This Half-Life Anthology is hard to judge. There are a bunch of problems with the game, which due to my lack of experience with the series, I don't know whether to pin on Half-Life the game or this particular Anthology version.

I'm a little perplexed by all the overwhelmingly positive reviews of the original Half-Life. I see "great story," "revolutionary," "intense action," and I can't really say I agree. While the beginning and end of the game are unusually dramatic for an action game, there is essentially no storyline in between the bookends. Every level is a series of trials to enter another doorway, to talk to another NPC, who will direct you to another doorway. In essence, the plotine of the game mirrored every other action game I've played. I grew pretty tired of the repetitive nature of the quest.

Half-Life's saving grace is the action, which is nearly always white-knuckled excitement, but yet not always fun. Valve did a great job with enemy placement and creative combinations of repetitive environmental objects. The marine AI is amazing, and still puts many modern shooters to shame. Unfortunately Valve had no qualms over using cheap instant-death traps to inflate the difficulty level. Nearly every scenario includes one or two improbable enemy placements, infinite enemy respawn points, or unpredictable roof collapses, necessitating quicksaves between every encounter. I really don't appreciate that kind of level design.

The weapons look and sound intense, and are easily the best visual feature of the game. Charcter models, particularly enemies, are well detailed and move fluidly. The rest of the game is hideous. Even giving it a ten-year grade cushion, the graphics of Half-Life's environments are ugly to the point of hampering gameplay. Critical buttons and switches are often obscured by the muddy low-res detail of consoles and panels. On more than one occasion, I thought a critical door switch was an eye chart or a Dominos pizza box tossed against the wall.

While weapons aiming is very accurate, there's not much more about the game's movement engine I can compliment. Protagonist Gordon Freeman moves too quickly at the default rate, and slides too much when attempting to stop. Even by the game's end, i couldn't get comfortable moving him on tricky surfaces or sneaking up on enemies. And the thankfully infrequent platforming parts of the game are brutal. Even climbing and descending a simple ladder was a continual excercise in frustration for me. Basically, I enjoyed shooting stuff but not moving my clumsy oaf of a character.

Most disturbing to me were the number of glitches I encountered playing Half-Life. Weapon animations would cut out, or doors refuse to respond to my prompt so often that I began to suspect something wrong with the code in this Anthology version. And I experience scripted sequence failures on at least four or five occasions that halted my progress. Without cheat codes, I couldn't have finished the game.

So, I can easily see why people went nuts over the original Half-Life when first introduced. Perhaps it was the stellar multiplayer mode that made so many people overlook the weakness of the singleplayer storyline. Unfortunately, the above problems along with the intrusive and annoying Steam service lead me to belive that this Anthology is simply not the preferable version of Half-Life to be played.
This Half-Life Anthology is hard to judge. There are a bunch of problems with the game, which due to my lack of experience with the series, I don't know whether to pin on Half-Life the game or this particular Anthology version. I'm a little perplexed by all the overwhelmingly positive reviews of the original Half-Life. I see "great story," "revolutionary," "intense action," and I can't really say I agree. While the beginning and end of the game are unusually dramatic for an action game, there is essentially no storyline in between the bookends. Every level is a series of trials to enter another doorway, to talk to another NPC, who will direct you to another doorway. In essence, the plotine of the game mirrored every other action game I've played. I grew pretty tired of the repetitive nature of the quest. Half-Life's saving grace is the action, which is nearly always white-knuckled excitement, but yet not always fun. Valve did a great job with enemy placement and creative combinations of repetitive environmental objects. The marine AI is amazing, and still puts many modern shooters to shame. Unfortunately Valve had no qualms over using cheap instant-death traps to inflate the difficulty level. Nearly every scenario includes one or two improbable enemy placements, infinite enemy respawn points, or unpredictable roof collapses, necessitating quicksaves between every encounter. I really don't appreciate that kind of level design. The weapons look and sound intense, and are easily the best visual feature of the game. Charcter models, particularly enemies, are well detailed and move fluidly. The rest of the game is hideous. Even giving it a ten-year grade cushion, the graphics of Half-Life's environments are ugly to the point of hampering gameplay. Critical buttons and switches are often obscured by the muddy low-res detail of consoles and panels. On more than one occasion, I thought a critical door switch was an eye chart or a Dominos pizza box tossed against the wall. While weapons aiming is very accurate, there's not much more about the game's movement engine I can compliment. Protagonist Gordon Freeman moves too quickly at the default rate, and slides too much when attempting to stop. Even by the game's end, i couldn't get comfortable moving him on tricky surfaces or sneaking up on enemies. And the thankfully infrequent platforming parts of the game are brutal. Even climbing and descending a simple ladder was a continual excercise in frustration for me. Basically, I enjoyed shooting stuff but not moving my clumsy oaf of a character. Most disturbing to me were the number of glitches I encountered playing Half-Life. Weapon animations would cut out, or doors refuse to respond to my prompt so often that I began to suspect something wrong with the code in this Anthology version. And I experience scripted sequence failures on at least four or five occasions that halted my progress. Without cheat codes, I couldn't have finished the game. So, I can easily see why people went nuts over the original Half-Life when first introduced. Perhaps it was the stellar multiplayer mode that made so many people overlook the weakness of the singleplayer storyline. Unfortunately, the above problems along with the intrusive and annoying Steam service lead me to belive that this Anthology is simply not the preferable version of Half-Life to be played.