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Half-Life 2 controversies and criticisms

Encyclopedia : H : HA : HAL : Half-Life 2 controversies and criticisms


The following are problems encountered by Valve Software, Vivendi Universal and gamers before and after the release of the computer game Half-Life 2. Note that the following does not necessarily reflect the game itself.

Pre-Release

Source code leak

Half-Life 2 was merely a rumor until a strong impression at E3 in May 2003 launched it into high levels of hype, and won a few awards for best of show. It was forecast to come out in September 2003, but it was delayed. This pushing back of HL2's release date came in the wake of the cracking of Valve's internal network, through bugs in Microsoft Outlook, resulting in the leak of the game's source code in early September 2003. On October 2, Valve CEO Gabe Newell publicly explained in the [HalfLife2.net] forums the events that Valve experienced around the time of the leak, and requested users to track down the perpetrators if possible.

Initial claims that the leak was a hoax turned out to be in error as the code quickly spread widely and was verified to exist by a large number of people. The leak contained many unfinished parts of the game in a partially, albeit very buggy, playable state, as well as some of the tools used to create game content. The leak was also the origin of the "physgun" weapon - a tool which could be used to interact with the physics objects in the game in a far more powerful, but confusing, way than the final 'Gravity Gun', such as picking up ragdolls and welding objects together. The "physgun" has since been recreated in the game by various mods such as Garry's Mod.

The source-code leak had more of an effect on morale for the developers than it did on the schedule—it was later revealed by both Gabe Newell and PR man Doug Lombardi that the September 2003 release date was 'aggressive' and could not have been met even if the leak had never occurred. Many gamers were not surprised by the early delays, recognizing that Valve's first public mention of the game came just four months before its intended release date.

In June 2004, Valve Software announced in a press release that the FBI had arrested several people suspected of involvement in the source code leak. The game had been leaked by a German hacker named Axel G., also known as "Osama Bin Leaker". Axel G. later contaced Gabe through e-mail (also providing a un-released document playing the E3 events). Axel G. was tricked into believing that Valve wanted to employ him as an in-house secrity auditor. He was to be flown out from Germany and arrested on arrival by the FBI. When the German government got wind of this plan, they quickly arrested him and he was put on trial for the leak as well as many other computer crimes, such as the creation of a mildly spread virus which destroyed computer hard drives.

Going gold hoax

On August 27, 2004 a post on the Half-Life Fallout forums apparently by Gabe Newell from Valve Software said "going gold on Monday". This caused much excitement among Half-Life 2 fans but it later turned out that the post was a hoax and was posted by someone who had guessed Gabe's password (according to the hacker, "gaben"). Rumours of a PHP leak from the site earlier in the day were never verified.

Contract dispute with Vivendi Universal Games

On September 20, 2004, the gaming public learned through [GameSpot] that Vivendi Universal Games (VUG) was in a legal battle with Valve Software over the distribution of Half-Life 2 to cyber cafés. This is important for the Asian PC gaming market where PC and broadband penetration per capita are much lower (except Hong Kong, Singapore, South Korea and Taiwan). Therefore, cyber cafés are extremely popular for playing online games for large numbers of people.

According to VUG, the distribution contract they signed with Valve included cyber cafés. This would mean that only VUG could distribute Half-Life 2 to cyber cafés—not Valve through the Steam system. On November 29, 2004, Judge Thomas S. Zilly, of U.S. Federal District Court in Seattle, WA, ruled that Sierra/Vivendi Universal Games, and its affiliates, are not authorized to distribute (directly or indirectly) Valve games through cyber cafés to end users for pay-to-play activities pursuant to the parties' current publishing agreement. In addition, Judge Zilly ruled in favour of the Valve motion regarding the contractual limitation of liability, allowing Valve to recover copyright damages for any infringement as allowed by law without regard to the publishing agreement's limitation of liability clause.

On April 29, 2005, the two parties announced a settlement agreement. Under the agreement, VUG would cease distributing all retail packaged versions of Valve games by August 31, 2005. VUG also was to notify distributors and cyber cafés that had been licensed by VUG and Sierra that only Valve had the authority to distribute cyber café licenses, and hence their licenses were revoked and switched to [Valve's].

Release and post-release

Release problems

Post-release unauthorized copying

Three days after the game was released a crash-prone cracked version which did not require Steam or a CD appeared on the Internet (nearly a week before a stable version was widely available). While some believe this demonstrates Steam's weakness as a DRM solution, others point to the fact that Steam allowed the game to be encrypted on CDs and as such it was not leaked during manufacturing, unlike every other major title at the time, and that (which runs on the same technology) had already been publicly available for some months.

Despite being a single-player game, copies of Half-Life 2 require online activation through Steam in order to play. This enabled Valve to ensure the CD key used was both genuine and not a duplicate. On November 23, a week after release, [Valve announced] that they had disabled 20,000 Steam accounts that had used a technique involving a specific CD key and the disconnecting of the user's phone line, which was being distributed by warez sites on the Internet to get the game without paying. On December 22, a further 30,000 Steam accounts were disabled for exploiting a similar flaw, as announced on another [forum post]. As the game's popularity increased, Valve invested more effort into anti-piracy mechanisms, which included a revamp of their old Valve Anti-Cheat (VAC), which was highly criticized for being unable to curtail cheating on popular games such as Counter-Strike. While pirated copies continue to circulate on the Internet, these illegitamate copies do not enable the user to take adventage of new features from upcoming updates and online play is impossible.

\"Bad\" updates

Following the [implementation of HDR] in the Source engine, numerous problems ensued. Many of the larger Source mods ceased to work or suffered serious stability issues, including Dystopia and Garry's Mod, due to engine code changes. However, shortly after the third-party mods updated their engines in order to reflect Valve's updated code, the afformentioned problems cleared up. Significant numbers of users also saw a vast reduction in frame-rate across all Source games, there were reports of high latencies in online games. Others reported a simple crash to the desktop when attempting to run any Source game. One of the identifing causes was the fact that many users ran Half-Life 2 by hitting the minimum requirements (Half-Life 2 has very high requirements), and when HDR was introduced into the updated Source engine, it was enabled by default. These issues were mostly [addressed] and [resolved].

The aforementioned "vast reduction" in frame rates is a problem that is only seen on low-end PCs that have limited graphical capabilities and CPU processing power. However, this problem can actually be fixed to make the game run at the speeds experienced preceding the update. By Opening up Steam, going to the Games tab, right-clicking on Half-Life 2 (or any other Source-powered game), opening up Launch options, and then adding the command parameter "-dxlevel 81" without the quotations. This effectively reduces the visual quality of the games by using simpler shaders, lighting, and other effects. This workaround is reported to work on all versions of every Source game, including (but not limited to) Counter-Strike: Source, Half-Life 2: Deathmatch, and community mods such as Dystopia and Garry's Mod 9.

64 Bit Bugs

When the game is running in 64-bit mode, it can be (virtually) impossible to finish the 13th chapter, "Our Benefactors", due to constant crashing when using the enhanced gravity gun (usually on energy balls). However it should be noted that at time of writing the market for 64 bit computers is very small and commonly unstable due to the natures of the new processing technlogy.

The only available solution, at time of writing, is to add the flag "-32bit" to the game's command line to play the 32-bit version. Saved games are not compatible between the 64 and 32 bit versions, so the chapter-unlock cheat may be helpful to avoid having to replay large sections of the game. To unlock chapters, add the command-line flag "-console", start the game and bring up the console with the tilde key ("~") and enter the command "sv_unlockedchapters 15" (unlocks up to chapter 15 - which is the credits).

The introduction of the 64-bit version is also known to have caused other, less serious bugs.

Others

Motion sickness and field of view

Some complained that playing Half-Life 2 resulted in motion sickness and many attributed the problem to the game's low field of view, which defaults to 75 degrees instead of the more commonly used 90 degrees. While players can increase the FOV through console commands, it can detract from the realism, as the characters face and distances in the level become distorted. A monitor is only around 50 degrees in scope, depending on its size.

Players most commonly reported that they experienced motion sickness while driving vehicles in Half-Life 2.

Valve's Bill Van Buren responded to a question on this asked by a fan on the [Half-Life2.net] forums with this response:

Others attribute the motion sickness to the default refresh rate setting of 60Hz in DirectX applications.

 


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