Compara los precios de Half-Life en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Valve. Publicado por Valve. Lanzado el 19/11/1998. Disponible en PC, Mac, Linux. Géneros: Action. Puntuación Metacritic: 96/100.

Ninety-six out of a hundred on Metacritic, and it still sits at 96% positive on Steam after nearly 30 years. That number either means something or it doesn't.

I came into Half-Life the same way a lot of competitive shooter players do: already knowing the folklore, slightly impatient, and fully expecting to tick it off a historical checklist in an afternoon. What I didn't expect was to still be thinking about the pacing days later. This is a seven-to-ten-hour first-person shooter built around a single continuous location, the Black Mesa Research Facility, and Valve's 1998 trick was making that location feel like a living system rather than a backdrop for shooting galleries. You start on a tram, ride through the facility watching robots mop up spills, and do absolutely nothing useful for several minutes. In 1998, that was genuinely radical. The moment the Resonance Cascade hits, everything shifts. Your weapons arsenal is broader than most people remember: crowbar, pistol, shotgun, MP5 with underslung grenade launcher, crossbow, Gauss rifle, rocket launcher, Tau Cannon, and alien weapons including the Hivehand and the Snarks. The gunplay by modern standards is blunt. Spread patterns are wide, there's no ADS, and the mouse acceleration on the GoldSrc engine will immediately irritate anyone running a high-polling-rate setup until they sort it out through the console or a community fix. That friction is real and worth acknowledging. Once it's dialed in, the combat holds up better than its reputation suggests, particularly against the HECU marines, who actively use grenades to flush you out of cover and reposition in teams. Headcrabs and vortigaunts behave differently from the soldiers and keep you switching tactics constantly. The game rationed ammo deliberately, placing weapons in guard posts and first aid kits near hazardous areas rather than lining them up in neat rows, which creates a low-level resource tension that most modern shooters have abandoned. Pacing is the real weapon here. The game mixes straight combat with environmental puzzles, vent crawls, platforming sections, and the occasional horror-adjacent moment where you have almost nothing and something very large is hunting you. Office Complex and Blast Pit are the peak chapters. The Xen endgame is the one section that hasn't aged well, a floaty alien-world gauntlet that feels rushed compared to everything before it. The community has been saying this for twenty-five years and they're right. Get through it. From a multiplayer angle, the built-in deathmatch mode is a curio rather than a reason to buy. The bunny-hop mechanics and LAN-era movement are genuinely fun to mess with for an hour, but active servers are sparse outside of dedicated old-guard communities. The real multiplayer legacy lives in the mods: Counter-Strike was born from this codebase. The 25th Anniversary update in November 2023 patched long-standing bugs, added four new multiplayer maps, brought in 4K support, and included the Uplink demo as a separate campaign. If you're on Steam, you're on the best version of the game that has ever existed. There is also a legacy beta branch if the update broke your favorite mod. The honest answer to "should I play the original or just go straight to Black Mesa" is: play the original first. Black Mesa looks better and rebuilds Xen from scratch, but it's a different game in tone. The original is tighter, nastier, and meaner about supplies. If you're a shooter player who cares about how movement and encounter design evolved into everything from Quake Champions to modern tactical FPS, the original Half-Life is the most direct source material you can touch. The GoldSrc engine is showing its age on the geometry side, but the AI and level design still do things that games today don't bother with. Fred, Scout Team

Half-Life

Half-Life

19 nov 1998Valve
GamerScout opina

Ninety-six out of a hundred on Metacritic, and it still sits at 96% positive on Steam after nearly 30 years. That number either means something or it doesn't.

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Acerca de Half-Life

I came into Half-Life the same way a lot of competitive shooter players do: already knowing the folklore, slightly impatient, and fully expecting to tick it off a historical checklist in an afternoon. What I didn't expect was to still be thinking about the pacing days later. This is a seven-to-ten-hour first-person shooter built around a single continuous location, the Black Mesa Research Facility, and Valve's 1998 trick was making that location feel like a living system rather than a backdrop for shooting galleries. You start on a tram, ride through the facility watching robots mop up spills, and do absolutely nothing useful for several minutes. In 1998, that was genuinely radical. The moment the Resonance Cascade hits, everything shifts. Your weapons arsenal is broader than most people remember: crowbar, pistol, shotgun, MP5 with underslung grenade launcher, crossbow, Gauss rifle, rocket launcher, Tau Cannon, and alien weapons including the Hivehand and the Snarks. The gunplay by modern standards is blunt. Spread patterns are wide, there's no ADS, and the mouse acceleration on the GoldSrc engine will immediately irritate anyone running a high-polling-rate setup until they sort it out through the console or a community fix. That friction is real and worth acknowledging. Once it's dialed in, the combat holds up better than its reputation suggests, particularly against the HECU marines, who actively use grenades to flush you out of cover and reposition in teams. Headcrabs and vortigaunts behave differently from the soldiers and keep you switching tactics constantly. The game rationed ammo deliberately, placing weapons in guard posts and first aid kits near hazardous areas rather than lining them up in neat rows, which creates a low-level resource tension that most modern shooters have abandoned. Pacing is the real weapon here. The game mixes straight combat with environmental puzzles, vent crawls, platforming sections, and the occasional horror-adjacent moment where you have almost nothing and something very large is hunting you. Office Complex and Blast Pit are the peak chapters. The Xen endgame is the one section that hasn't aged well, a floaty alien-world gauntlet that feels rushed compared to everything before it. The community has been saying this for twenty-five years and they're right. Get through it. From a multiplayer angle, the built-in deathmatch mode is a curio rather than a reason to buy. The bunny-hop mechanics and LAN-era movement are genuinely fun to mess with for an hour, but active servers are sparse outside of dedicated old-guard communities. The real multiplayer legacy lives in the mods: Counter-Strike was born from this codebase. The 25th Anniversary update in November 2023 patched long-standing bugs, added four new multiplayer maps, brought in 4K support, and included the Uplink demo as a separate campaign. If you're on Steam, you're on the best version of the game that has ever existed. There is also a legacy beta branch if the update broke your favorite mod. The honest answer to "should I play the original or just go straight to Black Mesa" is: play the original first. Black Mesa looks better and rebuilds Xen from scratch, but it's a different game in tone. The original is tighter, nastier, and meaner about supplies. If you're a shooter player who cares about how movement and encounter design evolved into everything from Quake Champions to modern tactical FPS, the original Half-Life is the most direct source material you can touch. The GoldSrc engine is showing its age on the geometry side, but the AI and level design still do things that games today don't bother with.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayercontroller-supportcloud-savesBoomer ShooterGoldSrcModdableEnvironmental PuzzleResource ManagementLinear CampaignAI-Driven CombatBunny Hop25th Anniversary Update

Requisitos del sistema

Mínimos

Processor
1.7 Ghz
Memory
512 MB RAM
Graphics
DirectX 8.1 level Graphics Card (requires support for SSE)
Storage
6500 MB available space

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Reseñas y valoraciones

Metacritic
96

Información del juego

Desarrolladora
Valve
Distribuidora
Valve
Fecha de lanzamiento
19 nov 1998

Modos de juego

singleplayer
multiplayer

Idiomas

Audio (7)
EnglishFrenchGermanItalianSpanish - SpainSimplified Chinese+1 más
Subtítulos (8)
EnglishFrenchGermanItalianSpanish - SpainSimplified Chinese+2 más

Características

Controller SupportCloud Saves

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¿En qué plataformas está disponible Half-Life?

Half-Life está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Half-Life?

Half-Life se lanzó el 19 de noviembre de 1998.

¿Quién desarrolló Half-Life?

Half-Life fue desarrollado por Valve.

¿Merece la pena comprar Half-Life?

Half-Life tiene una puntuación Metacritic de 96/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.