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Tristan Kalogeropoulos
12 Oct, 2007

Half-Life 2: Episode Two Review

PC Review | Sublime storytelling and engaging action.
There’s a multitude of games that are held aloft as shining examples of interactive storytelling. However often these place far too much impetus on the story aspect of the game and the gameplay is left out in the cold. Valve’s Half-Life is one series that has been celebrated for placing the two, not side by side, but instead managing to dissolve one within the other, creating a solution of truly interactive fiction.

We first saw the world through the eyes of Gordan Freeman, the silent scientist and protagonist of the Half-Life series, almost ten years ago. The right man in the wrong place, saving a world housing a dimensional rift, the result of human experiments gone wrong, from which an alien race was invading. In Half-Life 2 Gordon was awoken from stasis in the oppressive City 17 following an invasion of another alien race which resulted in the Seven Day War and the subsequent enslavement of the earths population.

Last episode left of with Freeman and his friend and ally Alex escaping on a train from a City 17 in ruins, the alien citadel about to explode. However the fight for humanity was far from over. This latest episode starts us off right where Episode One finished off and drags along not only the storyline, but also the series’ trademark quality gameplay.

A Strider and her 'children'.

A Strider and her 'children'.
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Episode Two is full to the brim with ‘moments’, all of which are entirely memorable. From being suddenly ambushed in an abandoned house to the previously unseen style of action that is tearing around in a beat up old car as you protect a missile silo from a group of invading War of the Worlds-esque Striders, each is as memorable as the next. However at the same time they can be sorted through differently by each individual player. Many games will transport you from significance to significance, using as a guide threads woven of disposable enemies and generic set pieces. Rather than provide cannon fodder and clumsily added puzzle sections to artificially lengthen the game, every thing feels as if it were carefully thought out before insertion into Episode Two. All killer no filler as the saying goes. Thus lending every second of the game tremendous amount of gravitas, and further propelling the overall story.

At almost all times within Episode Two you feel as if you’re part of something bigger, not only as a result of short conversational sequences played out in front of you – although being able to stop and listen to a couple of scientists discuss something as inconsequential as getting ready for a rocket launch does add to this feeling - but also as you take part in each task. There is not a moment in the game where you question the motivation behind what you're doing. It all feels incredibly relevant and every task has its purpose. Thankfully there are also no moments that take you out of the gameworld to read lengthy pieces of text or to solve puzzles that don’t feel natural. Even without these the game allows you to grasp the full scope of the universe.

Half-Life didn’t invent the idea of storytelling within a gameplay engine, but it definitely fine tuned this narrative method. Here in Episode Two it further sharpens the blade with which whittles the FPS genre into a vehicle for highly involved story exposition. While most games borrow and steal their methods of story telling from cinema, using clumsily cut in cut scenes to flesh out their worlds, Half-Life’s method of letting all the action unfold around you as you’re still able to play truly lives up to the interactive entertainment label. In this episode there seems to be more scenarios that move the story along, while still allowing for action to take place, and coupled with great dialogue – even better than in the previous games – you really feel as though you’re involved in an interactive piece of fiction. That’s not to say that the game’s story rivals that of some of the best literature out there but rather, it is at the top, or at least very close to it when it comes to storytelling in videogames.

Episode Two holds some truly breathtaking scenery.

Episode Two holds some truly breathtaking scenery.
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The game is not simply about continuing on the Half-Life narrative but also its action. Many of the enemies you loved to hate are back again including, slow yet persistent zombies, Combine soldiers, the loping Striders, and antlions. Here in Episode Two there are a couple of new additions to the menagerie of foes within the Half-Life universe. The most notable is the Hunter, a tripedal killing machine. Galloping around you, they tend to appear in groups rather than as single one off foes, often outflanking you as a group or constantly on your tail when only one is still standing.

The AI in Episode Two feels improved, with enemies using cover incredibly effectively or tossing grenades or other explosives to flush you out of hiding. It’s also incredible to fight alongside Alex, other humans and Vortigaunts, or to take part in the multifactional battle against Combine soldiers, Zombies, and antlions simultaneously as they massacre each other and attempt to exact the same violence upon you and your race. The addition of a Strider Busting Bomb weapon also adds some new gameplay resulting in some incredible fun as you attempt to launch these stickybomb like devices at the towering enemies in order to explode them with a single shot, transforming the once fearsome enemy into a scattered mess of its former glory.

Half-Life 2’s characters have always been one of its an incredibly strong elements, and there’s no exception here. Almost no other game succeeds so well at conjuring up a sense of emotional connection to the artificial individuals as does this one. Valve has imbued each character with an amazingly believable personality, each with their own, characteristics, motivations, and charm. Alyx is back again and although you don’t spend as much time with her as you did in Episode 1 her character continues to grow.

Environments within Episode Two are like nothing we’ve seen in a Half-Life title to date. There are still a great deal of corridors in the game, and Freeman has voyaged outdoors on numerous occasions, but here the environments seem larger and less constraining. Not only do they allow for you and your enemies to fight it out in more interesting ways but they also look even better than what we’ve seen previously.

'Shut up and kiss me'.

'Shut up and kiss me'.
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The art design behind the game is incredibly strong. Combine forces ooze an organic meets robotic otherworldliness that elicits a discomfort that you can’t quite put your finger on, especially the Advisors who we’ve seen only briefly before but have more of a showing here. The types of impressive set pieces for which Valve has become well known are laid out in spades. There’s collapsing bridges, barn houses that splinter and collapse under Striders fire, and of course the ever present vista of a dying City 17, Combine portal forming above. All of this adds to both the awe that you feel and the sense that you’re taking part in a world that is alive, a near perfect simulacra rather than invented reality.

Just as in its previous offerings Valve have included a developer commentary mode. It’s a great travel through the levels impenetrable to damage learning about the design choices that were made, not only on a technical programming level but in terms of the overarching drama of the game.

Half-Life 2 Episode Two is an incredibly polished package especially when you consider that the game can be purchased by itself at the budget price of US$29.95 off Steam, or as part of the Orange Box. It manages to combine some of the best action and storytelling that has been presented in the Half-Life universe, and indeed gaming in general. There are moments that rival, and often times surpass, the original’s in terms of their impressiveness. If you've played through the previous two installments then this is a must, if you haven't, then it's worth it to get up to speed so that you can fully appreciate what Episode Two is doing.
The Score
Half Life 2 Episode Two equals Half-Life 2's achievements and in many cases vaults over the high bar which it created. Brimming with great story telling and excellent action it is almost a must play for anybody even remotely interested.
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related Half-Life 2: Episode Two Content

Orange Box available for pre-order
12 Sep, 2007 Now with extra Peggle!
HL2: Episode Two hit by new delay
11 Nov, 2006 Valve man confirms.
Valve head praises episodic content
01 Sep, 2006 Half-Life 2 'sequels' benefitting from new approach, apparently.
25 Comments
2 years ago
Am I going to be utterly confused by picking this up? I want to get the Orange Box or whatever it's called. I half-finished HL, never saw HL2 or Ep 1.

I really don't want to go back and play them, so do you think I should read a 'summary' of sorts to understand the storyline, or just get the game and play it?
2 years ago
My only real complaint is that wasn't the whole point of episodic content to bring more frequent release at a cheper price (not that I'm complainig about the orane box...its a bargain for those coming in fresh).........
2 years ago
Mitchacho wrote
Am I going to be utterly confused by picking this up? I want to get the Orange Box or whatever it's called. I half-finished HL, never saw HL2 or Ep 1.

I really don't want to go back and play them, so do you think I should read a 'summary' of sorts to understand the storyline, or just get the game and play it?
The Orange Box contains HL2 and EP1, as well as Ep2/Portal/TF2, so as far as recent events are concerned, you shouldn't be too confused.

I'd probably suggest reading a synopsis of HL1 or finishing it (I know you didn't like it Mitch icon_wink.gif ) in order to get the full experience, but tbh it isn't necessary.

emech wrote
My only real complaint is that wasn't the whole point of episodic content to bring more frequent release at a cheper price (not that I'm complainig about the orane box...its a bargain for those coming in fresh).........
As the article says, you don't need to buy the Orange Box, you can buy it standalone for US$29.95 on Steam.
2 years ago
Oh my sweet Jesus. I just finished HL2 Ep2 and I am in complete awe. All that was laid out in this review is absolutely spot on.

If you want the proper experience I'd suggest playing through all of them again (Even HL1). I did that, and it was WELL worth it. I played HL1 (Source), HL2, Ep1 right up to (This last) Tuesday and got stuck into Ep2 on Wednesday arvo right when it was unlocked on Steam.

Also I'd suggest playing through Portal (if you get the OB) before EP2, mainly because its a lot shorter and kinda connects a little also.

I am so totally psyched for Ep3 now I think I just wet myself...
2 years ago
Haha I'm looking forward to Orange Box of course I really should finished Half-Life on my PC first. I've only owned it for about 2 years.

On a side not, Do Opposing Force and Blue Shift contribute much to the overall storyline?
2 years ago
^ You don't really need to play Opposing Force or Blue Shift to understand the majority of the story of HL2 because the games took place at the same time as Half Life 1. The only difference is you get to play two different characters. So I wouldn't really bother.

Luckily I just found my old copy of HL1 so I might get it finished before HL2 copes out. Your review has me very hyped for Episode 2!
2 years ago
Mitchacho wrote
Am I going to be utterly confused by picking this up? I want to get the Orange Box or whatever it's called. I half-finished HL, never saw HL2 or Ep 1.

I really don't want to go back and play them, so do you think I should read a 'summary' of sorts to understand the storyline, or just get the game and play it?
Why do you want to play Ep2 but not Ep1 or HL2? I'm bewildered.
2 years ago
Good point. I was going to pick up Orange Box because Portal piqued my eye. This obviously comes with it. It looks awesome and I want to play Ep1 & 2 but my question was regarding if the storyline is too confusing rah rah rah.
2 years ago
A13x wrote
As the article says, you don't need to buy the Orange Box, you can buy it standalone for US$29.95 on Steam.
That doesnt explain a 15 month break for the same engine and 10 hours content (with my completly un-researched observation that complete sequals with new engines are released about every 2 years and SAM and MAX "episodes" being delivered with a quicker timetable - as according to the episodic content promise)

And yes im discount portal and team fortress in this 10 hours "value" discussion.
2 years ago
IF you were a developer for such a project I'm sure it would be clearer, as games don't write themselves.

Every model that is added takes lengthy work to design, build, unwrap, texture, animate, add to the engine with correct properties etc. Not to mention all the facial animation for dialogue, the level design, scripting and so on.

Having an engine and assets is of course a booster, but when you recall that Valve were working on Portal and TF2, and all the respective console versions at the same time, it becomes more understandable.

Sam and Max episodes are probably not the best comparison, as they reuse environments and dialogue in each episode, and do not have to worry about material properties, physics and the like. The players are restricted in their movement a lot more than in an FPS, which takes out a lot of the work that is involved in a project like HL2.
2 years ago
All I am saying its that 2 years or so is pretty standard for stand alobne sequals with new engines. The episodic argument was to have smaller games delivered more often. We are getting the smaller games, but the speed factor hasn't necessarilly followed through.....

I would have preferred to see portal release say 6 months (or so) after episode one, epiode 2 6 or so months after that and team fortress around now with the promise of epside 3 around April next year. Smaller, chaper games released more frequently..... the episodic promise.......

EDITED TO ADD SOME FURTHER READING http://steamreview.org/posts/episodicexperiment/ and a comment from "Tazers Hurt" on that page that may also have some relevence

"I think that a main reason that this is going so slow for Valve is that they are trying to get the simultaneous Ps3/360/PC launch. Get it out on the PC first, and let the console people want it even more! Then release for massive profit."
2 years ago
Well this is Valve we are talking about, and I'm happy they put quality above quantity, unlike the Battlefield games which come out after a year and a half between each and lack all the features that fixed the earlier ones, requiring a year or two of patching to make them the same quality as they should have originally been.

When you look back at a lot of the best regarded titles, you will see lengthy development times across the board, of course, you do get the bigger developers pushing titles out every year, but they do not necessarily match the quality of HL2.
2 years ago
emech wrote
All I am saying its that 2 years or so is pretty standard for stand alobne sequals with new engines.
Care to name some titles like that because I can't think of many if any. Most use an engine from an earlier title in the series, often heavily modified but still the same engine.
2 years ago
emech, which would you prefer? A release every 6 months, or a game of this quality? I'm pretty sure Valve aren't "slacking off". The truth is that games of this quality take time. Half-life 2 was 5 years in development.
2 years ago
I did say "(with my completly un-researched observation "

Perhaps Valvle would have been better off calling them expansions rather then episodes.....

For one example oblivion was able to offer an new "episode" 12 months and one week after intial release (Shivering Isles: according to wiki) with a smaller "episdoic" updates (knights of the nine) 8 months after release.
2 years ago
the Half life 2 ENGINE and game was 5 years in development. They have the engine (and by now are experts at it).

Epospdic content was planned, so we can assume the plot/script was largley already developed as well.

So we are talking art work /modelling in the main.

I would have prefered to have value FOCUS on the episodes and deliver on THEIR promise and worry less about the mods (which is what TF2 & portal basically are --- quality to be sure, but mods none the less)
2 years ago
Remember though, an expansion require the original game to play it, the Half life episodes work fine without a copy of Half Life 2.

Oblivion's expansions required you to own Oblivion, and the content they added was merely adding things to the existing environment, aside from Shivering Isles which I believe added a new area.
2 years ago
The story and gameplay are much more involved in a single episode of Half Life 2 compared to 'expansions' too. It's closer to Warrior Within coming after Sands of Time than it is to say an expansion to the Civilization game.

Valve have also said or at least insinuated (I can't remember which) that they wish they hadn't gone with the term 'episode'. Too late to turn back time now though. And anyway, do you take umbrage at the fact that the Star Wars movies are labelled episodes and came out years apart?
2 years ago
Ok some research is done:
Quality games with full story / char / environments updates using similar engines

Star Wars KotOR 1 & 2 (16 months gap)

Neverwinter nights (episode 2 "shadows" 12 months, episode 3 "hordes" 6 months later) Four offical "episodes" (kingmaker expansion modules + pirates) releaed in the following 18 months and NWN 2 just over 3 years later.

Tomb raider legend to tomb raider anniversary (same developer / similar engine) 13 months

EDIT : To be clear (and warap this up?) my rant isn't about Valve, and we all want quality over quantity. I'm simply saying that the concept of "epsisodic content" as promised hasn't been delivered. Instead we have seen a simialar "expansion pack" release method, just with open-ended conclusions (and weren't we all in a rage when bungie did this with halo 2)?
2 years ago
Unfortunately emech, your argument is flawed. Episode 2 is fantastic value when bundled in The Orange Box.

If you call Portal and Team Fortress 2 mods, then you're calling every game using a third party or previously used engine a mod. By your description, Quake 4, Prey and Enemy Territory: Quake Wars would be mods of Doom 3 (id tech 4). Splinter Cell, Pariah, Warpath and SWAT 4 would be mods of Unreal Tournament 2003/4 (UE2.0/2.5).

Hell, I could go further and say that Half-Life is just a heavily enhanced Quake mod icon_wink.gif

In many ways there is a fine line between a mod and a retail game, hence why they often sometimes overlap (Counter-Strike, Day of Defeat, Red Orchestra etc), but the definition is right there. Retail game or a mod.

Anyho, now that I've gotten that horribly unrelated rant out of the way, I'll point out that Episode 2 would be an expansion if it added content to an existing game. Episode 2 can function completely separately of Half-Life 2, meaning it is standalone, and therefore not an expansion.
2 years ago
Passa wrote
Episode 2 can function completely separately of Half-Life 2, meaning it is standalone, and therefore not an expansion.
Only becasue Valve have shipped it with the source engine in-tact rather then insisting you have teh source engine installed on your dirve first
(dungeon seige did a simialr thing with its "stand alone" expansion, as did Dawn of War with its latest exapansion)

EDIT: and credit to valve for doing so, as most compaines opt not to do stand alones to force an additional sale of the original title. Anyway, I've stated my piece and got it off my chest. Ep 2 is here now and I'll enjoy it while its here, as I'm sure should we all...............
2 years ago
Tristan wrote
, do you take umbrage at the fact that the Star Wars movies are labelled episodes and came out years apart?
IF George Lucas said we would see half length (hour long) movies instead; more often (say every 6-8 months) at half the ticket price per screening, (which he didnt) Yes, you bet I would. And this was basically the episodic promise.

We ARE getting the half length title, at half price ticket but not the shorter screening dates (which is what my entire rant was all about)

As suggested in an earlier comment, this SEEMS more equilvant to the matrix/pirates sequal production (shoot at same time, but delayed in its screening mainly due to MARKETING, with some bonus time for editing the final films)
2 years ago
emech wrote
We ARE getting the half length title, at half price ticket but not the shorter screening dates (which is what my entire rant was all about)
Thats the bit I'm trying to explain. If Valve was to instead release all the episodes as one game instead, then we could expect a 5 year development cycle before it is complete.

The idea of the episodes is working as planned as the episodes are letting players play the game in sections as they are developed, rather than having to wait 5 years for the entire project to be finished.
2 years ago
Ah, I'm just an old grumble bum........perhaps if I typed a bit slower (for fewer typos - my posts are FULL of them) I would have a weekly rant article for you. I always seem to be able to find something to whinge about..........
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