I replayed HL2 earlier this year, never finished it back in the day (quit before Ravenholm because young Jarl was scared of spooky levels
).
It's ok. The level design is painfully linear, just like HL1. Apart from the occasional 2 meter long side track that lets you find a hidden cache, there's always just a straight line to follow. Sometimes in the more open areas you wonder if there's more than one way to get to the next place, but no. It's always just one way, usually locked behind some simple physics puzzle.
The engine is cool, and it's
still impressive to this day. Good physics, good animations, everything is smooth. Honestly, there's not much that games have gained visually since HL2, and it's obvious why back in the day it was such a huge step forward in technology.
But that's what is is: a glorified tech demo to show off an amazing new engine. The cool tech stuff still holds up today, using the gravity gun is as funny as it was back then. But sadly, gameplay has been designed as merely a tool to show off all the cool shit the engine can do. Everything is a gimmick serving only to show you all the cool things that are possible.
You thought you were going to walk around and shoot things in your FPS? Haha no!
Here, let's have a:
- boat section
- car section
- section where you lose all guns except the gravity gun so we can show off our physics
- section where you toss bait and make antlions do all the work so we can show off our AI/squad mechanics
- section where you command resistance fighters so we can show off our AI/squad mechanics
again
And all the guns have pretty low max ammo pools, in order to force you into using the physics gimmicks more.
Oh but when there's a gunship you have to take down with your rocket launcher, you suddenly get infinite rocket ammo crates. You can't carry a lot of rockets at once so the rocket launcher can only be used rarely, but when you really NEED it, you get infinite ammo lol.
It's painfully obvious that every single design decision in the game was geared towards showing off all the cool shit the engine can do, rather than creating a fun gameplay experience with good flow.
The story cutscenes are a great example of it, too. They're overly lengthy and you can't even skip them, you run around the room tossing physics objects around while NPCs talk at you. All just to show off the super cool facial animations that were the best in the entire industry at the time.