Wow, that was the best game I've played in a LONG time.

CurseTheSky

Diamond Member
Oct 21, 2006
5,401
2
0
...Half-Life 2, Episode 2.

***Spoiler Alert***

I played the original Half-Life when it first came out and enjoyed every moment of it. When Half-Life 2 came out, I bought it as soon as I could. It had a lot of innovation (especially with physics), but it didn't seem to have the feel of the original - or maybe games had come so far since the original that I was expecting to be completely blown away again and wasn't. Either way, I really enjoyed it (see-saw / weight puzzles, Ravenholme, and the buggy especially), but I was slightly disappointed.

When Episode 1 came out, I didn't rush to get it. I finally picked up the Orange Box a couple of weeks ago, installed Episode 1, 2, and Portal. I played through Portal first (nice change of pace), then breezed through Episode 1. I found Episode 1 to be a big disappointment. I felt like everything I was doing was a chore, and didn't really enjoy many moments (catching debris before it crushed us was a nice touch, though). The "story" of Episode 1 was based around shutting down the reactor to save our own necks, but I didn't feel any sense of urgency. Most of the battles were simple, and there weren't many puzzle challenges. I beat it, and I shelved Episode 2 for a while, since I thought it would be more of the same.

Last week, I finally got around to playing Episode 2. The early levels weren't bad, but running through cramped quarters blowing up zombies gets old. After an hour or two, I put it down thinking it was going to be the same thing all over again. Out of boredom, I picked it back up a few days ago and decided to get through it. Man, oh man... it was surprise after surprise. From avoiding grenade-wielding zombies to dodging the Guardian through narrow tunnels to driving the stripped down muscle car to blasting Striders with sticky bombs, almost every moment was enjoyable. I actually ran into a places where I had to reload and try again as well; charging through and running into a part with Hunters isn't a good thing. Most of Episode 2 felt more like Half-Life 2 than Episode 1, but parts of Episode 2 even felt a bit like the original Half-Life.

A+, Valve.
 

zerocool84

Lifer
Nov 11, 2004
36,041
472
126
I don't think there needs to be any spoiler alerts for a 2yr old game add-on but yea Episode 2 is awesome. It sucks that we'll get Episode 3 when AT goes to vBulletin.
 

CurseTheSky

Diamond Member
Oct 21, 2006
5,401
2
0
Originally posted by: zerocool84
I don't think there needs to be any spoiler alerts for a 2yr old game add-on but yea Episode 2 is awesome. It sucks that we'll get Episode 3 when AT goes to vBulletin.

True, but on the off-chance that others (like me) haven't played it yet, I don't want to give away the good stuff and ruin the surprises. Episode 2 had more surprises than any of the others in the Half-Life series, as far as I can remember.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
Anyone else experiencing lots of bugs playing Episode 2? I keep running into the issue of NPCs not moving forward with me, so I end up not being able to progress and have to noclip my way forward to load the next part. It KEEPS happening, and is really annoying.
 

WaitingForNehalem

Platinum Member
Aug 24, 2008
2,497
0
71
I really liked Half Life 2 but I didn't like the episodes, especially number 1. I did think it was cool when you went through the larva nest in number 2 though.
 

Slick5150

Diamond Member
Nov 10, 2001
8,760
3
81
I'm baffled Ep 3 wasn't announced at E3 this year. They better have something huge planned. They've made episodic gaming look far sillier than even the skeptics ever thought possible.
 

Modular

Diamond Member
Jul 1, 2005
5,027
67
91
Originally posted by: zerocool84
I don't think there needs to be any spoiler alerts for a 2yr old game add-on but yea Episode 2 is awesome. It sucks that we'll get Episode 3 when AT goes to vBulletin.

I do. Just cause it's old doesn't mean that everyone has played it. Thanks for the heads up. I'm just finishing EP1 and can't wait to get into #2!
 

szore

Junior Member
Jun 23, 2009
24
0
0
There was SO MUCH HYPE around Half Life 2. It was delayed, the code was stolen it was the greatest game ever, blah blah blah. To this day it has to be one of the most bloated, boring, pretentious games around. By the time it was released it was obsolete.
 

Cabages

Platinum Member
Jan 1, 2006
2,918
0
0
lol, I came in here expecting to argue with you and suggest a game. But in fact the game I had in mind was episode 2.

Great game. Just finished another play through not an hour ago. I think Valve did a great job with the driving sections this time around, I didn't like them so much in the original HL2. The ending match vs. the striders was epic.

Character design is again top notch. It's hard to explain, but you always feel like part of a conversation, and the character's are so natural.

Dear god 2007 was a great year for games.
 

brblx

Diamond Member
Mar 23, 2009
5,499
2
0
Originally posted by: szore
There was SO MUCH HYPE around Half Life 2. It was delayed, the code was stolen it was the greatest game ever, blah blah blah. To this day it has to be one of the most bloated, boring, pretentious games around. By the time it was released it was obsolete.

have you even played the game? what games was it 'obsolete' in comparison to in 2004?
 
Apr 17, 2003
37,622
0
76
Originally posted by: brblx
Originally posted by: szore
There was SO MUCH HYPE around Half Life 2. It was delayed, the code was stolen it was the greatest game ever, blah blah blah. To this day it has to be one of the most bloated, boring, pretentious games around. By the time it was released it was obsolete.

have you even played the game? what games was it 'obsolete' in comparison to in 2004?

can you explain how the game was pretentious?
 

emilyek

Senior member
Mar 1, 2005
511
0
0
Let me threadcrap:

Episode 2 was awful. Made for XboX; levels designed around achievements; hyped features that didn't exist (a la free roaming gameplay); horrible soap opera dumbed-down plot.

HL1 and 2 are watersheds in PC gaming.

Episode 1 is passable; Episode 2 is the confirmation of Valve selling out to sales figures. I hope they do a U-turn for Episode 3, but I seriously doubt it.
 

Fenixgoon

Lifer
Jun 30, 2003
33,423
13,047
136
Originally posted by: emilyek
Let me threadcrap:

Episode 2 was awful. Made for XboX; levels designed around achievements; hyped features that didn't exist (a la free roaming gameplay); horrible soap opera dumbed-down plot.

HL1 and 2 are watersheds in PC gaming.

Episode 1 is passable; Episode 2 is the confirmation of Valve selling out to sales figures. I hope they do a U-turn for Episode 3, but I seriously doubt it.

sorry, i probably enjoyed EP2 the best out of HL2/EP1/EP2.
 
Oct 27, 2007
17,009
5
0
Originally posted by: Fenixgoon
sorry, i probably enjoyed EP2 the best out of HL2/EP1/EP2.

Agreed. I'm playing through the whole series again currently, but I keep wanting to skip ahead to Ep2, it's a cut above the rest of the HL games. Having said that, I'm pretty much over the series and have absolutely no excitement left for Ep3. Valve fucked up episodic gaming to such an epic degree that I'm not even sure I'll bother with Ep3.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
Originally posted by: Via
...hyped features that didn't exist (a la free roaming gameplay)...

:thumbsup:

I've yet to find any official statement dated from before Episode 2's release from Valve which blatantly states that the episode in question would feature a free-roaming style. They did say that it would be "more open ended", but actually expecting Valve to almost get rid of scripted events and creating a world of bland plains of nothingness is like asking Bethesda to stop making free-roaming games and only do on-rails shooters. It has always been the case, Half-Life was scripted to no end, it played like an interactive movie, same for Opposing Force (from Gear Box) and Blue Shift (excellent and almost forgotten chapter of the saga). Then came Half-Life 2, let's try to reiterate a little. When Half-Life 2 was announced and presented at E3, everyone whom followed the development and media revelations regularly will clearly remember that what Valve touted H-L 2 being awesome at doing was its A.I and physics.

To this day I still remember that infamous (then famous) presentation video in which Valve shows game-play in Ravenholm, the video starts at about half-way in the actual current level. The player moves forward, kills a Fast Zombie with I believe was a barrel with the Gravity Gun (part of their "awesome elite physics" extravaganza to the public) and then proceeded left when all of a sudden a Combine soldier pops out of seemingly nowhere (probably spawned at an adjacent building, and yes, I know the current Ravenholm level has no Combine soldiers it, you need to think pre-release content and demonstrations here). At some point the player enters the first building he can, and then the narrator showing that "tech demo" (never labeled as such, of course) talks about how dynamic and un-scripted the A.I is (you need to think that back in 2003 or so when developers used "A.I", "dynamic" and "un-scripted" especially for a shooter it had enough impact to make any fans of that genre go bunkers and pop-out a couple of veins in the process). He then says something along those lines (I need to find that video again, I don't have it anymore, but you'll get the point clearly): «Now you'll see that Combine, he notices the player entered that building, but the player blocked the entrance with the furniture inside the room, the A.I will need to dynamically react to that new situation and somehow get to the player».

What happens next, in the context of E3, every gamers there believing it to be true (but everyone knowing enough about scripting and coding laughing their ass off in silence, which certainly must have been both mentally and physically very challenging to do), was pure perfection, the epitome of FPS A.I intelligence was reached, because then what we saw was that the Combine soldier dynamically, suddenly and "without scripts" decided by himself to break the windows of that room after apparently trying to bash open the door from the other side, and proceeds to fire blindly inside the room with half of his arm now inside the room with his sub-machine gun, firring about, and the narrator continuing on the effect and saying things like «now the A.I saw that he couldn't bash open the door, so he decided to break those windows and try to shoot at the player inside the room».

Yeah... right.

See, the thing is Valve is a company, they need money, and like every developers they try to sell their product before its release with hype. It ain't unique to Episode 2, it's the main point of all this. It's ages-old, so that reason isn't a reason anymore, it's a standard mercantile practice, and you and I would do the exact same had we been in their shoes. I could also mention the other infamous demonstration (then famous, again) of the player walking in Kleiner's Lab for the first time and "accidentally" knocks out a PC monitor off of a desk in front of Kleiner, and then Kleiner saying something like: «Oh please could you be more careful», with, again, a narrator mentioning that Kleiner had a freakin' dynamic dialog to react to such cases without scripting. That's just another example.

But you know what, they can show anything on video, any capabilities of scripting, and in the end they still haven't promised it, they never said that it would be there in the final product with a hundred percent guarantee. The point being done, everything mentioned and showed during that E3 is technically possible to do with the Source engine, obviously, they've done it to show it to us, the thing is it can only be done with scripting and there's absolutely nothing dynamic or seemingly self-aware about it, they simply lied, big deal, that's a lie to us now, but it was a show back then, and most people believed in it, mostly ignorant on how much it depended on scripting to be achieved, even without knowing actually how to script (you really don't have to be a professional coder to know that things like that cannot be achieved without actual scripting at all, and that even so called dynamics are mostly all lists of decisions taken under specific conditions, making the A.I "dynamic", which in the end is still a scripting method).

I could also talk about that famous video (don't think it ever became infamous though) for Oblivion back at E3 2005, I believe. A video presentation in which you could see that great "Radiant" A.I in action, of some random magician woman living about in her house as some pure stranger enters (the player), doing her things here and there, having what seemed like an un-scripted "schedule" (a schedule by definition has to be determined in advance for us in real life, and has to be scripted in a game), drinking at her diner table, talking to her dog, eventually going up stairs and having fun practicing at casting some spells at some wooden target for that purpose, and then eventually her dog starts barking so much that she gets pissed off (apparently a feature of the Radiant A.I, cool, now we'd have A.I with human emotions!), and then she ends up casting a paralyzing (or lethal, who knows) spell at the poor furry thing and silence ensues with the narrator touting how awesome the whole thing was.

And why typing all this... well, really, it's simple, first because I like to type a lot, and secondo because I'm a little (just a little) tired of people claiming things that developers never claim, as if they promised us something specifically, and even if they did, we'd be foolish and naive enough to actually believe that it would be a "promise" in this world where money and sells for companies is all they care about? Can we just stop sleeping awake for a minute shall we? I'm just wondering here, if it can be done. In Half-Life 2 and Episode One and Two's case it's more of the same from 1998 with the original game, entirely scripted, on-rails shooter with zero re-playability unless you actually like the story and want to "watch the movie" or "read the book" again. I do pretend it, and I may be wrong, I know, in the end it's all my opinion, whatever, I thought Half-Life 2 (non-episodic part) was the incarnation of boredom until we actually get to Nova Prospekt and the Citadel, at which point it really starts to kick in (both action and story).

I thought Episode One was a better paced chapter than Half-Life 2, for sure, but it was painfully short (Blue Shift all over again). Indeed, Episode One, in my opinion, did everything it tried to better than Half-Life 2, both in terms of story telling and pure amusement from great level design and tactically placed enemies for a higher overall challenge (Half-Life 2 was a walk in the park and we all know it, what about giving us one of the most powerful weapons to have ever existed in a FPS near the end? Thanks for the wow effect and the destruction of challenge Valve, it was so extremely useful, but it was surely nice to look at). But, I'll say it again, way too short (yeah yeah, episodic stuff, it's a fail and we know it by now, but back then we had ours hopes for something that would last more than three hours), at least it wasn't expensive at all (I believe it was around $19.99).

As for Episode Two, it's what I called real Half-Life, or the actual "sequel" feel from the original game. For me Episode Two was and still is just as good as the original, but obviously much shorter (although a little longer lasting than Episode One, but not that much). Everything, again, was done professionally and with great details, and for once we had actual tangible story development ever since the ending of the first game. The story evolved at a much faster rate than in any other Half-Life games so far, the setting and context was darker, grittier (nothing like the fearful-wannabe of Ravenholm with nothing but annoyingly fast zombies and absolutely nothing to make you jump off of your seat, Ravenholm was Half-Life trying to be some sort of a proof of concept for Left 4 Dead, or simply something that Half-Life should have never attempted to be even for that short moment in Ravenholm but that's another subject).

The ending for Episode Two is arguably one of the most poignant, sudden, and un-expected to have ever been made at least for the first-person-genre specifically, it was skillfully executed, very well placed if the intention was to create complete surprise, and it was extremely meaningful for the rest of Gorden Freeman's and Alyx's actions to be taken, contrarily to the rest of the "Blah Blah Blah" (yes, that's a nod to the famous "Half-Life in 60 seconds" video on YouTube) endings we've had which never told anything clear. The action, the battles, the puzzles, the character interactions (finally better understanding and interacting with the Vorties, another part of the Half-Life saga which was still even after Episode One siting in the shadows). I mean everything, really, was better in Episode Two.

Now, to want Episode Two to be free-roaming? C'mon... it's a movie set as game, it needs a pair of perfectly aligned rails to move on, it's how Half-Life was made for. It's always going to be like that, and not only because the story telling requires it to be so, but because Valve never did any free-roaming games in their entire history, and the closet thing that comes to "randomization" (completely excluding exploration and free-roaming) is Left 4 Dead with its somewhat successful A.I Director. If they do implement that A.I director to some extent for Episode Three then I would certainly think that it would give that episode re-play value, since each time you would play it or re-load a saved game you would have enemies placed differently, and in different numbers and types, and even ammunition and health or H.E.V Suit Chargers on walls would be randomly placed, that would be refreshing from the on-rails effect we've had since the original game. But as far as wanting it being free-roaming? No way.

We've had a slight glimpse of it actually in Episode Two when you and Alyx go around in that new buggy, the terrain is much bigger, the levels in Episode Two (outdoor levels) are about twice as big as they were in previous versions of the Source engine (Half-Life 2), it's certainly bigger, and you can divert your paths more often, but there's no actual reward in exploring, there's nothing until you drive or walk or run on a trigger which spawns a couple of baddies three rooms away from you. So, anyway, enough typing for now, I guess.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,082
136
I too remember all the hype of Oblivions A.I. How it was supposed to feel like a breathing, living world. Dont get me wrong, it was a heck of a lot better than Morrowind, but not nearly what we were promised.
 

Juddog

Diamond Member
Dec 11, 2006
7,851
6
81
I recently did the same thing after installing the Orange Factory Mod. The models and world detail look incredible, but be prepared for super long load levels unless you have an SSD. I agree with the above posters who said EP:2 was awesome, I loved it personally and actually had picked up the Orange Box to play TF:2, then figured "eh what the hell" one day and started playing through HL:2 EP 1 and 2.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
wow, another "half-life is the greatest game ever" thread...never would have though I'd see that on this forum :roll:
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
Originally posted by: pontifex
wow, another "half-life is the greatest game ever" thread...never would have though I'd see that on this forum :roll:

Pontifex hating on a game that's generally liked... never would have thought I'd see that on this forum...
 

Cabages

Platinum Member
Jan 1, 2006
2,918
0
0
Originally posted by: emilyek
levels designed around achievements;
Mostly wondering, but I don't remember having achievements when the game first released.

Weren't they added later?

Anyone, it's definitely my favorite of the HL2's. One thing I did notice is the great motion blur effect. I see a lot of games overdue it, but Ep. 2 is pretty subtle yet effective.