This is a review I emailed a few friends back in January, 2005. The synopsis of it can be had by reading
EggChen's post above.

While I enjoyed some of the gameplay (the same that
nandersen mentioned), it literally took less time to play it than it took to "validate" over a 28.8K modem. I had the disks from the ATI offer, but it still required STEAM registration and access, and then I had to move it from my Internet box to my gaming PC, and then I had to attach a modem to my gaming PC when it demanded direct connection to STEAM. I came to really hate the early STEAM software during that period.
Here is the TMI skinny (part 1 of 2):
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I've now played Half-Life 2 on normal difficulty a couple of times, the second time through with a cheat that permitted me to use a particular weapon all the way through. Here's an _opinion_ on the game that's full of spoilers, so you might not want to scroll down if you haven't finished the game.
What's good about Half-Life 2? Great graphics engine, great modeling, great animations, mostly great physics, great professional voice acting. This is probably the best lip-syncing and facial expression animation we'll see for some time to come.
Even though this sequel to the "thinking man's FPS" really IS short, it's very full of pitched battles and obstacles which successfully give one the illusion of length. The game is a series of loosely-connected 3D action arcade mini-games punctuated by relatively quiet interludes which often contain micro-puzzles like those used to test chimpanzee intelligence.
The mini-games seem to start out the same way:
Good-guy grunt: "Hail, Dr. Freeman! You are awesomely [fast|good|smart]. We worship you; we will name our [frozen test-tube babies|pets] after you. Now [park your vehicle|curb your dog] before the baddies arrive and [go there|do this|follow me]. Today, Dr. Freeman, today!"
Our avatar-of-few-words -- no, make that NO words -- does what he is expected to do because he knows nothing will happen if he doesn't obey. Absolutely _nothing will happen_ if he doesn't get the turrets or park the buggy or talk with the good-guy honcho, save for the endless repeating of the orders. He meets up with [Alyx Vance|Barney Calhoun|the ranking officer], the good-guy honcho.
Good-guy honcho: "[Well met|Good to see you again|Glad you're still in one piece], Gordon! Uh, you can't get to the next [goal|good place] unless you can [eliminate the super-baddie-du-jour|go through a very bad place|defend the place until I {get there|power up the gizmo|hack the computer}|destroy all the {turrets|roadblocks|generators|force fields}|find the {silver|gold} key]. Here, you can do it with [this nifty vehicle-du-jour|this cool almost-uber-weapon with almost no ammo capacity]. Don't forget to [load up on ammo|get healthy|scratch yourself|find the bottomless ammo footlocker|figure out the trick or secret] if you want to succeed."
Repeat the above for a few levels, and then complicate matters by adding some fifth-column human help:
Good-guy grunt 1: "You're not leaving without me, Dr. Freeman!"
Good-guy grunt 2: "I'm with you, Dr. Freeman!"
Good-guy grunt 3: "I think I ate something bad."
Good-guy grunt 4: "Sometimes I dream about ... cheese. Here, have a medkit."
Vortigaunt n (they all look alike to me): "The Freeman must make hay." (or maybe that's "paste".)
The grunts say they're sorry when they get in your way, but they're not really sorry or they'd stop doing it.
One welcome change from the above was Father Grigori. Unfortunately the awful Ravenholm setting was required to make his character work so well. (I hope they paid the author of the Half-Life mod called "They Hunger"; this was pretty much a moldy rip-off.)
Only Judith Mossman and the G-Man come close to telling it like it really is: "Don't struggle. It's no use. Until you're where he wants you, there's nothing you can do." "Rather than offer you the illusion of free choice, I will take the liberty of choosing for you... if and when your time comes round again."
I never had the illusion of free choice. I didn't know where to go, but that was okay because there would only be one exit. How thoughtful of Valve to consider that the thinking man might have developed Alzheimers in the six years since the original game, so no real brains are needed to play this game.
By the time I reached the bad-guy inner sanctum, I had to render myself helpless twice to use the Iron Maiden transport system. Lara Croft has been able to climb for the last ten years, but our hero is helpless and has to depend on the fact that the bad guy is more abysmally stupid than he is.
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I miss Deus Ex. Right at the very beginning of the game, you start out with a pistol and a riot prod (stun gun), and your brother Paul Denton immediately offers you the choice of another weapon; either a sniper rifle, a dart-throwing crossbow with tranquilizer darts (can fire other types, too), or a rocket launcher ("GEP gun"). You can have a rocket launcher right at the beginning of the game! Of course, if you choose that, you'll find it inconvenient early on; blow up one guard and a dozen more come running -- and now you're out of ammo. So much for finesse.
No choice in Half-Life 2, though. After a lot of prologue, Barney presents you with a stupid crowbar, seeing how you made such good use of one in the original game. This is six years of progress? "Reset the player; we'll start from scratch."
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MaximumPC gave this game an 11, their first ever. They loved it for its consistent realism; Unlike MaxPC, I forgot to take the blue pill. I disliked the INconsistency and the lack of realism.
For example, the grav gun initially does not affect organic matter (Why? It has mass, just like inorganic! Oh. For game play...) -- except that you can push headcrabs away -- but not headcrab zombies. You can shove around some vehicles, but not others. You can pound or pull on some boards and locks, but not others. Maybe it's some life-detection safety mechanism in the grav gun, which gets broken in the Citadel. Yeah, that's the ticket, and I want to exchange it for a refund.
The same selectivity is true of other weapons. The once-awesome tau cannon is back, but it doesn't work in some situations where it should (my opinion, remember). And there's a fence or two that only the tau cannon can destroy even though they are already falling apart. Meanwhile, the .357 magnum revolver is better than a real pistol -- great distance accuracy and killing power -- but you can only carry two reloads. Let me get this straight: I can carry an RPG launcher and some rockets, but only 12 spare bullets? Cue Church Lady: "How conveeeeenient."
It's rock, paper, scissors for the weapons which have pretty much all been nerfed since the original. The only weapon you can simultaneously zoom and fire is the crossbow, and it's incredibly slow; no zoomed hitscan for you today.
"Oh, it's for game play," the fans claim. Fine. Let's see, where are those soundbites... Ah, here they are. "Make it stahhhp!" "It hurrrrts!" "Kill me now!"
In Deus Ex, the crossbow fires regular darts, tranquilizer darts, and flare darts. If you miss your target, you can actually retrieve the dart stuck to a wall or in the ground for reuse! And physics applies here; if the target is farther than the normal range for the crossbow you can aim/fire higher and watch the bolt drop over distance onto the target.
In Deus Ex, you can injure or kill the enemy according to where you shoot them. Wound them in their gun arm and they drop their weapon and run off. Shoot them once in the head with a stealth pistol or sniper rifle or regular pistol and they die. You can even track wounded enemy by their blood trail, and they'll open locked doors to get away from you. If you don't hit them in the head with the tranquilizer dart before they see you, they might have enough time to set off the alarm before they fall unconscious.
In HL2, to kill baddies you have to repeatedly shoot them with every weapon except the .357 (possible one-shot) and the blue grav gun and occasionally the RPG (against soldiers and the like). There's no visual evidence telling you how close you are to taking down a strider, and it takes a lot of rockets.
You can use a silent take-down in Deus Ex, either rendering the opponent unconscious by tranquilizer dart, or sneaking up behind them and using a riot prod to stun them or just bopping them on the head with a baton. Or kill them with a crowbar; that thing does REAL damage. Then -- get this -- you can loot the body for weapons, ammo, info and stuff like keys, cash or drugs, after which you can pick up the body to hide it. Why? Well, if an enemy guard comes upon a disabled ally, they'll set off the alarm and start looking for you!
I really miss Deus Ex.
You could save health and charge in your Deus Ex inventory, as well as weapons, although you were limited on capacity. You could have more than one kind of rocket launcher or weapons that you've enhanced with scope, silencer and/or increased ammo capacity, reload speed and rate of fire. You could improve your weapon-handling skill so that the sniper rifle stays rock steady to nail a target 3000 feet away. (Or start that way with a cheat.) In Half-Life 2, you can't even load the buggy with stuff because it falls right through. (Yeah, that's realistic.) And when you kill things, they instantly become intangible ghosts -- but ammo boxes can keep you from ducking enough to get into a vent at floor level.
There's just much more realism in Deus Ex, a game four or five years older than HL2. You can open the doors on cabinets and the drawers on chests and desks. Some are locked, and you need the key or a lockpick or the lock combination, just as with some of the regular doors - or maybe an explosive or even just the crowbar. That's very realistic. In Half-Life 2, the same busted green storage cabinet is everywhere, and you can't open it. Nor can you open the drawers on desks.
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