Coast Guide

How Half-Life2 ’s High­way 17 changes the pace. By Robert Yang

PC GAMER (UK) - - COVER FEATURE - by Robert Yang

Half­way through Half-Life 2, Valve gives you a car and sends you off on a road trip. It makes sense con­sid­er­ing the other first-per­son shoot­ers re­leased in 2004: Halo 2 and Far Cry both em­pha­sised driv­ing across huge lev­els, and even Un­real Tour­na­ment 2004 added ve­hi­cles with large land­scaped are­nas. Now in 2017, so many big re­leases are big open world games. It’s funny to think such a scripted roller­coaster of a game like Half-Life 2 was part of that de­sign shift as well.

But High­way 17 works. The open coast­line con­trasts well with the pre­vi­ous chap­ter, Raven­holm. In­stead of fight­ing zom­bies in al­ley­ways, now we’re lit­er­ally go­ing on a sunny hol­i­day to the beach! And sure, maybe it’s a beach swarm­ing with antlions the sec­ond you hit the sand, but at least there’s plenty of park­ing.

Here’s a guided tour of the chap­ter’s sec­ond level.

A col­lapsed pier forces you to de­tour to this scenic beach­front prop­erty, where you ex­pect more zom­bies and head­crabs af­ter sur­viv­ing the first house. Sur­prise, it’s ac­tu­ally a Com­bine spy­ing post! Well, for­tu­nately they’re ter­ri­ble at spy­ing and they...

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