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June 1, 2004
ESRB: M (Mature)
Half-Life: Source is a direct port of the original Half-Life game to Half-Life 2's Source engine, introducing improved water and atmospheric effects, as well as better lighting. Generally, all of the same assets are used. It was included in the collector's edition of Half-Life 2 and is also sold separately on Steam.
As opposed to an actual remake of the game, it is simply a direct copy of the game's contents. All of the same assets are used, more or less, and most of the differences are due to the fundamental features of the new engine (more detailed lighting and water effects, for example). Some additional optimizations have been made, however, such as increased quality textures, the replacement of drawn bitmap skies with 3D skyboxes, and the addition of new or improved atmospheric effects in some areas. The game's front-end user interface has also been overhauled to resemble that of Half-Life 2, with a chapter selection and dynamic menu backgrounds featuring scenes from the game. In addition, all chapters can be selected upon starting the game for the first time, unlike Half-Life. It is not compatible with any GoldSrc or Source mods.
Some noticeable differences in gameplay include the ability to see into the water from above the surface, making it considerably easier to defeat the Ichthyosaur where before it was necessary to be submerged.
Differences from the GoldSrc VersionEdit
- Most maps are a lot brighter.
- The canyon in the chapter Surface Tension is changed.
- The water is always visible/clean so defeating Ichtyosaur is easier.
- Most interaction sounds like button, doors, breakable objects. etc. are reused from Half-Life 2.
- HECU Solder's voices play much slower than in Half-Life
- The Crowbar deals more damage so it instantly kills a Headcrab in a single hit.
- The Crowbar can stun enemies that is performing a melee attack such as the Vortigaunts and Alien Grunts but not Zombies.
- It is possible to increase the Colt Python's rate of fire by quick switching after each shot. However, this is only useful at medium to close range.
- The MP5 deals the same amount of damage as the Glock 17 (8) instead of 5 per bullet.
- The MP5 has increased recoil so it is only effective at close range.
- It is possible to increase the SPAS-12's rate of fire by quick switching after each shot which makes the shotgun more useful at close range.
- The Crossbow's bolt is affected with gravity so users firing over long distances must account for this drop by aiming slightly above the target.
- The Satchel Charge has a shorter throw distance.
- When a NPC is killed, the bodies will turn into ragdolls instead of using the usual dying animation.
- When a NPC is killed without being gibbed, it will become a permanent ragdoll and cannot be gibbed with the Crowbar or explosive weapons.
- NPCs can be killed while they performing a script. (e.g. The Scientist hanging from a ladder in the chapter Office Complex.
- The gibs act more like plastic, as evidenced when a gib hits a wall or the ground.
- Security Guards are less aggressive than in Half-Life. Instead of chasing the enemy permanently, they will regroup to the player's position when they are 5 feet away while they are ordered to follow the player, unless they are not following the player.
- The Guard's helmet is no longer bulletproof to 9mm bullets and shotgun pellets.
- When the guard is shooting at the player, he fires his pistol in automatic mode rather than in semi-auto. However, if they shoot NPCs, he fires in semi-auto.
- If the HD pack is installed, Security Guards will always fire their pistol in automatic mode without accuracy being affected.
- When a Guard takes damage, his rate of fire will increase.
- Security Guards will attack Barnacle when they makes visual contact while they ignore it in Half-Life.
- Security officers no longer attack the player if they see the player kill Black Mesa personal. Security guards will only attack the player if they were provoked. However, they will still say their scripted lines when the player kills allies.
- Grunts have a higher rate of fire than in Half-Life, especially the soldier carrying the SPAS-12.
- Grunts are less aggressive, so they tend to take more cover than in the older version.
- Grunts will instantly notice the Grenade and attempt to move away from the explosives when thrown so using grenades are not recommended.
- Voices are slower than in the original half-Life.
- Gasmask soldier's helmet are vulnerable to Crowbar attacks, but they are still bulletproof to 9mm bullets and shotgun pellets.
- When a Vortigaunt hits the player with his beam attack, it has a different hit sound. Occasionally, sparks will appear on the player's head.
- When a player dies, the camera is no longer laying on the right side.
- If the player is killed with a weapon that inflicts high damage, he will not get gibbed upon being killed.
- If the player noclips into the room where G-man is in Anomalous Materials and hits him with the crowbar, a plastic-hitting sound will be heard.