Half-Life 2: Episode One | |
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Developer(s) | Valve Corporation |
Publisher(s) | Valve Corporation |
Composer(s) | Kelly Bailey |
Series | Half-Life |
Engine | Source |
Platform(s) | Windows, Xbox 360, PlayStation 3, OS X, Linux |
Release |
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Genre(s) | First-person shooter |
Mode(s) | Single-player |
Half-Life 2: Episode One (stylized as HλLF-LIFE2: EPISODE ONE) is a first-person shooter video game, the first in an intended series of episodes that would serve as the sequels to Half-Life 2 (2004). It was developed by Valve Corporation and released on June 1, 2006. Initially called Half-Life 2: Aftermath, the game was renamed Episode One after Valve became confident in using an episodic structure for the game. Episode One uses the same game engine, Source, as Half-Life 2. The game debuted new lighting and animation technologies, as well as AIsidekick enhancements.
Half-Life 2: Episode One is the first of a series of stand-alone episodes based on HL2, the popular and acclaimed shooter epic. This episode takes place right after the events in HL2, as Gordon.
The game's events take place immediately after those in Half-Life 2, in and around war-torn City 17. Episode One follows scientist Gordon Freeman and his companion Alyx Vance in humanity's continuing struggle against the alien civilization known as the Combine. When the story begins, Gordon wakes up outside the enemy's base of operations, the Citadel, after being left unconscious from the concluding events of Half-Life 2. During the course of the game, Gordon travels with Alyx as they attempt to evacuate the city. As the game comes to an end, Gordon and Alyx are caught in a major accident, and their fates are revealed in the sequel, Episode Two.
Valve views episodes One through Three tantamount to a standalone release. Episode One is available as part of a bundle package known as The Orange Box, which also includes Half-Life 2, Episode Two, Team Fortress 2, and Portal. Episode One received a generally positive critical reaction, and the co-operative aspects of the gameplay received particular praise, although the game's short length was criticized.
- 2Synopsis
Gameplay[edit]
In Episode One, players make their way through a linear series of levels and encounter various enemies and allies. The gameplay is broken up between combat-oriented challenges and physics-based puzzles.[5]Episode One integrates tutorial-like tasks into the story to familiarize the player with new gameplay mechanics without breaking immersion.[6] A head-up display appears on the screen to display the character's health, energy, and ammunition.[7] Throughout the course of the game, the player accesses new weapons and ammunition that are used to defend the character from enemy forces.[8] Unlike in Half-Life 2, where Gordon's first weapon is the crowbar, Gordon first acquires the Gravity Gun, which plays a crucial role in the game by allowing the player to use physics to manipulate objects at a distance in both combat and puzzle-solving scenarios.[6]
The AI for Alyx Vance, Gordon's companion, was explicitly designed for co-operative play in Episode One to complement the player's abilities. The developers described Alyx's programming for Episode One as a 'personality code' as opposed to an 'AI code', emphasizing the attention they gave to make Alyx a unique and believable companion. For part of the code, she was explicitly programmed to avoid performing too many mechanical or repetitive actions, such as repeating lines of dialogue or performing certain routines in combat situations.[9] Examples of this co-operative gameplay include combat in underground levels. In this scenario, the player can conserve their ammunition by using a flashlight to help Alyx spot and kill oncoming enemies.[10] Similarly, Alyx will often take up strategic positions and provide covering fire to keep the player safe while they travel to a certain area or perform certain actions.[11]
Synopsis[edit]
Setting[edit]
The original Half-Life takes place at a remote laboratory called the Black Mesa Research Facility. The player takes on the role of Gordon Freeman, a scientist involved in an accident that opens an inter-dimensional portal to the world of Xen and floods the facility with hostile alien creatures. After the player guides him in an attempt to escape the facility and close the portal, the game ends with a mysterious figure who offers Freeman employment. The protagonist is subsequently put into stasis by this mysterious character known as the G-Man.[12]
Half-Life 2 picks up the story, in which the G-Man takes Freeman out of stasis and inserts him on a train en route to City 17 an indeterminate number of years after the events of the first game, with Earth now enslaved by the transhuman forces of the Combine. The player guides Gordon to aid in humanity's struggle against the Combine and its human representative, Dr. Wallace Breen. He oversees the occupation from his base of operations in the Citadel, a monolithic building at the heart of City 17. Fighting alongside Gordon is an underground resistance led by former colleague Dr. Eli Vance, as well other allies including Dr. Vance's daughter Alyx Vance and the enigmatic Vortigaunts, an alien species. Half-Life 2 ends with a climactic battle atop the Citadel that inflicts critical damage to its darkfusion reactor. When it seems as if Alyx and Gordon are to be engulfed by the explosion, the G-Man appears once more. After giving a cryptic speech, he extracts Gordon from danger and places him in stasis once again.[12]
Plot[edit]
Alyx talks with the resistance leaders outside the Citadel. The new HDR rendering and Phong shading effects are visible.
After the explosion of the Citadel reactor from which Gordon was extracted by the G-Man and where Alyx Vance was left behind, time suddenly freezes. Several Vortigaunts appear and rescue Alyx from the blast. After she is rescued, the Vortigaunts appear before the G-Man and stand between him and Gordon. They teleport Gordon away from the scene, much to the G-Man's displeasure.
D0g retrieves Gordon out from under some rubble outside the Citadel, and Gordon reunites with Alyx, who is relieved to see him. Alyx contacts Eli Vance and Isaac Kleiner, who have escaped the city, and is informed the Citadel's core is at risk of exploding at any moment. Kleiner states the explosion could be large enough to level the whole of City 17, and the only way for them to survive is to re-enter the Citadel and slow the core's progression toward meltdown. Eli reluctantly agrees when he sees no other option.
Alyx and Gordon re-enter the now-decaying Citadel to try to stabilize the core; Gordon is successful in re-engaging the reactor's containment field, which delays the explosion. Alyx discovers the Combine are deliberately accelerating the destruction of the Citadel to send a 'transmission packet' to the Combine's homeworld. She downloads a copy of the message, which causes the Combine to prioritize them as targets. Alyx also downloads a transmission from Dr. Judith Mossman, in which she mentions a 'project' she has located, before she is cut off by a Combine attack. Afterward, Alyx and Gordon board a train to escape the Citadel.
The train derails en route, forcing the duo to proceed on foot. As they fight through the disorganized Combine forces and rampant alien infestations, Kleiner appears on the screens Breen once used to pass out propaganda, and gives out useful updates to the evacuating citizens about the latest turn of events as well as reiterating the Citadel's imminent collapse. Alyx and Gordon eventually meet up with Barney Calhoun and a group of other survivors who are preparing to move on a train station to escape City 17. Alyx and Gordon provide cover for the passengers as they board.
To keep the survivors safe, Alyx and Gordon opt to take a different train. They manage to escape just as the reactor begins to detonate; the energy sends out the Combine's message. Several pods containing Combine Advisors are ejected from the Citadel as it detonates. The resulting shockwave catches the train, derailing it.
Development[edit]
Half-Life 2: Episode One is the first in a trilogy of episodes serving as the sequel of the 2004 first-person shooter video game Half-Life 2.[13] In February 2006, Valve announced that they would be releasing a trilogy of episodes covering the same story arc. While the plots and dialogue of Half-Life and Half-Life 2 were written solely by Valve's in-house writer Marc Laidlaw, the Half-Life 2 Episodes were collaboratively written by Laidlaw, Chet Faliszek, and Erik Wolpaw, with Laidlaw retaining overall leadership of the group.[14]
Valve explained that the focus of Episode One was character development, particularly that of Gordon's companion Alyx, because she accompanies the player for almost the entire game.[15] Project lead Robin Walker discussed the reasoning behind this approach in an article announcing the game in the May 2005 issue of PC Gamer UK, saying, 'It's kind of ironic that despite so much of the theme of Half-Life 2 being about other characters and other people, you spent most of the game alone.'[16] Laidlaw expanded further on the game's premise, saying,
Episode One deals with the events and issues set in motion during Half-Life 2. You've done critical damage to the Citadel. The whole place is going to go up, taking out City 17 and what's in its immediate radius. You and Alyx are leading the flight from the city getting up close and personal with some of the creatures and sights from the end of the game.[16]
It was later confirmed that players would reprise the role of Gordon Freeman, unlike the original Half-Life expansion packs, which all dealt with different characters. Valve decided to develop Episode One in-house, as opposed to working with outside contractors as with previous expansions, because the company was already comfortable with the technology and construction tools of Half-Life 2.[17]
Because of Alyx's significant involvement in the game, Valve made modifications to her AI that allowed her to react to the player's actions. Changes include commentating on objects the player manipulates or obstacles they have overcome. She also acts as an essential device in both plot exposition and directing the player's journey, often vocalizing what the player is required to do next to progress.[18] The developers explained that a large part of their focus was creating not only a believable companion for the player, but also one that did not obstruct the player's actions. They wanted to allow the player to dictate his/her own pace and method of overcoming any challenges faced without being hindered. This meant that Valve often had to scale back Alyx's input and dialogue during the player's journey so they would not feel pressured to progress and consequently object to her presence.[18] The developers also placed what they described as hero moments throughout the game, which allow the player to single-handedly overcome obstacles such as particularly challenging enemies, during which Alyx takes the role of an observer and gives the player praise and adulation for their heroic feats.[18] Playtesters were used extensively by the developers throughout the entirety of the game's creation so that Valve could continually gauge the effectiveness of in-game scenarios as well as the difficulty.[19]
The game runs on an upgraded version of Valve's proprietary Source engine, and features both the engine's advanced lighting effects, and a new version of its facial animation/expression technology.[19] Upgrades to enemy AI allow Combine soldiers to utilize tactics previously unavailable to them. For example, Combine soldiers were given the ability to crouch while being fired upon so they could duck underneath the player's line of fire.[18] The game's soundtrack was composed by Kelly Bailey.[14] The music is used sparingly throughout; it plays primarily during scenes of major plot developments or particularly important action sequences such as large battles or when encountering a new enemy.[18]
While no new locales were introduced in Episode One, extensive alterations were made to the appearance of both City 17 where the game takes place and the Citadel from the end of Half-Life 2 to reflect the changing shape of the world and remind the player that their actions have major effects on the storyline.[20] The Citadel has degenerated from the cold, alien, and imposing fortress of the previous game into an extremely unstable state. This provides a visual cue to the player of the catastrophic damage they inflicted, and it allows for the introduction of new gameplay elements that accentuate the dangers which come with the Citadel's imminent collapse. It also serves a thematic purpose by highlighting the weakening of the Combine's dominance in City 17. Likewise, City 17 has been altered to reflect the aftermath of the resistance's open rebellion, with vast swathes of destroyed buildings, and the introduction of foes previously kept outside its confines in Half-Life 2 to emphasize the scale of the uprising.[21]
Release and reception[edit]
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Upon release, Episode One was sold in both retail stores[28] and Valve's online Steam distribution system, where it was sold at a discount price.[29] The game was also distributed by Electronic Arts as both a standalone release and as part of Half-Life 2: Platinum Collection.[30] It was available for pre-load and pre-purchase through Steam on May 1, 2006, with Half-Life Deathmatch: Source and Half-Life 2: Deathmatch immediately available for play as part of the package.[31]Episode One is available as part of a bundle package known as The Orange Box, which also includes Half-Life 2, Episode Two, Team Fortress 2, and Portal; and is available for Mac, PC, Xbox 360, and PlayStation 3.[32][33] About 1.4 million retail copies of Episode One were sold by 2008.[34]
Response to Episode One was generally positive, and reviewers praised the game for having more intricate, well-paced gameplay than Half-Life 2.[11][28] The game's interactivity, particularly in the form of Alyx and her reactions to the player's actions and the events of the game, was also singled out for praise.[24]PC Gamer commented that 'while this inaugural episode may not be the essential FPS that Half-Life 2 is, I can't imagine any shooter fan who'd want to miss it.'[25] In its review, PC Gamer UK directed particular praise to the balance between puzzle-oriented and action-oriented challenges throughout the game.[6] In Australia, the magazine PC PowerPlay awarded the game 10 out of 10.[35]Edge praised the 'deftness' with which the game was able to direct the player's eyes, and the strength of Alyx as a companion, concluding, 'In an interactive genre bound to the traditions of the pop-up gun and invisible hero, it simply doesn't get more sophisticated than this.'[26]Episode One earned scores of 87/100 and 85.59% on review aggregators Metacritic[22] and GameRankings respectively.[23]IGN awarded Episode One 'Best PC FPS of 2006' and described it as a 'great bang for the buck using Valve's new episodic plan', although it did not offer 'the complete experience that Half-Life 2 was'.[36] GameSpy ranked Episode One ninth on its 2006 'Games of the Year' list, and it also noted the implementation of Alyx as a believable and useful companion.[37]
A common criticism of the game is its short length. Episode One takes roughly 4–6 hours to complete, which raises the issue of whether the game justifies its price.[11]Computer Games Magazine argued the futility of reviewing the game due to its episodic nature; as the first part of a three-part story arc, it is difficult to judge it when divorced from the final product.[38]Game Revolution expressed disappointment at a lack of new features such as environments and weapons.[5]
References[edit]
- ^'The Orange Box for Xbox 360: Release Summary'. GameSpot. CNET Networks, Inc. Archived from the original on June 2, 2013. Retrieved 2013-03-16.
- ^'The Orange Box PlayStation 3: Game Editions'. IGN. Retrieved 2016-03-30.
- ^'Half-Life 2, Half-Life 2: Episode One and Half-Life 2: Episode Two Updates Released'. Steam. Valve Corporation. 2010-05-26. Retrieved 2010-05-26.
- ^'Half-Life 2: Episode One updated'. Steam. Valve Corporation. 2013-06-26. Retrieved 2014-01-02.
- ^ abcColin (2006-06-21). 'Episode One review'. Game Revolution. Retrieved 2007-04-29.
- ^ abcd'Review: Half-Life 2: Episode One'. PC Gamer UK. July 2006.
- ^'Basics (Half-Life 2)'. IGN. Retrieved 2008-10-27.
- ^'Basics (Half-Life 2: Episode One)'. IGN. Retrieved 2008-10-27.
- ^Lee, Garnett (2005-08-29). 'Half-Life 2: Episode One Preview'. 1UP.com. Archived from the original on 2011-05-23. Retrieved 2007-10-12.
- ^Berghammer, Billy (2006-05-26). 'Half-Life 2: Episode One Hands-On, Details, And Extensive Video Interview'. Game Informer. Archived from the original on June 16, 2008. Retrieved 2008-05-12.
- ^ abcdOcampo, Jason (2006-06-02). 'Episode One review'. GameSpot. Archived from the original on 2009-09-24. Retrieved 2007-04-28.
- ^ ab'Half-Life: The Story so Far'. Valve Corporation. Archived from the original on 2008-07-25. Retrieved 2008-03-24.
- ^Bokitch, Chris (2006-05-22). 'Valve press release'. Steam. Retrieved 2007-04-29.
- ^ ab'The Valve team (staff bios)'. Valve Corporation. Archived from the original on 2007-04-09. Retrieved 2007-04-29.
- ^Porter, Will (2006-04-13). 'Half-Life 2: Episode One Preview'. Computer and Video Games. Archived from the original on 2008-05-03. Retrieved 2007-04-29.
- ^ ab'Preview: Half-Life 2: Aftermath'. PC Gamer UK. May 2005.
- ^'Half-Life 2 Aftermath Q&A'. GameSpot. 2005-06-29. Retrieved 2007-05-03.
- ^ abcdeHalf-Life 2: Episode One, Chapter V: Exit 17, Developers commentary (DVD). 2006.
- ^ abBramwell, Tom (2006-06-06). 'Opening the Valve'. Eurogamer. Retrieved 2007-04-29.
- ^Adams, Dan (2006-04-27). 'Half-Life 2: Episode One Interview'. IGN. Retrieved 2008-05-12.
- ^Half-Life 2: Episode One—Developers commentary. Valve Corporation. 2006.
- ^ ab'Half-Life: Episode One on Metacritic'. Metacritic. Retrieved 2012-04-14.
- ^ ab'Half-Life: Episode One on GameRankings'. GameRankings. Retrieved 2012-04-14.
- ^ abAccardo, Sal (2006-06-01). 'Half-Life 2: Episode One review'. GameSpy. Retrieved 2007-05-01.
- ^ ab'Review: Half-Life 2: Episode One'. PC Gamer. August 2006.
- ^ ab'Half-Life 2: Episode 1 Review'. Edge. 2006-06-08. Retrieved 2012-04-14.
- ^McNamara, Tom (2006-06-01). 'Half-Life 2: Episode One'. IGN. Retrieved 2008-05-12.
- ^ abDahlen, Chris (2006-06-13). 'Half-Life 2: Episode One'. The Onion. Archived from the original on 2008-12-27. Retrieved 2008-10-19.
- ^'Buy Half-Life 2: Episode One'. Steam. Retrieved 2008-10-19.
- ^'Half Life 2: Episode One (PC-DVD)'. Amazon.com. Retrieved 2007-04-30.
- ^'Half-Life 2: Episode One Pre-Loading Now'. Steam. Retrieved 2007-04-29.
- ^Thorsen, Tor (2006-08-24). 'Half-Life 2: Episode Two pushed to 2007?'. GameSpot. Retrieved 2007-04-30.
- ^Ocampo, Jason. 'The Return of Team Fortress 2 and Other Surprises'. GameSpot. Retrieved 2007-08-25.
- ^Remo, Chris (2008-12-03). 'Analysis: Valve's Lifetime Retail Sales For Half-Life, Counter-Strike Franchises'. Gamasutra. Retrieved 2008-12-03.
- ^'Review: Half-Life 2: Episode One'. PC PowerPlay. August 2006.
- ^'Best of 2006'. IGN. Archived from the original on 2013-10-14. Retrieved 2007-04-28.
- ^'2006 Games of the Year'. GameSpy. Archived from the original on 2007-04-29. Retrieved 2007-05-01.
- ^'Half-Life 2: Episode One review'. Computer Games Magazine: 57. September 2006.
External links[edit]
Wikiquote has quotations related to: Half-Life 2: Episode One (2006) |
- Official website (The Orange Box)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Half-Life_2:_Episode_One&oldid=916696071'
Half-Life 2: Episode Two | |
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Promotional artwork featuring (from left): Gordon Freeman, the Combine Hunters, and Alyx Vance | |
Developer(s) | Valve Corporation |
Publisher(s) | Valve Corporation |
Composer(s) | Kelly Bailey |
Series | Half-Life |
Engine | Source |
Platform(s) | Microsoft Windows, PlayStation 3, Xbox 360, OS X, Linux |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player |
Half-Life 2: Episode Two (stylized as HλLF-LIFE2: EPISODE TWO) is a first-person shooter video game, the second in a series of episodic sequels to the 2004 Half-Life 2. It was developed by Valve Corporation in tandem with Episode One, the first game in the series, and released in 2007 via Valve's Steam content distribution platform.[1] The episode was released both separately and as a part of a bundled package, The Orange Box.[2]
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Episode Two gameplay consists of expansive environments, travel and reduced linear play, continuing Valve's policy of orienting each episode around a particular theme or set of technologies. Following the closing events of Episode One, it sees Gordon Freeman and the series' other major characters moving away from City 17 to the surrounding countryside.[1]
The retail version was released on October 10, 2007, in North America and Russia for Windows and Microsoft's Xbox 360 after repeated delays. The version for the PlayStation 3 was to be released 'around two or three weeks later', as it was produced separately at the Electronic Arts UK studio, according to Valve marketing director Doug Lombardi.[3] This version was further delayed. For the rest of the world, the release date was October 18.[4] The Steam version was released worldwide on October 10, 2007.
- 1Gameplay
- 3Development
Gameplay[edit]
As with its predecessors, the game is played in the first person as series protagonist Gordon Freeman against transhuman troops, known as the Combine, and other hostile alien creatures. Levels are linear but add a more open environment, consisting of puzzles and first-person shooter game-play. Sequences involving vehicles are interspersed throughout the game, breaking up moments of combat.
One of the focal points of Episode Two was meant to be increased use of vehicles in open areas. However, the game retains its original linear style until the final battle.[5]Episode Two has more puzzles than Episode One, including the biggest physical puzzle yet in the series—a damaged unstable bridge.[5] The game features numerous 'achievements' (similar to PlayStation 3's Trophies and Xbox Live's Achievements) for carrying out certain tasks. Some are essential to game progress, such as helping fight off an antlion invasion, or defeating the first Hunters. Others are optional tricks or feats the player can perform, such as killing a Combine soldier with their own grenade or running down a certain number of enemies with the car.[5]
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Enemies[edit]
Episode Two featured a new Hunter enemy, which had just been seen briefly in a recorded message in Episode One. The Hunter serves as one of the most dangerous enemies within the game and as means of emotional development for Alyx Vance. The Hunter is a powerful and resilient enemy which players must often run from while seeking a means to fight back; Episode Two's environments are designed with this in mind.[6]
An interview in the August 2006 issue of PC Gamer magazine revealed that the Hunter stands 8 feet (2.4 m) tall. Erik Johnson, the game's project lead, states that the Hunters are 'big and impressive, but they can go anywhere the player can go', as the player can encounter them both indoors and outdoors.[7] Ted Backman, senior artist for Valve, talks about how the Hunter can express emotions, being a somewhat non-human character. 'We want the Hunter to be able to express nervousness or aggression, [to show you] whether it's aggressive, hurt, or mad.' Hunters are very aggressive and they tend to operate in packs, but can also be found supporting other Combine troops. Late in the game, they can be found escorting Striders, using their flechette guns to protect the Striders that the player is trying to attack.[7]
Hunters primarily attack the player by bracing themselves and firing bursts from their flechette cannon. Four flechettes can vaporize an ordinary human soldier. If they do not strike a living target, the flechette charge up for several seconds and then explode, dealing minor damage to everything nearby. Hunters may also conduct a charging attack or strike with their legs if the player gets too close. Hunters are vulnerable to all weapons, but to compensate, are still quite resilient, making explosives and the pulse rifle's charged energy ball the most attractive options. Objects thrown with the gravity gun are also effective, especially if the player catches some of their flechettes with the object before hurling it (one of the in-game Achievements). In outdoor environments, they can be run over with a vehicle.[8]
Two new forms of antlion appear in the game. The first is the glow-in-the-dark antlion grub, a harmless, worm-like creature which functions as a minor health pickup and a light source. Killing all 333 of these earns an Achievement. The second is the worker antlion (or 'acidlion') whose body produces a powerful and poisonous acid. In addition to a ranged acid spit attack, they also explode when killed, launching acid around them in a short radius, making them dangerous close-combat opponents. Although they are thematically similar to the bullsquids of the original Half-Life, they are functionally closer to the poison headcrab—as an enemy that the player will instinctively prioritize as a target. A new antlion guardian, which has glow-in-the-dark features, was also added. This 'Guardian' hunts and attacks Gordon Freeman as the player endeavors to take the larval extract the Guardian protects. The vortigaunt that accompanies the player forbids him from harming the guardian, fearing the extract will be ruined if he does. The player must therefore accomplish his goal while being harried by a creature he cannot eliminate, though the player is eventually given the chance to kill it.[9]
Weapons[edit]
An in-game white-board depicting how the Magnusson Device functions
Episode Two features no additions to Gordon Freeman's weapons inventory. Instead, Valve chose to further explore uses for the gravity gun, with which the player can pick up and throw large objects. They introduced more varied Gravity Gun 'ammunition', such as logs, flares, and half-height butane tanks, which are easier to aim than full-size fuel drums.[10]
Near the end of the game, the player uses 'Magnusson Devices', which designer Dario Casali described as a 'sticky bomb that you fire at a Strider's underbelly that will draw power from the Strider's internal power source'. Diy kitchen design software free. The player uses the gravity gun to attach the bombs to tripodal enemy Striders; the bombs detonate when fired upon with any other of the player's weapons, instantly destroying the target. The Hunter escorts prioritize them as targets, either destroying them in the player's grasp or shooting already-attached ones off.[10]
Vehicles[edit]
Large sections of the game feature a car which resembles a gutted-and-rebuilt 1969 Dodge Charger. It appears to have been tuned for performance. A radar system is installed later in the game, allowing the player to locate Rebel supply caches. In the final battle, a rear-mounted storage rack for Magnusson Devices is added and the radar is adjusted to track enemies and Magnusson Device dispensers. A homing unit is also installed so the player can quickly locate the car in the chaos of the final battle via a readout in the Hazardous Environment suit.[11]
Plot[edit]
The Combine, a multidimensional empire which has enslaved Earth, has used the destruction of their Citadel to open a massive portal. This will allow them to summon reinforcements and destroy the Resistance. In the mountains outside City 17, Resistance fighters Gordon Freeman and Alyx Vance climb from the wreckage of the train they used to escape the city. At an old transmission station, they establish communication with resistance scientists Dr. Kleiner and Eli Vance at the White Forest base. They learn that the Resistance may be able to close the portal using a copy of a Combine transmission Alyx is carrying. At an abandoned mine, Alyx is critically wounded by a Combine Hunter. A vortigaunt leads them to an underground Resistance shelter. Gordon recovers larval extract from a nearby antlion colony, necessary for the vortigaunts to heal Alyx.[12] While the vortigaunts heal her, the mysterious G-Man contacts Gordon and hints at Alyx's importance to his own plans, revealing that he saved her life at the Black Mesa Research Facility despite objections from an unspecified third party. He instructs the unconscious Alyx to tell her father to 'prepare for unforeseen consequences'.
After Alyx has recovered, she and Gordon proceed in an old Resistance vehicle, battling Combine troops and surviving an encounter with a Combine Advisor, a high-ranking Combine alien. At White Forest, they are reunited with Dr. Kleiner and Eli, along with Alyx's pet robot Dog. Gordon is also introduced to the egotistical Dr. Arne Magnusson. The scientists are preparing a rocket which they plan to use with the Combine portal code and the satellite array launched by Gordon at Black Mesa to close the Combine portal.[12]
After Gordon fends off a Combine attack on the base, Alyx gives Dr. Kleiner the message from Judith Mossman recovered at the Citadel. It contains footage and the coordinates of the Borealis, an Aperture Science research vessel which, Kleiner explains, vanished along with part of the surrounding drydock. Kleiner insists that it should be used to aid the Resistance effort, while Eli counters that it is impossible to control and must be destroyed. They agree that Alyx and Gordon will travel to the Borealis and attempt to find Mossman. Alyx unconsciously delivers the G-Man's message to her father, shaking him. Alone with Gordon, Eli reveals that it was the G-Man who provided the test sample that caused the Black Mesa incident, and that he whispered the same warning to him as Gordon entered the test chamber. He promises to explain more after the portal is closed.[12]
While the scientists prepare the rocket, White Forest comes under attack by Combine Striders escorted by Hunters. Gordon destroys them using experimental explosive charges created by Magnusson. The scientists launch the rocket and close the portal, trapping Combine forces on Earth. Alyx and Gordon prepare to leave for the Borealis and Eli warns Gordon about the ship's 'cargo'. The three head to a hangar, intending to board a helicopter, but a pair of advisors burst into the hangar and restrain them. As Eli tries to free them from the advisors' clutches, he is killed by one of the advisors, but as the second advisor prepares to kill Alyx, Dog bursts in through the roof and chases both advisors away. The game ends as Alyx, sobbing, clutches her father's body.[12]
Development[edit]
Episode Two was developed simultaneously with Episode One by a development team led by David Speyrer. This schedule of simultaneous development aided them in streamlining the story between the two games to create an immersive story. The technology used was the same for both games, allowing the development teams to quickly fix any technical problems that might arise from either game; this happened often because of the multi-platform release.[1]
An announcement was made on July 13, 2006 stating that Episode Two would be released on Xbox 360 and PlayStation 3 in addition to the PC, where previous iterations of the series separated.[13] It was originally rumored that Episode Two would be delayed until 2008. On June 14, 2007, however, Valve confirmed the release date for Episode Two to be October 9, 2007 for all announced platforms. Valve handled the development of the game for the PC and Xbox 360, while Electronic ArtsBritish office in Chertsey worked on the PlayStation 3 version of the game.[14] It was announced on September 7, 2007 that the PlayStation 3 version of the game would be delayed because the development studio behind the game was in the United Kingdom, away from Valve's development team, and therefore lagged behind in its schedule. Valve's marketing director, Doug Lombardi, gave assurance that the Xbox 360, PlayStation 3, and PC versions of the game would be identical in functionality and performance.[3]
Audio[edit]
Episode Two's soundtrack was composed by Kelly Bailey, who also composed the music for the Half-Life series' other installments. The music is used sparingly throughout, played primarily during scenes of major plot development or particularly important action sequences, such as an early fight with a massive wave of Antlions or speeding down train tracks while being fired on by a helicopter. The soundtrack is included in the Russian edition of The Orange Box and is also sold separately.[15] An audio commentary is also featured, as in Episode One and Lost Coast.[16]
A notable change to the vocal cast is the inclusion of actor Tony Todd as the voice of the Vortigaunts.[17] He replaces Louis Gossett, Jr. in the role.[18] Actor Adam Baldwin voices several of the civilian and rebel NPCs, most notably the character who informs the player of the Striders' locations in the penultimate chapter.[17]
Reception[edit]
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Half-Life 2: Episode 2 received critical acclaim. The game had an average score of 90.68% based on 22 reviews on the review aggregator GameRankings.[19] On Metacritic, the game had an average score of 90 out of 100, based on 21 reviews.[20]
Dan Adams of IGN rated the game 9.4 out of 10 and praised its improved visuals and expansive environments, but cited the short six-hour length as a drawback.[22] He said: 'Any way you look at it, Episode Two stands out, even among the Half-Life series, as something special .. a burly experience packed into roughly six hours or so that offers up all the diversity, level design, and thoughtful gameplay we've known while making sure to propel the story forward and leave us wanting more.'[22]Bit-tech.net awarded the game a 10 out of 10 score, citing approval of how the story turns and the introduction of side stories and new characters.[10]1UP.com praised the game, noting that the game's 'entire five-hour experience' was 'vivid, emotionally engaging, and virtually unsurpassed.'[21]PC Gamer UK also applauded Episode Two, noting it 'is the most sumptuous chapter of the Half-Life saga, and by a country mile.'[23]The New York Times enjoyed the gameplay, saying, 'The battles in Episode 2 of Half-Life 2 often require as much ingenuity as they do fast reflexes.'[26]
Computer and Video Games commented on the game's graphics, saying that although the game's engine was 'starting to look its age,' its 'wonderful art design and the odd bit of technical spit-shine ensure that Episode Two [..] doesn't lose any of its wow factor.' They also noticed that the game 'goes about fixing a lot of the niggling complaints we had about Episode One,' especially applauding the open forests and rocky hills from Episode Two.[25]
Several reviewers noted shortcomings. The New York Times commented on the story for Episode Two, noting, 'While it sows a few seeds for the final episode of the trilogy, the game lacks the driving force of the previous episode.'[26] GameSpy criticized the game, saying it is 'a little more inconsistent than its predecessors,' and that the opening segments of the game were 'arguably the weakest' parts.[27]
References[edit]
- ^ abcBramwell, Tom (2006-06-06). 'Opening the Valve'. Eurogamer. Retrieved 2008-05-09.
- ^'Half-Life 2: Episode Two'. Steam. Valve Corporation. Retrieved 2011-08-02.
- ^ abBramwell, Tom (2007-09-07). 'Valve explains PS3 Orange Box delay'. Eurogamer. Retrieved 2008-05-09.
- ^'Half-Life 2: The Orange Box'. Play.com. Archived from the original on 2008-03-25. Retrieved 2008-05-09.
- ^ abc'Half-Life 2: Episode One Interview 1'. GameSpot. 2006-05-30. Archived from the original on 2007-09-29. Retrieved 2008-05-09.
- ^Simmons, Alex (2006-08-24). 'GC 2006: New Half-Life 2 Trailer Dissected'. IGN. Retrieved 2008-05-09.
- ^ ab'Half-Life 2: Episode Two'. PC Gamer. August 2006.
- ^Goldstein, Hilary (2007-10-09). 'The Orange Box Review'. IGN. Retrieved 2008-05-09.
- ^Caron, Frank (2007-11-16). 'Half-Life 2 game statistics live'. Ars Technica. Retrieved 2008-05-09.
- ^ abcMartin, Joe (2007-10-11). 'Half-Life 2: Episode Two'. bit-tech.net. Retrieved 2008-05-09.
- ^'Steam Update'. Steam. 2007-02-16. Retrieved 2008-05-09.
- ^ abcd'Half-Life 2: Episode Two Guide'. IGN. Retrieved 2008-05-09.
- ^Ocampo, Jason (July 13, 2006). 'Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises'. GameSpot. Archived from the original on July 19, 2006. Retrieved March 31, 2016.
- ^Remo, Chris (2007-06-15). 'Valve confirms Episode Two, Team Fortress 2 launch date'. Shacknews. Retrieved 2007-06-15.
- ^'The Orange Box Original Soundtrack'. Steam. Archived from the original on March 13, 2008. Retrieved 2008-05-09.
- ^Cashon, Jonathan (2007-11-05). ''Half Life 2: Episode Two' entertains as strong sequel'. University of South Alabama. Archived from the original on 2008-12-27. Retrieved 2008-05-09.
- ^ ab'Half-Life 2: Episode Two'. GameFAQs. Retrieved 2008-05-09.
- ^'Half-Life 2: The Orange Box'. Yahoo! Games. Archived from the original on 2011-07-16. Retrieved 2008-05-09.
- ^ ab'Half-Life 2: Episode Two — PC'. GameRankings. Retrieved 2012-04-14.
- ^ ab'Half-Life 2: Episode Two'. Metacritic. Retrieved 2012-04-14.
- ^ abElliott, Shawn (2007-10-10). 'Half-Life 2: Episode 2 (PC)'. 1UP.com. Archived from the original on 2007-10-28. Retrieved 2008-08-03.
- ^ abcAdams, Dan (2007-10-09). 'IGN: Half-Life 2: Episode Two Review'. IGN. Retrieved 2007-10-10.
- ^ ab'Half-Life 2: Episode Two'. PC Gamer UK. 2007-10-10. Retrieved 2008-05-09.
- ^Reed, Kristan (2007-10-10). 'Half-Life 2: Episode Two'. Eurogamer. Retrieved 2008-05-09.
- ^ ab'Review: Half-Life 2: Episode Two'. Computer and Video Games. 2007-10-10. Archived from the original on 2012-06-04. Retrieved 2008-05-09.
- ^ abcHerold, Charles (2007-10-25). 'In 1 Box, 3 New Games Filled With Puzzles and Fights'. The New York Times. Retrieved 2008-05-12.
- ^ abAccardo, Sal (2007-10-10). 'Half-Life 2: Episode Two (PC)'. GameSpy. Retrieved 2008-05-12.
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