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| GAME INFO publisher: EA developer: Valve Software genre: Shooters MINIMUM REQUIREMENTS PIV 1200, 256MB RAM |
ESRB rating: M homepage: www.half-life2.com/ release date: Oct 10, 07 (released) |
| » All About Half-Life 2: Episode Two on ActionTrip | |
Back in 1998, when we first caught sight of Black Mesa and its hospitable white-suited research staff, we took a step into a whole new world. The original Half-Life not only introduced innovations in terms of technology, design and in-game story-telling, but also made a tremendous impact on gaming in general. What ensued quickly after that was the highly addictive multiplayer shooter Counter-Strike, which we can safely regard as another huge leap forward. CS soon became one of the world's most popular video games and to this day remains one of the strongest multiplayer franchises out there.
![]() Gordon, you voiceless crowbar-wielding geek, help me up! |
![]() I'll handle this. Look, a huge Strider in sexy stockings is right behind you. |
It took the boys at Valve another six years (and about 40 million bucks) to come up with a dignified Half-Life sequel, which, let's face it, ended up being a phenomenon of its own. Half-Life 2, apart from offering a thrilling plot, inspiring new characters and truly unique gameplay, also gave us the Source engine - a technology rapidly snatched by other development teams, which, in turn, brought about titles like Vampire: The Masquerade - Bloodlines, SiN: Episodes and Dark Messiah of Might and Magic. (All of which made awful use of the technology. - Ed)
Valve eventually appeased a sea of fans by releasing a long-awaited HL2 add-on, entitled Half-Life 2: Episode One. Instead of concentrating so much on the duration of the experience, the developers wanted to reel you in deeper into the story (even though certain portions of the tale have yet to be unmasked). The expansion also focused more on team-oriented gameplay, making players rely on the assistance of NPCs. To be honest, my initial impressions of Episode One evoked the feeling of a rather evasive narrative - corresponding to the somewhat disappointing conclusion of Half-Life 2, which frustratingly left things unsaid and many issues unresolved. Mind you, we're facing a universe that's just beginning to grow, as its creators are gradually unraveling more and more details on the general back-story and the intricate world players are engulfed in. Conveniently, the first episode ends in such a way that you can't wait to find out what happens next. Enter Half-Life 2: Episode Two - the subsequent chapter that continues the adventures of Gordon Freeman, Alyx Vance and other characters crucial to the plot.
By the way, Alyx isn't the only NPC that gets to enjoy the company of unvoiced protagonist Mr. Freeman. While you charge through combine and Strider infested sceneries, you can expect support from an unpretentious Vortigaunt. Next to the most welcomed ability of charging up Gordon's full-body hazard suit, this Vortigaunt companion features impressive AI behavior and possess a few useful moves that allow him to take on several enemies at once.
The first major step forward after HL2: Episode One is that Gordon and the gang finally get to leave the boundaries of Eastern European-style City 17. This move effectively leads the way towards more open-ended gameplay than what we've seen in the previous episode. We're looking at huge sections such as forests and farmlands; basically, your average countryside. In addition to that, the level design team threw in a bunch of cool underground areas, some of which appear to be Antlion breeding lairs. To make things worse for our hero, nesting deep beneath the surface, are massive spider-like creatures that weave dense webs. Their favorite pastime happens to be hatching unpleasant looking maggots that give off a distinctive fluorescent light.
One of the things sorely missed in Episode One was the presence of vehicles (which, you have to admit, were a lot of fun in Half-Life 2). So, once again, Gordon will be getting behind the steering wheel of buggies and similar transports.
Throughout the entire project it's plain enough what Valve is aspiring to. Each and every game environment was designed to let players improvise as they fight against an overwhelming opposing force. As before, the gravity gun is one of the central points of gameplay and may very well be your only salvation in tight situations. Once more, you'll be able to hurl objects at enemies - ranging from rusty axes and rocks, to old tires. Gameplay footage from Episode Two has demonstrated one of Gordon's nifty moves, as he stops a grenade in mid air with the gravity gun and quickly hurls it back at the unsuspecting foe. The gravity gun can also be used to pick up sticky detonating devices that can be tossed at Striders. As they stick on the Strider's body, Gordon can set them off with an accurate shot.
This time around, players will come up against a completely new foe, a.k.a. the Hunter. As key designers on the game have explained recently, their goal was to create an entity that's in some ways similar to the Strider (except, of course, they differ a lot in stature). Hunters are synthetic creatures, extremely deadly and show great skill and intelligence in combat, especially if they outnumber their enemies (i.e. poor old Gordon Freeman). One of the official movies displays Gordon as he fights against a group of Hunters that can easily outwit humans in battle. Often moving in packs, Hunters appear to use a variety of tactics and are quite capable of sniffing out their prey and sensing a trap.
Aside from tweaking and enhancing important gameplay elements, the development team is striving to make technical improvements with each episode. HL2: Episode Two includes shadow-mapping support, perked up particle systems, new foliage, multicore processor support, and what was hailed as real-time "cinematic physics" - courtesy of former WETA employee, Gray Horsfield, who was involved with special effects in movies like the Contact, The Frighteners and the Lord of the Rings trilogy. The so-called cinematic physics were showcased via a skillfully animated sequence of an enraged Strider that fires mercilessly into a decrepit old structure. The building collapses, setting off an absolutely mouth-watering chain of collision and damage effects. The lighting system has also been worked on and fine-tuned by the lads at Valve, allowing for a more convincing in-game atmosphere altogether. I must say that before Episode One was released, all that talk about visual improvements didn't seem like it would bring any particularly rewarding changes to HL2. As it turns out, the addition of HDR lighting really paid off, as well as the inclusion of enhanced reflections and other elements.
We were also happy to hear Doug Lombardi mention that this new episode will most probably present a slightly lengthier experience than HL2: Episode One. Not that it's going to be as long as HL2 (duh!), but it may end up offering a few additional hours of gameplay (or so we hope - at this point, not even the developers are certain as to how much hours of gameplay we are looking at exactly).
![]() Talk about a campfire that's out of control... |
![]() It's time for another round of Portal-madness. |
Another important thing you should be aware of is that Valve and EA are targeting this summer to release the Half-Life 2: Episode Two package, complete with the intriguing new project, Portal, and the much-anticipated multiplayer game, Team Fortress 2. On a quick note, TF 2 allows up to 32 players and features a variety of different character classes for players to choose from. There's quite a lot to expect from Portal as well. This potentially innovative project is evidently part of Valve's effort to experiment with cool new weapons that leave exactly the sort of impact on the gameplay as the ever-present gravity gun. The game is about solving puzzles in real-time with a handy new device that opens portals in any part of the game environment - you can pass through a gateway on one side of the level and exit on the far side. Next to that, it's quite a unique way of being able to manipulate with objects and physics in general. Think of the possibilities if they decide to include this feature in upcoming editions of Half-Life.
Creating a compelling and original universe is, in itself, a great challenge. Keeping things fresh and dynamic is a whole other ball game, but thankfully, that is something Valve is exceedingly good at. With Episode One they have shown it is possible to reinvigorate a cool concept with subtle, but very effective and well-placed changes. The gameplay basics of Half-Life 2 were left intact and that seems pretty much to be the defining characteristic of Episode Two, except, of course, you can also look forward to new areas, new weapons, new vehicles and even more improvements in the visual department.
When it comes down to it, we honestly have a lot of faith in this one (or "two" rather). Half-Life 2: Episode Two, without a doubt, is in the very top of our 2007 wish list.
| MrBored | [mail] Jan 04 2007, 12:26 pm EST | |
| Is the console version coming along with this release as well? FFS, I've become such a Xbox fanboy over the past month, its ridiculous. Really does look like sex, sounds like it should be fun too. | ||
Papa: ridicule! | ||
| lubczyk | [mail] Jan 04 2007, 12:29 pm EST | |
| With school coming up, the release date seems like such a long way away. | ||
| Cheddar | [mail] Jan 04 2007, 04:45 pm EST | |
| I guess I don't mind so much the 6+ month delay in the title's release, since bundled with Portal and TF2, the full package should easily offer as much total game experience as other shooter titles of the present era that typically take 3-5 years of development. Let's say that Episode Two gives us 7 hours of gameplay, since Episode One gave the average gamer 5 hours of play-time, and Valve has suggested that EP2 should give a couple more hours. Then add Portal's play-time to that. 3-5 more hours, perhaps? Or maybe even longer? And then throw in TF2 for its multiplayer, which is shaping up to be a prime-time game in and of itself. If Episode Two retails for 40 bucks, it'll be a steal, by today's standards. |
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| Juxtapose | [mail] Jan 04 2007, 05:04 pm EST | |
| "Half-Life 2, apart from offering a thrilling plot, inspiring new characters and truly unique gameplay..." I don't know. It committed storyline death by not clearing up anything from the original masterpiece, and really, beyond reaching Black Mesa East, Gordon's character had no real motivation to be doing what he was doing afterwards. If any of us were Gordon, we wouldn't have left Eli's lab without demanding to know what was going on. The excellent digital actors with continual one-sided conversations worked very much against the ambiguous plot. As for unique gameplay, the Gravity Gun was cool for a while, but I got tired of hucking radiators at the same low-AI enemies. Heck, they were too dumb to move out of the way of anything that came at them, even the airboat when I was literally inching along! For weapons, I would have really liked to have seen some additional original weapons instead of complete re-hashes of the original game's. The Bug Bait was also cool save for the fact that you could only use it for a Chapter and a half. Half-Life 2 was more of a physics tech demo than a game for me, and left much more to be desired. |
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Cheddar: The perceived "storyline death" is simply a result of your o... Dupoint: Cheddar, you are a SHAMELESS Valve fanboy! :) Juxtapose: And yet with book story lines they follow proper story progr... Zolneirz: Deus fucking Ex, cheddar. It was epic, but brief. | ||
| Carbonated_Vodka | [mail] Jan 05 2007, 12:22 pm EST | |
| Loved episode 1 , valve know what they are doing , hope they continue to make great games for years to come . | ||
| GrimshawUK | [mail] Jan 05 2007, 04:14 pm EST | |
| The Source engine is truly impressive the way it can scale to use new effects etc without the dramatic perfomance hit of other game engines is one of the keys to its continuing success. | ||
| Roboman | [mail] Jan 05 2007, 06:17 pm EST | |
| i will have to agree with Juxtapose on a few points. while im not too bothered by it, i cant wait to see some of the far-too-many questions to be answered, if they ever will be. who the fuck is the G-Man? who are the Combine and where the fuck did they come from? I also agree with the lack of new weapons. with even fewer weapons than the original Half-Life, and the majority of them being nearly exact copies of the previous ones (crowbar, inaccurate pistol, shotgun, inaccurate SMG, crossbow, RPG, grenade...sigh, this list is too long) isn't very, well...exciting. i loved the new weapons that Opposing Force added, and while its a shame Blue Shift didnt include any of them, i would at least expect Valve to expand upon their arsenal some. yet they didnt, and Episode 1 didnt even have any new weapons. and sadly, from what ive seen, it looks like Episode 2 wont either, despite their claims that it will (note: i dont really consider the strider buster to be a weapon, since you cant carry it). call me an old-fashioned douche (if thats possible, since im 19), but i normally expect expansions and sequels to add a little bit more "zazz" in the weapon area. regardless of those two points, i love Half-Life and have spent the vast majority of my online gaming time on HL games (TFC for fucking years, Firearms, DoD, now DoD:S), aside from a big dose of UT2004 in 2004. so i cant wait for Episode 2, Portal and ESPECIALLY TF2...it should be amazing, as long as there is a decent amount of maps at release. and Cheddar, i really wouldnt expect Portal to be too long. i think theyve said before that its only going to be a few hours. |
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| gekido | [mail] Jan 06 2007, 01:55 am EST | |
| I'm with you guys - you go to see a movie that has a big badguy setup etc and you would expect to find out what a FEW of the main things that are occuring in the movie are all about. With Half-life 2, we had a huge number of plot points ADDED to the world, but pretty much none answered by the subsequent events in the game. The entire first game was completely ignored, aside from the fact that a few characters 'remember' you from before...Gman doesn't appear except at the beginning and end? wtf was that... For how much praise Half-life 2 gets for storyline, it sure was mediocre storytelling...if this is the best that games can do then we're in trouble. |
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leeisl: You seriously did not see the GMan even once during the even... | ||
| Chimera! | [mail] Jan 06 2007, 10:49 am EST | |
| Did I just a read a freakin press release or a preview? Man, some parts look like they came directly from the ../press part of Valve's site. Anyway, I think I'll just wait for the review before I even begin to comment on the game itself. All I see now are PR promises. |
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| blitsie | [mail] Jan 06 2007, 10:59 am EST | |
| if this game is longer than two hours then I will buy it | ||
| Amok | [mail] Jan 06 2007, 03:05 pm EST | |
| Played the original and the sequel, but not ep1. Am hoping to get it and ep2 later on. I've read some comments here regarding the storyline/storytelling in Half-life. Well, I have to agree that I got fed less character history than I'd hoped. Also, the story seemed to warp from the end of HL to the start of HL2. I got the impression that the storyline leaped foward quite a few years. And the fact that they don't talk history leaves us in the dark. For starters, I would've liked to have discovered why in the hell did Freeman go to City 17. Might've been to come in touch with the resistance faction, but from what I recall, they don't give the impression that such a rendezvous was planned - it's like Barney (or whoever) happened to be there to saved his hide by pure chance. Like it's been said here, they give us too little history. Also, I personally dislike mute protagonists. As games are becoming and more realistic, it doesn't seem right to save mankind as Freeman without him saying a single word. In RPGs such as Knights of the Old Republic, it's understandable, but not in a linear FPS where we don't ever make a dialog choice. So, to end this comment, I just want to say that while it could be better, the HL series is good enough for me. Nothing's perfect. |
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| danishpussy | [mail] Jan 08 2007, 05:56 am EST | |
| I completely disagree with the whining for new weapons. I can't think of a single FPS expansion pack that actually needed the new weapons it introduced. In fact, in most of them they are just slight variations of the already existing weapons. I'd much rather an expansion build on the original game by introducing something new in the puzzle or AI areas. HL2 Episode 1 did both of these things. And while it introduced a new enemy (plus the occasional Stalker), that wasn't really necessary either. It was just a little bonus, in my opinion. Call me a Valve fanboy if you want, but I loved Episode 1, and I'm sure I'll love Episode 2. |
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Vader: What about Ep 3? danishpussy: Well duh, of course I'll love it. But I'll be an old man by... | ||
| [SBH]Interimus | [mail] Jan 13 2007, 11:12 pm EST | |
| I don't know about the rest of you guys but I really liked the storyline and gameplay of HL2 and Episode 1. I think the reason why they added more questions rather than answering old ones in Episode 1 was to get us to buy Episode 2. I mean, come on, how many of us who have played HL2 are planning on buying Episode 2 and 3 whether we liked Valve's method of story telling or not? Ask yourself. Now the lack of guns, that might have disappointed most of us but it made us focus more on gameplay rather than always worrying about "which gun I should use since I have the most ammo for it?". I found myself usually only using 3 or so guns throughout most of the game except in specific situations anyway. Now to anyone who was disappointed with how smart the combine soldiers were (regarding AI): the overwatch were stupid, the regular military were ok and the elite dressed in white always made me worry. I think they designed it that way on purpose. Expect this to be different with the Hunter's in Episode 2. And one more thing about the storytelling. Gordon Freeman lacks motivation going forward once he arrives in Eli's lab. He never says anything. The conversation never includes him. Well I don't know about you but the game did a pretty damn good job of drawing me into the game, kind of made me think I was Gordon Freeman, that it was my job to save humanity, protect Alyx and the other freedom fighters, etc etc. Sounds lame I know, but it kinda happens on it's own whenever you read a good book or watch a great movie. I think this was the first game ever where I caught myself saying things to NPCs (Like telling Alyx to punch Judith in the face when confronting her about betraying Eli), regardless of the futility. I liked it, all of it, and I can't wait until Episodes 2 and 3 come out so I can kick some more Combine butt! |
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| Vader | [STAFF] [mail] Jan 18 2007, 05:32 am EST | |
| Personally, I enjoy taking out those Striders. The fact that they are tough to bring down, makes it even more rewarding when you finally see them collapse. | ||
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