Half-Life is a sci-fi FPS developed by Valve and Sierra studios and released in 1998. It is notable for being Valve's debut in the gaming industry and the first game in the Half-Life series. It is well known and acclaimed for its lack of cut-scenes (using scripted sequences instead), realistic worlds, (at the time) advanced AI, and seamless storytelling. It also helped jump-start the FPS storytelling genre. It has sold 9.3 million copies by 2009. It was followed by a sequel, Half-Life 2, and a fan-made remake, Black Mesa. It was also ported to the newer Source engine instead of the older GoldSource engine, and subsequently re-branded as Half-Life: Source.
The following weapons appear in the video game Half-Life and its expansions:
The Glock 17 is the standard issue sidearm of the Black Mesa security guards. It has a 17 round magazine capacity and is accurate, but not particularly powerful. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using the pistol in the Opposing Force expansion pack. The Glock (and the 92FS in the HD pack) can fire underwater.
Glock 17 2nd Generation - 9x19mm
Dr. Freeman looks down on a dead bullsquid with his Glock 17
Freeman reloads his Glock, showing off its windowed magazines.
Freeman dumps an empty magazine. Whether the magazine is actually totally depleted or not, the ejected magazine shows no rounds in the window, nor a spring. Note also how it falls out oddly.
Freeman fires his pistol. Note how the shell is about the same size as the ejection port.
Corporal Adrian Shepherd holds the Glock 17. Note the different texture.
A suppressed Glock 17 in the hands of a dead Black Ops assassin. This weapon cannot be picked up or used by the player.
A Glock lays by its former Security Guard companion in the Ultra HD Half-Life: Source pack.
The High Definition pack replaces the Glock 17 with the Beretta 92FS, as well as Half-Life: Source's "Ultra" High Defenition pack. The change is purely aesthetic, and changes none of the weapon's stats. Although 17-round magazines are possible on a real Beretta 92FS, these ones have a deeper base than the one on the 15-round model in the game, and were not in existence when the HD pack was released.
The Beretta 92FS
in Freeman's hand in the HD version of Half-Life. It operates in DAO mode.
Freeman brings a Beretta to work in the Ultra HD universe.
Having dealt with one of his zombified former co-workers, Freeman reloads his Beretta.
Sensing a premonition, Freeman reloads his gun in the Ultra HD version. Note the Beretta trademarks are clearly visible with this model.
Two world-model Beretta 92FSs, as Freeman stumbles across them in a stash in the sewers.
The stainless .357 Magnum Colt Python is found mid-way through the game at the bottom of a blast pit and is far more powerful than the 9mm pistol, but has a smaller capacity and lower rate of fire. Reloading is done with the help of a speedloader, but it is still slower than the pistol's.
In the multiplayer part of the game, the Colt Python is additionally equipped with a laser pointer under the barrel. This enables the player to use a zoom function, which acts as the secondary fire mode.
Colt Python, Stainless finish with 6" Barrel - .357 Magnum
The original Half-Life version of the Python without the HD patch. Note the lack of cylinder latch, an error which remains present on all
versions of the game.
Freeman flicks open the cylinder and prepares to dump a couple of .357 rounds.
Freeman, in idle, plays with the hammer of the original Python.
Freeman repeats the same move in the HD universe as he waits for his H.E.V. suit to be charged up. Note that the trigger actually moves backwards when Dr. Freeman pushes the hammer down.
The multiplayer version of the revolver with laser sight under the barrel.
In the HD version, Dr. Freeman holds the Python as he observes some poorly-spelled Marine graffiti.
Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads the Python.
Freeman then slams a speedloader in the cylinder. Note the clipping .357 Magnum round under Dr. Freeman's hand.
Finding a place where the grass is even greener, despite being named "Source", Freeman plays with a very shiny Python.
The world-model of the HD Python where it first appears in the original game, lying next to a dead Black Mesa security guard.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears only in the Opposing Force expansion pack as the standard-issue sidearm of the U.S. Marines. The weapon is also seen used at times by Black Mesa security guards. The Desert Eagle has an attached LAM (Laser Aiming Module), which can be turned on and off using the secondary fire key. Strangely enough, the iron sights are removed from the first person model (whereas the world model appears to have them), which would make any sort of aiming with it difficult in real life unless using the LAM (sure enough, the weapon in-game is quite inaccurate when fired without the LAM active). Another modeling error is that the third person model is strangely short, with the slide and barrel measuring about two-thirds the length of an actual Desert Eagle.
In Opposing Force, the Desert Eagle replaces the Colt Python. It uses .357 Magnum ammunition (the game manual also refers to it as "Desert Eagle .357"), but holds only 7 rounds while its real life .357 Magnum counterpart has a capacity of 9 rounds. This reveals another final (though more minor) modeling error - The lack of barrel fluting which is present on actual .357 variants of the Mark XIX Desert Eagle (The .50 AE variant, which is more commonly seen in films and television, lacks the fluted barrel). The weapon is very out of place since the Marines have never used the Desert Eagle as their sidearm throughout their history.
Desert Eagle Mark XIX - .50 AE
IMI Desert Eagle MK XIX - .44 Magnum. Note that the .44 Magnum version of the Mark XIX has a fluted barrel (as does the .357 version), which is absent from the .50 AE version (as seen above).
The Desert Eagle in first-person view.
Cpl. Shephard reloads the Desert Eagle as he stands in front of some more poorly-spelled graffiti.
Reloading the Desert Eagle from empty. Note the slide locked back.
A world-model Desert Eagle seen next to a dead security guard.
The SPAS-12 shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire), instead of firing in semi-auto like the real SPAS-12. Seemingly the developers believed the weapon's magazine tube was a second barrel.
Note of interest: The icon for the weapon in the original game's selection screen displays an Ithaca 37 "Stakeout" shotgun.
SPAS-12 without stock - 12 Gauge
The original version of the SPAS-12 without stock in the hands of Freeman. Note the Stakeout HUD icon.
Freeman fires the original SPAS-12.
Freeman racks the pump of the original SPAS-12.
Freeman tilts the original SPAS-12, after travelling to the Source Universe, to load a shell into it.
Franchi SPAS-12 - 12 Gauge
Gone to a realm where HD textures and less polygons exist, Freeman holds his SPAS. Note the HD model has the folding stock (which is strictly cosmetic and unusable in the game).
Freeman loads his SPAS-12.
He finishes it off with a satisfying pump.
Heckler & Koch MP5SD3
The Heckler & Koch MP5SD3 is the primary automatic weapon in the game and is the HECU's standard issue weapon. It features a retractable stock, incorrectly holds 50 rounds in a 30-round magazine, and has M203PI grenade launcher. Since it uses the same ammunition, the MP5 shares its ammo pool with the Glock 17. As seen in early gameplay videos, it was originally suppressed as the first person model would suggest. Interestingly, in the config file it is listed as weapon_9mmAR, whereas it is actually a submachine gun.
Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Heckler & Koch MP5A3 with lengthened SD-looking flash-hider and mounted M203 Grenade Launcher. This is the weapon used by Arnold Schwarzenegger
's character Jericho Cane in the film End of Days
. It is a fairly close real-world representation of the in-game weapon.
Freeman holds his MP5SD3 while looking at the Marines incredibly subtle AP mines.
Freeman kills a Vortigaunt with his MP5SD3. Note that there is no peep hole on the rear sight.
Freeman laments at the lack of a fire selector on the viewmodel and sadly reloads his MP5SD.
Heckler & Koch MP5A3
The world-model of the SD3, and the submachine guns used by the Marines are replaced with Heckler & Koch MP5A3s. (The inventory icon of the MP5SD3 is also an A3 model, but it strangely has a AR-15-style front sight.)
Heckler & Koch MP5A3 with original "slimline" foregrip - 9x19mm
Freeman looks down on a world-model MP5A3 lying next to a dead Marine. Note the "slimline" forend. While there is no trigger mechanism, the dead Marines' submachine guns are clearly A3 variants, as noted by the SEF lower receiver.
A Marine brings his MP5A3 to bear under fire.
Cpl. Shepherd holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.
Colt Model 727
The High Definition pack replaces the MP5 with the Colt Model 727, denoted by its M16A2-style rear sights and integrated non-detachable carry handle. The M727 would appear to be more realistic, but it still shoots 9mm rounds and it is still mainly used in close quarters like an SMG. In the Playstation 2 version of the game, the M727 has a separate ammo supply and enemies tend to avoid close quarters with it.
Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO
Freeman looks at a discarded M727 on the ground. Note that the M203 grenade launcher has no trigger mechanism on this world-model.
Having found a military supply area, Freeman jumps at the chance and grabs a Colt 727 as well as some spare STANAG magazines. Note the A2-rear sights.
Freeman looks over his darker Colt 727 while his colleagues look on and wonder why this psychopath hasn't been fired yet.
Freeman fires the rifle. Note the pistol-like cartridges.
Despite watching the Gargantua kill several Marines, Dr. Freeman tries his attempt at killing it by engaging with the M727, which doesn't work too well as it can only be killed with explosive or energy weapons.
A HECU Marine with an M727. Note the lower detail compared to the world-model, presumably because any instance where the player character is this close to an enemy will normally result in the deaths of one or both of the involved parties before the player can get a good look at the weapon.
FN M249E2 SAW
The FN M249E2 SAW machine gun appears only in the Opposing Force expansion pack. It is far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the belt box carries only 50 rounds whereas its real-life counterpart carries 100 or 200. Interestingly enough, the recoil is so powerful that Cpl. Shephard slides backwards if he fires it continuously.
FN M249E2 SAW (Squad Automatic Weapon) - 5.56x45mm NATO
The M249E2 SAW in first-person view as Shepard arrives at a rather gruesome scene.
Reloading the SAW. Due to an animation glitch, when Cpl. Shephard removes the drum, the ammo link stays on and disappears after a very short delay.
A world-model M249E2 SAW lying on the ground. Note the world-model has a bipod attached.
The M40A1 Sniper Rifle appears only in the Opposing Force expansion pack as a usable weapon, where it replaces the Crossbow. It is incorrectly depicted to have a detachable box magazine, whereas the real M40A1 has an integral magazine. Other variants of the Remington 700 have a detachable box magazine; note that ten years after the game's release, the updated M40A5 was produced, having the 5-round detachable box magazine. Also, due to an oversight, the character only pulls back the bolt before each shot and pulls it back then forward before reloading an empty magazine. A fixed model that makes the weapon operate correctly can be found on GameBanana.
Remington/USMC M40A1 sniper rifle with woodland camouflage finish - 7.62x51mm NATO
Shepard stumbles across a M40A1 as well as its former owner.
Cpl. Shephard holds the M40A1. Unlike the Crossbow, the sniper rifle has no hip-fire crosshair.
Cpl. Shephard operates the bolt of the rifle.
Cpl. Shephard reloads his M40A1.
Shepard spots the ammo-pickup for the M40A1. These magazines are not fully loaded, because the two mags and the cartridge add only 5 rounds in total.
M203 Grenade Launcher
The M203 grenade launcher is attached to the MP5 (and the Colt M727 in the High Definition expansion pack). The MP5 uses the the M203PI variant, whereas the M727 uses the full-length M203. In-game it can carry a maximum of 10 rounds, and is never seen reloading or possessing a trigger mechanism of any kind. The 40mm grenades it fires apparently had their fuses removed, since in real life grenades need to travel for around 30 feet before arming. They also arc extremely fast and tumble end over end while in flight. The M203 is not capable of being mounted on an unmodified MP5 in real life.
RM Equipment M203PI - 40x46mm
Freeman looks at the M203PI grenade launcher mounted on the MP5SD3. Note the missing trigger mechanism.
M203 grenade launcher - 40mm
HD version of the M203 grenade launcher mounted on the M727. Note correct trigger mechanism.
Freeman looks at the HD ammo pickup for the M203, that being two 40mm Grenades.
Referred to as the "GAM14B". The in-game model is a more futuristic version of the Armbrust ATW. It is shown as being reloadable and laser-guided.
Dr. Freeman holds the futuristic Armbrust during the level "Surface Tension". This is the original version, with an unusable scope on the top instead of the ladder sight.
Dr. Freeman holds the futuristic Armbrust during the level "Surface Tension". This is the HD version of the launcher with a ladder sight.
Dr. Freeman reloads the Armbrust after launching a rocket at a troublesome sniper.
A modified Armbrust on the ground.
Mk 2 hand grenade
The Mk 2 hand grenade is the standard grenade used by the Marines, and apparently kept in large numbers by security guards (though they never use it). Strangely, instead of rolling to a stop after it is thrown, it simply bounces a few inches then stays there until it explodes. The spoon also stays on when the grenade is thrown, due to an oversight on the part of the developers. This grenade was discontinued from active use by the time of the Vietnam War, making it well obsolete for the period in which the game takes place.
Freeman holding the original version of the Mk 2 grenade.
Freeman pulls the pin on the original grenade in an attempt to blow up a wall.
In the HD Texture realm, Freeman looks at some more accurate-looking Mk 2s.
Dr. Freeman holds a remodeled HD frag grenade as he blasts a couple of zombies.
Knowing the only way to distract the Tentacle is to make a boom, Freeman pulls the pin on a Mk 2.
Satchel Charges act as command-detonated bombs with very high damage and blast radius.
Freeman holds the satchel charge.
The detonator for the satchel charge.
The Browning M2HB appears as a usable emplaced weapon throughout all the games. It is mostly seen mounted on tripods, but sometimes on pintle mounts and tanks. The M2HBs have unlimited ammunition, and are used pretty often by the "Opposing Force".
Browning M2HB on M3 tripod - .50 BMG (12.7x99mm NATO)
A Browning M2HB also appears mounted on the hull of an Abrams tank in a very strange way (reminiscent of tanks like the T28). This is from the pre-patched version - The updated M2 looks almost like this but has a sharper texture. This is inaccurate, as the Abrams tank has no hull-mounted machine guns and the actual tank's sole M2HB is mounted on the turret at the commander's cupola.
A Browning M2 on a tripod.
Having dispatched a Marine stronghold only to meet up with a Vortiguant attack, Freeman brings the M2 to bear on the horde.
Browning M2HB on vehicle mount - .50 BMG
M2 Browning top-mounted on an Abrams tank. Though more closely accurate, this too is incorrect, as it is on the left, which is the loader's cupola (which has an M240D
mounted). The commander's cupola, where the M2HB is mounted, is on the right side on an Abrams.
U.S. Marines with M2 machine guns during the live-fire training in the tutorial level of Half-Life: Opposing Force
(This shot was done through the use of a 'noclipping' cheat).
M230 Chain Gun
U.S.M.C. and Black Ops Apache helicopters are armed with M230 Chain Guns.
Hughes/Alliant Techsystems M230 Chain Gun - 30mm
Dr. Freeman looks up at a VERY close Apache fly-by as it prepares to engage him. Note the 'ARMY' markings on the supposed USMC choppers (which, while confusing in terms of the game's story context, is accurate IRL - The US Army employs the Apache, not the USMC).
The M202 FLASH appears in the form of an emplaced rocket turret with some sort of magazine mounted on the side for bigger capacity. OpFor soldiers use it the original game. This turret cannot be used by Gordon.
Modified M202 FLASH on a tripod.
Bushmaster M242 Chain Gun
The M242 Bushmaster Chain Gun is seen mounted on several Bradley IFVs.
M242 Bushmaster Chain Gun - 25mm
Freeman looks at one of the 'Marine' Bradleys (Note that the USMC doesn't use or employ Bradley IFVs/CFVs, the Army does), armed with M242 Chain Gun. Note also the TOW launchers side-mounted on the turret. Interestingly, this vehicle is in proper desert camo while the Abrams tanks aren't. The Bradley in the game is an original production model with ball mounts for M231 Firing Port Weapons on the sides, which were blocked off by later up-armor packages: the vehicle in the game is also shown with symmetrical sides, with the armor from the right-hand side but the firing port positions from the left side.
Another Bradley, this time from the original game and without the BGM-71 TOW launchers.
The BGM-71 TOW is also seen mounted on the Bradley IFVs. Interestingly, some Bradley's use only the M242 Chain Gun when the player makes contact with them, while others fire only the TOW.
BGM-71 TOW mounted on Bradley IFV - 152mm
BGM-71 TOW mounted on a Bradley IFV.