Half-Life (video game)
Half-Life, the 1998 first-person shooter from Valve Corporation, was budgeted on the assumption that it would sell around 180,000 copies in its entire lifetime. That forecast came from Gabe Newell, one of the studio's two founders. Yet the game asked players to do something unusual. It kept them inside one man's eyes from the first minute to the last. That man is Gordon Freeman, a theoretical physicist who never speaks and is never actually seen. How did a first-time developer, working on a borrowed engine, arrive at that design? Why did a project that its own team found unfun in September 1997 become a landmark of its genre? And what happened when players were handed the tools to take the game apart and build new ones?
Valve was founded in 1996 in Kirkland, Washington, by two former Microsoft employees, Gabe Newell and Mike Harrington. For its first product, the company settled on a horror shooter. Building a new engine would have swamped a small team, and Newell wanted to innovate in other areas. So Valve licensed the Quake engine and the Quake II engine from id Software and merged them with its own code. Newell estimated that about 75 percent of the final engine code was written by Valve. The result, a heavily modified descendant of Quake, became known as GoldSrc.
The ambitions came from many directions. Doom, released in 1993, and Quake, released in 1996, were the obvious ancestors. The designer Harry Teasley said the team wanted Half-Life to "scare you like Doom did." Stephen King's 1980 novella The Mist and a 1963 episode of The Outer Limits called "The Borderland" fed the story. The working title, Quiver, came from the Arrowhead military base in The Mist. The designer Brett Johnson said the level design drew on environments in the manga series Akira. Newell also pointed to the first-person immersion of Ultima Underworld, the horror of Resident Evil 2, and the game design of Super Mario 64.
The final name was chosen because it suited the theme, avoided cliche, and came with a visual symbol. That symbol was the Greek letter lambda, which stands for the decay constant in the half-life equation.
Finding a publisher was harder. Many in the industry believed the game was too ambitious for a first-time developer. Sierra On-Line signed Valve to a one-game deal because it wanted a 3D action game, ideally one built on the Quake engine. Sierra advanced around $1 million in exchange for 30% of the revenue and 100% of the intellectual property. Newell and Harrington paid for the rest of development themselves. As the project grew, Valve cancelled a fantasy role-playing game called Prospero, and its team joined Half-Life.
Valve first showed the game in early 1997, and it was a success at E3 that year. The demonstration highlighted animation and artificial intelligence, including enemies that showed fear and pack behavior. Valve's own testers, a few months later, would be far less impressed.
Valve aimed for a November 1997 release so that Half-Life could compete with Quake II. By September 1997, the team had to admit a hard truth. They had built innovative weapons, enemies and level design, but the game was not fun and had little design cohesion. Playtesting produced "lukewarm" responses. Sierra would not agree to extra funding, so Newell took out a loan to pay for a rework and a later release date.
The rework began with a small team building one prototype level that contained every element of the game. They then spent a month iterating on it. The designer Ken Birdwell described the level as "Die Hard meets Evil Dead." When the rest of the team played it, they agreed to use it as the baseline.
The team came away with three theories about why the level worked. First, several interesting things happened in it, all triggered by the player rather than a timer, so the player set the pace. Second, the level answered any player action, even something as small as bullet-impact decals on a wall. Third, it warned the player of imminent danger instead of killing them without notice.
To carry this vision forward, Valve looked for a game designer and found nobody suitable. Instead it created the cabal. The group began with six people drawn from across all departments. It met in six-hour sessions, four days a week, for six months straight. The cabal decided level layouts, key events, enemy designs, narrative, and when each new gameplay element would appear. Once it settled on a type of element, mini-cabals from the departments most affected formed to build it. Membership in the main group rotated, because the workload caused burnout. The cabal's output included a 200-page design document covering nearly every aspect of the game.
Within a month of the cabal's formation, the rest of the team began detailed development. Within another month, playtesting began through Sierra. Cabal members watched players without interacting, and wrote down every moment of confusion as an action item for the next version. Later, the team added tools to benchmark what players did and interpreted the results statistically to fine-tune levels. Birdwell said the cabal approach was critical to the game's success, and Valve reused it from the start for Team Fortress 2.
Much of the detail of this period has been lost. Valve employee Erik Johnson said that two or three months before release, the Visual SourceSafe source control system "exploded." Logs of technical changes from before the final month vanished, and code had to be recovered from individual computers. The revised game still won the Game Critics Awards for "Best PC Game" and "Best Action Game" at E3 1998.
Deep underground at the Black Mesa Research Facility, Gordon Freeman takes part in an experiment on a crystal of unknown origin. The experiment triggers a "resonance cascade." The facility is badly damaged, and hostile alien creatures are teleported in. When Freeman reaches the surface, he finds that United States Marines and black operators have arrived. Their orders are to destroy the aliens, but also to cover up the incident by eliminating every remaining Black Mesa employee. A scientist tells Freeman to make his way to the Lambda Complex and stop the invasion.
The route there is long. Freeman kills a giant creature inside a rocket engine test facility, then rides an underground monorail to a rocket silo. He launches a satellite to help the Lambda team. Vengeful Marines capture him and leave him for dead in a trash compactor. He escapes through a waste treatment complex and crosses a part of Black Mesa full of alien specimens, collected long before the resonance cascade.
Overpowered by the aliens, the Marines withdraw and begin air strikes. Freeman crosses the surface to the Lambda Complex, where he discovers secret teleportation technology. Scientists there explain that a powerful alien creature is stopping them from closing the portal. They send Freeman to the alien dimension of Xen to kill it. He finds the bodies of scientists who teleported there before him. He kills a large alien called the Gonarch and finds a factory that manufactures alien soldiers. Finally, he enters the lair of the Nihilanth and kills it.
The enemies along the way include headcrabs, bullsquids, vortigaunts and headcrab zombies, as well as hostile human soldiers and Black Ops assassins. Security guards and scientists help in return. The guards fight beside the player, and both groups can open the way to new areas and pass on plot information.
Then comes the final scene. A mysterious agent called the G-Man detains Freeman and says his "employers" wish to hire him. If Freeman accepts, he is placed into stasis. If he refuses, he is teleported to his death.
Marc Laidlaw, a science fiction novelist, was hired to help manage the script, which the cabal had set down in a 30-page narrative document. He said his contribution was to add "old storytelling tricks" to the team's ambitious designs. In his words: "I was in awe of the team. It felt to me like I was just borrowing from old standards while they were the ones doing something truly new." He refused to dictate story from "some kind of ivory tower of authorial inspiration." Instead he improvised with the developers. The opening train ride, for example, came after an engineer wrote train code for another concept.
Valve first planned to use traditional cutscenes but switched to a continuous first-person view because it was running out of time. Laidlaw said the change had unexpected advantages. It created immersion and a sense of loneliness in a frightening place. He also felt that non-player characters did not need to guide the player if the design had strong enough "visual grammar." That let the characters "feel like characters instead of signposts."
An early version of the game started right after the disaster, with the environments already wrecked. Laidlaw worked with Brett Johnson to build versions of the lab as it looked before the catastrophe, to help set the story. His summary of the approach was blunt: "The narrative had to be baked into the corridors."
The finished game tells nearly everything through scripted sequences, with a single short cutscene. It has no levels in the usual sense. Instead it is divided into chapters, whose titles flash briefly on screen. Apart from short loading pauses, each map connects directly to the next. Levels with teleportation are the exception.
Puzzles are woven into the action. One asks the player to navigate a maze of conveyor belts. Another has the player stack nearby boxes into a small staircase. Others use the environment as a weapon, such as turning a valve to spray hot steam at enemies. Bosses are rare in the conventional sense. When one defines a chapter, the player is generally expected to use the terrain instead of firepower. Late in the game, a "long jump module" for the HEV suit lets the player leap farther by crouching first. The platformer-style jumping puzzles in Xen depend on it.
Half-Life also supports online multiplayer, in both individual and team-based deathmatch modes. And it was one of the first mainstream games to use the WASD keys as its default control scheme.
Half-Life was released on the 19th of November 1998. Valve's chief marketing officer, Monica Harrington, had spent the lead-up promoting the company's reputation through conference talks about its advances in game development. Those talks led to coverage in the Wall Street Journal. After launch, Sierra told Valve it did not plan to promote the game any further. Harrington threatened that Valve would walk away from the agreement and tell the industry how badly Sierra had behaved. In response, Sierra reissued the game as a "Game of the Year" edition, which boosted sales. In 2001, after renegotiating with Sierra, Valve gained the Half-Life intellectual property and the online distribution rights to its games.
Valve also released two demos. Half-Life: Day One contained the first fifth of the game and shipped with certain graphics cards. Half-Life: Uplink, released on the 12th of February 1999, offered original content. A short film also called Half-Life: Uplink, made by the British marketing agency Cruise Control, appeared a day earlier. Its hero is a journalist who infiltrates Black Mesa.
In Germany, the game was censored to comply with the Federal Department for Media Harmful to Young Persons, which regulates depictions of violence against humans. Valve replaced the human characters with robots that spilled oil and gears instead of blood and body parts. Germany removed the game from its censorship list in 2017, and Valve marked the occasion with a free download called Half-Life Uncensored that reverses the changes.
The ports had a rougher road. Logicware built a Mac version, but Valve cancelled it in 2000. Newell cited the lack of an auto-updater and the absence of Team Fortress Classic, and he feared Mac players would become "second-class customers." Logicware's co-founder, Rebecca Heineman, gave a different reason. She said Apple had misrepresented its sales projections by an order of magnitude, and that the finished port was three weeks from release when preorders fell far short of Valve's hopes. Valve eventually released versions for OS X and Linux in 2013.
A Dreamcast version, built by Captivation Digital Laboratories and Gearbox Software, added new character models and textures plus an exclusive expansion, Blue Shift. Sega's decision to discontinue the Dreamcast in March 2001 caused several third-party cancellations. Sierra then cancelled this port weeks before its June release, citing "changing marketing conditions." The work became the basis of the PlayStation 2 version, released in late 2001, which added competitive play and a co-op expansion called Decay.
In 2004, Valve released Half-Life: Source, which moved the game to its new Source engine and added ragdoll physics, advanced water effects and 5.1 surround sound. Reviews at launch were mediocre, though IGN still recommended it. Retrospective opinion is harsher, because of the port's instability and frequent glitches. In 2023, after the 25th anniversary update, Valve delisted it from Steam. It is now bundled for free with Half-Life Deathmatch: Source, a 2006 port of the multiplayer mode.
That anniversary update arrived in November 2023. It reverted the Steam version to its original 1998 content, fixed long-standing bugs, and added four new multiplayer maps, Steam Deck support, rendering improvements and 4K support. Valve also released an hour-long documentary with commentary from the original developers. Two days after the release, 33,471 players were online at once, the game's highest number ever.
Valve shipped Half-Life with Worldcraft, the level design tool used during development, along with a software development kit. Both were updated with the patch 1.1.0.0. Supporting tools, including texture editors, model editors and the multiple engine editor QuArK, were created or updated to work with the game. Valve supported and encouraged the independent developers who picked them up.
Valve's own mods came first. Team Fortress Classic grew from the kit, as did Deathmatch Classic, a remake of Quake's deathmatch mode in the GoldSrc engine. Counter-Strike and Day of Defeat began as the work of independent developers who later received help from Valve. Other multiplayer mods included Firearms, Natural Selection and Sven Co-op. Single-player fans got USS Darkstar from 1999, a futuristic action-adventure aboard a zoological research spaceship. They also got They Hunger, a zombie survival horror trilogy released across 2000 and 2001.
Counter-Strike became the biggest success, with six editions. These included a standalone release in 2000, a Platinum Pack the same year, an Xbox version in 2003, and a single-player spin-off, Counter-Strike: Condition Zero, in 2004. Two more used the Source engine. Team Fortress Classic, Day of Defeat, Sven Co-op and Gunman Chronicles, a futuristic Western-style total conversion from 2000, also reached shelves as standalone products.
One mod came from Hollywood. To promote the 2003 film Underworld, Sony Pictures commissioned Black Widow Games to build Underworld: Bloodline. It stayed on the studio's website until the end of 2007. It remains the only officially licensed Half-Life mod tied to a Hollywood film. Fans also made the game the subject of YouTube improv series, including Half-Life VR but the AI is Self-Aware and Freeman's Mind.
The fan scene also left one strange footnote. In 2003, hackers infiltrated Valve's network. Among the stolen files was Half-Life: Threewave, a cancelled remake of the Quake mod Threewave CTF. Fans found the files on a Vietnamese FTP server in February 2016, and they were unofficially distributed that September.
On the review aggregator Metacritic, Half-Life holds a score of 96 out of 100, which signals "universal acclaim." Jeff Green of Computer Gaming World called it "one of the best games of any year, an instant classic" and said its single-player form was the best shooter since the original Doom. Next Generation praised its pace and drama, adding: "All that and not a single Orc in sight." IGN called it "a tour de force in game design." GameSpot said it was the "closest thing to a revolutionary step the genre has ever taken." Many reviewers singled out immersion and interactivity, and Gamers Depot wrote that it was the most immersive game they had played.
Not every part drew praise. The closing stretch in Xen was generally considered the weakest. Its low-gravity jumping puzzles were hard to control in the GoldSrc engine, and Freeman often fell into a void, sending the player back to restart. Julie Muncy of Wired called the sequence "an abbreviated, unpleasant stop on an alien world with bad platforming." The Electric Playground felt the game had "peaked too soon."
The trophies kept coming. At the 2nd Annual Interactive Achievement Awards of the AIAS, Half-Life won "Computer Entertainment Title of the Year" and "PC Action Game of the Year." It won more than 50 PC "Game of the Year" awards in all. PC Gamer named it the best PC game of all time in 1999-2001 and 2005, and GameSpy readers voted it the best game of all time in 2004. In 2013, IGN wrote that the history of the first-person shooter "breaks down pretty cleanly into pre-Half-Life and post-Half-Life eras." In 2021, the Guardian ranked it the third-greatest game of the 1990s.
The sales story followed a similar arc. In the United States, it debuted at number 8 on PC Data's weekly chart for the 15th to the 21st of November 1998, at an average retail price of $49. By the end of 1998 it had sold 212,173 copies there, earning $8.6 million. Global sales passed 500,000 units by the 19th of January 1999. On the 23rd of April, Sierra announced almost 1 million. Global sales reached 2.5 million by July 2001, and eight million by the 16th of November 2004. By 2008, 9.3 million copies had been sold at retail. Guinness World Records named it the best-selling PC first-person shooter of all time. Edge noted in 2003 that a significant number of the 7.5 million PC copies were bought because of the game's potential for community-driven expansion.
The story continued in Opposing Force, released on the 1st of November 1999, in which Corporal Adrian Shephard of the Hazardous Environment Combat Unit fights a new alien group called Race X. Blue Shift followed, starring the Black Mesa security guard Barney Calhoun. Half-Life 2 arrived in 2004, set 20 years after the Black Mesa incident in the dystopian City 17. Episode One and Episode Two followed in 2006 and 2007, and Half-Life: Alyx in 2020. In 2020, fans at Crowbar Collective also finished Black Mesa, a full remake of the original on the Source engine.
Up next
Continue browsing
Updated
Common questions
When was Half-Life released and who made it?
Half-Life was released on the 19th of November 1998. It was developed by Valve Corporation and published by Sierra Studios, and it was Valve's debut product.
Who is the main character in Half-Life?
The player controls Gordon Freeman, a theoretical physicist at the Black Mesa Research Facility. Freeman never speaks and is never seen, because the player sees the whole game through his eyes.
What is the plot of Half-Life?
A experiment on a crystal of unknown origin triggers a resonance cascade at Black Mesa, teleporting in hostile aliens. Freeman must escape while US Marines try to eliminate the staff, then travels to the alien dimension Xen to kill the Nihilanth.
How did Valve develop Half-Life?
Valve built Half-Life on a heavily modified Quake engine and, after a disappointing September 1997 playtest, reworked it with a design group called the cabal. The cabal met in six-hour sessions four days a week and produced a 200-page design document.
How many copies did Half-Life sell?
Half-Life had sold 9.3 million copies at retail by 2008. Guinness World Records named it the best-selling PC first-person shooter of all time.
Which mods came from Half-Life?
Half-Life inspired mods that became standalone games, including Counter-Strike in 2000, Day of Defeat in 2003 and Sven Co-op in 1999. Valve shipped the Worldcraft level tool and a software development kit with the game.
Why is Half-Life called one of the greatest video games?
Half-Life holds a Metacritic score of 96 out of 100 and won more than 50 PC Game of the Year awards. It told its story through scripted sequences instead of cutscenes, keeping the player in first-person control.
All sources
139 references cited across the entry
- 1Half-Life ReleasedMichael Mullen — November 19, 1998
- 2MagazineReviews • Half-LifeFuture Publishing — December 1998
- 4BookHalf-Life : Prima's Official Strategy GuideJoe Grant Bell — Prima Games — November 25, 1998
- 5Half-Life ReviewJason Bates — November 26, 1998
- 6How WASD became the standard PC control schemeTyler Wylde — June 24, 2016
- 9Half Life: Interview With Gabe NewellJuly 23, 2001
- 10Marc Laidlaw On Story And NarrativeAugust 8, 2003
- 11BookHalf-Life 2: Raising the BarDavid Hodgson — Prima Games — 2004
- 13NewsHalf-Life tiene varias referencias a AkiraDiario AS — August 29, 2018
- 14MagazineHalf-LifeImagine Media — December 1998
- 15Interview: Gabe NewellNicholas Tufnell — November 25, 2011
- 17How Valve founder Gabe Newell turned Half-Life into a nearly $10 billion fortuneStephe Pastis — 2024-12-06
- 19MagazineNG Alphas: Half LifeImagine Media — August 1997
- 20The Cabal: Valve's Design Process For Creating Half-LifeKen Birdwell — December 10, 1999
- 23Marc Laidlaw (Valve) - InterviewJuly 17, 2017
- 24News'The narrative had to be baked into the corridors': Marc Laidlaw on writing Half-LifeJeremy Peel — March 1, 2023
- 25Valve explains why we'll never see the full history of Half-Life's developmentAlex Wawro — February 13, 2017
- 27MagazineThe CD - Half-Life: UplinkImagine Media — May 1999
- 30Half Life Demo is Here!February 11, 1999
- 31Half-Life: Uplink (1999 short film)Combine OverWiki — January 2, 2011
- 32Half-Life goes uncensored in Germany, two decades after original releaseAllegra Frank — May 4, 2017
- 33Mac Half-Life canceledAmer Ajami — April 27, 2000
- 34VideoRebecca Heineman - Developer & Co-Founder of Interplay Retro Tea BreakFebruary 2, 2023
- 35Original Half-Life finally available for OS X through Steam nearly 15 years after its releaseNathan Ingraham — January 25, 2013
- 36ECTS Half-Life Dreamcast Hands-OnBen Stahl — September 5, 2000
- 37Not Given Half A Chance: The Cancellation of Half-LifeAnthony Chau — June 18, 2001
- 38NewsHalf-Life for the Dreamcast officially cancelledShane Satterfield — July 31, 2001
- 39Ready to Jump Back into the Black Mesa Research Facility?March 29, 2001
- 40Sierra Delivers Half-Life to PlayStation 2November 17, 2000
- 41Half-Life: SourceTom McNamara — November 19, 2004
- 42Valve Finally Unlists Buggy Half-Life: SourceRhiannon Bevan — 2023-11-18
- 45MagazineBlack Mesa Source release date revealed, high-res headcrabs due in 11 daysSenior, Tom — September 3, 2012
- 46MagazineBlack Mesa Source released – download it now!Cobbett, Richard — September 14, 2012
- 47Half-Life gets massive update for 25th anniversary, new maps and moreAnna Koselke — November 17, 2023
- 48Half-Life 25th Anniversary UpdateNovember 17, 2023
- 51JournalValve: The New EmpireJanuary 1999
- 53Valve releases Deathmatch Classic mod for Half-LifeTrey Walker — June 7, 2001
- 54Half-Life: Firearms Released!EuroGamer — April 30, 2000
- 55Sony Once Commissioned A Half-Life Mod To Promote The First Underworld Movie - And It Was AmazingEric Switzer — 3 May 2022
- 56How's It Going?: HL:VR But The AI Is Self-Aware EditionZack Zwiezen — April 19, 2020
- 57In Half-Life's improv scene, anyone can speak for Gordon FreemanApril 16, 2020
- 58MagazineYouTube comedy series Freeman's Mind arrives in Half-Life 2Christopher Livingston — April 2, 2017
- 59NewsThe unreleased Half-Life multiplayer mod that you can play nowKyle Orland — September 21, 2016
- 60Half-Life for PCMetacritic
- 61Half-Life for PlayStation 2Metacritic
- 62Half-LifeHouse, Michael L. — 2014
- 63MagazineHalf-Life ReviewBig Bubba
- 64MagazineHalf-LifeJeff Green — February 1, 1999
- 65MagazineFinalsImagine Media — February 1999
- 67Half-Life reviewHot Games
- 68Half-Life reviewGamers Depot
- 69BookReverse DesignPatrick Hollerman — CRC Press — 2018
- 70Half-Life's hated Xen levels look great in Black Mesa remakeCharlie Hall — November 19, 2018
- 71MagazineBlack Mesa, a Half-Life Fan Fantasy, Finally Comes to LifeJulie Muncy — March 5, 2020
- 72Half-LifeThe Electric Playground
- 74Second Interactive Achievement Awards - ComputerAcademy of Interactive Arts & Sciences
- 76MagazineFinalsJeff Lundrigan — Imagine Media — December 2001
- 77Blister Awards 2001Staff — January 25, 2002
- 78MagazineThe 50 Best Games EverNovember 1999
- 79Magazine50 Best Games of All TimeOctober 2001
- 80MagazineThe 50 Best Games of All TimeApril 2005
- 83Greatest Games of All Time: Half-LifeMatthew Rorie — May 18, 2007
- 84Top 10 Most Influential GamesDecember 11, 2007
- 85Half-Life – #1 Top ShootersSeptember 13, 2013
- 86The 15 greatest video games of the 1990s – ranked!June 23, 2021
- 87Deer Hunter II Returns to the ThroneRobert Mayer — December 9, 1998
- 88PC Data Best SellersDecember 9, 1998
- 89Tiny Plastic Woman Beats on Half-LifeDecember 15, 1998
- 90Barbie Holds PC ChartsDecember 22, 1998
- 91Deer Hunter 2 3D Tops ChartsJames Fudge — January 8, 1999
- 92Deer Hunters Still on TopJanuary 8, 1999
- 93Brood War Tops PC Data ListMicheal Mullen — January 12, 1999
- 94November Belongs to Deer Hunter 2 3DRobert Mayer — December 13, 1998
- 95Deer Hunter II Tops ChartsJason Ocampo — January 15, 1999
- 96NewsStormy weatherChristine Biederman — January 14, 1999
- 97JournalThe Numbers GameApril 1999
- 98JournalCharts; The ChartTrack Top 10Conor McNicholas — February 1999
- 99StarCraft: Brood Wars Tops Charts, Baldur's Gate Close BehindFudge, James — January 19, 1999
- 100Brood Wars Rules the Week's ChartsJanuary 27, 1999
- 101Baldur's Gate in the LeadFebruary 2, 1999
- 102SimCity 3000: Top SellerFebruary 9, 1999
- 103SimCity 3000 On TopFebruary 18, 1999
- 104A Charmed Half-LifeBaker, M. Sharon — February 26, 1999
- 105January's Top SellersMullen, Micheal — February 16, 1999
- 106Sim City 3000 Hangs Tough at Top SpotFudge, James — February 23, 1999
- 107SimCity Packs 'Em InMarch 10, 1999
- 108SimCity 3000 Still Top SellerMarch 16, 1999
- 109Sim City 3000 Takes FebruaryMarch 15, 1999
- 110SimCity Still Number 1March 25, 1999
- 111SimCity Beats Back EverQuestApril 5, 1999
- 112EA Tops ChartsFudge, James — April 16, 1999
- 113JournalCharts; The ChartTrack Top 10Shoemaker, Richie — March 1999
- 114JournalCharts; The ChartTrack Top 10Shoemaker, Richie — May 1999
- 115Civilization: Call To Power tops April chartFudge, James — May 17, 1999
- 116Press releaseSierra Studios to Deliver Best-Selling Half-Life to the MacSierra On-Line — April 23, 1999
- 117Star Wars Episode I: The Phantom Menace Tops Monthly ChartFudge, James — June 15, 1999
- 118Star Wars Episode I: The Phantom Menace Tops Monthly ChartFudge, James — July 20, 1999
- 119And the Winners Are ...IGN Staff — August 3, 1999
- 120JournalX-Tra; Death of the PCFebruary 2000
- 121PC Data Top Selling PC Games for 1999Fudge, James — January 19, 2000
- 122JournalShake Your Money-MakerApril 2000
- 125ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UKCaoili, Eric — November 26, 2008
- 126MagazineArmy of OnePrice, Tom — July 2001
- 127MagazinePrescreen focus: Half-Life 2June 2003
- 128NewsHalf-Life 2's Real BattleMike Musgrove — November 16, 2004
- 129Analysis: Valve's Lifetime Retail Sales For Half-Life, Counter-Strike FranchisesRemo, Chris — December 3, 2008
- 130Half-Life electronic gameBritannica
- 131Half-Life: Opposing ForceValve
- 132Half-Life ExpandsApril 15, 1999
- 133Half-Life PreviewChris Kirchgasler — July 24, 2000
- 134Half-Life for the Dreamcast officially cancelledShane Satterfield — June 16, 2001
- 136Half-Life for PlayStation 2 ReviewDoug Radcliffe — October 15, 2001
- 137Half-Life 2: Episode One gold, Two dated, Three announcedTor Thorsen — May 24, 2006
- 138Half-Life: Alyx is officially coming March 2020, and here's your first lookSean Hollister — November 21, 2019
- 139MagazineBlack mesa boogiePeter Whitley — Wizards of the Coast — April 1999