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Half-life 2 Controversies And Criticisms





PRE-RELEASE


Source code leak

''Half-Life 2'' was merely a rumor until a strong impression at E3 in May 2003 launched it into levels of hype only equalled by '' Doom 3 '' at the time. It was forecast to come out in September 2003, but it was delayed several times. 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 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 JBMod and 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".


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 (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

  • On November 16 , 2004, ''Half-Life 2'' was officially released. While the launch was mainly regarded as successful, later in the day a significant number of buyers (both through Steam and retail) found themselves unable to play the game, due in part to a bottleneck of Valve's Steam system. The European authentication servers went down for about 5 hours before being fixed, preventing those with accounts using them from decrypting or playing the game they had bought. The problem was, according to Steam engineer Taylor Sherman , "a little more involved" than lack of bandwidth. He predicted that the problem would never happen again.


  • Shortly after release, many users complained about excessive stuttering during gameplay, especially when new areas of levels were being loaded. When playing, the screen freezes, while the last half-second or so of audio loops until being brought out of the stutter. This stutter can last from fraction of a second to even ten or more seconds, depending on the user's system. To this day, Valve has yet to permanently fix the infamous "stutter bug".


  • Even on the best of systems the auto-save feature can cause a "freeze" when it is triggered, often at important points of the game—during this time the game saves all applicable Information about the Player 's current progress in the game so they can start off from the same point and generates a small thumbnail of the screen. This Lag can be quite disruptive to play, but can be avoided by changing hidden settings in ''Half-Life 2'''s configuration file. A patch released in January 2005 decreased the stuttering during game save in many cases.


  • An Update was released on November 30 , 2004 which inadvertently prevented scores of customers from launching the game. A minor update was quickly launched to resolve the issue.


  • On December 10 , 2004, Valve released a Steam update that solved a "disc in drive incompatibility error" by removing the Securom disc check routine. This change also allowed users to play the game without the game CD or DVD in their drives.



Post-release unauthorized copying

Three days after the game was released a crash-prone (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 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 .


"Bad" updates


HDR implementation

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 that were neither warned of nor supported for some time after. Significant numbers of users also saw a vast reduction in frame-rate across all Source games, mods or not, regardless of video settings, and there were reports of high latencies in online games. Others still simply crashed to the desktop when attempting to run any Source game. These issues were mostly addressed and resolved , but some still remain to date.

The aforementioned "vast reduction" in frame rates is a problem that is only seen on low-end PC's 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. Open up Steam, go to the Games tab, right-click on Half-Life 2 or any other Source-powered game, open up Launch options, and add the command parameter "-dxlevel 81" without the quotations. There will be no graphical detail losses from before the game update was made. This works 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''.

Part of the reason why the frame rate slowed down was due to HDR's reliance on DirectX 9.0, which used far more system resources than what was previously being used to power the graphics, DirectX 8.1. Therefore it ran the game more sluggishly on lower-end PCs that were previously able to run it at smooth framerates.


OTHERS


  • If a user does not install ''Counter-Strike: Source'', he or she may encounter an error approximately 80% of the way through the installation procedure. Only if the user chooses to install ''Counter-Strike: Source'' will the installation complete (after which it can be specifically uninstalled). While not all users experienced this error, the error was commonplace enough that a warning was issued before the game was released.


  • Some users reported game crashes when ''HL2'' initiates its auto-save feature (since fixed), as well as audio and video stuttering and hitches. Patches are periodically released by Valve which attempt to correct these issues. The initial patch, released in December 2004, fixed the audio stuttering but also reduced the game's performance for some players, either through a lowered values, a factor not mentioned in the game's system requirements.


  • To play either single-player ''Half-Life 2'' or ''Half-Life 2: Deathmatch'', players must create an account on Steam . This process normally takes only seconds, but times of several hours were reported during peak times. Accounts also mean that anyone without internet access must obtain internet access before playing, whether through using a friend's connection, or obtaining their own. Although a majority of players have internet access, it still affects a significant number of prospective consumers.


  • To sell a retail copy of ''Half-Life 2'', the seller must either pass on their account information (which technically violates the Steam contract), or the buyer must send the game's box and CDs to Valve's offices to have the CD key reset (initially for a $10 fee charged of Valve by Vivendi, which was waived by the publisher following a lawsuit mistakenly against Valve in Germany). Those not in America are left with little choice but to pass on account information - luckily, Valve does not mind the process as it is designed to remove any possible legal loophole allowing account farming; the requirement that physical media always be transferred does the same. Farming still goes on, but at a reduced rate. Due to proof-of-purchase issues, games bought through Steam cannot be transferred.



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.