Reviewed by Barry Little -
November 9, 2007
ESRB Rating: M (Mature 17+)
Half-Life
is one of the most successful first-person shooter
franchises since DOOM; famous not only for its
spectacled, crowbar-wielding protagonist Dr. Gordon
Freeman; but an imaginative and engaging Sci-Fi
storyline, formidable and terrifying enemies, and
larger-than-life, memorable characters—like Gordon’s
partner Alyx Vance introduced in Half-Life 2.
Now, their desperate battle against alien invaders known
as the Combine continues in Half-Life 2:
Episode Two.
At the end of
Half-Life 2: Episode One,
Gordon and Alyx have managed to delay the reactor of the
Combine Citadel at the heart of City 17 from going
critical long enough to evacuate the last group of
civilians and members of the Resistance who survived the
uprising in
Half-Life 2.
Alyx has also obtained data from the Citadel that could
prove invaluable in defeating the Combine. Gordon and
Alyx barely make it out of the city on the last train,
when the Citadel’s reactor melts-down—turning it and
City 17 into one huge, smoldering crater. The train
carrying Gordon and Alyx is derailed from the shockwave
of the explosion.
Assuming the role of
Gordon Freeman, you wake up and find yourself trapped in
the train’s wreckage until Alyx finally shows up and
frees you with your trusty Zero-Point Energy Gun—the
Gravity Gun—lying nearby. With the Citadel utterly
destroyed, Gordon and Alyx had hoped to deal a major
blow to the Combine. Unfortunately, the Combine’s
technology proves to be a lot more resilient than they
had expected. A massive energy conduit rising from the
ashes of the Citadel is forming a Super Portal in the
clouds above—a direct link to the Combine Overworld.
And
it’s growing.
Obviously not a
good sign, Gordon and Alyx make their way to the nearest
transmitter to contact White Forest—a
decommissioned missile base where her father, Dr. Eli
Vance; his colleague Dr. Isaac Kleiner, and
the Resistance have relocated. Whatever illusions Gordon
and Alyx may have had about the loss of the Citadel
seriously crippling the Combine’s efforts against
humanity are quickly laid to rest, when they discover
from Dr. Kleiner that the Combine used the reactor
meltdown to help create the Super Portal. And Dr.
Vance feels that it signals the beginning of an even
larger scale invasion of Earth than the first one.
You also learn that
the data Alyx took from the Citadel is even more
valuable than either of you realized—a point that hits
home when your link with White Forest is suddenly cut
off by the Combine, who have been pursuing and closing in
on the both of you ever since you escaped City 17.
Realizing the urgency
of the situation, the two of you press on; hoping to
stay at least one step ahead of the Combine, and that what
little luck you have left will hold out long enough for
you to at least reach the nearest Resistance safe house
for whatever help you can get in making it to White
Forest, so that the data in Alyx’s possession can be
used against the Super Portal before the Combine launch
a massive counter-attack against Earth.
Unfortunately, your
luck takes a turn for the worse no sooner than you leave
the communications relay station. You are knocked
unconscious by a new Combine enemy unlike either you or
Alyx have ever seen before—but not before you witness
her being critically wounded. Fortunately, a
Vortigaunt—one of the sentient beings trapped in our
world after the Black Mesa incident in the original
Half-Life game who are now allies in the war against
the Combine—comes to your aid.
There is a chance that
the Vortigaunt with the help of his kin, can save Alyx’s
life. But to do so, you must first make a hazardous trek
through an old mine and Antlion tunnels (yes,
those big, vicious bugs from Half-Life 2), and make
your way to a Resistance safe-house located underground.
And fight off an increasingly difficult three-pronged
onslaught of Antlions who aren’t too thrilled about you
taking a shortcut through their turf. And return
to the Antlion colony with the help of one of the
Vortigaunts to retrieve a rare, larval extract needed to
help save Alyx. And avoid getting killed by the
huge Antlion Guardian protecting the extract.
And
you thought this was going to be easy…
Like the previous
games of the series, Half-Life 2: Episode Two is
divided into “chapters”—seven in all. Unlike Episode
One, depending on the difficulty level you select,
Episode Two will take you anywhere from 8 to 10
hours to complete—which is longer than Episode One and
pretty much the standard for what an expansion pack game
should be. Not only is there more going on and more to
accomplish, but Valve has taken a page from Microsoft’s
Xbox Live playbook by including Achievements with
Half-Life 2: Episode Two.
There are twenty
unlockable achievements that you can win for completing
certain tasks in the game. The Bone Breaker
achievement is unlocked, for example, if you kill 30
enemies with objects tossed with the Gravity Gun, while
the tougher Meet the Hunters achievement is
unlocked if you and Alyx can survive the Hunter ambush
at the White Forest Inn. A new concept for Half-Life
games, Episode Two’s achievements tie in nicely
with the new
Steam Community
which offers similar perks that Microsoft’s pay-to-play
Games For Windows LIVE
and
Xbox LIVE
Gold-level services offer—for free and with no
strings attached.
Valve
has kept the bar raised high on how NPCs (Non-player
Characters) should act and respond to the
player as well as each other in any given situation.
This makes a noticeable and welcome difference in your
gaming experience when interacting with NPCs that are
more like real people, as opposed to ones who aren’t.
Thankfully, that hasn’t changed in Half-Life 2:
Episode Two—in fact, it’s gotten better. Not only do
all the old familiar and new characters move and react
intelligently and realistically, but the incredible and
uncanny way Valve utilizes their facial expressions to
express emotion, still never fails to impress.
Of course, none of
this would mean anything or have any impact on the
player without the voice talent of some of Hollywood’s
finest who also believe in the characters they’re
playing—which makes all the difference.
Merle Dandridge
and
Robert Guillaume
reprise their roles as Alyx Vance and her father, Dr.
Eli Vance, while
Tony Todd
has taken over the voices of the Vortigaunts (Louis
Gossett, Jr. did the voices in the Half-Life 2 and Episode One). And, if you listen
to some of the Resistance fighters and could swear that
they sound like
Adam Baldwin—that’s
because it is!
Having the player
single-handedly saving the day—or the world—is a common
thread among first person shooters; though saving the world by
yourself definitely sucks a lot less when you’ve got
someone to share the burden with. Especially if that
someone is as attractive, witty, intelligent, tough and
skillful as Alyx Vance. Valve (and actress Merle
Dandridge) have steadily evolved Alyx with each
Half-Life 2 episode from just another AI sidekick to a
flesh-and-blood character, partner and friend. I’ll be
the first to admit that there are times when I never
fully appreciate just how integral Alyx has become to
the game, until she’s not there. After playing dozens of
shooters where I ultimately could care less about
“friendly” AI characters who are anything but
when it comes to being useful and making the experience
more immersive, I can honestly say that Valve
has done something really special with Alyx and all the
other characters that makes Half-Life more
than just another game.
Tough, fearless and
armed with electric shock attacks that can jump-start
stalled equipment as easily as fry enemies, the
Vortigaunt that accompanies you during several
Episode Two chapters, is also a valuable ally to have
at your side and watching your back. Although he’s
obviously not as attractive as Alyx, he does have a
rather odd but refreshingly off-beat sense of humor.
Alyx’s robot Dog makes a brief appearance in
Episode 2 in a short, scripted battle with a wounded
Strider from a downed Combine transport as you and Alyx
approach the White Forest complex (beat Dog in a race to
the White Forest entrance, and you’ll win an achievement
point). No sign of Gordon’s security guard pal from
Black Mesa, Barney Calhoun, who is also a member
of the Resistance and has bailed Gordon out of some
tough situations. Hope he made it out of City 17 and
returns in Episode Three…
Half-Life wouldn’t be
Half-Life without the mysterious and increasingly
sinister G-Man, who also makes a return in
Episode Two, creating more unanswered questions and
malevolently revealing more than just a casual or
coincidental involvement in the fates of Alyx, her Dad
and recent events in the game.
Valve
brings back another Black Mesa scientist from the
original Half-Life—Dr. Arne Magnusson, whose
rocket will be used to shut down the Combine Super
Portal once Alyx delivers the data from the Citadel. You
may remember Dr. Magnusson from the “microwave prank” in
the cafeteria at Black Mesa before all hell broke loose.
In one particularly amusing scene, he will let you know
that he hasn’t forgotten it. Yes, the good Doctor
is still a bossy, obnoxious, self-absorbed putz. But for
better or worse (I’m leaning towards the latter), the
Resistance needs him, so you know how that goes…
The Episode Two
bestiary has been expanded to include several new
enemies for Gordon and Alyx to deal with. The Acid
Antlion Worker encountered in Antlion tunnels and
tunnel entrances in the mines, is capable of spitting a
pulpy neurotoxin from a distance with unnerving accuracy
that can easily overwhelm the HEV suit’s automatic
antitoxin system with prolonged exposure, taking a huge
chunk out of your health. It also has a very nasty melee
attack with its enlarged cranium and razor-sharp
mandibles. Antlion Grubs are not enemies, though
on first sight they can be unsettling—particularly with
the sound they make—and the human remains you’ll
occasionally see them dining on. Whack ‘em with the
crowbar or step on them, and they secrete a chemical
that will give you a small boost in health. If you kill
all of the Grubs in the game (and there are quite a few
of the buggers), that’s another achievement point
unlocked for you.
With a shiny, surprisingly tough
iridescent green carapace similar to a beetle, the
tripod-legged Combine Hunters are fast, agile,
relentless and utterly ruthless in tracking down and
killing their prey with their Tazer-like fletchetts at
range, or their bone-shattering rushing melee attacks.
They also spear their victims with their mandibles or
the spikes at the end of their legs. Fortunately for
you, these attacks are reserved only for friendly NPCs
in the game. Hunters are the most challenging enemies
in the game, as their ability to maneuver around—or
through obstacles, make them almost impossible to evade
or take cover from for long, once they have you in their
sights. Half-Life 2: Episode Two finally gives
the player a close encounter of the unfriendly kind with
the huge, bloated, slug-like Combine Advisors
briefly seen fleeing the Citadel in Episode One.
Possessing formidable telekinetic powers, their method
of “extracting” information from humans to process and
disseminate among the Combine Collective is quite
gruesome.
While Gordon’s arsenal
remains pretty much the same from previous Half-Life 2
episodes, one improvement to his HEV suit is that the
flashlight now has its own separate power supply and
lasts longer when activated—though it can still run out
of battery power and leave you in the dark at the worse
possible moment if you aren’t careful. There’s also a
new Fast Weapon Switch mode accessed under
OptionsàKeyboardàAdvanced
at the Main Menu. This allows you to scroll through and
directly select your weapons with your mouse’s
scroll wheel, which is faster than using the default
“pop-up-and-scroll-through” menus at the top of the
screen—a welcome and beneficial improvement for many of
the frantic, white-knuckle battles that await you in
Half-Life 2: Episode Two.
There is one new
weapon in Gordon’s repertoire this time around—the
Magnusson Device. A hi-tech “sticky bomb” of sorts,
the Magnusson Device is designed to take out the
formidable Combine Striders. Launched from the
Gravity Gun, when stuck to the Strider’s body it can be
detonated with a single shot from any weapon, blowing
the Strider to bits. If you miss, the Magnusson Device
harmlessly self-destructs. As you’ve probably guessed,
trying to nail one of these towering, alien killing
machines while they’re on the move can be quite a
challenge—and extremely hazardous to your health if
you’re unfortunate enough to get their attention.
DirectX
9-based games are still looking good and still going
strong in spite of all the hype and so far, unfulfilled
promises of Windows Vista and DirectX 10. With full
support for dual and quad-core processors, standard 4:3
and true 16:9 and 16:10 widescreen aspect ratios,
CSAA/MSAA antialiasing with High Dynamic Range lighting,
and now motion blur, Half-Life 2: Episode Two
with its Source engine, continues that trend
admirably—without relying on third-party utilities or
.INI file hacks. Granted, the visuals aren’t as
breath-taking as Crytek’s upcoming Sci-Fi shooter
Crysis;
but for a two-year old graphics engine, they certainly
don’t look bad, either.
Any rig equipped with
mid-range to high-end hardware built within the last two
years should have no trouble running Episode Two
with most, if not all of the visual settings turned up
while maintaining playable frame rates. I played the
game at on a PC equipped with an
Intel Core 2 Extreme
X6800 Dual-Core Processor
and
Intel D975BX2 Motherboard
with 2GB of
Corsair DDR2 RAM;
an
EVGA GeForce 8800 GTX
video card, and a
Sound Blaster X-Fi XtremeMusic
sound card. The system was configured to dual-boot
Windows XP SP-2
and
Windows Vista
Ultimate 32-Bit
with all the latest updates and drivers for both
operating systems. I played Episode 2 at 1920 x
1200 on my
Samsung 244T 24” LCD
display with 4x MSAA/16x AF with all visual effects set
as high as they could go and Motion Blur enabled.
Using NVIDIA’s
163.75 WHQL drivers for both
XP
and
Vista
and playing through the game under both operating
systems at the same image quality settings, I can tell
you that:
a.
There is no noticeable difference in image quality
between XP and Vista in Half-Life 2: Episode Two.
All visual quality settings being equal, the game looks
just as good under one OS as the other.
b.
I had a great experience running Half-Life 2: Episode
Two under Windows XP with silky-smooth frame rates
and no hitching or slow-downs during the busiest
firefights with lots of enemies. I did experience some
stuttering and slow-downs at the same resolution and
visual settings in Vista—which is consistent with all of
the games I've played under Vista so far, compared to
the same titles played under XP. So...
c.
You can expect anywhere from a 5-10% hit in your frame
rates running Half-Life 2: Episode Two under
Vista.
There are many subtle
but noticeable visual improvements over Episode One that
reinforce and enhance the post-apocalyptic feel of the
game after the Combine invasion of Earth. Rusted,
abandoned and derelict vehicles on damaged and
collapsing bridges. Dilapidated buildings in small
villages with pitted concrete, rotting wood and
blistered paint—and the occasional corpse of Resistance
fighters, Combine soldiers or Head Crab Zombies.
Sweeping, majestic forests with towering Redwoods
standing silent and bearing witness to flowing streams
devoid of life, and blackened craters with the bizarre,
bio-mechanical wreckage of Combine Troop Transports and
Head Crab Rockets lobbed down on suspected Resistance
positions and enclaves. The Antlion tunnels and lair,
whose walls are randomly lined with pulsating egg sacs
and
dimly lit by the phosphorous glow of Antlion Grubs, have
a glossy, organic look as if they had been secreted, and
are both spectacular and suitably creepy with the
eye-candy pumped up. Skin and weapon textures look
better, too.
Episode One kept the
player mostly indoors with a lot of close-quarters
combat and Gravity Gun puzzle solving, which was fun for
awhile, but started getting repetitious—which was bad
for a single-player campaign so short. In Half-Life
2: Episode 2, you’ll get to see plenty of the great
outdoors on your way to the White Forest complex, after
precariously obtaining a gutted and modified ’68 Dodge
Charger for transportation. While the Charger won’t have
any mounted weapons like the Dune Buggy in Half-Life 2,
the Resistance will install a location device that will
help you find a number of cleverly-hidden supply caches
that will come in handy for those “surprise parties”
that the Combine have in store for you and Alyx (plus
finding all the caches counts towards those achievement
points).
Episode
Two’s pacing
is much better than Episode One, striking just the right
balance between the heightened tension of fighting in
indoor levels and wild, high-speed outdoor jaunts in the
Charger, where you evade a Combine Attack Helicopter and
hordes of Head Crab Zombies of every stripe with Alyx
riding shotgun (which is the name of the particular
chapter, by the way), taking pot shots at anything that
moves and booting unwanted passengers from the hood.
There are a number of short-but-effective set-piece
battles as well that will keep your fingers dancing and
twitching on the keyboard and mouse buttons, driven
along by the well-timed and excellent “action” music,
like the villa where Gordon and Alyx are ambushed by
Combine forces and Hunters; and a false alarm at the
White Forest complex that turns out to be a Combine raid
to stop Dr. Magnusson from launching the rocket to shut
down the Super Portal.
Nothing compares to
the final battle where Magnusson charges you with
stopping an incoming wave of Striders descending on the
base to destroy the silo before he can launch his rocket
at the Combine Super Portal. If one Strider gets close
enough to base, they’ll destroy it, immediately ending
the game in failure. As if battling a small army of
Striders wasn’t bad enough, they are also being
escorted by Hunters who will immediately shoot down
any Magnusson Device before turning their attention on
you. Although some Resistance Fighters will be present
to bear some of the brunt of this attack and help out as
best they can, the ball as usual, is pretty much in
Gordon Freeman’s court to save the day. Nerves of steel,
a cool head with a lot of patience; some quick thinking,
more than a few strategic quick-saves, luck, (plus a few
choice cuss-words) are all that stand between you and
the game-over screen (which is in Vortigaunt-speak, no
less—original, at least). If you haven’t upgraded to a
high performance gaming mouse and keyboard to give you
an edge, Half-Life 2: Episode Two may be the game
to make you do so.
When you finally
emerge victorious, Magnusson launches the rocket, closes
the portal—and after a brief celebration, Gordon and
Alyx prepare to head out on the next phase of their
campaign against the Combine in the final chapter
appropriately named “T-Minus One.” That’s when Valve
sets you up for the final showdown between Earth and the
Combine in Half-Life 2: Episode Three by hitting
you right between the eyes with one of the most powerful
and unforgettable endings in the entire Half-Life saga.
You can load up any of the completed chapters at any
time, and listen to some fascinating comments from the
dev team and actors involved in bringing Half-Life 2:
Episode Two, to life, with the game’s slick
Commentary Mode feature.
Half-Life 2:
Episode Two is
also part of Valve’s
The Orange Box
package, which includes Half-Life 2, Half-Life 2:
Episode One, Team Fortress 2 and Portal,
shipping on two DVD discs for the PC. Team Fortress 2
has an all-new cartoon-based graphical style which
actually works quite well for the fast-paced,
over-the-top shooter action that has made Team Fortress
an enduring classic in multiplayer gaming. If you can
imagine a device similar to Gordon Freeman’s Gravity
Gun that opens “dimensional doorways” which allow you
to pass through the walls, floors and ceilings of a
maze-like laboratory complex, you’ve got the premise for
Portal, which combines the first-person action genre
with some very innovative and challenging
puzzle-solving.
The Orange Box is
quite a value when you consider its contents. Playing
through all three Half-Life games in sequence is a great
way to get aquainted with the Half-Life universe if
you've never done so before. Plus, Episode Two is
likely to make more sense if you like to follow the plot
as much as the action in a game. If you already own the
first two Half-Life 2 games and neither Counterstrike 2
or Portal are your cup of tea, Half-Life 2: Episode Two
can be purchased and downloaded separately though
Steam—as can the other
Orange Box titles. If you purchase and install The
Orange Box and already own Half-Life Two and Episode One
and have them installed, Steam will give you the
opportunity to give one of your pre-owned copies as a
“gift” to a friend.
One
thing I really disliked about Episode One was that the
Gravity Gun was over-used to compensate for other areas
where the game was lacking. As a result, most of the
situations you used the Gravity Gun fell into the
“Because it’s there,” and “We ran out of interesting
stuff to do, but it did it anyway” categories.
Thankfully, Valve has gone back to using the Gravity Gun
in Half-Life 2: Episode Two for solving
environment puzzles that are both logical and truly
necessary. Like locating and installing a missing
cog to get a broken elevator going again. Or removing
boards holding back a rail car filled with steel support
beams, allowing it to roll free and smash through a
barricade so you can pass through. Of course, using the
Gravity Gun to pick up and lob flammable canisters and
other objects capable of inflicting great pain at
enemies, is always great fun.
My only major
criticism of the game is that the final Strider battle
was a bit too overwhelming. The battle would not
have lost much—if any—of its urgency and intensity if
you had some of the Resistance squad members take out
some of the Hunter escorts. Or even Alyx stationed
in a tower with a sniper rifle close to the base to
soften up some of the Hunters. One of the appeals of
Half-Life is that Gordon Freeman more or less a regular
guy dropped in the middle of incredible circumstances
and just trying to cope, and not a genetically augmented
super-soldier like Halo’s Master Chief. It kind
of stretches things a bit putting him in a situation
more suited for a Spartan than a Theoretical
Physicist in an HEV Hazard Suit.
I still say
Gearbox’s mouse-based control for propelling and
steering a vehicle used in Halo for the PC, is
the best in any game yet. That doesn’t make the
Half-Life vehicles any less fun to drive overall—but due
to the keyboard-based steering, it does make them a bit
clunkier and harder to control (ditto for Far Cry
and the Crysis Demo). If Valve can tweak and
improve the flashlight and weapons selection, why not
give steering vehicles with a mouse rather than the
keyboard a try—maybe even include a user-switchable
third-person view for vehicles, for Episode Three?
And guys: some new guns for Gordon. Please?
While Half-Life 2:
Episode One had a few brilliant moments but felt rather
uninspired in many areas, Half-Life 2: Episode Two
comes full circle and puts Gordon, Alyx and the war
against the Combine solidly back on track with a
near-perfect balance of action, suspense, Gravity Gun
puzzle solving and an ending that will both stun and
have you fired up for the next installment. Whether you
download the
stand-alone version
from Steam, or buy it as part of
The Orange Box,
it’s an experience that no true fan of the Half-Life
universe—or any gamer looking for an engaging,
above-average shooter—should miss.

Final Score:

|
Summary:
Highs:
Successfully picking up where the
somewhat uninspiring Episode One
leaves off, Half-Life 2: Episode Two
features pumped-up Source Engine
visuals; tigher pacing with a much
better balance between indoor and
outdoor action and Gravity Gun puzzles;
longer playing time, challenging new
enemies, a final battle that’s both
literally and figuratively a knockout,
and one of the most powerful endings of
the series. Achievement Points
adds replay value, while Commentary
Mode returns to give the player some
facinating insights on the creative
processes in creating Episode Two.
Lows:
Final battle a tad too difficult and
frustrating. |
|
Half-Life 2: Episode Two (PC)
Developed
by: Valve Corporation
Produced
by: Valve Entertainment
Distributed by: Valve Corporation & Steam
ESRB Rating: M
(Mature 17+
Widescreen Support: Yes (Native)
System Requirements:
Platform:
PC DVD-ROM (The Orange Box) or Steam Download
Minimum
OS:
Windows ®
Vista/XP/2000
Processor:
1.7 GHz Processor
RAM:
512 MB
Video:
DirectX ®
8 level graphics card
Sound: DirectX ®
8-compatible sound card
Input:
Windows®-compatible
mouse and keyboard
Optical
Drive: DVD-ROM
Other:
Internet Connection
Recommended
OS:
Windows®
Vista/XP/2000
Processor:
Pentium 4 Processor, equivelent (3.0GHz or better) or higher
RAM: 1
GB or higher
Video:
DirectX ®
9 level graphics card
Sound:
DirectX®
9-compatible
sound card
Input:
Windows®-compatible
mouse and keyboard
Optical
Drive: DVD-ROM
Other:
Internet Connection
Important:
Internet connection and sign-up for team account (or current Steam
account) required to play Half-Life 2: Episode Two. |

Buy and Download from Steam
