[rage_mode]
It's an "important" game. One of the few. We're talking SMB3 and Doom levels of establishing vocabulary.
What's so "establishing" about basically copying Another World concept in 3D and blowing a 10hr game (which drags like mad for half of the time) out of it, especially considering, that it (along with pseudo-realistic set-pieces) has already been done two years before Half-Life (look up Assassin2015 from Vectorman devs on YouTube - you can also notice that this game managed to predict actual contemporary popamole-FPS trends much more accurately than Half-Life - up to the point when it looks like a mockery of the contemporary shooter genre gaming [made 17 years ago, no less])?
Of course, it's now stuck in the unfortunate weirdness between "old school" and popamole. It's not fast enough, or focused enough, to be a great "pure shooter" and it's not pretentiously overdone enough to be a good "cinematic shooter."
So, what you are saying, is that's it's mandatory to play this game just because it became oh-so-popular?
whereas people are going to -- always were going to -- talk about HL1 for decades
They are going to talk about, say, "ludonarrative dissonance", "videogaming sexism" or "OMG THIS NOW IS TOTALLY TRUE CITIZEN KANE OF GAMING" for decades as well. So what?
The problem with HL is that it aged HORRIBLY (though not
quite as horribly as, say, vanilla Marathon 1). It has shitty level-design. Too streamlined to induce any sort of interesting exploration; with way-way-way-way-WAY too much of absolutely useless extra space, not filled with ANYTHING at all in terms of interactable geometry - with just not nearly enough character speed - so that to turn the level progression into an absolute slog (say what you will about HL2, but its level-designers got quite a bit better since HL1 - and having GravityGun means that you don't need to do copious amount of legwork for Every Fucking Ammo Crate Just Up There). It looks like absolute crap by default, with all the blocky concrete-and-metal-and-rocks grey and brown vomit everywhere (so that I STILL cannot bring myself to replaying that game in the software-minimum-gamma mode, on which it kinda does look quite a bit better), with not nearly enough visual landmarks sticking out, so that to communicate to the player the idea, that he seriously - like, totally, no joke, actually
progressing somewhere through the ingame world. It has this shittiest excuse for a script (OMG, a catastrophe! OMG, Gordon, you totally need to get to Lambda labs ASAP! Oh, there is an army! OMG, you got your ass busted! OMG, now you need to, like, make a run for it through all the minefields and choppers and the remains of army and shit! Whew, now the army is retreating! Hello, Lambda Labs! Oh, it seems like I'm a Chosen One - and that only I can take out the Big Bad! And now welcome to Xen. And now the Big Bad's dead. And now the Mysterious "Government" person tells us that we work for a sort of intergalactic superhero agency, with the alternative being an instadeath, true HL- and AW-style) in a time when, you know, Marathon 2 and Realms of the Haunting (talking about shitty level-design with way too much of useless extra space) already existed. And yes, "ZOMG
environmental storytelling, mysteries-without-answers yadda-yadda-yadda", it still doesn't make the _script_ any less non-existent and boring. It sucks Heart-of-Darkness' and Messiah's ass in terms of density of perceivable situational variety. It has this wide variety of hitscanners, oneshotting-grenade-throwing-assholes, bullet sponges, blood cousins of Daikatana's jumping frogs and mosquitoes, and the "enemies" that could hurt you only if you played with your eyes closed - all of them slow and static (could even one of HL's enemies fire on the run? I honestly don't remember) - which are "oh so a fucking blast" to fight with ("b-b-b-b-but different AIs!"), especially with a HP-and-armor classical shooter mechanic (regen was introduced into genre
specifically to circumvent the gamedesigning problems that get introduced with "realistic" hitscan and near-hitscan weapons). It has the fucking first-person platforming, the fucking escort missions and the
fucking On the Rails and Residue Processing chapters. It has this particular AW's gamedesign where you either do it EXACTLY as the gamedesigners decided you will - or you get you ass handed to you almost immediately, or get instadeathed by another trap...
Yeah, you know, instead of "Citizen Kane"s of gaming, I think, I'll do perfectly fine with the games which aren't a boring ugly piece of shit to play, and the games that, you know, have non-crap level design, made by the people who understood what could and could not induce varied and interesting level exploration, instead of "pushing the genre forward" with "revolutionary
intuitive empty corridor to press an X there repeatedly" (not to mention that there are much more interesting examples of such corridors even in C-grade games already). You know, games like DOOM1-2 (yes, Petersen's levels were not all that nice to look at - they also were a BLAST to play), Cybermage, Shadow Warrior and Unreal (yes, it has quite a bit of extra space, it's also a MUCH quicker game than Half-Life ever was, not to mention wonderful vistas with all the vibrant colors, that make it worth the time). The sad thing is that I'll still need to play the damn thing one more time in any case.
[/rage_mode]