Do video games need to be more cinematic? Cinema is still the greatest (fabricated) spectacle on Earth; why wouldnt you want to emulate that? It has glamour; it has style; it has action. It squeezes complex narrative into a compact running time.
[inline:2]Can the person owning the disembodied head please collect it from platform 2The reason why the answer isnt a clear Hell, yes is encoded in the form of Half Life 2.
Spat back out into a bleak, restricted and fractured world, Gordon Freeman is once more cast in the role of Earths saviour a saviour, though, manipulated at all turns by the mocking G-Man (a name that can be read as a play on Freemans name, as well as conjuring-up the image of a ruthless government button-man). You (as the Free man) must somehow alter Earths bruised fate and smash the control the mysterious Combine have imposed on your planet. HL2 deliberately obscures events, meaning supposition (or a trawl through Google) is needed if you want to add up all the elements. All you - both as a gamer and as the fictional Freeman himself - know is that suddenly the world is under the yoke of a 1984-style fascist dictatorship; one that is alien in origin. Floundering in a grimy, derelict ex-Soviet containment camp of a city, escape, survival and resistance are your only goals. Theres nothing else left to do.
Feeling gravity’s pull
HL2 has hit zones and ragdoll physics up the wazoo. The greatest use of the Gravity
Gun (or Zero Point Energy Manipulator, to give it its full title),
however, comes in the final few chapters of the game, when you can use it to grip,
spin and fling human beings around. The sense of power this gives the player,
after a game spent conserving ammo and using a crowbar to smack people around
the bonce, is awesome.To yoink a marketing metaphor, this is the pointy end of the cone. Giving a
protagonist a limited objective is the beginning of every adventure, going right
back to the Grendel-slaying Beowulf: get the girl, kill the baddies. Save the
village. Lift the curse. HL2 starts with a basic objective, a very linear path,
that you are never able to break from, no matter what tools and weapons you
collect along the way. And, see, thats the point. The G-Man strips you
of the illusion of freedom, both as avatar and player. You are stuck in a game,
and both Valve and their twisted avatar want you to know it. Thats life.
Still, we humans dont like to think of our fates as inextricable. So you fight, try and widen the cone using whatever tools are to hand. The story has you battle through the outer limits of the fictional European country, desperate to aid the Resistance effort. Along the way, circumstance and the binding ties of fate force you into ever more harrowing areas and increasingly more desperate battles until, finally, you can strike a blow at the heart of this fictional worlds corruption.
The narrative, design and atmosphere of Half Life 2 constantly skips through different genres from horror to action to bleak political agitprop. Valve have made what sounds (on paper, at least) to be a gimmicky approach work by sticking to their underlying coda: everything must operate with the same physics in each area, and every area must remind you that you are in Hell. Angst doesnt appear in games very often, but HL2 delivers it like a blow to the head. From the skull faces of the SS-like Combine, to the living detritus of the Black Crabs, to the spindly, violent evil of the tripoidal war machines, everything in the game is brutal, soulless and designed for nothing else than to rend apart humanity. [inline:4]I can get this on the NHS, right?You can be approaching an abandoned Lighthouse on a breezy, sunny day, or tearing along a beach to avoid the rugose AntLions, and the feeling remains the same: that you are stuck in a world where there is only suffering, and nothing else.
Fortunate, then, that you can affect the world around you, and that every blow
you strike against it feels solid and palpable. All characters and objects have
realistic weight and gravity boxes can be shifted for access, cinder
blocks used to weight the end of an ersatz see-saw, barrels of petrol thrown
at assailants to explode on contact. Lifeforms are totally ragdoll: The Puppetmasters
Freemans reality is your reality is Valves reality. You give up your
freedom to the game by playing it. Freeman gives up his freedom to the G-Man in
the narrative. You give up your freedom to Valve by playing the game. They didnt
just throw this plot together during a trip to Starbucks, ya know
.
shoot one at close range with a shotgun, and itll fly back, knocking over
anything behind like bowling pins. Additional realism, in an ironic twist, is
wrought through the addition of the fictional Gravity Gun. Any object lying
around can be used as a weapon, or a tool for puzzle-solving. That you can affect
the world so directly, and that so little is nailed-down, raises the game above
almost every other FPS (or even adventure title in general) ever made.
A combination of narrative, atmosphere and use of an astonishing physics engine makes HL2 the rewarding product it is, but the visuals push it that bit further. Artistically, as well as technically, Half Life 2 is so far ahead of the competition that it isnt even funny. A glimpse of the world reflected in the sewer runoff, or dust motes drifting through an attic skylight is enough to convince you that youre part of a Brave New World. The Soviet Bloc-style City 17 is a stark place of savage clarity; the Citadel (literally) a graphic reminder of the warped universe the game is set in.
[inline:6]Never look directly into the sun, please.The flaws in HL2 are obvious: the game loads mid-level with no pause, frequently, which leads to framerate stutter. As sections that need loading often depict pitched battles, this has the malign side effect of reducing some of the most tense and crucial moments to a chugging mess. It can be alleviated (although not eliminated) by tweaking and optimisation, but remains a fly in the ointment that even high-end users have to suffer. Secondly, the dialogue although very well acted and presented is weak, and doesnt serve the plot as it should. Its a shame that the only intelligent commentator and mouthpiece of Valves ideas in the game is the G-Man, whom is only heard from at the very beginning and very end of the game. Any other criticisms levelled at Valve and their latest HL game are full of spurious reasoning (mainly derived from people expected the moon on a stick, and being disappointed that their wild fantasies werent fulfilled by the game). These can be ignored.
The chances of anything coming from Mars…
HL2 wears its inspirations on its sleeve, but they are carefully blended. Therefore,
you see a War of the Worlds-style war machine striding through a skyline that
looks suspiciously like H G Wellss shattered London, but at ground zero
when you are tackling the faceless, swarming Combine soldiers, the feel is much
more Eastern Bloc/Berlin Wall/Iron Curtain. The threat is from within (political,
cultural) as much as it is from without (Extra Terrestrial)Another ignorant criticism would be to point at the games linearity,
as this aspect is vital for creating atmosphere. Valve are telling you youre
in a game that you are a participant the whole time, intentionally,
so that this twisted world of fascist control is one you are forced to experience
first hand. An example of an atmosphere falling short of its goals is Resident
Evil 4: the lack of isolation in Mikamis impressive game is far too empowering.
In HL2, you always feel isolated, always adrift in a labyrinth of existential
dread. The characters are stuck in a universe of fear, Valve are saying, so
were going to make damn sure you feel trapped in there with them. There
are no codec messages from the safe, sane world; this is not a mission you chose
or a fight where the White Hats are going to win. This is your curse and your
destiny. You, as Gordon Freeman, are being controlled like a puppet, every step
of the way, sent capering through the inferno.
Why does Half Life 2 prove games shouldnt be emulating cinema? Because cinema is escapism; HL2 is a cleverly designed trap for the mind a maze that forces you to consider the moral right to freedom, all the time. Although not the epoch-making Magnum Opus some gamers believed it was destined to be, its totally compelling: walk a mile in the Free Mans shoes, and youll want to see his destiny through to its dark and bitter end.
- Platform: PC
- Developer: Valve
- Publisher: Sierra
- Released: 16th November 2004
