You would just pick up health packs, armor, and power-ups as you went along, and you didn’t ask any questions.
Prior to Half-Life, the concept of health and armor in most first-person shooters (and many other games for that matter) was pretty simple. It all sounds simple, but at a time when shooter the genre was still trying to escape the “ Doom clone” label, this is one of the ways that Half-Life showed that even more action-oriented FPS titles could still benefit from a dose of realistic design. On top of that, you’ve got impressive details like the fact that crossing into a body of water that is touching an exposed electrical source will electrocute the player or enemies. Titles like GoldenEye 007 played with similar ideas, but there really is an internal logic to the location of nearly every gun and item in Half-Lifethat goes beyond whether a gun is floating magically or laying in wait.
The most infamous example of this is humorously highlighted in the game’s manual, which boasts that in-game weapons are found in practical locations rather than just floating in the air. Yet, so many of Half-Life’s best touches are grounded in realism. At a time when some shooters force us to stay hydrated and take our vitamins, that’s probably not the way modern gamers would choose to describe an FPS that ends with a trip through an alien dimension. “Realism” probably feels like an odd word to use when talking about Half-Life.