The HEV suit designed and created for the Half-Life gaming series is undoubtedly an intelligent costume. With its healing and protecting abilities, the HEV suits serve more as a partner in the battle against Xen creatures than a mere highly optimized protective shield. The good news is at the end of Half-Life series, Freeman gets to keep the HEV suit as G-man allows him to keep it.
Hazardous Environment Suit, more commonly known as HEV Suit, is an essential costume of Half-Life gaming series. It is worn by all scientists working inside Black Mesa Research Laboratory in order to protect them from coming into contact with hazardous material inside the lab. Although the suit is created with a helmet, Half-Life series’ main character, Gordon Freeman never really wears one.
The suit was designed by a dedicated team of 3D artists and illustrators including Chuck Jones, Kelly Bailey, Harry Teasley, and Derek Jenson. While Chuck Jones and Harry Teasley were responsible for the suit’s design, Kelly Bailey was responsible for the sound effects related to it and Derek Jenson was charged with the responsibility to handle animations related to it.
HEV Suit | Design & Analysis
The HEV suit worn by Gordon Freeman and fellow scientists throughout the series has two versions. The one worn in Half-Life Game I was called Mark IV and the upgraded version was worn in Half-Life 2 was called Mark V.
Mark IV had an in-built system to regulate and monitor Freeman’s morphine levels to help him function without hassle even after severe injuries. In addition to it, the suit also had an in-built flashlight and a weapon management system. Both of these were incorporated as in-built features to help Freeman change weapons and to shed light in times of sheer darkness. Apart from these Mark IV also had the following features:
- A Geiger counter: Mark IV consisted of a Geiger counter which could calculate the amount of radiation in the environment to help Freeman stay away from highly radiated areas and save him from the hazards caused by it.
- Radio and other tracking devices: Mark IV had a radio and other tracking devices installed in it. These would keep Freeman informed about the enemy trails and help him make wiser choices.
- A Long jump module: A long jump module was installed in Mark IV to help Freeman jump over long-range distances whether horizontal or vertical. This would help Freeman save his ass from Xen attacks.
- A Heads Up Display (HUD): This display was installed for keeping track of Freeman’s health, vitals and the condition of ammunition. The artificially intelligent Mark IV suit would let Freeman know if any of his vitals were going down or the ammunition levels were depleting so that he may take appropriate steps to strengthen his defense.
- An in-built charging system: This charging system had the ability to charge Mark IV automatically from the chargers installed at various points in the Black Mesa Research facility. Charging Mark IV would keep the suit’s energy levels high so that it could protect Freeman against potential enemy attacks.
In the second installment of Half-life game series, Half-life 2, Mark IV is upgraded and called Mark V. the upgraded version of the suit includes the following added properties:
- An in-built visual zooming capability: This ability would help Freeman zoom in and visualize distant objects. With this seeing ability, Freeman’s defense is made strong.
- An injector: This injector would help Freeman inject antidotes for combating the poison released by Head Crabs into their victim’s nervous systems. The antidotes are also stored in the suit and this can be injected to counter Head Crabs’ poisonous secretions whenever required.
- Ability to charge via Combine power nodes: The last added feature included Mark V’s ability to charge itself from nodes of Combine power sources. This helped Freeman largely in later part of the game when battles the Combine creatures.
While Mark IV allowed Freeman to move freely across long distances with the help of long jump modules, Mark V was created with a diminished ability to be able to jump a limited distance sprint only. Additionally, Mark IV had the ability to use different power sources for charging the flashlight whereas Mark V had one separate power charging source for the flashlight. Both the suits come in varied colors ranging from Orange to Maroon and Beige. The HEV suits worn by Freeman throughout the series are Orange in color.
Additional Qualities of the HEV Suit
The HEV suit has an in-built voice that guides Freeman vocally about the changes occurring in his vitals and his surroundings. Both versions of the HEV suit, Mark IV and Mark V, were voiced by an American voice artist Kathy Levin. The situation in which HEV suit would start cautioning Freeman about damage included exposure to burning and freezing environments, high doses of radiation, injuries caused by soft and hard falls, exposure to acid and corrosive materials, presence of Nerve Gas and injuries conceived because of bullets taken.
Mark IV and Mark V, both, have the ability to communicate with Freeman via this voice and let him know when he needs to seek medical attention and when his health is in critical condition. For example, when the health levels drop below 50 points, the HEV suits advise Freeman to seek medical aid and when it falls below 30, he is classified as medically critical. Moreover, if the health levels keep falling and points drop below 6 then the suit warns of impending doom. A further drop in points leads to this doom.
The HEV suits, when charged to their full capacity, could protect Freeman from any lethal damage and help him heal from a round of bullets. The HEV suits ability to counter damage by administering Morphine shots is also commendable. Mark IV and Mark V intelligently help Freeman take morphine shots after regular intervals of time fixed at 30 minutes. However, some damages could be lethal enough to cause lingering effects and may not be possible by the suits to deal with. In such instances, the antidotes provided in the game could be taken by Freeman with the help of his suit to try and counter the effects of injuries.