In 1996, Mike Harrington and Gabe Newell, ex-Microsoft employees, founded Valve. For their first game, they aimed to redefine the first-person shooter genre — and they succeeded with Half-Life.
Up until that point, most shooters were little more than “shooting galleries”: run through levels, collect keys, unlock doors, and kill everything in sight. Valve wanted more — a real story, a sense of purpose, and a game rooted in horror and tension.
To achieve this, they licensed the Quake engine from id Software, freeing themselves to focus on the narrative. Sci-fi writer Marc Laidlaw helped craft the story. You play as Gordon Freeman, a silent protagonist whose actions inadvertently open a rift between worlds, allowing hostile aliens to invade. The government responds by attempting to eliminate everything in the facility. Freeman, alongside Black Mesa scientists and security personnel known as Barneys, must survive against alien creatures, military forces, and environmental hazards — armed only with his trusty HEV suit, whatever weapons he can find, and of course, the iconic crowbar. Meanwhile, the enigmatic G-Man watches from the shadows, hinting at a larger plan.
Storytelling & Gameplay
From the start, Half-Life feels unlike other shooters of its time. You begin unarmed, even without the HEV suit, traveling by rail car to the lab. Along the way, scripted events reveal the world and its characters: scientists at work, security guards patrolling, and G-Man observing. There are no cutscenes — the story unfolds entirely through environmental storytelling and scripted events.
Combat begins gradually, starting with a crowbar or handgun, then expanding as new alien types and military forces appear. Enemy AI is intelligent: soldiers coordinate attacks and retreat when outnumbered. Puzzles and objectives add variety — priming rockets, solving environmental hazards, and limited platforming challenges. The only significant weak point is the final Xen section, where awkward low-gravity platforming interrupts the otherwise immersive experience.
Graphics & Sound
Graphically, Half-Life is dated by modern standards, but even in 1998, it wasn’t revolutionary. Office spaces, brown piping, and repeated textures dominate the interiors, though occasional outdoor areas add variety. ACutely designed alien and enemy models still impress with animation and AI behavior.
Sound is functional and atmospheric. The opening score is memorable, and audio cues from enemies, like electric blasts from aliens or the groans of zombies, provide vital gameplay signals.
Mods & Legacy
Where Half-Life truly shone was in the modding community. Valve provided tools and an SDK, enabling fans to create their own content. From this sprang classics like Counter-Strike, Day of Defeat, Natural Selection, and They Hunger. Official expansions such as Opposing Forces, Blue Shift, and Decay also expanded the story, but it was the modding scene that made the game legendary.
Its legacy continued with Half-Life 2, the rise of Steam as a distribution platform, and countless influences on first-person shooters and gaming culture.
Personal Reflection
Half-Life wasn’t just a game — it was an experience. Playing with friends, experimenting with mods, and exploring its immersive world taught us about teamwork, problem-solving, and technology. Few games have matched the joy and sense of discovery it provided. Whenever I hear “Hello, Freeman!” I’m instantly transported back to those moments of wonder and excitement.
Half-Life remains a milestone in gaming history — a perfect blend of story, gameplay, and community creativity.