Half-Life<!--Do not add stylization in this since it's only used in box art and title screen.--> is a 1998 first-person shooter (FPS) game developed by Valve Corporation and published by Sierra Studios for Windows. It was Valve's debut product and the first game in the Half-Life series. The player assumes the role of Gordon Freeman, a theoretical physicist who must escape from the Black Mesa Research Facility after it is overrun by aliens following a disastrous scientific experiment. Its gameplay consists of diverse combat, exploration and puzzles.

Valve was disappointed with the lack of innovation in the FPS genre and aimed to create an immersive world rather than a "shooting gallery." The game runs on the engine GoldSrc, a heavily modified version of the Quake engine, licensed from id Software. The science fiction novelist Marc Laidlaw was hired to craft the plot and assist with design. Unlike other games at the time, the player has almost uninterrupted control of the player character; the story is mostly conveyed through scripted sequences rather than cutscenes.

Half-Life received acclaim for its graphics, gameplay and narrative and won more than 50 PC "Game of the Year" awards. It is considered one of the most influential FPS games and one of the greatest video games. By 2008, it had sold more than nine million copies. It was ported to the PlayStation 2 in 2001, along with the multiplayer expansion Decay, and to OS X and Linux in 2013. Valve ported Half-Life to its game engine, Source, as Half-Life: Source in 2004. In 2020, Black Mesa was released, an unofficial fan-made remake of Half-Life developed by Crowbar Collective using the Source engine.

Half-Life inspired numerous fan-made mods, some of which became standalone games, such as Counter-Strike (2000), Day of Defeat (2003), and Sven Co-op (1999). It was followed by the expansion packs Opposing Force (1999) and Blue Shift (2001), developed by Gearbox Software, and the sequels Half-Life 2 (2004), Episode One (2006), Episode Two (2007) and Half-Life: Alyx (2020).

Gameplay

thumb|left|An in-game screenshot of the player battling [[United States Marine Corps|Marines, an AH-64 attack helicopter, and a gun turret in the chapter "Surface Tension"]]

Half-Life is a first-person shooter (FPS) that requires the player to perform combat tasks and solve puzzles to advance. Unlike most FPS games at the time, which relied on cut-scene intermissions to detail their plotlines, Half-Lifes story is told mostly using scripted sequences (bar one short cutscene), keeping the player in control of the first-person viewpoint. In line with this, the player rarely loses the ability to control the player character, Gordon Freeman, who never speaks and is never actually seen in the game; the player sees "through his eyes" for the entire length of the game. Half-Life has no levels; it instead divides the game into chapters, whose titles briefly appear on screen as the player progresses through the game. With the exception of short loading pauses, progression throughout the game is continuous, with each map directly connecting to the next, although levels with teleportation are an exception.

The game regularly integrates puzzles, such as navigating a maze of conveyor belts or using nearby boxes to build a small staircase to the next area the player must travel to. Some puzzles involve using the environment to kill an enemy, like turning a valve to spray hot steam at their enemies. There are few bosses in the conventional sense, where the player defeats a superior opponent by direct confrontation. Instead, such organisms occasionally define chapters, and the player is generally expected to use the terrain, rather than firepower, to kill the boss. Late in the game, the player receives a "long jump module" for the HEV suit, which allows the player to increase the horizontal distance and speed of jumps by crouching before jumping. The player must rely on this ability to navigate various platformer-style jumping puzzles in Xen toward the end of the game. It was one of the first mainstream games to use the WASD keys as the default control scheme.

Plot

At the underground Black Mesa Research Facility, the theoretical physicist Gordon Freeman participates in an experiment on a crystal of unknown origin. This triggers a "resonance cascade", which greatly damages the facility and teleports in hostile alien creatures. Venturing to the surface, Freeman discovers that United States Marines and black operators have been dispatched to the facility to terminate the aliens but also to cover up the incident by eliminating all the remaining Black Mesa personnel. A scientist instructs him to make his way to the Lambda Complex to stop the alien invasion.

Freeman kills a giant creature inside a rocket engine test facility and uses an underground monorail to reach a rocket silo. He launches a satellite to help the Lambda team, but is captured by vengeful Marines and left for dead in a trash compactor. Escaping through a waste treatment complex, Freeman travels through a part of Black Mesa filled with alien specimens, collected long before the resonance cascade.

Overpowered by the aliens, the Marines withdrew and began to launch air strikes. Freeman crosses the facility's surface to reach the Lambda Complex, where he discovers secret teleportation technology. There, scientists inform him that a powerful alien creature is preventing them from closing the portal. They teleport him to the alien dimension Xen to kill it. There, Freeman encounters dead scientists who teleported to Xen before him. He kills a large alien, the Gonarch, and finds a factory that manufactures alien soldiers. Finally, he enters the Nihilanth's lair and kills it. Freeman is detained by the G-Man, a mysterious agent who claims his "employers" wish to hire Freeman. If he accepts, Freeman is placed into stasis; if not, he is teleported to his death.

Development

thumb|Valve's president, [[Gabe Newell, in 2002]]

Valve, based in Kirkland, Washington, U.S., was founded in 1996 by the former Microsoft employees Gabe Newell and Mike Harrington. For their first product, Valve settled on a concept for a horror first-person shooter (FPS) game. They did not want to build their own game engine, as this would have created too much work for a small team and Newell planned to innovate in different areas. Newell estimated that around 75% of the final engine code was by Valve.

Half-Life was inspired by the FPS games Doom (1993) and Quake (1996), Stephen King's 1980 novella The Mist, and a 1963 episode of The Outer Limits titled "The Borderland". According to the designer Harry Teasley, Doom was a major influence and the team wanted Half-Life to "scare you like Doom did". The project had the working title Quiver, after the Arrowhead military base from The Mist. The name Half-Life was chosen because it was evocative of the theme, not clichéd, and had a corresponding visual symbol: the Greek letter λ (lower-case lambda), which represents the decay constant in the half-life equation. Newell said that Half-Life was influenced by the immersive first-person experience of Ultima Underworld, the horror of Resident Evil 2, and the game design of Super Mario 64.

Valve struggled to find a publisher, as many believed Half-Life was too ambitious for a first-time developer. Sierra On-Line signed Valve for a one-game deal as it was interested in making a 3D action game, especially one based on the Quake engine. Sierra gave Valve an advance of around $1 million in exchange for 30% of the revenue and 100% of the intellectual property; the rest of development was funded by Newell and Harrington. Valve first showed Half-Life in early 1997; it was a success at E3 that year, where Valve demonstrated the animation and artificial intelligence. Novel features of the artificial intelligence included fear and pack behavior.

Valve aimed for a November 1997 release to compete with Quake II. By September 1997, the team found that, while they had built some innovative aspects in weapons, enemies, and level design, the game was not fun and there was little design cohesion. Sierra would not agree to extra funding, so Newell took out a loan to fund additional development to rework the game and delay its release date. Rather than dictate narrative elements "from some kind of ivory tower of authorial inspiration", he worked with the team to improvise ideas, and was inspired by their experiments. Laidlaw felt that non-player characters were unnecessary to guide players if the design had sufficiently strong "visual grammar", and that this allowed the characters to "feel like characters instead of signposts". The revised version of Half-Life shown at E3 1998 received the Game Critics Awards for "Best PC Game" and "Best Action Game". When Sierra told Valve it was not planning to promote it beyond launch, Harrington threatened that Valve would "walk away from our agreement and tell the industry that had fallen in love with Valve how screwed up Sierra really was". In response, Sierra reissued Half-Life in a "Game of the Year" edition, boosting sales. A short film based on Half-Life, also titled Half-Life: Uplink, was developed by Cruise Control, a British marketing agency, and released on February 11. The protagonist is a journalist who infiltrates the Black Mesa Research Facility, trying to discover what has happened there.

Half-Life was censored in Germany to comply with the Federal Department for Media Harmful to Young Persons, which regulates depictions of violence against humans. Valve replaced the human characters with robots, spilling oil and gears instead of blood and body parts when killed, among other changes. In 2017, Half-Life was removed from the German censorship list. To acknowledge this, Valve released Half-Life Uncensored, a free downloadable content pack, that reverts the censorship.

Other versions

Valve canceled a port of Half-Life for MacOS, developed by Logicware, in 2000. Newell cited several shortcomings such as the lack of an auto-updater and the lack of Team Fortress Classic, and in general was worried that Mac players would be "second-class customers" due to Valve being unable to justify ongoing updates to the Mac port. Rebecca Heineman, the co-founder of Logicware, said that the main reason that Valve canceled the Mac port was that Apple had angered Valve by misrepresenting sales projections (by an order of magnitude). She said the port was complete and three weeks from release when it was canceled due to preorder numbers being much lower than Valve expected. Valve released ports for OS X and Linux in 2013.

Captivation Digital Laboratories and Gearbox Software developed a port of Half-Life for the Dreamcast, with new character models and textures and an exclusive expansion, Blue Shift. Following the cancellations of several third-party games in the wake of Sega's decision to discontinue the Dreamcast in March 2001, Sierra cancelled the port weeks before its scheduled release in June, citing "changing marketing conditions". Blue Shift was ported to Windows. The Dreamcast port became the basis of the Half-Life port for PlayStation 2, released in late 2001. This version added competitive play and a co-op expansion, Half-Life: Decay.

In 2004, Valve released Half-Life: Source, a version of Half-Life ported to their new game engine, Source. It adds ragdoll physics, advanced water effects, and 5.1 surround sound. At launch, it received mediocre reviews for its lack of significant gameplay and visual enhancements, although IGN still recommended it. Retrospective reception has been more negative, owing to the game's instability and frequent glitches. The deathmatch mode was ported to Source separately in 2006 as Half-Life Deathmatch: Source. Following the release of the Half-Life 25th anniversary update in 2023, Half-Life: Source was delisted from Steam and does not appear in its search results, it is now bundled for free with Half-Life Deathmatch: Source, which remains available. Black Mesa, a third-party remake of Half-Life developed by Crowbar Collective on the Source engine, was published as a free mod in September 2012 and later approved by Valve for a commercial standalone release.

25th anniversary update

In November 2023, for the 25th anniversary of Half-Life, Valve updated the Steam version to revert content to its original 1998 state, fix long-standing bugs, and add content including the Half-Life: Uplink demo, four new multiplayer maps, Steam Deck support, rendering improvements, and support for 4K resolution monitors. Valve also released an hour-long documentary on the creation of Half-Life, featuring commentary from the original developers, designers and artists. Two days after the release, Half-Life reached 33,471 concurrent players on Steam, its highest-ever number. Other mods such as Counter-Strike and Day of Defeat (DOD) began life as the work of independent developers who later received aid from Valve. Other multiplayer mods include Firearms, Natural Selection and Sven Co-op. Single-player mods include USS Darkstar (1999, a futuristic action-adventure on board a zoological research spaceship) and They Hunger (2000–2001, a survival horror total conversion trilogy involving zombies). To promote the 2003 film Underworld, Sony Pictures commissioned video game developer Black Widow Games to develop a promotional tie-in mod titled Underworld: Bloodline. The mod was available on Sony Pictures' official website until the end of 2007 and remains the only officially licensed Half-Life mod tied to a Hollywood film.

In 2003, Valve's network was infiltrated by hackers. Among the stolen files was the unreleased Half-Life mod Half-Life: Threewave, a canceled remake of the Quake mod Threewave CTF. The files were found by fans on a Vietnamese FTP server in February 2016 and unofficially distributed that September.

Reception

Critical reception