While there are a lot of iconic moments in the Half-Life series, from the lab accident that started learning why we don’t go to Ravenholm, no one has stood up for me as much as to beat 17 at the end of town. Leads resistance — Half-Life 2’s.
Gordon’s Journey wants to bring you back to combination from the beginning. They are jerking off. They hit you with sticks. They pick you up garbage, which is not even yours. The first few hours of the game are spent showing you how bleak and oppressive life has become to humanity since the invasion, with Breen’s smug face declaring it heaven. And then you get a little glimpse of hope as you reconnect with Barney and start exploring the pocket of resistance.
When you return to City 17, it ends as the “Anticticine Forest,” which was the most desired of the Combine. You have become more than a scientist thrown into extraordinary circumstances at this point, more than a bearded videogame hero with a gun. You are an inspirational person.
Along with you, facing the same challenging obstacles, are ragtag freedom fighters inexperienced jackets and finger gloves, which show that for all our faults, we humans refuse to go down fighting while you are flying. Knives try to handle our cities with robots and giant tripod walkers.
As I fought ferociously through the streets, I felt proud of my resistance peers. They didn’t have plot armor or gravity guns, but they put me in danger anyway. When I took down a hunter with a rocket launcher, they prevailed and went on to gain from hard work. And at this rate, we can never see how the war ends, and we won the battle. We showed the least combination that the Earth does not tilt the brain worm without a black eye.
I look forward to bumping some of these brave men and women around a fire barrel again in the upcoming prequel, even some of them may not know what’s coming. Gordon became an icon, but he was the real hero.
Okay, okay, that’s not true at all. Gordon was still the real hero. But they helped!