- Release Year: 2004
- Platforms: Android, Linux, Macintosh, Windows, Xbox
- Publisher: Electronic Arts, Inc., Nvidia Tegra Partners, Sierra Entertainment, Inc., Valve Corporation
- Developer: Valve Corporation
- Genre: Action
- Perspective: 1st-person
- Game Mode: Online PVP, Single-player
- Gameplay: Gravity gun, Physics-based puzzles, Puzzle elements, Shooter, Vehicle sections
- Setting: Futuristic, Post-apocalyptic, Sci-fi
- Average Score: 98/100

Description
Half-Life 2 is a first-person shooter set in a dystopian, post-apocalyptic Earth under the oppressive rule of the alien Combine. After the events of the original game, the Combine have conquered humanity in the Seven Hour War, establishing a police state in City 17, where Dr. Wallace Breen governs as their puppet. Players assume the role of Gordon Freeman, a physicist awakened from stasis by the enigmatic G-Man, who joins a resistance movement to overthrow the Combine. The game features a mix of intense combat, physics-based puzzles, and iconic weapons like the gravity gun, as Freeman battles through urban ruins, alien-infested landscapes, and high-tech Combine strongholds. With its immersive storytelling, advanced physics engine, and memorable setpieces, Half-Life 2 remains a landmark in the FPS genre.
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Half-Life 2 Reviews & Reception
ign.com : Half-Life 2 is, simply put, the best single-player shooter ever released for the PC.
imdb.com (100/100): Half-Life 2 really elevates videogames to a new art form.
metacritic.com (96/100): No other game has ever lived up to six years of hype and then left gamers so glued to their PCs that 24 hours later.
gameressential.com : Half-Life 2 redefined what players could expect from video games.
gamesreviews2010.com : Half-Life 2 is a masterpiece of FPS gaming.
Half-Life 2 Cheats & Codes
PC
Enter the options menu, select ‘Controls’, then ‘Advanced’. Turn on the option for the console. Then while playing the game, press ~ to display the console window. Type ‘sv_cheats 1’ to enable cheat mode.
| Code | Effect |
|---|---|
| god | Toggle God mode |
| impulse 101 | All weapons and extra ammunition |
| noclip | Toggle no clipping mode |
| notarget | Toggle ignored by enemies |
| ai_disable | Toggle enemy artificial intelligence |
| buddha | Toggle Buddha mode, damage does not result in death |
| sv_infinite_aux_power 1 | Infinite auxiliary power |
| ch_createairboat | Spawn airboat |
| ch_createjeep | Spawn jeep |
| npc_create [name] | Spawn indicated NPC |
| hurtme [number] | Lose indicated number of health points |
| mat_wireframe 1 | Wireframe mode |
| r_modelwireframedecal 1 | Display damage done to enemy in wireframe mode |
| sv_noclipduringpause 1 | Allows no clipping while game is paused |
| showtriggers 0 | Shows trigger brushes when set to 0 |
| bind | Bind key to console command |
| cl_showfps [0 or 1] | Toggle display of frame rate and filename of current map |
| cl_showpos [0 or 1] | Toggle current position and angle display |
| crosshair [0 or 1] | Toggle crosshair |
| getpos | Display current positional co-ordinates |
| give [name] | Spawn item, one time only |
| jpeg | Save screenshot to ‘episodicscreenshots.[number]’ |
| map [name] | Load indicated map to a specific map |
| maps * | List map names |
| perfui 1 | Level performance tools |
| playdemo | Play back existing demo |
| record | Records a demo of your game |
| reload | Reload current save file |
| restart | Restart the current level |
| setang | Set view direction |
| setpos [coordinates] | Set position on the map |
| shake | Shake your character |
| stop | Stop demo recording |
| sv_gravity [number] | Set gravity; default is ‘600’ |
| kill | Commit suicide |
| sv_cheats 0 | Disable cheat mode |
PC
Open Steam, go to your ‘Play Games’ menu, and select Half-Life 2. Right click on it and select ‘Properties’. Click the Launch Options button, then type ‘-console’. Click ‘Ok’, then close. Double click Half-Life 2 to start the game. Once it is loaded and you are playing, press the ~ key to bring up the console. Then, enter ‘sv_cheats 1’ and press [Enter].
| Code | Effect |
|---|---|
| god | God mode (server only) |
| noclip | Walk through objects (server only) |
| impulse 101 | All weapons |
| impulse 82 | Spawn a jeep |
| notarget | Ignored by NPCs |
| map [map name] | Load indicated map |
| give [item name] | Spawn indicated item |
| buddha | Reduce your health |
| hurtme [amount] | Damage player |
| maps | List maps |
| developer [0-2] | Toggle developer mode; 2 is verbose |
| picker | Toggle picker mode |
| cl_drawhud [0 or 1] | Toggle HUD display |
| cl_enablehud [0 or 1] | Toggle HUD display |
| cl_showfps [0 or 1] | Toggle frame rate display |
| +mlook | Enable mouse look |
| hud_quickhelp/text? 1 | Show crosshairs |
| viewmodel_fov [number] | Sets the size of carried weapon; 54 is default |
| exec [filename] | Execute script file |
| npc_create | Creates an NPC; only where NPC are allowed |
| npc_create_aimed | Create an NPC aiming away from player |
| setpos [coordinates] | Move player to indicated location; requires sv_cheats 1 |
| setang [value] | Set view to indicated pitch yaw; requires sv_cheats 1 |
| sv_gravity [number] | Set gravity value |
| sv_stopspeed [number] | Set minimum stopping speed when on ground |
| sv_friction [number] | Set world friction |
| sv_bounce [number] | Set bounce multiplier for physically simulated objects collision |
| sv_maxvelocity [number] | Set maximum velocity of any moving object |
| sv_waterdist [number] | Set vertical view fixup when eyes are near water plane |
| air_density [number] | Change air density |
| dsp_explosion_effect_duration [number] | Set length of explosion confusion |
| prop_debug | Toggle bounding-boxes debug mode; red: ignore damage, white: respond to damage, green: health |
| sv_soundemitter_filecheck | Toggle reporting missing .WAV files |
| mat_numtextureunits [number] | Limits the number of texture units; 0 lets the game decide |
| mat_wireframe1 | Wire frame models |
| vcollide_wireframe 1 | Only wireframe objects effected by physics |
| mat_fastnobump [0 or 1] | Toggle bump mapping |
| impulse 200 | No weapon model onscreen |
| showtriggers_toggle | Show game triggers |
| mat_normalmaps 1 | Show normal maps |
| mat_normals 1 | Show surface materials |
| mat_yuv 0 | Unknown |
PC
Open Steam, go to your ‘Play Games’ menu, and select Half-Life 2. Right click on it and select ‘Properties’. Click the Launch Options button then type -console. Click ‘Ok’, then close. Double click Half-Life 2 to start the game. Once it is loaded and you are playing, press the ~ key to bring up the console. Then, enter sv_cheats 1 and press [Enter].
| Code | Effect |
|---|---|
| sv_unlocked chapters 15 | All chapters unlocked next time game is played |
| impulse 101 | All weapons |
| mat_yuv 1 | Black and white screen |
| air_density |
Change air density |
| mat_yuv 0 | Color screen |
| npc_create_aimed | Create an NPC aiming away from player |
| npc_create |
Creates an NPC; only where NPC are allowed |
| hurtme |
Damage player |
| impulse 203 | Deleted targeted object or person |
| cl_ragdoll_collide 1 | Disable dead bodies going through each other |
| +mlook | Enable mouse look |
| exec |
Execute script file |
| god | God mode (server only) |
| notarget | Ignored by NPCs |
PC
Go to Settings > Keyboard Options. Check the box for Enable Developer Console. Press the ~ key (US Keyboard) to bring up the console. If this doesn’t work, rebind the key to something else in Keyboard Options.
| Code | Effect |
|---|---|
| god | God Mode |
| notarget | Enemies Ignore You |
| noclip | No Clipping Mode |
| give | Get Item |
| hurtme | Damage Player |
| impulse 101 | Give All Weapons |
| impulse 102 | Skulls |
| impulse 76 | Grunt |
| impulse 82 | Spawn a Jeep |
| impulse 83 | Spawn Airboat |
| buddha | Reduce Health |
| maps | List Maps |
| npc_create | Creates an NPC |
| npc_create_aimed | Creates an NPC aiming away from the player. |
| hud_quickhelp/text? 1 | Shows crosshair |
| ch_createairboat | Spawn Airboat |
| map | Load Specific Map |
| cl_drawhud 1 | Toggle HUD display On |
| cl_enablehud 1 | Toggle HUD display On |
| cl_showfps 1 | Shows FPS Rate |
| setpos | Move player to specified origin |
| sv_gravity # | Set Gravity (# = number) |
| sv_stopspeed # | Set Minimum Stopping Speed on Ground (# = number) |
| sv_friction # | Set World Friction (# = number) |
| sv_bounce # | Sets bounce multiplier for physically object collisions (# = number) |
| sv_maxvelocity # | Sets Maximum Velocity of moving object (# = number) |
| sv_waterdist # | Set Vertical View when eyes are near water plane. (# = number) |
| air_density # | Change the density of air. (# = number) |
PC
To enable the console add -console to your launch options in properties in steam play games TO ADD MORE THAN 1 COMMAND TO LAUNCH OPTIONS CHANGE THE PREFIX – TO + ON THE SECOND/THIRD/FORTH EXT. In gameplay press the ` button (under the esc button) to bring up the console To enable the cheats first you must enter sv_cheats 1 into the console
| Code | Effect |
|---|---|
| god | God mode (server side only) |
| give | Gives a weapon or an item (see the list below) |
| buddha | Reduces your health |
| hurtme # | Hurts the player (# is damage amount) |
| impulse 101 | All weapons |
| impulse 82 | Spawns a jeep |
| notarget | Player becomes hidden to NPCs |
| noclip | Walk through walls (server side only) |
| maps | Displays map list |
| map | Load a specified map (see the list below) |
| developer # | Sets developer mode to on/off/verbose (0-off, 1-on, 2-verbose) |
| +mlook | Enables mouse look |
| hud_quickhelp/text? 1 | Shows crosshair |
| viewmodel_fov # | Sets the size of the weapon you’re carrying (54 is default) |
| exec | Execute a script file |
| cl_drawhud 1 | Turns hud display on |
| cl_enablehud 1 | Turns hud display on |
| cl_showfps 1 | Shows frames per second in game |
| npc_create | Creates an NPC (works in worlds that have an NPC entity) |
| npc_create_aimed | Creates an NPC aiming away from the player. |
| picker | Toggles ‘picker’ mode. |
| setpos | Move player to specified origin (must have sv_cheats 1 enabled). |
| setang | Snap player eyes to specified pitch yaw (musthave sv_cheats). |
| sv_gravity # | Set gravity to # |
| sv_stopspeed # | Set minimum stopping speed when on ground to # |
| sv_friction # | Sets world friction to # |
| sv_bounce # | Sets bounce multiplier for physically simulated objects collision. |
| sv_maxvelocity # | Sets the maximum velocity of any moving object to # |
| sv_waterdist # | Sets vertical view fixup when eyes are near water plane to # |
| air_density # | Changes the density of air to # |
| dsp_explosion_effect_duration # | Sets length of confusion/ear-ringing effect to # |
| prop_debug | Toggle bounding-boxes debug mode on/off (red – ignore damage, white – respond to damage, green – health) |
| sv_soundemitter_filecheck | Toggle reporting missing .wav files for sounds |
| mat_numtextureunits # | Limits the number of texture units to # (0 – let the game decide how many texture units to use) |
Half-Life 2: A Masterclass in First-Person Storytelling and Innovation
Introduction
In the pantheon of video game history, few titles stand as tall as Half-Life 2. Released in 2004 by Valve Corporation, this sequel to the groundbreaking Half-Life (1998) didn’t just meet the sky-high expectations set by its predecessor—it shattered them, redefining what a first-person shooter (FPS) could be. Half-Life 2 is more than a game; it’s a landmark in interactive storytelling, a technical marvel, and a cultural touchstone that continues to influence the industry nearly two decades later.
This review will dissect Half-Life 2 in exhaustive detail, exploring its development, narrative depth, gameplay innovations, world-building, and enduring legacy. Whether you’re a longtime fan, a curious newcomer, or a student of game design, this analysis will illuminate why Half-Life 2 remains one of the most celebrated games of all time.
Development History & Context
The Studio and the Vision
Valve Corporation, founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington, had already cemented its reputation with Half-Life. The original game revolutionized the FPS genre by seamlessly integrating narrative into gameplay, eschewing cutscenes in favor of an immersive, uninterrupted experience. For Half-Life 2, Valve aimed to push boundaries even further.
The development of Half-Life 2 was a tumultuous journey. Initially announced in 2001, the game faced numerous delays, including a high-profile source code theft in 2003 that forced Valve to overhaul its security and development pipeline. Despite these setbacks, Valve’s ambition never wavered. The team sought to create a game that wasn’t just a sequel but a leap forward in storytelling, physics, and player agency.
Technological Constraints and Innovations
Half-Life 2 was built on Valve’s proprietary Source Engine, a technological powerhouse that introduced several groundbreaking features:
– Advanced Physics: Powered by the Havok physics engine, Half-Life 2 allowed for unprecedented environmental interaction. Objects could be picked up, thrown, or manipulated in real-time, creating dynamic puzzles and combat scenarios.
– Facial Animation: The Source Engine’s facial animation system brought characters to life with realistic expressions and lip-syncing, a rarity in games at the time.
– Dynamic Lighting and Shadows: The engine’s rendering capabilities allowed for immersive environments with realistic lighting, shadows, and particle effects.
The Source Engine was designed to be scalable, ensuring that Half-Life 2 could run on a wide range of hardware, from high-end PCs to the Xbox. This accessibility was crucial in broadening the game’s appeal.
The Gaming Landscape in 2004
When Half-Life 2 launched on November 16, 2004, the gaming world was in the midst of a transition. The sixth generation of consoles (PlayStation 2, Xbox, GameCube) was nearing its peak, while PC gaming was dominated by titles like Doom 3 and Far Cry. Half-Life 2 arrived as a breath of fresh air, blending the cinematic intensity of Doom 3 with the open-ended gameplay of Far Cry and the narrative depth of Deus Ex.
The game’s release was met with immense anticipation, fueled by years of hype, delays, and Valve’s reputation for innovation. Critics and players alike were eager to see if Half-Life 2 could live up to the legacy of its predecessor.
Narrative & Thematic Deep Dive
Plot Overview
Half-Life 2 picks up an unspecified number of years after the events of the first game. The world has been conquered by the Combine, a multidimensional empire that has enslaved humanity following the Seven Hour War. Earth is now a dystopian police state, with the Combine’s oppressive regime enforced by their human collaborator, Dr. Wallace Breen, the former administrator of the Black Mesa Research Facility.
Players resume the role of Gordon Freeman, the silent protagonist of the original Half-Life. Freeman is awakened from stasis by the enigmatic G-Man, who inserts him into City 17, a grim, Eastern European-inspired metropolis under Combine control. Freeman quickly joins the human resistance, led by figures like Eli Vance and his daughter Alyx Vance, as they fight to overthrow the Combine and liberate Earth.
Characters and Dialogue
One of Half-Life 2’s greatest strengths is its cast of memorable characters, each brought to life through exceptional voice acting and animation:
– Gordon Freeman: The silent protagonist, whose lack of dialogue allows players to project themselves into the role. Freeman’s silence is a deliberate design choice, reinforcing his status as an everyman thrust into extraordinary circumstances.
– Alyx Vance: A resourceful and charismatic resistance fighter, Alyx serves as Freeman’s guide and ally. Her relationship with Freeman is one of the game’s emotional anchors.
– Dr. Wallace Breen: The game’s primary antagonist, Breen is a tragic figure—a brilliant scientist who betrayed humanity to serve the Combine. His broadcasts, delivered with chilling calm, underscore the game’s themes of oppression and collaboration.
– The G-Man: A mysterious, otherworldly figure who manipulates events from the shadows. His cryptic dialogue and ambiguous motives add layers of intrigue to the story.
– Father Grigori: A mad priest in the zombie-infested town of Ravenholm, Grigori is one of the game’s most unsettling yet fascinating characters.
The dialogue in Half-Life 2 is sharp, natural, and often darkly humorous. Characters interact dynamically with Freeman and each other, creating a sense of a living, breathing world.
Themes
Half-Life 2 explores several profound themes:
1. Oppression and Resistance: The game’s central conflict revolves around humanity’s struggle against the Combine’s tyranny. City 17 is a stark portrayal of a police state, with propaganda, surveillance, and brutal enforcement.
2. Collaboration and Betrayal: Breen’s role as a collaborator raises questions about morality and survival. His speeches justify his actions as necessary for humanity’s survival, blurring the line between villainy and pragmatism.
3. Humanity’s Resilience: Despite the bleak setting, Half-Life 2 is ultimately a story of hope. The resistance’s fight, led by ordinary people like Alyx and Barney, highlights the indomitable spirit of humanity.
4. The Cost of Progress: The Combine’s technology is both awe-inspiring and horrifying, symbolizing the dangers of unchecked scientific advancement.
Storytelling Techniques
Half-Life 2 continues the series’ tradition of in-game storytelling, where narrative unfolds through environmental details, character interactions, and scripted events rather than traditional cutscenes. This approach immerses players in the world, making them active participants in the story.
Key storytelling moments include:
– The Train Ride: The game’s opening sequence, where Freeman arrives in City 17, sets the tone with its oppressive atmosphere and subtle world-building.
– Ravenholm: A standalone chapter that serves as a horror masterclass, with its eerie setting and terrifying zombies.
– The Strider Battle: A climactic set-piece that showcases the game’s scale and intensity.
Gameplay Mechanics & Systems
Core Gameplay Loop
Half-Life 2’s gameplay is a masterful blend of combat, exploration, and puzzle-solving, all seamlessly integrated into its narrative. The game’s structure is linear but dynamic, with each chapter introducing new mechanics, enemies, and environments.
Key gameplay elements include:
– Combat: Freeman faces a variety of enemies, from Combine soldiers to alien creatures like Headcrabs and Antlions. Combat is tactical, with an emphasis on using the environment and physics to gain an advantage.
– Physics-Based Puzzles: The Gravity Gun, introduced mid-game, revolutionizes gameplay by allowing players to manipulate objects in the environment. Puzzles often require creative use of physics, such as stacking objects to create bridges or using debris as projectiles.
– Vehicle Sections: The game features several vehicle-based segments, including a riverboat chase and a dune buggy escape, which add variety and spectacle.
– Squad-Based Combat: In later chapters, Freeman is joined by resistance fighters who assist in combat and can be commanded to perform specific actions.
Combat and Weapons
Half-Life 2’s arsenal is diverse and satisfying, with each weapon serving a distinct purpose:
– Crowbar: Freeman’s iconic melee weapon, used for both combat and environmental interaction.
– Pistol and SMG: Standard firearms for early-game encounters.
– Shotgun and Crossbow: Powerful weapons for close and mid-range combat.
– RPG and Pulse Rifle: Heavy weapons for taking down armored enemies and vehicles.
– Gravity Gun: The game’s standout weapon, allowing players to pick up and hurl objects with devastating force.
Combat is balanced and strategic, with enemies requiring different approaches. For example, Combine soldiers use cover and flanking tactics, while Zombies rely on sheer numbers and unpredictability.
Character Progression
Unlike many FPS games, Half-Life 2 does not feature traditional character progression (e.g., leveling up or skill trees). Instead, progression is tied to narrative and environmental changes. As Freeman advances through the story, he gains access to new weapons, abilities (like the Gravity Gun), and allies, which naturally escalate the gameplay.
UI and HUD
The game’s Heads-Up Display (HUD) is minimalist and unobtrusive, ensuring that players remain immersed in the world. Health and ammunition are displayed subtly, and the game avoids excessive on-screen clutter.
Innovative Systems
- Physics Engine: The Havok-powered physics system is one of the game’s defining features. Objects react realistically to forces, allowing for creative problem-solving and emergent gameplay.
- AI and Pathfinding: NPCs and enemies exhibit advanced AI, with realistic movement, tactics, and interactions. Allies like Alyx and Barney provide meaningful support, while enemies adapt to the player’s strategies.
- Dynamic World: The game world feels alive, with environmental details like Combine propaganda broadcasts, civilian NPCs, and interactive objects that respond to the player’s actions.
Flaws and Criticisms
While Half-Life 2 is a masterpiece, it is not without its flaws:
– Linear Design: Some players criticize the game’s linearity, arguing that it limits replayability. However, the game’s pacing and variety mitigate this issue.
– Vehicle Sections: While impressive, the vehicle segments can feel overly long and scripted, breaking the immersion for some players.
– Steam Integration: The game’s requirement to use Steam, Valve’s digital distribution platform, was controversial at launch due to technical issues and DRM concerns.
World-Building, Art & Sound
Setting and Atmosphere
Half-Life 2’s world is a dystopian masterpiece, blending sci-fi and post-apocalyptic themes to create a hauntingly believable setting. Key locations include:
– City 17: A grim, oppressive metropolis with Soviet-inspired architecture, filled with propaganda and surveillance.
– Ravenholm: A abandoned, zombie-infested town that serves as one of the game’s most terrifying chapters.
– The Coast: A desolate, windswept landscape that contrasts with the urban decay of City 17.
– Nova Prospekt: A high-security Combine prison, featuring some of the game’s most intense combat sequences.
The game’s environments are richly detailed, with environmental storytelling that conveys the world’s history and the plight of its inhabitants.
Visual Direction
The Source Engine’s rendering capabilities allow for stunning visuals, even by modern standards. Key visual elements include:
– Lighting and Shadows: Dynamic lighting creates immersive atmospheres, from the dimly lit streets of City 17 to the eerie glow of Ravenholm.
– Character Models: The game’s characters are remarkably expressive, with detailed facial animations and realistic movements.
– Particle Effects: Explosions, weather effects, and environmental details (like dust and debris) add to the game’s realism.
Sound Design
Half-Life 2’s sound design is a masterclass in immersion and tension. Key elements include:
– Ambient Soundscapes: The game’s environments are filled with subtle sounds, from distant gunfire to the moans of zombies, creating a sense of a living world.
– Voice Acting: The cast delivers exceptional performances, with standout work from Robert Guillaume (as Eli Vance) and Louis Gossett Jr. (as the Vortigaunts).
– Music: The game’s score, composed by Kelly Bailey, is sparse but effective, using ambient tracks and leitmotifs to enhance key moments.
Reception & Legacy
Critical and Commercial Reception
Half-Life 2 was met with universal acclaim upon release, earning perfect or near-perfect scores from nearly every major outlet. Critics praised its storytelling, gameplay innovations, and technical achievements, with many declaring it the best FPS of all time.
The game’s commercial success was equally impressive, selling over 6.5 million copies by 2005 and becoming one of the best-selling PC games of the decade.
Awards and Accolades
Half-Life 2 received numerous awards, including:
– Game of the Year from multiple outlets, including GameSpy, PC Gamer, and Eurogamer.
– Best Graphics, Best Sound, and Best Story awards from various publications.
– Inclusion in “1001 Video Games You Must Play Before You Die” and numerous “best games of all time” lists.
Influence on the Industry
Half-Life 2’s impact on the gaming industry is immeasurable. Its innovations in physics, storytelling, and AI set new standards for FPS games and influenced countless titles that followed. Key areas of influence include:
– Physics in Games: The Gravity Gun and Havok physics became a benchmark for environmental interaction, inspiring games like Portal and BioShock.
– Narrative Design: The game’s seamless storytelling approach influenced titles like BioShock, Mass Effect, and The Last of Us.
– Modding Community: The Source Engine’s modding tools led to the creation of iconic mods like Counter-Strike: Source, Garry’s Mod, and Team Fortress 2.
The Half-Life Series and Beyond
Half-Life 2 spawned two direct sequels, Half-Life 2: Episode One (2006) and Half-Life 2: Episode Two (2007), which continued Freeman’s story. The series’ legacy endures, with Half-Life: Alyx (2020) revitalizing interest in the franchise through virtual reality.
Despite the lack of a Half-Life 3, the series remains a cornerstone of gaming culture, with fans eagerly awaiting any news of a continuation.
Conclusion
Half-Life 2 is more than a game—it’s a masterpiece of interactive storytelling, technical innovation, and immersive world-building. Nearly two decades after its release, it remains a benchmark for the FPS genre and a testament to Valve’s visionary approach to game design.
While it is not without its flaws, Half-Life 2’s strengths far outweigh its weaknesses. Its narrative depth, gameplay variety, and technical achievements set a new standard for what a first-person shooter could be, influencing generations of games that followed.
For its enduring legacy, cultural impact, and unparalleled craftsmanship, Half-Life 2 deserves its place as one of the greatest video games of all time. Whether you’re a longtime fan or a newcomer, experiencing Half-Life 2 is essential for understanding the evolution of gaming as an art form.
Final Verdict: 10/10 – A Timeless Masterpiece