Half-Life 2: Episode Two
Half-Life 2: Episode Two is the second installment in Valve Corporation's series of episodes for the computer game Half-Life 2.
Continuing with Valve's method of orienting each episode around a particular theme or set of technologies, Episode Two focuses on expansive environments, travel and less linear play. Following the closing events of Episode One, it sees Gordon Freeman and the series' other major players moving away from City 17 to the surrounding countryside.[4]
The first two episodes of Half-Life 2 were developed concurrently by separate teams.[4] This episode was released as a part of a bundled package, The Orange Box. A separate copy of Episode Two is available in Russia[5] and via Steam worldwide.[6]
Episode Two's retail version was released on October 10, 2007 in North America and Russia for PC and Microsoft's Xbox 360, after repeated delays. The version for Sony's 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.[7] This version was further delayed, as noted in the box to the right. For the rest of the world, the release date was October 18.[8] The Steam version was released on October 10, 2007 worldwide.
Plot summary
Continuing the plot of Half-Life 2 and Episode One, Episode Two consists of seven chapters telling the story of Gordon Freeman and Alyx Vance's journey to a large Resistance base called White Forest. After the destruction of the Citadel, the Combine are working to open a massive superportal to call for reinforcements. Combine Advisor pods have been scattered throughout the region. The destruction of the Citadel, as explained by Dr. Kleiner's broadcast in Episode One, has inflicted a portal and communications blackout on Earth-stationed Combine forces, leaving them isolated and disorganized. A crucial part of the plot is the transmission packet which the Combine sacrificed the Citadel to send, a copy of which Alyx and Gordon stole before making their escape. It contains information relating to the location of the Combine homeworld and allows the creation of the superportal to be controlled from the "other side". This information has to be delivered to White Forest so that the Resistance can use it to shut down the superportal and prevent an even greater Combine invasion.[9]
After Gordon and Alyx climb out of the wreckage of the train they used to escape City 17, they make their way to White Forest. At an abandoned mine, Alyx is gravely wounded by a Hunter while Gordon is trapped under fallen rubble. They are discovered by a Vortigaunt, who leads them to an underground Resistance base. The Vortigaunts there have the power to heal Alyx; however, Gordon must accompany the Vortigaunt into the nearby Antlion colony to recover larval extract necessary for the healing ritual.
Once the extract is retrieved and the healing process begun, the G-Man contacts Gordon. He hints at Alyx's importance to his own long-term plans, revealing that he had preserved Alyx's life at Black Mesa despite objections from unnamed others. The G-Man then instructs an unconscious Alyx to tell her father to "prepare for unforeseen consequences." (Unforeseen Consequences is the title of the second chapter in the original Half-Life, which takes place right after the resonance cascade occurred.)
After Alyx has recovered, she and Gordon proceed to the surface. There they see that a large group of Combine forces in the distance is moving towards White Forest. They acquire a working car and proceed at top speed, slowed down by multiple Combine ambushes. They also encounter an encapsulated Combine Advisor, which Alyx attempts to kill by damaging its life support system. The Advisor awakens and demonstrates its telekinetic powers, pinning Alyx and Gordon to a wall. It appears unfamiliar with its environment, as it crushes a barrel and stabs a dead rebel with a tentacle-like tongue before an explosion wounds it, forcing it to flee.
Arriving at White Forest, Alyx and Gordon reunite with Dog, Isaac Kleiner, and Eli Vance. The player is also introduced to Dr. Arne Magnusson, another former Black Mesa scientist who is egotistical, verbose, and authoritarian. The team of scientists is preparing a special rocket, which they plan to use in conjunction with the satellite array launched during the events of Half-Life to close the Combine superportal.
Alyx gives Judith Mossman's message to Dr. Kleiner, who finds additional embedded video showing a legendary lost Aperture Science research vessel, the Borealis, icebound somewhere north of the City 17 region. The Borealis is a ghost ship of the Half-Life universe, having one day suddenly vanished into thin air with part of the surrounding drydock. The player is not told exactly what the ship contains or the nature of its significance. Dr. Kleiner believes it could be an invaluable asset, while Eli Vance adamantly states it must be destroyed, suggesting that it has the potential to cause a disaster as great as that at Black Mesa. The G-Man's image flashes on the screen as they argue, compelling Alyx to unconsciously deliver the message he gave her earlier. After convincing Alyx to leave temporarily, Eli reveals to Gordon that the G-Man, which he refers to as "our mutual friend", had issued the exact same warning back at Black Mesa after giving him the test sample that caused the resonance cascade. Eli is physically shaken by the new warning and promises further revelations to Gordon.
While the rocket is being prepared, White Forest comes under attack by Combine forces, namely large numbers of Striders escorted by Hunters. Gordon engages and destroys them using experimental explosive charges created by Magnusson. Afterwards, the rocket is launched and successfully closes the superportal. Right after, Eli again warns Gordon about the "cargo" on the Borealis, which he wants destroyed, and they head into a hangar where an old helicopter is being kept. However, just as Gordon and Alyx are about to board the helicopter to find Judith Mossman, two Combine Advisors fly in through a window. Alyx and Gordon watch helplessly as they are restrained by one Advisor, while the other kills Eli with its 'tongue', piercing the back of his skull. Dog hears Alyx's cries and bursts in, injuring the Advisor restraining Alyx and Gordon and causing both to flee. The game ends with Alyx mourning over Eli's body.
Gameplay
One of the focal points of Episode Two is vehicles in open areas, as stated by Robin Walker in an interview with Gamespot.[10]
Going forward, Episode Two and Three are going to take the player to new places, dealing with new enemies, some of which you've already seen…in Episode One, teasing you, showing you a little bit of what's to come. And we're also dealing with some new gameplay elements. There's a specific focus to each episode: the first episode's focus was on Alyx and Gordon, Episode Two is much different than that [and] you'll be seeing things like new vehicles and so on, definitely dealing with new characters, and you'll also see some of the old characters [too] Although as previously stated, there will be minimal driving time included in the episodes.
"You'll have to manage your cover carefully and pay attention to where all the enemies are," explains Valve's director of marketing, Doug Lombardi. "They'll tend to circle around and expose you from multiple sides, so you find yourself moving around a lot more and rushing forward a lot less. You also have a lot more choice from moment to moment. We're working on scenarios in which we present the player with a set of high-level battle goals and a large nonlinear space in which to fight. These scenarios play out very differently for different players as they make choices about how to fight the battle: 'Should I make my ambush here, or 100 yards up the road behind these rocks?' It's fun watching players formulate a strategy, execute it at a tactical level, and then revise their strategy based on the outcome."
Episode Two has more puzzles than Episode One, including the "biggest physical puzzle" yet in the series. This is meant in terms of sheer physical size, as the centerpiece of the mentioned puzzle is a damaged seesawing bridge. "Puzzles reset a player's emotional state and get them ready for combat," Erik Johnson explains. "Some people get a sort of battle fatigue; they get tired of all the combat and stop playing. We look for that when we playtest, and that's when we know it's time to allow the player to mellow out and solve a puzzle before we ramp up again. It's all about pacing, and we've found a mix that works for us."
The game features numerous "Achievements" (similar to Xbox Live's Gamerscore) for carrying out certain tasks. Some are essential to game progress, such as protecting the missile silo from destruction or defeating the first Hunters. Others are optional tricks or feats the player can perform, such as killing a Combine soldier with his own grenade or killing a Hunter with its own ammunition. Finally, some optional Achievements challenge the player to be thorough or flawless in the execution of certain tasks, such as killing all 333 Antlion grubs in the game or preventing the Striders in the final chapter from destroying any buildings. The most difficult Achievement is "sending the garden gnome into space", in which the player must carry said lawn ornament from the first chapter with them until reaching the rocket in the sixth chapter, which the gnome must be deposited in. Messages appear in the bottom-right corner of the screen to inform the player of their success, or progress with regards to numerically-based Achievements.
Locales
The setting for Episode Two was discussed by Gabe Newell in an interview with Eurogamer:[4]
The world's started to change. There was the world of Half-Life 1 which was the familiar turned strange. You were a scientist and you turned into a hero. With Half-Life 2 we spent a lot of time thinking about this post-Combine world, what happens to it, and looking at the Eastern European art direction; the sensibility of it was really adding to that. With this [episodic] trilogy we're trying to show it as more dangerous than it was before. [The situation is] falling apart; there are more factions, more forces at work and we're going to get the player out of City 17. That's a great setting for what we're trying to do with Half-Life 2, especially with Episode Two where we're getting you further and further away from that into more of the possibilities of the future, and away from the Eastern European, City 17 sensibilities.
The first step on this journey was revealed in the game's first trailer: a forest base in the countryside surrounding the outskirts of City 17. The setting provides more "freeform" gameplay and marks a significant departure from the Half-Life series' usually more linear urban and industrial environments. Another identifiable gameplay area was first shown in the trailer's Myrmidont scene. Underground Antlion tunnel networks were originally conceived for Half-Life 2, but dropped in favor of an increased dose of vehicular gameplay. Within the game, the player finally spends some time within them.
Although Valve have stated several times that City 17 is set in an area like Eastern Europe, they have been careful to never explicitly state that it is located in Eastern Europe. The ramifications of this distinction are not yet clear. An interview with PC Gamer magazine revealed that a great portion of the outdoor forestry would be referenced from places like Estonia. Locations include portions of rivers, old mines, Vortigaunt camps (mentioned in Episode One) and largely-abandoned areas. In-game, signs all over the antlion-infested mine read "Shakhta Pobyedi" (Template:Lang-ru), which means "Mine of Victory". "Perevozky", or "Transportation" (Template:Lang-ru) is also seen on train cars and signs.
Erik Johnson, engineer and project lead for Valve says, "There are lots of cool, crusty old places that are fun for the player to explore--and they already look like Half-Life." When asked how much distance in terms of geographical space Gordon will travel, Valve's director of marketing, Doug Lombardi, replied with, "Almost as much as you did in Half-Life 2," which holds true as a car is needed to expedite the journey to the episode's ultimate destination, White Forest base.
Enemies
The new Hunter synth was revealed briefly in a recorded message in Episode One. It features through-out Episode Two and acts as a nemesis and means of emotional development for Alyx Vance. The Hunter is a powerful enemy and players must often run while seeking a means to fight back; Episode Two's environments are designed with this in mind.
An interview in the August 2006 issue of PC Gamer magazine reveals that the Hunter stands 8 feet tall (2.44 m), and Erik Johnson, the game's project lead, states that the Hunters are "big and impressive, but they can go anywhere the player can go." This proves true as the Hunters can be encountered indoors as well as out. Ted Backman, senior artist for Valve, talks about how the Hunter can express emotions, being sort of a 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 have a powerful gait similar to a gorilla's, and are very swift. 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 destroy the sticky bombs the player must use.
Hunters primarily attack the player by bracing themselves and firing bursts from their flechette cannon. If they do not strike the player, these flechettes 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 remain difficult to kill, 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.
Two new forms of Antlion are present. The first is the glow-in-the-dark antlion grub, which is immobile, unable to attack, and is functionally a minor health pickup. Killing all 333 of these earns an Achievement. The second is the Worker Antlion (or 'Acidlion') whose body carries strong acids; in addition to a ranged spit attack, this property makes them deadly to be near when their bodies explode on death. Functionally, they are similar to the bullsquids of the original Half-Life, but are thematically closer to the poison headcrab - a creature 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 the player in the final stages of his quest for the larval extract in the antlion caves. Despite this, the vortigaunt that accompanies the player says the player must not destroy it or the extract will be ruined, so the player must accomplish his goal while being harried by a creature he cannot eliminate.
A re-skinned Combine soldier model makes an appearance throughout the game, sporting orange goggles, a dark brown and green suit pattern, and the Combine Elite symbol on an orange armband. They exclusively carry the shotgun, as opposed to the previous games where any soldier might have one. On a gameplay level, they are distinct in that they always attempt to close in on the player and use the shotgun's double-barrel secondary fire.
Weapons
Episode Two features no new additions to Gordon Freeman's inventory, but introduces a new form of Gravity Gun 'ammunition', the "Magnusson Device", named after the egotistical head of the White Forest base rocket project, Dr. Magnusson. Prior to the game's release, this weapon had been referred to as the 'Strider Buster'. The item is useless on its own — it must be deployed via the gravity gun. Level designer Dario Casali describes it as a "sticky bomb that you fire at a Strider's underbelly that will draw power from the Strider's internal power source". In-game, the device will stick so long as it contacts the Strider's body, and will instantly destroy it when fired upon with any other of the player's weapons. However, Hunter escorts will prioritize them as targets, either destroying them in the player's grasp or shooting already-attached ones off.
Valve's developers have stated that new weapons were not a priority, stating that the gravity gun was the direction of innovation they were most interested in, and that objects like saw blades and flares were ultimately more interesting additions to the game. This was implemented with the introduction of the Magnusson Device and more varied Gravity Gun "ammunition" such as wood blocks and half-height butane tanks, which are easier to aim than full-size fuel drums.
Vehicle
Large sections of the game feature a car which resembles a gutted-and-rebuilt 1969 Dodge Charger, dubbed the "Hotrod".[11] True to its name, 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 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.
Audio
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 encounter with a new enemy. The soundtrack is included in the Russian edition of The Orange Box and is also sold separately.[12] The track listing for Episode Two can be found here.
A notable change to the vocal cast is the inclusion of actor Tony Todd who voiced the vortigaunts, particularly Uriah. He replaces Louis Gossett Jr. in the role.
Popular film and television actor Adam Baldwin (Angel, Firefly) voices several of the civilian and rebel NPCs, most notably the character who informs the player of the Striders' locations in the penultimate chapter.
An audio commentary is also featured, as in Episode One and Lost Coast. The commentary is notable for its in depth details regarding Merle Dandridge's role as Alyx.
Critical reception
Compiler | Aggregate score |
---|---|
Publication | Score |
As of January 11, 2008 on the review aggregator Game Rankings, the game had an average score of 90% based on 21 reviews.[13] On Metacritic, the game had an average score of 90 out of 100, based on 18 reviews.[14]
Dan Adams of IGN gave the game a rating of 9.4 and praised the improved visuals and expansive environments, but cited the short length (six hours) as a drawback.[15] Bit-tech.net awarded the game a coveted 10/10 score, citing approval of how the story turns and the introduction of side-stories and new characters.
References
- ^ Remo, Chris (2007-06-15). "Valve confirms Episode Two, Team Fortress 2 launch date". Shacknews. Retrieved 2007-06-15.
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(help) - ^ Ocampo, J. "Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises" (13/07/06), Gamespot. Retrieved on 15/03/07.
- ^ http://steampowered.com/v/index.php?area=game&AppId=420 Steam - Half-Life 2: Episode Two
- ^ a b c Reed, K. "Opening the Valve" (06/06/06), Eurogamer. Retrieved on 15/03/07.
- ^ Half-Life® 2: Episode Two - Описание игры - Buka Entertainment
- ^ Steam - Half-Life 2: Episode Two
- ^ Valve explains PS3 Orange Box delay News // None /// Eurogamer
- ^ Play.com
- ^ "Half-Life 2: Episode Two Q&A - Story, Setting, and Technology" (23/04/07), Gamespot (UK). Retrieved on 25/04/07.
- ^ "Half-Life 2: Episode One Interview 1". Gamespot.
- ^ "Steam Update 16 February 2007".
- ^ The Valve Store
- ^ "Half-Life 2: Episode Two Reviews". Game Rankings. Retrieved 2007-01-11.
- ^ "Half-Life 2: Episode Two (pc: 2007): Reviews". Metacritic. Retrieved 2008-01-11.
- ^ Dan Adams (2007-10-09). "IGN: Half-Life 2: Episode Two Review". IGN. Retrieved 2007-10-10.