Half-Life 2 Episode One: Completed in 8 Hours.

ep1_91806_03.jpgPlaying to your strengths couldn’t be more key in video game development. If your AI pathfinding tends to spend 50% of its time bouncing off walls, it’s probably not a good idea to plan for AI characters running point for most of your FPS. Similarly, if your graphics engine’s main strength is effortless handling of very high resolution textures, it pays to hire the best texture artists without downgrading the resolution of their work at any point in the process. Valve has proven themselves this time around to be unqualified masters at playing the strengths of the Source engine like a well tuned piano.

I wasn’t a big fan of Half-Life 2 for a lot of reasons. First, Valve’s controversially low field of view setting was incompatible with my brain chemistry, and caused me to suffer painful nausea during the opening scenes of the game (until I adjusted to the new settings). Also, I didn’t much care for the tunnelish design mentality, frequent game crashes, and skipping sound effects. However, despite my problems with Half-Life 2, Episode One blew me away in nearly every respect.

ep1_91806_01.jpgThe first iteration of the Source engine did not impress me very much either. Yes, the texture resolution and physics integration were fantastic, but the frequent glitches, claustrophobic draw distance, and ancient prerendered light system really put a damper on the experience. I put my vote in for Crytek as my favorite engine, early and often. However, I may have to change my tune now as Valve’s current version of Source has the most extraordinary example of High Dynamic Range (HDR) integration that’s currently out there. Even something as simple as an HDR pass on the specular highlight of a character goes an incredible distance to selling the integration of an environment. Also, Valve isn’t afraid to overexpose a scene. For example, the series of ep1_91806_02.jpggameplay elements in “The Core” sequence are overexposed almost to the point of completely washing out the fantastically bright core area. This technique rams home the danger of radiation present in the core, while effectively selling the sheer power of that throbbing singularity at the center of the level. There quite simply hasn’t been an experience like it in gaming, ever. See these two screen shots of City 17 for a perfect example of HDR in action.

In Half-Life 2, most of the sequences with Alyx were actually kind of annoying. Despite all attempts to add life like animation to her face, she came off as helpless, robotic, and even bossy on a few occasions. In Episode One, however, Valve decided that their #1 priority was to make Alyx a likeable and useful character. They accomplished this feat both by adding new features, and by playing to the strengths of Source AI. For example, in the original Half Life 2 I was often stuck following Alyx, showing off all of her most robotic AI actions. In Episode one, Alyx is following me in nearly every sequence, highlighting her AI strengths. New features for Alyx include a hand-to-hand combat system, an uncanny ability to rely on me to illuminate her targets with my flashlight, and a contextual dialog response system similar to the one in Halo 2.

ep1_91806_04.jpgI humbly offer up one example of the well filtered interactions between myself and Alyx in Episode One. (Danger: light spoiler may follow.) After one particularly harrowing encounter in a pitch black underground room full of zombies, I breathed a great sigh of relief and turned to trudge up a flight of stairs. As I headed upward to safety, I was thinking to myself how helpful Alyx had been. We had been a great team, with me shining my flashlight on zombies as they immerged from the darkness and Alyx knocking them off with a few well-placed headshots. Just then, I heard the familiar groan of a Zombie approaching me from behind. Adrenaline jumped back to maximum mode and I spun on a dime with shotgun raised. “Gotcha,” Alyx says with her signature corny grin. “Yea, you got me all right,” I say without even considering that I’m speaking out loud to an AI character. Some might see that as a sign of my approaching insanity. However, I see it as a sign that game designers are finally getting it. It’s about the characters, not the shooting.

ep1_91806_07.jpgAlyx takes a few cues from the stage in Episode One by vastly upgrading the expressiveness of her facial muscles. A veteran of television and movies might call this overacting. However, as Valve fortunately realized, an FPS game with a strict no cut scene policy has much more in common with stage acting than it does with movie acting. Television and movies are composed of carefully orchestrated shots, giving every opportunity for actors to express the smallest nuance of human emotion through close-ups. Stage actors and FPS characters have no such luxury. Players are often viewing characters from a distance, or even catching expressions out of the corner of one eye. Over acting is a necessity in these types of situations, and the new expressions of fear, exhaustion, or humor in Alyx’s face and eyes are absolutely fantastic.

There has been some moaning and grumbling in Internet land about the shortness of Episode One. I completely disagree. In my opinion, the original Half-Life 2 included the single best FPS experience ever envisioned by man. This experience started when I was brutally attacked by my first antlion, and ended when my loyal antlions could no longer reach me. Problem: this experience was surrounded by a whole bunch of not-so-good rail shooter portions I could easily have done without. For me, one of the main promises of Valve’s episodic content is the end of fluff gameplay. Imagine a Halo 1 with a one floor library, or a Doom 3 with a few less “Boos.” I, for one, completely support Valve, and will be purchasing Episode 2 on its release day. Three cheers for “short” FPSes.

ep1_91806_06.jpgNo review of Episode One could be completed without mentioning the commentary system. Not even Microsoft’s ample thesaurus can express how happy I am with the tantalizing commentary chat bubbles floating all over Episode One. I haven’t been this exited since watching all fifty hours of commentary on the Lord of the Rings DVDs. For the first time I feel really in touch with Valve’s hard working developers in a personal way that even reading Slashdot Games and the Escapist every day cannot provide. There is a tremendous amount of love in those chat bubbles, and it’s mutual.

I now interrupt this Half-Life love-in with a single important caveat. I hate to say it, but Episode One may suffer some problems inherited from its predecessor. I had the game stick on a sound glitch half a dozen times or so in the earlier levels. I say stick and not crash because the fix turned out to be pressing ctrl-alt-delete and then using the task manager to bring the game right back up without restarting. Unfortunately, these kind of hackish work-arounds continue to be a staple of PC gaming in general. I’m not holding Valve responsible because this particular crash could have easily been the fault of my atrocious Audigy 2 drivers, but be warned that the crashes happen.

Overall, I can’t say that I’ve ever had a better FPS experience than Half-Life 2 Episode One. I used to controversially place the best FPS crown on the helmeted head of Master Chief. However, I’m afraid I’m going have to have that back. “What’s that, Chief? You gave it to Johnson? Oh. Well, just have him put it in the mail.”

For any acronym soup fans out there, I reviewed the game on a PC equipped with an AMD Athlon 64 3000+, 1GB of DDR 3200, and a PCI Express ATI X1900 XT 512MB graphics card.

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8 Responses to “Half-Life 2 Episode One: Completed in 8 Hours.”


  1. Joe Martin
    19. September 2006 at 14:31

    Ugh - Episode One. For me it was such a mixed bag as to leave a confused and almost (ALMOST) sour taste in my mouth.

    Sure, the stuff with Alyx was great. Granted, her ‘new hand-to-hand’ stuff was reduced in my three playthroughs to only a handful of robotic-looking kicks to a Zombie - but it balances out by how much I loved the whole bit about you having to guide her with your light. I also felt she grew as an NPC into something like Jade from Beyond Good & Evil (yes, I’ll use any chance to mention it!), so I had no trouble with it there.

    But wait. I payed about $12 of your foreign, american dollars for it and I finished it in about 7 hours on my first go. It literally took me only two or three sittings to burn through it. I’m all for games that are short but focused, like Sands of Time, but at a rate of almost $2 per hour, I didn’t think the game was worth it. A lot of it also felt quite old, with few new elements in it - the rollerball was not a replacement for a weapon goddammit - and a few imagination lacking areas (the entire escorting Barneys Mates bit for example). I also got incredibly tired of the combat in the first bit of the game - with the Super Grav Gun, you are unbeatable - so its blatantly obvious that the soldiers aren’t there as a challenge, but merely to slow you down between the frequent load scenes. I also found that the new engine enhancements made it more crash prone.

    Sure - it was a great game, but Episode 2 has to be a lot longer if nothing else. I love where the story and other design elements are going but the math just doesn’t work if they carry on like this and the Episodes 1 -3 will not serve as a replacement for Half-Life 3 (like they are supposed to)

  2. Jake
    19. September 2006 at 15:42

    -Joe

    I’d much rather play $12 for a fantastic 8 hour game than $60 for a 20 hour mediocre click and shoot fest. I’ve already played through Episode One nearly 3 times which lowers my hourly rate to around 66 cents, but even if I did only play it once, $2 per hour still beats almost every other kind of entertainment out there with the exception of ad-infected television (gag). To offer several examples (without the inclusion of replay value); DVDs = $10 per hour, CDs = $10 per hour, theater movies = $10 per hour.

    I’ll concede the point that the escort portions of Episode One are the weakest; however, they still beat any section of Prey, F.E.A.R, or Quake 4’s single player campaign. Also, I’d argue that the super-grav-gun sections are fun and necessary for continuity with the last sections of Half Life 2. You are nearly invincible, yes, but that early portion of the game is all about appreciating the HDR-improved rendering, while showing off some nice physics and energy packet ricochet puzzles to boot. These early “weaponless” sections also provide ramping tension for the moment when you finally do find a shotgun, and showcase your improved relationship with Alyx as you depend on her for covering fire.

    I’d hope that these episodes don’t just replace Half Life 3. I hope they replace sequels completely! Intelligent reuse of game assets and design elements is a necessity for keeping down costs in a next-generation world with startlingly complex art pipelines. If reusing assets in this manner gives developers more room to focus on the nuances of gameplay and character interaction then count me in. Also, bundles such as the inclusion of Portal with Half Life 2 Episode 2 offer an amazing opportunity to piggyback innovation into the FPS scene where it is so desperately needed. Cripes! I’m starting to sound like a Valve guerilla marketer here ;)

    As always, thanks for your insightful comments. Beyond Good and Evil is next on my oops-I-missed-it playlist :)

  3. Joe Martin
    20. September 2006 at 04:14

    Yeah, I suppose I agree with all your points - but I was still expecting more from Episode One and hope Episode 2 will be longer.

    In regards to replacing sequels, I’m still not sure I like it happening. Ideally, I’d like to have a full length Half-life 3 released which either picks up at the end of Episode 3 or which takes a new direction completely with possibly a new character - I’m dying to see Adrian Shepherd return and rumours of him being the player in Portal have me tingling. This would also give Valve the chance to focus away from problems of always using Gordon (sometimes being mute is such a drag)

    I agree with all your other points I guess, except the grav gun bit. While I recognise it as being good for intros and tutorials, I still think that whole section lasted to long. The reactor bit was good, but the surrounding combat was really lame.

    And, yes, check out Beyond Good & Evil. It too has flaws (camera problems mainly) but it throws you in at the deep end of gaming and storytelling and thats a good thing!

  4. Andy
    20. September 2006 at 10:11

    I’m going to have to go with Jake with this one. Even considering the relative shortness of Episode One it still represents pretty good value for money.

    I’d just like to chime in on this topic of sequels and where Valve is taking Half-Life. I seem to remember reading a Eurogamer interview with a Valve person, I believe it was Doug Lombardi, talking about Episode Two and everything Valve. He seemed to intimate that internally Valve considered this trilogy as HL3, and admitted they made a mistake in calling it Half-Life 2: Episode One, Two etc. So, if this were the case, the whole trilogy once it’s completed is the sequel to HL2. I also seem to remember him saying Ep. Two would be longer, although he didn’t say by how much.

    Personally I hope, once they’ve finished the trilogy, that Valve make a full HL3 which concludes the whole saga. That would be a nice way to finish things and then they could even start fleshing out some of the other parts of the story we don’t see like, for example, what Barney got up to in HL2 when you weren’t with him.

  5. Blight
    25. September 2006 at 19:14

    I had a blast with this episode, and although I probably finished in just as short a time as you, I did enjoy every bit of it. I just don’t have enough time to digest a 20 hour game anymore, and so this was the perfect length, as long as they come out often enough.

  6. unimpressed
    23. October 2007 at 22:08

    Woop deeee doooo you finished it in 7 hours!
    The designers spent ALOT of time making the look and feel of this game. I for one am enjoying their work and not interested in “burning through” it.
    Like my name says, I am unimpressed with that poster.

  7. Jacob Pederson
    24. October 2007 at 07:18

    Perhaps if you read the review instead of just the title, you’d have a better impression ;)

    Also, if you’re interested in slow gaming, might want to check out my article on just that below.

    http://www.thegamechair.com/2007/05/02/cheap-art-and-analog-strolls/

  8. shephard
    26. November 2007 at 04:20

    totally rocks for a PC game. this game and it’s ancestor half-life along with some other episodes/parts of the first were really awesome.

    first a ‘thank you’ to all the developers and programmers. you guys deserve a medal of honor :P

    second never seen any facial expression as good as this one on a pc

    third well here’s the bad part i enjoyed playing as Adrian shephard in half-life opposing force .was surprised not to see him in portal and some of the episodes of half-life 2.

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