Playing Half-Life 2 right after Black Mesa may have been a mistake. BM is a great, very pretty game and to be perfectly honest… HL2 has not held up graphically. How could it have? It’s 10 years old by now. As I found myself pushing through Route Canal, fighting the urge to shut down the game and play something else, I had to stop and wonder why. I used to LOVE Half-Life 2. I even played it recently. Why does it feel so much worse now than it did before? My answer, as it turns out, is Black Mesa did it better. Let me see if I can explain why.
Black Mesa does two things so right I never even realise they were “things” to begin with. It does them so well, in fact, that I’m now having a hard time playing most other games because I’ve become aware of it. These two things are:
*Locations look like real, recognisable things. I recall playing through the original Half-Life and interpreting places as “a corridor,” “a room,” “a courtyard” and so on. The old engine’s limitations simply didn’t allow for anything more specific. Going through Black Mesa, however, is a much more stimulating experience. I can look into a window in a warehouse area (which I recognise AS a warehouse area) and see what looks like a machine shop inside. Well, that makes sense. You’d want to fix broken parts on-site. I’d go into a random room and think “Oh! This is an office! I get it!”
There is no better example of this than Residue Processing. In the original Half-Life, I HATED Residue Processing because it made me feel like I was playing Quake. It’s just a series of brown hallways and corridors and conveyor belts and brown water with little visibility and it just made me feel lost and confused. Where the hell am I? Nothing looks like a thing I can recognise! Cut to Black Mesa Residue Processing. Almost immediately upon entering it, I was hit with an image… This is a water treatment plant! I know where I am! The conveyors, the water channels, the pipes and catwalks - it all looks like a living, industrial area which could have had people working in it just mere hours ago. Half-Life Residue Processing looks like “a brown castle.” Black Mesa Residue Processing looks like a sewage treatment plant, and that’s amazing!
So as I found myself walking through Half-Life 2’s Route Canal, I ended up feeling lost. Where am I? Yeah, I know it’s a sewer, but what function does this part of it serve? Is it a storm drain? A black water sewer? Maintenance tunnels? I went off to the side in a tunnel and found a dead-end room walled off with bricks on five sides. What possible use could that place have had, other than to hang a Barnacle Creature off the ceiling? I found a little pool with a mesh churning the water, threatening to squish me as I swim for an opening under the surface. Why is that thing there? What is it churning? The water seemed to flow past a grate off in the distance, but where was it coming FROM? The only other entrance into this pool was the pipe I went into, but that didn’t go anywhere.
A lot of locations in Half-Life 2 feel like they started off as a Wolfenstein-style maze with a skin tossed over it. Corridors twist and turn seemingly just to run me across monsters and soldiers for a bit of action. I just got up into Ravenholm and found myself in a building with circular saw blades, oxygen tanks and paint cans. Why? What possible business could have been run out of that building to require all three of those? And why is the next room over empty? Why are small wood buildings comprised of long, twisting corridors that don’t join rooms together? Very few things look like something I can describe…
*Black Mesa has A LOT of doors that I can’t open. You’d think this would be annoying. After all, why have a door if the player can’t open it? For a very simple reason - because it makes the facility feel much larger without making the playable area any bigger than it already is. The original Half-Life made the facility feel like a mile long corridor. The only doors which existed led to corridors, which only ever led to other rooms, which in turn only had one door I come in through and one door I leave through. Black Mesa’s many non-interactive, locked doors are a MAJOR improvement. It makes the facility feel lived-in, like this could actually function.
I want to bring up the little checkpoint guard post in the first tunnel from Surface Tension. In Half-Life, this was a for-no-reason airlock tunnel to facilitate zone loading. Here, it’s a checkpoint with sealed gate leading off in a different direction and a little lobby area where you’d wait to have your papers processed. More importantly, a sealed gate leads off into a corridor somewhere deeper in the facility. Instantly, this felt believable. The corridor would lead to a mess hall, a rec room, to the locker rooms and showers. It would lead to the rest of the facility. The guard wouldn’t need to walk the road to his post. He would simply come out of the tunnel and sit at his controls. The whole thing makes Black Mesa feel like I’m making my way through a large, complex facility which may have MANY different routes - I’m just taking the only one that’s unlocked.
Half-Life 2, by contrast, doesn’t do prop doors all but entirely. My entire time moving through the Route Canal felt surreal. What kind of Byzantine, Escher-esque sewer design does City 17 have? Why are all drain pipes so… “Linear?” They have one entrance and one exit and never branch. Occasionally they may be open at the top, but they never deviated. There are no locked doors leading to other sections that I can’t access. There are almost no grates blocking off other sections of the sewers that I can’t visit. There are almost no places I can’t go, so I’m left to assume that what I see is all there is to this sewer And I don’t get why that is, frankly.
Sure, Half-Life 2 isn’t just Route Canal, and indeed the “I’m on a boat!” section is a lot better about this. The river I’m sailing on keeps branching off and seems to have multiple ways to go about it. It doesn’t, because every branching path is a very near dead end, but at least visually it looks like it continues on. OK, so I can’t go to the left because it’s blocked off, but I can see outflow pipes there, so at least I know there’s a sewer system beyond those impassible grates. OK, so I can’t go to the right because it’s sealed by a gate, but at least I know there’s more of the river in that specific direction. Hell, even Black Mesa East (the chapter) does a better job than Route Canal, if for no reason other than because that elevator ride takes you past several populated levels, suggesting the facility is larger than two rooms and a junkyard.
Now, there’s something to point out: Black Mesa takes place just after a disaster in an operational facility while Half-Life 2 takes place a couple of decades after an apocalyptic war. Obviously, a lot of places will have fallen into ruin and become unrecognisable… Right? Well, if that’s the case then why does Fallout 3 do such a better job of creating ruined but still recognisable buildings? Hell, Half-Life itself does this far better in a bunch of places. That iconic bridge during the car sequence, for instance - easily the most memorable aspect of Half-Life 2 in my mind. The problem is that outside of specific set-pieces, Half-Life 2 is just a lot of non-descript hallways.
I’m not trying to slag Half-Life 2. It’s a great game and one which defined a generation of FPS games. It’s aged a lot better than many of its peers and is still fun to play. However, Valve seem to have abandoned the game - there’s no Workshop for it, it’s still plagued with crashes and stutters and it just feels old by this point. And it took Black Mesa doing Half-Life right for me to really recognise this…