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Date: 26 June 2006

Half Life 2 - Episode 1

Rating: 8 out of 10

Valve Software's first episodic content release for Half-Life 2 is pretty damn solid.

Half-Life 2: Episode One is a new focus for Valve, and next to Sin Episodes, marks the launch of episodic content on the PC platform. The concept is to have titles with shorter development times that are released in a lower-priced, episodic manner. Players can then pay for the individual episodes as they are released to push the gaming experience forward. The obvious downside however is that this results in a much shorter gameplay cycle, so does the expected level of quality and class seen from Half-Life 2 help make up for the brevity of Episode One’s gameplay experience?

The difficult part of writing a review for this kind of game is that the primary draw is in the exploration. A first-time playthrough of any release in the Half-Life series has always proven that the first run is unquestionably the most exciting, as this leads to discovery of all of the cool scripted events and plot sequences Valve Software has in store for players, and the trick is to comment on how these scripted events are done without spoiling the experience for someone who hasn’t played the game yet. With that in mind, I would like to start this article by declaring the opening minutes of Episode One as "awesomely cool". By now most gamers will be aware that Episode One takes place mere moments after the end of the original title, and that all of the old cast will be making a return (Alyx, Eli, Dr. Kleiner and his pet headcrab, and of course "Dog", Alyx’s pet mechanical menace with a heart). In fact, the developers made sure that Dog is the first thing player seen during the introductory sequence (a wise choice met with joy and rapture on my part), as Gordon and Alyx regroup and try to figure out what to do next. Following a somewhat unique re-entry into the Citadel, the duo must then find a way to re-stabilize its reactor core before it wipes everything out, and then make their way back to the rest of the resistance to escape City 17 once and for all.

I could spend an excess of time describing on why Episode One is so great, but a slightly disappointing note is that this almost works against the game’s favor. As part of Valve’s episodic content plan, Episode One not only has a shorter development time, but also a shorter play-time. The intense and exciting sequences basically caused me to madly blunder through the entire storyline on a Saturday at about five to six hours tops – and this is taking into account that I’m the kind of gamer who’s easily distracted by shiny objects in the environment, and even stopped for an entire ten minutes to listen to Dr. Kleiner’s little newscast reel. Fortunately, Episode One does see the first practical implementation of Valve’s "commentary" feature, an option which I am wholeheartedly in support of. Not only did this give me an incentive to execute an immediate second playthrough, but also offered some very fascinating insight into the background of the game’s development and some interesting detail on the ludicrous amounts of testing and effort went into actually fleshing out each segment of the game. My only complaint on this was that the commentary almost seemed a little too pre-written and rehearsed, and I was hoping for a slightly more up-beat tone on par with that seen from The Chronicles of Riddick - though I’m mostly arguing semantics at this point, and I regardless remain wishful that Valve will continue including this feature in later releases just from the replay factor it adds.

Even more noticeable however is how Valve went to great lengths to showcase their improvements in lighting and animation technology. High-Dynamic-Range lighting is now an integral part to all of Valve’s Source-engine endeavors, and they took great strides in implementing it in Episode One. Just from a few minutes of playing, the effects become immediately obvious – stare at a dark area for a few seconds and you’ll see your ‘eyes’ in the game adjust, then quickly whip your vision skyward to stare at the sun and watch how the entire environment is bathed in a bright glow for a few seconds. This kind of effect might almost sound annoying, but it’s done on a subtle enough degree that it’s more realistic than anything else (and it’s incredibly simple to turn off for players who don’t want it). Meanwhile, Valve has further expanded their animation system - Alyx is looking better than ever and has a much wider range of facial and action-oriented animations that conveys emotion in a very convincing manner (a good thing, given how she’s with you for about 90% of the game), such as one example where I was wandering through a dark section of the game, and accidentally waved my flashlight right in Alyx’s face – seeing her visibly wince and hold up her hand to block the beam was quite nifty.

Ultimately I’d call Episode One worth the purchase just for the entertainment value offered alone – the high-quality scripting and immersion will force you to love it for the same reason you were forced into loving previous iterations of the Half-Life series – whereas in contrast if you hated Half-Life 2 (particularly in terms of the NPC interaction), then you certainly won’t find anything magical about Episode One to change your mind. The game is even out in retail format, so people who don’t want to undertake the download can instead just run out and grab the disc set. Half-Life 2: Episode One might not introduce any major new weapons or stunning plot twists, but the further insight it gives into the universe and characters who dwell within is unquestionably worth the experience – if only to see the enigmatic "G-Man" get well and truly pissed.

"We’ll see about…. THAT."

Review by Dave 'Parias' VanDyke - courtesy of Gameshark.com

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