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The title attracted universal acclaim, and was hailed by many publications as one of the greatest games of all time. Half-Life was first shown at the 1997 Electronic Entertainment Expo (now known as E3) and finally found its way to market late the following year. Laidlaw has cited Stephen King's novella The Mist - which has since been turned into a surprisingly good film starring Thomas Jane - and an episode of The Outer Limits called 'The Borderland' as inspiration for the game's setting, while the influence of Doom and Quake was clearly evident. It was based on a script by sci-fi writer Marc Laidlaw, who drew inspiration from various sources. FPS titles weren't exactly renowned for their in-depth plots back then, but Freeman's adventure had plenty of twists in its tale and was thoroughly involving. Valve's masterpiece also raised the bar in terms of storytelling. As satisfying as some of these were to wield, there was nothing more pleasing than delivering a lethal blow at close quarters with Freeman's trusty crowbar. These ranged from logic-based conundrums, such as constructing a staircase made from boxes, to things as morbidly satisfying as killing an enemy by activating a valve that sprayed them with hot steam.įreeman packed a varied arsenal containing traditional arms such as a pistol, automatic rifle, submachine gun and rocket launcher, as well as the sci-fi flavoured Gauss Gun and Gluon Gun. Players were flung into a fully-interactive environment that required as almost as much puzzle-solving as it did gunplay. Most FPS titles of the 1990s involved blasting anything that moves, but Half-Life was a different animal. The end result far surpassed anything else on the market and set new standards in the FPS genre, yet Half-Life's appeal was more than surface-deep. The game was based on id's Quake engine, but Valve heavily modified the technology, adding skeletal animation and Direct3D support.
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Valve believed that video gaming had more to offer than minimalist gun fests, so the studio set out to explore ways of conjuring emotion in players and delivering an experience that was truly visceral. Half-Life's development team was inspired by seminal shooter Doom, but its creation was also a reaction to the generic wave of clones id Software's opus spawned. The player remained in control of Freeman throughout these segments.
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This unprecedented sense of immersion was heightened by the use of scripted sequences to advance plot points, rather than cutscenes. Players took control of a silent protagonist named Dr Gordon Freeman, a theoretical physicist who found himself fighting for his life after his employers' work into teleportation technology blew up in their faces and unleashed hordes of inter-dimensional beasties.įreeman's likeness was only glimpsed on the game's packaging and promotional materials, and his role as the silent hero gave off the illusion that players had stepped directly into his boots. Half-Life was a science fiction-themed first-person shooter that broke new ground both graphically and cinematically, as well as on the gameplay front.