Half-Life 2: Episode One

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Half-Life 2: Episode One
Cover art
Developer(s) Valve Corporation
Publisher(s) Valve Corporation
Distributor(s) Electronic Arts (retail)
Steam (online)
Engine Source engine (incl. HDR)
Platform(s) PC (Windows), Xbox 360, PlayStation 3
Release date(s) June 1, 2006
Genre(s) First-person shooter
Mode(s) Single-player
Rating(s) ESRB: M
OFLC: MA15+
PEGI: 16+
BBFC: 15
BPjM: 18
Media DVD, Blu-Ray, Download
System requirements Minimum

1.2 GHz processor, 256 MB RAM, DirectX 6 compatible card[1]

Recommended
2.4 GHz processor, 512 MB RAM, DirectX 9 compatible card[1]

Input methods Keyboard and mouse

Half-Life 2: Episode One is the first in a trilogy of episodes that serve as the sequel for the 2004 first-person shooter video game Half-Life 2. It was developed by Valve Corporation and released on June 1, 2006. Originally called Half-Life 2: Aftermath, the game was later renamed to Episode One after Valve became confident in using an episodic structure for the game. Similar to Half-Life 2, Episode One also uses the Source game engine. The game debuted new lighting and animation technologies, as well as AI 'sidekick' enhancements.

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 as they fight in humanity's continuing struggle against the alien race 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 both of their fates are revealed in the sequel, Episode Two.

Valve views episodes One through Three as tantamount to a standalone release; the games are essentially Half-Life 3 divided into three episodes. 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. A common criticism of the game was its short length, leading several reviewers to say that the game's four to six hours of gameplay do not justify its price.

Contents

[edit] Gameplay

See also: Half-Life 2 gameplay

In Episode One, a first-person shooter video game, 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.[2] Episode One also integrates tutorial-like tasks into the story to familiarize the player with new gameplay mechanics without breaking immersion.[3] A head-up display appears on the screen to display the character's health, energy, and ammunition.[4] Throughout the course of the game, the player accesses new weapons and ammunition that are used to defend the character from enemy forces.[5] Also, in the beginning of the game, the player gains a unique weapon, the gravity gun, which plays a crucial role and allows the player to use physics to manipulate objects at a distance in both combat and puzzle-solving scenarios.[3]

The artificial intelligence (AI) for Alyx Vance, Gordon's companion, was designed specifically 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 create a unique and believable companion. In addition, she was specially programmed to avoid performing too many mechanical or repetitive actions, such as repeating lines of dialogue or performing certain routines in combat situations.[6] 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.[7] 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.[8]

[edit] Synopsis

[edit] Setting

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 "G-Man".[9]

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 an alien race known as the Combine. The player guides Gordon to aid in humanity's struggle against the Combine and their 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 dark fusion 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.[9]

[edit] Plot

Alyx talks with the resistance leaders outside the Citadel. The new HDR rendering and Phong shading effects are visible.

Episode One begins after the explosion of the reactor from which Gordon was extracted by the G-Man and where Alyx Vance was left behind. Time suddenly freezes, and several purple 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.

Gordon wakes up outside the Citadel, and 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.[10] 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.[11]

Alyx and Gordon re-enter the now-decaying Citadel to try to stabilize the core and are successful in re-engaging the reactor's containment system, which delays the explosion. Alyx discovers the Combine are deliberately accelerating the destruction of the Citadel to send a message to the Combine's homeworld. She makes a copy of the message, which causes the Combine to prioritize them as targets.[12] Alyx then locates and downloads a transmission from Dr. Judith Mossman describing a certain project she has located, before being cut off by a Combine attack.[13] Afterwards, 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.[14] 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.[15] Alyx and Gordon provide cover for the passengers as they board.[16]

To keep the survivors safe, Alyx and Gordon opt to take a different train.[17] They manage to escape just as the reactor begins to detonate; the energy sends out the Combine's message.[18] Several pods containing Combine are ejected from the Citadel as it detonates. The resulting shockwave catches the train, derailing it. The last thing the player hears is the twisting of metal and Alyx whispering Gordon's name. The fate of Alyx and Gordon is revealed in the sequel, Half-Life 2: Episode Two.

[edit] Development

Half-Life 2: Episode One is the first in a trilogy of episodes serving as the sequel for the 2004 first-person shooter video game Half-Life 2.[19] 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.[20]

Valve explained that the focus of Episode One was character development, in particular that of Gordon's female sidekick and friend Alyx, because she accompanies the player for virtually the entire game.[21] 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."[22] Lead writer Marc 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.[22]

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 they were already comfortable with the technology and construction tools of Half-Life 2, and they also enjoyed working on Half-Life 2 content.[23]

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. Modifications include commentating on objects the player manipulates or obstacles they have overcome. She also acts as an important device in both plot exposition and directing the player's journey, often vocalizing what the player is required to do next to progress.[24] 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 their 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.[24] 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.[24] Play testers were used extensively by the developers throughout the entirety of the game's creation in order for Valve to continually gauge the effectiveness of in-game scenarios as well as the difficulty.[25]

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.[25] 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 in order to duck underneath the player's line of fire.[24] The game's soundtrack was composed by Kelly Bailey.[20] 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.[24]

While no new locales were introduced in Episode One, large 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.[26] 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. In addition, it 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.[24]

[edit] Release and reception

 Reception
Review scores
Publication Score
Edge 80%[27]
Game Revolution 75%[2]
GameSpot 87%[8]
GameSpy 90%[28]
IGN 85%[29]
PC Gamer UK 90%[3]
PC Gamer US 85%[30]
Aggregate scores
Aggregator Score
Game Rankings 86%[32]
Metacritic 87%[31]

Upon release, Episode One was sold in both retail stores[33] and Valve's online Steam distribution system, where it was sold at a discount price.[34] The game was also distributed by Electronic Arts as both a standalone release and as part of Half-Life 2: Platinum Collection.[35] 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.[36] 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 the PC, Xbox 360, and PlayStation 3.[37][38] About 1.4 million retail copies of Episode One have been sold by 2008.[39]

Response to Episode One was generally positive, and reviewers praised the game for having more intricate, well-paced gameplay than Half-Life 2.[8][40] 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.[28] 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."[30] In its review, PC Gamer UK directed particular praise to the balance between puzzle-oriented and action-oriented challenges throughout the game.[3] In Australia, the magazine PC Powerplay awarded the game with a 10/10.[41] 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."[27] Episode One earned a scores of 87% and 86% on review aggregators Metacritic[31] and Game Rankings respectively.[32] IGN awarded Episode One with the title of "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".[42] 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.[43]

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.[8] 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.[44] Game Revolution expressed disappointment at a lack of new features such as environments and weapons.[2]

[edit] References

  1. ^ a b "Steam - Half-Life2: Episode One". Steam. Retrieved on 2008-04-09.
  2. ^ a b c Colin (2006-06-21). "Episode One review". Game Revolution. Retrieved on 2007-04-29.
  3. ^ a b c d "Review: Half-Life 2: Episode One". PC Gamer UK. July 2006. 
  4. ^ "Basics (Half-Life 2)". IGN. Retrieved on 2008-10-27.
  5. ^ "Basics (Half-Life 2: Episode One)". IGN. Retrieved on 2008-10-27.
  6. ^ Lee, Garnett (2005-08-29). "Half-Life 2: Episode One Preview". 1UP.com. Retrieved on 2007-10-12.
  7. ^ Berghammer, Billy (2006-05-26). "Half-Life 2: Episode One Hands-On, Details, And Extensive Video Interview". Game Informer. Retrieved on 2008-05-12.
  8. ^ a b c d Ocampo, Jason (2006-06-02). "Episode One review". GameSpot. Retrieved on 2007-04-28.
  9. ^ a b "Half-Life: The Story so Far". Valve Corporation. Retrieved on 2008-03-24.
  10. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Kleiner: Our remote sensors indicate the process is accelerating toward a dark-energy flare. Anyone left in the vicinity will be subjected to energetic events whose effects are beyond my powers of speculation!”
  11. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Kleiner: Well...nothing short of a direct intervention could possibly retard the reaction.”
  12. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Alyx: I can't tell what the packet contains, but it's important enough that they're willing to sacrifice the whole citadel to send it off. We need to get it back to my dad and Doctor Kleiner at the outpost right away. I've been pulling down a copy. Whatever it is, I have a feeling it's bad news for all of us.”
  13. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Mossman: I'm fairly sure I've pinned down the location of the project. It's hard to say how much of it might have survived intact or if there is anything remaining that could compromise our work; if it were discovered by the Combine. We'll need to take a close look at it, of course, but I should be able to give a better opinion within a few hours. If the site is where we think it is, it should be no more than... I'm gonna have to cut this short, we may have been spotted.”
  14. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Kleiner: Therefore, I repeat, evacuate City 17 at once if not sooner! I cannot state this without enough undue emphasis.”
  15. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Barney: You guys know about the evacuation trains, right? Alyx: Yeah. Barney: Yeah, well, we've been planning to make a push on the train station.”
  16. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Barney: If you can keep them safe and provide cover, we might actually stand a chance of reaching the escape trains Alyx: Sounds good.”
  17. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Barney: You guys coming? Alyx: Go on Barney! They're not after you. Gordon and I will draw their attention while you get the others away from here.”
  18. ^ Valve Corporation. Half-Life 2: Episode One. (Valve Corporation). PC. (2006-06-01) “Alyx: Oh my God! The message is going out.”
  19. ^ Bokitch, Chris (2006-05-22). "Valve press release". Steam. Retrieved on 2007-04-29.
  20. ^ a b "The Valve team (staff bios)". Valve Corporation. Retrieved on 2007-04-29.
  21. ^ Porter, Will (2006-04-13). "Half-Life 2: Episode One Preview". Computer and Video Games. Retrieved on 2007-04-29.
  22. ^ a b "Preview: Half-Life 2: Aftermath". PC Gamer UK. May 2005. 
  23. ^ "Half-Life 2 Aftermath Q&A". GameSpot (2005-06-29). Retrieved on 2007-05-03.
  24. ^ a b c d e f Half-Life 2: Episode One, Chapter V: Exit 17, Developers commentary [DVD].
  25. ^ a b Bramwell, Tom (2006-06-06). "Opening the Valve". Eurogamer. Retrieved on 2007-04-29.
  26. ^ Adams, Dan (2006-04-27). "Half-Life 2: Episode One Interview". IGN. Retrieved on 2008-05-12.
  27. ^ a b "Review: Half-Life 2: Episode One". Edge. August 2006. 
  28. ^ a b Accardo, Sal (2006-06-01). "Half-Life 2: Episode One review". GameSpy. Retrieved on 2007-05-01.
  29. ^ McNamara, Tom (2006-06-01). "Half-Life 2: Episode One". IGN. Retrieved on 2008-05-12.
  30. ^ a b "Review: Half-Life 2: Episode One". PC Gamer. August 2006. 
  31. ^ a b "Half-Life: Episode One on Metacritic". Metacritic. Retrieved on 2007-04-28.
  32. ^ a b "Half-Life: Episode One on Game Rankings". Game Rankings. Retrieved on 2007-05-01.
  33. ^ Dahlen, Chris (2006-06-13). "Half-Life 2: Episode One". The Onion. Retrieved on 2008-10-19.
  34. ^ "Buy Half-Life 2: Episode One". Steam. Retrieved on 2008-10-19.
  35. ^ "Half Life 2: Episode One (PC-DVD)". Amazon.com. Retrieved on 2007-04-30.
  36. ^ "Half-Life 2: Episode One Pre-Loading Now". Steam. Retrieved on 2007-04-29.
  37. ^ Thorsen, Tor (2006-08-24). "Half-Life 2: Episode Two pushed to 2007?". GameSpot. Retrieved on 2007-04-30.
  38. ^ Ocampo, Jason (2006-07-13). "The Return of Team Fortress 2 and Other Surprises". GameSpot. Retrieved on 2007-08-25.
  39. ^ Remo, Chris (2008-12-03). "Analysis: Valve's Lifetime Retail Sales For Half-Life, Counter-Strike Franchises". Gamasutra. Retrieved on 2008-12-03.
  40. ^ Dahlen, Chris (2006-06-13). "Episode One review". The Onion. Retrieved on 2007-05-03.
  41. ^ "Review: Half-Life 2: Episode One". PC Powerplay. August 2006. 
  42. ^ "Best of 2006". IGN. Retrieved on 2007-04-28.
  43. ^ "2006 Games of the Year". GameSpy. Retrieved on 2007-05-01.
  44. ^ "Half-Life 2: Episode One review". Computer Games Magazine: 57. September 2006. 

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