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

PC GAMER (US) - - FEATURES - By Robert Yang

Half­way in, Valve gives you a car. It makes sense con­sid­er­ing the other first-per­son shoot­ers re­leased in 2004: Halo 2 and Far Cry had you driv­ing across huge lev­els, and Un­real Tour­na­ment 2004 added ve­hi­cles with large land­scaped are­nas. To­day, so many 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. 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! Maybe it’s a beach swarm­ing with antlions, but at least there’s plenty of park­ing.

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

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