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Half-Life

A first-person shooter that tells its story without cutscenes.

1 source

Where Half-Life comes up1 episode or test

Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game Design
At a glanceHalf-Life's no-cutscene story made events hit harder
Story with cutscenes
  • Cutscene takes over
  • Breaks and level transitions
  • Events watched, not lived
Half-LifeWon
  • Player is Gordon throughout
  • No breaks or transitions
  • Explosions happen in real time

Events land harder around the player

From Half-Life page notes

What was said about Half-Life

  • Half-Life told its story with no cutscenes, so events hit harder. The player is Gordon Freeman throughout, with no cutscenes, breaks or level transitions. Because events such as explosions happen in real time around the player, they land harder.

  • Half-Life's opening tram ride set the template for shooter set-pieces. Cinematic set-pieces in many later shooters trace back to the tram ride. It delivers spectacle while the player stays in control of the character.

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