Best Ever
First Person Shooter?
Half-Life
"Valve's 1998 debut made the radical argument that shooters could tell stories without cutscenes—and that silent protagonists could be more present than any voice actor."
The tram ride takes four minutes. Four minutes of looking out windows at the Black Mesa Research Facility, listening to announcements, watching scientists go about their business, before you ever pick up a weapon. Four minutes during which Half-Life establishes that you are Gordon Freeman, theoretical physicist, late for work, and that the world you’re about to destroy is a functional workplace populated by actual people.
This was not how shooters worked in 1998. Doom and Quake—id Software’s genre-defining contributions—operated on pure kinetics: you were a gun, the demons were targets, narrative existed only in the manual. Even more story-forward games like System Shock relied on logs and cutscenes, separating play from exposition. Valve’s debut made the radical argument that these didn’t need to be separate—that a shooter could trust players to experience story through environment and implication rather than interruption.
The resonance cascade that opens the game proper demonstrates this approach. You push the sample into the beam. The world tears. Creatures appear. And crucially: you see it happen from Gordon’s perspective, in real time, without the camera wresting control away. When you regain movement amid the wreckage of the test chamber, you’re not watching a protagonist respond to catastrophe; you are the protagonist, disoriented and underbriefed and trying to figure out what just happened.
The subsequent hours maintain this perspective rigorously. No cutscenes. No inner monologue. Gordon Freeman never speaks—not a silent protagonist in the sense that his dialogue is implied, but genuinely voiceless, a vessel for player presence. Other characters speak to him; he responds through action or inaction. The narrative emerges from traversal, from overheard conversations, from the gradual revelation that Black Mesa’s experiments have opened a portal to an alien dimension and that the government’s response involves killing everyone who knows about it.
The level design teaches without tutorials. Early sequences introduce mechanics through intuitive challenges: the HEV suit’s functions become clear through necessity, weapon switching through encounter variety, the relationship between physics and combat through puzzles that use the same objects as obstacles and solutions. The infamous Blast Pit sequence—avoiding a massive tentacle creature by moving silently and distracting it with grenades—requires no explanation; the creature’s behavior communicates its rules.
Combat alternates between alien fauna (headcrabs, vortigaunts, the massive gargantua) and human military, each requiring different tactics. The HECU marines demonstrate AI that seemed revolutionary in 1998: they flank, they communicate, they retreat to better positions. Fighting them feels like fighting opponents rather than navigating obstacles. The aliens, conversely, operate on more instinctual patterns that nonetheless require learning and adaptation.
The game’s final act—transportation to the alien borderworld Xen—divides players. The platforming challenges that dominate these levels feel like a different game, less confident in its pacing, reliant on mechanics the previous hours hadn’t emphasized. But even Xen’s weaknesses illuminate Half-Life’s strengths by contrast: you notice the change because the preceding design was so coherent.
What Valve built was less a game than a grammar. The vocabulary of environmental storytelling, of continuous first-person perspective, of scripted sequences that unfold around the player rather than taking control away—this became the default language of serious shooters for the next two decades. Half-Life 2 would refine it, the Portal games would satirize it, BioShock would mythologize it. But the original remains the purest statement of principles.
Gordon Freeman’s silence isn’t a limitation; it’s a philosophy. You don’t need to hear him because you’re meant to be him—not identifying with a character but occupying a role, seeing through his glasses, feeling his crowbar connect with headcrab chitin. The tram ride that opens the game isn’t padding; it’s contract. Half-Life promises to never take you out of Gordon’s head. Twenty-five years later, in an industry where that approach is everywhere, it’s easy to forget how revolutionary keeping that promise was.
Decide for Yourself:
- The Steam version remains the definitive way to play—updated for modern systems, supporting high resolutions.
- Black Mesa, the fan-made remake officially blessed by Valve, rebuilds the entire game in the Source engine with modernized graphics.
- The original big-box PC release—with its striking cover art and physical manual—has become a collector’s item.
By Franklin Snarl
December 9, 2025