A long time ago a friend and I were talking about Half-Life 2 and he was saying that he liked such and such game better then Half-Life because Half-Life had no character development. I had to admit I couldn't come up with a good counter argument other then Dr. Mossmen (this is excluding the episodes).
Then I recently watched an old review of Half-Life 2 by GooseGoose and it got me thinking. He mentioned how the player's relationship with Alyx changed over the course of the game and it made me realize: What if Gordon Freeman is the one who's character develops? What if the game is the player's development as a hero?
You kind of see this in the first Half-Life Game. I played Half-Life 2 first, but from what I hear the beginning was pretty scary and players might possibly have even ran from some combat encounters (the headcrab lift being a possible example). I never played Half-Life when it first came out, but I do know that by the end of the game you're charging into the Nihalith's chamber guns blazing, no longer a scared scientist.
I did play Half-Life 2, however, without knowing anything before hand. Thought out "Route Kanal" and through out the coast the player is essentially running from the combine. For example, having enemies shoot at you in the distance and in an elevated position, leaving railroad members behind, escaping Black Mesa East, and losing your buggy. But at Nova Prospect this changes, NOW you're attacking the combine at one of their main bases of operation. This location is also where your relationship with Alyx develops. As GooseGoose points out, before Nova Prospect Alyx is impersonally leading you and giving aid to help you reach your next goal, but now she's fighting alongside you.
Everyone remembers the over-enthusiastic resistance members in "Follow Freeman!", but does anyone remember before then? When travelling through the canals most people regard you as "just another guy" (despite wearing a bright orange suit). By the time you meet resistance bases along the coast you're respected, but no one is worshiping you. The citizens become an interesting reflection of the player's development (despite player's not always thinking they deserve such praise) .
By the end of the game you're no longer a fugitive on the run, terrified of fast zombies and scared of man-hacks.
By the end of the game you're off to save Alyx, blasting you're way through the citadel ready to confront the leader of the combine on earth.
I'm interested in what you guys think of these musings: bad, good, or insane. I'm also interested if you guys have any similar thoughts about the episodes.