


Nothing about the world of Half-Life feels like it was simply designed for players to shoot enemies in.

There are break rooms, locker rooms, and even vending machines that exist to give the entire experience a layer of believability. Black Mesa, while not anyone’s typical workplace by any means, is a believable location that people could feasibly work at. Another aspect that separated Half-Life from its first-person shooter predecessors like Quake and Doom is that it felt like a wholly complete world.
