Story
In a last-ditch attempt to escape Black Mesa with their lives, a militia of scientists, among them Gordon Freeman from Sector C, swarmed a small airstrip and hijacked the helicopters there, intending to fly them to the nearest major city and safety.
There were many casualties but the plan seemed to be successful – the survivors got the aircraft up and it did not appear that they were being pursued…things looked optimistic.
But then…there was strange interference in the air. Radio signals were garbled. The instruments were measuring high levels of atomic activity. Suddenly, a giant warp rift opened around them and the whole fleet disappeared into it… Gordon Freeman came to drifting down on a parachute towards a dark field of snow. His suit was registering extreme cold but the shield was holding. He hit the ground awkwardly and threw the parachute off of himself.
There was a small cabin in front of him, buried under snow up to the second floor balcony. He crawled in through the balcony doors and… heard the unmistakable squeaking of headcrabs nearby. There’s snow everywhere, he thought. So this can’t be Black Mesa. So why are there monsters here? Where am I? …And how do I get back?
Basic Details
- Title: Boreality
- File Name: boreality.zip
- Size : 7.63Mb
- Author: Eric Hopkins (aka Gibmaker)
- Date Released: 04 October 2002
- Download: PlanetPhillip Filecloud Server




24 December 2006 at 2:26 pm
Rating: B (82%)
Play Time: 3 Hours 30 Minutes
Review:
This map pack (10) was finished more than 6 years ago (only got released at the end of 2002).What is strange is that the author is really self-critical about is work (strange considering it’s good). OK, It fell perhaps through a good storyline but it shows us a really good mix between set pieces, design and gameplay (especially because I have the feeling that Erik really prepared every section before attempting to put his idea into Worldcraft).
The action takes place in a forgotten town that was cut off the world by a huge snow storm (some new experiment of the G-man?) You are there to clean up the first house (which is a replica of Erik’s house) from the alien invasion. The snow area with its special ambience sometimes reminds me of the movie “The Thing” a little frightening. You will find the classic alien enemies of Half-Life with a predilection for headcrab and alien slaves. They are always well placed and due to the fact that ammunition and health are limited you will need a lot of care to progress.
According to the design, it is for me above average. You don’t encounter a lot of hallways that usually make you go from a section to another. There is always a good organisation of rooms with, here and there, some personal touch from the author that really fits the ambience.. Puzzles are not complicated but are there to remind us that half-life is really a great game thanks to them.
Is there anything that could turn this add-on down? Perhaps: some areas are really confusing. Especially all the “lost passages” in the sewer maze section. Also most of the indoor sections really need the flashlight There is also a lack of health and ammo , not a huge diversity in weapons
But all this together really helps give us a good time of playing and add an other way of thinking to Gordon’s progression (think and look around before you attempt to do anything).
Conclusion:
Boreality part one is a good surprise and due to its good overall quality really needs to be played through. This pack’s gonna make you remember how Half-life is a great game. Hope part two will perhaps be digged out.
01 May 2007 at 6:05 pm
I Liked this. I thought what story there was would have been much better if the guy had ever stuck to his original plan. The radio message puts me in mind of George A, Romero’s ‘Dead’ trilogy, ‘Hello…Is there anybody there…’or even ‘Damnation Alley’ (you’ll have to IMDb that one). The maps and routing were what I liked lots of nooks and cranies to explore.
There does appear to be a draw issue in one corridor, the one with deep water, poisonous air and, a collapsing platform. On my PC it turned into ‘Incredible-Blur-O-Vision’. Other than that I really do wish he had finished it…
13 June 2007 at 10:27 pm
Not top-notch, but pretty damned close. The one dissapointing factor here was the complete lack of a satisfying ending. One thing to note about this game is that it is, above all else, a hall-crawler. Personally, I like hall-crawlers as opposed to wide-open combat, but they aren’t to everybody’s taste. The levels are dark and labrynthine, making them somewhat easy to get lost in (which I did, several times). Still, I never felt too frustrated, as the atmosphere of the maps kept me interested all the way through. You just can’t help but wonder: what is this place? Were it not for the lack of an ending, I would have given this the coveted “Play It Now!”
22 September 2007 at 11:15 pm
I agree with Arque–very interesting, fast paced game, but draw issues after about half an hour of play make it unplayable (for me) after that. Worth a shot if you don’t mind gamus interruptus.
28 January 2008 at 8:07 am
Ohhh… I remember this map. Has a verygood intro, excellent mapping, and an insulting-encouraging readme (if you don’t find at least x number of shotguns, u *inaproppiate word*).
If you are searching for a different experience (but very good one) I recommend you to check it out.
04 December 2008 at 2:24 pm
if you want to be attacked by headcrabs in the dark. No weapons and no light at first, an old house and lots of snow. If you keep searching against all odds through ventilation-like tunnels with headcrabs you will find only a bit more light and -maybe- a crowbar. And so on…
12 October 2009 at 11:06 pm
Excellent litlte dreepy mod, been at it for three jours.
Its really hard with the scarcity of everything and i like.
Howerver i do have a hard time figuring out where to go :/