A game that's said to have been the foundation of games focused towards action shifting to linear theme parks or so. The scripted dialogue and interactions being cutscenes in name only makes the desire for the developers to tell a cinematic story more prominent. Each of the 12 segments have a pacing similar to the Modern Warfare games of CoD, down to the high energy escort or defense, and an NPC giving the goodbye for the next ride.

Ended up having the most fun when it was just the player hopping around in combat corridors/arenas, and the quiet platforming sections that were guaranteed to start at each 'chapter'. Lost count of how many areas I wished to explore deeper of the buildings and residences, and then see a tiny sliver in the level geometry occluding, unloading sections. Despite the engine's surprisingly scalable nature, Half-Life 2 was still the sort of game meant to be run on a Pentium 4 and an HD 6570.
I now understand why Dear Esther ran on Source.

Reviewed on Aug 02, 2022


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