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Chapter 742 - Chapter 683 Half Life

Saturday 28 August 1996.

Brian Reynald grinned—he had finally gotten his hands on ZAGE's newest game: Half-Life. After a long wait in line at the official ZAGE store, the moment of victory was his.

The game had been teased for weeks, building up hype across gaming circles. Previews in ZAGE POWER Magazine had offered only small glimpses, just enough to stir curiosity. But it was the trailer that sealed the deal for Brian—the graphics looked clean, the atmosphere was intense, and the pacing felt unlike anything he had seen. Best of all, it was a first-person shooter, his absolute favorite genre.

"Hehehe, I can't wait to play this. I wonder what ZAGE's cookin' this time!" Brian chuckled to himself as he eagerly opened the game case. With a smooth motion, he popped the disc into his PC's drive and began the installation. While the progress bar slowly ticked forward, he casually flipped through the game manual, eyes scanning each page with growing excitement. He loved manuals—packed with story background, control tips, and developer notes. It felt like a small prelude to the real adventure.

About twenty minutes later, the installation was complete. Without wasting a second, Brian sat up straighter, cracked his knuckles, and double-clicked the game icon. The screen faded to black, and his heart rate kicked up. It was finally time to see what Half-Life had in store.

After he started the game, the screen faded in to show the main character riding a tram through a facility called "Black Mesa." The game opened like a cinematic sequence, yet Brian could still move the camera freely, allowing him to take in the detailed environment from every angle. As the tram progressed, a small caption appeared on-screen: Passenger: Gordon Freeman.

"Ah, so the main character's name is Gordon Freeman," Brian muttered, already impressed by the immersive introduction. 

Brian sat forward in his chair, fully immersed in the cinematic. This kind of intro was completely new to him. "Hey, this one is not bad," he muttered, eyes fixed on the screen. The tram continued deeper into the Black Mesa facility, letting him soak in the tension and atmosphere. Unlike other games that threw you into action immediately, this one built up slowly—layering mood, setting, and mystery.

As the scenes unfolded, disaster suddenly struck. The laboratory was plunged into chaos—explosions, blaring alarms, and terrifying alien creatures appearing out of nowhere. Brian's heart raced as he took control again. Gordon Freeman, now surrounded by destruction, was thrown into survival mode. After navigating through wreckage and panicked scientists, Gordon returned to the ruined test chamber—the very place where everything had gone wrong.

Brian pushed forward, and soon encountered his first enemy. His pulse quickened, but there was a problem—Gordon had no weapon yet. Instinctively, Brian tried to sneak past the creature. Holding his breath, he inched by. To his surprise, it worked. The enemy didn't chase him wildly like in other games. Instead, it seemed unaware of his escape route. He slipped into a nearby air vent and took a moment to process.

"Whoa! So the enemy doesn't blindly chase you? That's a nice feature, hahaha," he whispered with a grin.

His mind drifted briefly to other ZAGE FPS games he had played—Doom, Duke Nukem, Quake. In those, the enemies rushed at the player relentlessly, no matter what. It made combat intense but predictable. Half-Life felt different. It gave him the option to hide, to avoid combat, and rewarded careful movement. That change of pace impressed him—it felt more strategic, more immersive. It was a kind of realism he hadn't experienced before in a ZAGE shooter, and he liked it.

Brian continued playing, and eventually, he got his first weapon—a crowbar. It wasn't flashy, but it was finally something to use against enemies or clear away obstacles in his path. "Finally, some action," Brian grinned as he swung it at debris blocking a hallway. The satisfying clang of metal on metal echoed through the corridors.

As he pushed further into the level, he started noticing just how open and complex the map design was. Multiple paths branched off in different directions, each with their own rewards and risks. "Whoa... so many routes," he muttered, eyes darting from one hallway to the next. He couldn't help but stop and explore each option, curious where they might lead.

At one point, he stumbled across a locked security room. Peering through the small glass window, he saw a frightened security guard trapped inside. After solving a small environmental puzzle, Brian managed to free him. To his surprise, the guard didn't just thank him—he joined Gordon, now acting as a companion and backup.

"Nice! A partner," Brian smiled. It added a whole new layer to the gameplay.

Not long after, he finally picked up his first firearm—a Glock pistol. "Heheh, finally a gun!" he chuckled, checking the ammo count. But that excitement was quickly tempered when he realized how limited the ammunition was. With only a few rounds, he had to make every shot count. Because of that, Brian found himself relying more on the crowbar for basic enemies, saving the bullets for tougher threats.

The added dynamic of managing resources while being supported by a friendly NPC made the gameplay feel deeper and more realistic than any ZAGE shooter he'd played before. Every corner could hold danger, and every decision—fight or sneak—carried weight. Brian loved it.

Brian continued playing and noticed something remarkable—the enemies could actually lose sight of him. This wasn't just a run-and-gun shooter; it was starting to feel like a true survival experience. The way the enemies reacted, sometimes searching or hesitating, made the world feel alive. It added tension, and Brian appreciated the unpredictability. Every encounter felt like a moment of strategy instead of a predictable shootout.

The game's level design also stood out. The stages were incredibly varied—industrial zones, labs in ruins, ventilation shafts, collapsed corridors—and they were all interconnected in a way that felt more natural than segmented levels. Multiple paths opened up depending on how much you explored, and some led to hidden items or environmental puzzles. Brian found himself pausing often, wondering if he should take a risk and explore that shadowy hallway or follow the obvious path forward.

The gunplay was also solid. The shooting mechanics were tight and responsive, and the graphics were among the best he'd seen in a ZAGE title. Lighting, atmosphere, and sound all worked together to sell the illusion that this facility had once been alive and thriving… and was now falling apart.

But what impressed Brian the most was the environment itself. It wasn't just a backdrop—it was part of the gameplay. Enemies were numerous and diverse, ranging from small headcrabs to massive beasts that could rip him apart in seconds. Some enemies clearly weren't meant to be fought directly, which added even more tension. There were environmental hazards, too, like toxic spills and sparking machinery, all pushing the player to be aware of their surroundings.

He also discovered that hidden areas and puzzles were peppered throughout the facility. Sometimes a stack of crates hinted at a vent opening; other times, a flickering light guided him toward a secret weapon cache. These little moments blew Brian's mind—he wasn't used to this level of interactivity and depth.

Perhaps most of all, the game didn't feel like it was split into "levels" the way ZAGE other shooters were. Instead, it moved forward in a continuous, linear fashion, giving the sense of an unfolding story rather than just a series of disconnected stages. That cinematic approach really resonated with Brian. It kept him glued to the screen.

By the time he reached his third boss encounter—an enormous alien creature that required both puzzle-solving and quick reflexes to beat—he realized he'd been playing for hours. His hands ached slightly, and his stomach growled. He leaned back with a deep breath, grinning.

He needed a break, but all he could think about was diving back in as soon as he could.

"Damn, what a good game! I didn't expect it to turn out like this—it's clearly on a whole different level from other ZAGE shooters!" he said with a wide grin, still buzzing from the experience. His mind was racing with everything he'd just played, from the immersive intro to the intense boss battles. His stomach growled, reminding him he hadn't eaten since morning. Chuckling to himself, he stood up, stretched, and decided to grab a quick meal before diving back in for another session.

To be continue 

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