As someone who loves descriptive, lore-rich games, I should hate Half-Life 1. Developer Valve loves to drop you in an environment and let gameplay tell the story without explaining why you’re there.
After opening an alien portal, Black Mesa physicist Gordon Freeman spends the next ~12 hours shooting and killing everything that attacks him in every room he enters without reason. Hordes of hostile aliens and military soldiers make sure you’re always on your toes instead of asking questions.
But while the environment of Black Mesa felt cruel over the first hour, this repeated running and gunning kept egging me on. Every dark hallway, blood-stained side room, and detour through particle accelerators was another opportunity for me to tame the research facility and its many paths. The bare-bones story with minimal dialogue left me intrigued as to what would be around the next corner. Over time, I became familiar with the facility’s room designs and their implications for where enemies would be hiding.
You’d think I would feel relief when Gordon reaches the desert surface. I finally escaped that hellhole! Yet something was missing.
On the surface, there are new threats of airborne assault and few places to take cover. Gone are the rooms within rooms, the health and HEV suit regenerators, and those four walls and their sense of security. I longed for the familiar depths where I could have some sense of control.
Half-Life is a masterclass in designing an uncomfortable, foreign atmosphere. I was not fond of it. As I became familiar with Black Mesa’s innards, the more I felt a part of its ecosystem.
