequels EditHalf Life 2 was followed by two episodic sequels Episode One 2006 and Episode Two 2007 72 After canceling Episode Three and several further Half Life projects 73 Valve released a prequel Half Life Alyx in 2020 74 See also Edit Video games portalReferences Edit Bell Joe Grant November 25 1998 Half Life Prima s Official Strategy Guide Prima Games ISBN 978 0 7615 1360 5 Valve November 16 2004 Half Life 2 Windows Xbox Xbox 360 PlayStation 3 Mac OS X Valve Level area Chapter 13 Dark Energy Dr Breen Having both of you in my keeping ensures I can dictate the terms of any bargain I care to make with the Combine a b c d e f g h i j k l m n o p q r s t Geoff Keighley The Final Hours of Half Life 2 GameSpot Archived from the original on December 26 2019 Retrieved November 30 2019 Musgrove Mike November 16 2004 Half Life 2 s Real Battle The Washington Post Retrieved September 27 2021 Musgrove Mike November 29 2004 Tougher life Northwest Herald p 16 Retrieved September 27 2021 via Newspapers com Hodgson David 2004 Half Life 2 Raising the Bar Prima Games ISBN 978 0 7615 4364 0 Stanton Rich November 16 2014 Half Life 2 10 years on Eurogamer Archived from the original on July 26 2019 Retrieved December 1 2019 E3 2003 wiki No June 8 2003 IGN Retrieved January 2 2021 a b c Parkin Simon May 25 2014 The boy who stole Half Life 2 Eurogamer Archived from the original on November 28 2019 Retrieved December 1 2019 Adams David August 18 2004 Gabe Newell on CS Source HL2 Preloads IGN Archived from the original on January 13 2009 Retrieved September 21 2008 Game industry s Steam powered war GameSpot November 9 2004 Retrieved December 21 2021 Van Autrijve Rainier October 6 2004 Blow Off Some Steam and Pre Order Half Life 2 PC GameSpy Archived from the original on October 6 2008 Retrieved October 3 2008 Adams David September 29 2004 Half Life 2 Packages Revealed IGN Retrieved May 31 2022 Half Life 2 Demo now available ATI Archived from the original on December 6 2008 Retrieved October 3 2008 Half Life 2 Packages Revealed IGN September 27 2013 Adams David December 1 2004 Half Life 2 Deathmatch Released IGN Archived from the original on November 8 2012 Retrieved March 23 2014 Feldman Curt December 15 2004 Valve vs Vivendi dogfight heats up in US District Court GameSpot Archived from the original on September 30 2007 Retrieved September 21 2008 Half Life 2 maker wins legal case BBC November 30 2004 Archived from the original on February 8 2009 Retrieved October 3 2008 Valve cyber cafe program Archived from the original on September 21 2008 Retrieved March 6 2007 Fahey Rob July 19 2005 EA to publish Half Life 2 Xbox distribute Valve PC titles GamesIndustry biz Retrieved December 21 2021 Pinckard Jane October 27 2005 Lost Coast Out Now 1UP Archived from the original on October 31 2007 Retrieved November 20 2008 Valve unveils 64 bit source TM gaming technology developed in conjunction with AMD Steam Powered December 22 2005 Archived from the original on April 18 2010 Retrieved March 23 2006 Williams Rob Review Half Life 2 64 Bit Reason to get excited Techgage Archived from the original on November 16 2006 Retrieved March 23 2006 Half Life 2 to hit Japanese arcades GameSpot November 29 2005 Archived from the original on April 11 2017 Retrieved April 10 2017 Gantayat Anoop February 17 2006 AOU 2006 Half Life 2 Survivor Debuts IGN Archived from the original on April 11 2017 Retrieved April 10 2017 Orange Box packs action value USA Today October 18 2007 Archived from the original on January 6 2009 Retrieved October 3 2008 Valve to Deliver Steam amp Source on the Mac Valve March 8 2010 Archived from the original on August 26 2013 Retrieved March 8 2010 Half Life 2 Hits Linux Available on Steam OMG Ubuntu May 10 2013 Retrieved March 2 2021 Blagdon Jeff May 10 2013 Valve gives Half Life 2 official Oculus Rift support Polygon Vox Media Archived from the original on June 7 2013 Retrieved May 10 2013 Salov Vlav May 12 2014 Half Life 2 and Portal arrive on Android but only for the Shield The Verge Archived from the original on January 2 2017 Retrieved March 16 2017 Subhan Ishraq January 27 2022 Half Life 2 s UI is getting Steam Deck ready Eurogamer Retrieved February 28 2022 Half Life 2 Metacritic Archived from the original on August 17 2010 Retrieved September 22 2008 Half Life 2 Xbox Metacritic Archived from the original on August 30 2011 Retrieved September 12 2011 a b Pfister Andrew January 17 2005 Half Life 2 Review 1Up com Archived from the original on April 2 2015 Retrieved September 20 2022 a b Reviews Database Edge Online Archived from the original on April 29 2007 Retrieved September 3 2006 a b Reed Kristan November 18 2004 Half Life 2 PC Review Eurogamer Archived from the original on June 24 2015 Retrieved May 15 2015 a b Reed Kristan November 21 2005 Half Life 2 Xbox Review Eurogamer Archived from the original on May 18 2015 Retrieved May 15 2015 a b Half Life 2 Australian Review Reviews GamePro Archived from the original on September 17 2008 Retrieved May 21 2006 a b Ocampo Jason 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