A latecomer to the Ep. 2 Part. Some Impressions. (spoliers, obviously)

nokori3byo

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Yes, I finally got around to buying a 360 on which to play Ep. 2. Can you imagine...waiting over a month and a half to sink my teeth into the long-awaited epic?

Well, since I'd previously had no experience using a 360 controller--seriously, I haven't owned a console since the arly 90s--I started by playing through Portal. I thought that getting to know the ropes in a non-combat situation might be easier, despite the fact that the controls aren't quite the same. And let me just say Portal rocked my world. I was seriously starting to wonder if the long-awaited Ep. 2 would be a disapointment by comparison.

To the White Forest:

The game began auspiciously enough with a well-executed introductory sequence. Nothing too taxing in the way of combat, but the wrenching scene of Alyx being wounded ratcheted up the emotional tension (always a key element in HL games) in a pleasingly edgy way. If early contact with the new antlion workers left me a little underawed, that was soon set straight by the excellent set piece of the antlion defense with Griggs and Sheckley.

This Vortal Coil

The sequence which opens the chapter provides just the right amount of tension to keep things interesting while not requiring many tedious quick saves. And humor is always a welcome addition to any game, as far as I'm concerned. As soon as I'd teamed up with my Vortigaunt pal, I awoke to the unwelcome reality that my experiences in the antlion caves up to that point had been a mere appetizer. What followed did not disappoint. I enjoyed TVC's hitherto unseen slimy cave textures and, with the exception of the last third of the Guardian sequence (which got a bit old after a while), I found the whole chapter to be solid in terms gameplay, atmosphere and cinematics. The G-Man sequence was a series highlight.

Freeman Pontifex

Better that they had called it "Run of the Mill," as that is what it is both literally and figuratively. FP mercilessly rehashes elements of previous HL2 games, with its most inspired moment coming in the form of the zombie swarming inside the old warehouse. I liked the forklift puzzle as well. Not that it's much of a puzzle. Come to think of it, Ep. 2 is quite light on puzzles--though perhaps it just felt that way after playing Portal. To make a long story short, I took a break from playing to go to bed a this point, with my expectations for the game slightly lowered.

And yet...

Riding Shotgun

...once you get past FP, everything else is pure sex. Honestly, from the moment I stepped into that retooled hotrod, I had not a moment of disillusionment with the rest of the game. Early encounters with the Hunters proved that Valve could still introduce new tricks to push gameplay to exciting new levels. Everthing from the Advisor encounter to the chopper battle was tight, economical and full of excitement.

Under the Radar

Another triumph. Loved the opening sequence with the autogun, despite the fact that it left me with 8 health which I would not recoup until our arrival at White Lodge. Speaking of which, what did I miss here? White Lodge posed no difficulty at all on Normal. Will have to try it on Hard next time (Yeah...I know, I know). In hindsight it was cool to see how they reintigrated puzzle solving and exploration into the search for weapons caches. Ingenious touch on someone's part.

Our Mutual Friend

The Citizen Kane of game levels and the reason I now regard EP 2 as the finest game I've ever played. I even enjoyed the gratuitous breech sequence, which added little to the narrative but had decent gameplay and a nice echo of the Uplink demo of HL1. I thought the Strider battle was quite simply the most amazing setpiece I'd ever played through.

T Minus 1

Holy sh*t. Just when I thought the best game ever made couldn't get any better. I going to show this level, in its entirety, to a friend of mine just to show her what a computer game can achieve in this day and age. Now that I think about it, Roger Ebert should be tied down and forced to watch it, as well.

So, to summarize: Half-Life 2: Episode 2 like ten Christmases viewed through and orgazmo-scope. Thank you, Valve!!!
 
Riding Shotgun is the stand out chapter for me; fluid, perfectly paced and simply a testament to good game design.

And I wholeheartedly agree with the Ebert comment. The pretentious, insufferable fag that he is.
 
Riding Shotgun was possibly one of the hardest chapters with the Gnome. And yet it was still so delicious. They didn't really fail at all with Episode Two.

Welcome to the queue Awaiting Episode Three :p
 
Riding Shotgun was possibly one of the hardest chapters with the Gnome. And yet it was still so delicious. They didn't really fail at all with Episode Two.

Welcome to the queue Awaiting Episode Three :p

antlion tunnels = biggest fail in all HL games imo.
 
Why? You got taken into a totally new environment. Underground, outside. You got to explore caverns with lakes, fight new creatures, and navigate through them.

It was brilliant! Possibly one of the best parts of Episode Two!
 
I liked the caves chiefly, I think, because that section of the game was so visually unique within the series. A game highlight? Well, no, but very interesting in their own way. There were a couple of nice puzzles too. Also the first appearance of stripped-down, grav-gunnable human skeletons was a pleasingly maccabre little surprise.
 
The caves weren't bad. The opening fight was sex, the atmosphere was incredible. Running from the guardian; the whole extract thing; seeing antlion "society"; the wonderful Gman seqeunce - were all marvelous. The thing I hated about the caves was the repititive enviroment and the final guardian battle, which was a huge dissapointment.
 
Yeah, the Antlion guard battle was a letdown.
 
I liked the caves chiefly, I think, because that section of the game was so visually unique within the series.
Yes. Antlion combat is dull. Hand-me down 'New' Antlion types are depressing. But the Antlion caves are the only Alien-organic structure we've seen in the Source engine, and they twist well around the misty mountain mine.
 
Yea, but now I guess we're done with Antlions. I seriously don't wanna see ANY in Episode Three, they are such annoying assholes. Those Antlion Workers were pretty cool with the Bullsquid-type splat, but the basic ones are annoying.

They seem to have brought some stuff back from HL1, Bullsquid splat, HoundEye attack for Vortigaunts and so.

But I want to see Source-Bullsquids and Houndeyes.
 
I guess there's probably already been speculation that antlions don't hang out in the Artic. Then again, who knows?
 
I don't think we'll see any Xen creatures we've seen before. If I want to see Bullsquids I'll play HL1.
No, if we see any in the artic, their gonna be different to any of the others.
Of course, our main enemy will be the Combine and Aperture Science.
 
Heh. Fighting the undead crew of the Borealis :p.

I'm thinking that there will be a new enemy of sorts. While they haven't produced so many new creatures as they did in HL2, they've not failed to introduce at least one new creature in every episode so far. The Zombine, I think, was the only new creature in Episode One. But in Episode Two there were several new antlion species. So there looks set to be a new enemy.
 
Yea, but now I guess we're done with Antlions. I seriously don't wanna see ANY in Episode Three, they are such annoying assholes. Those Antlion Workers were pretty cool with the Bullsquid-type splat, but the basic ones are annoying.

They seem to have brought some stuff back from HL1, Bullsquid splat, HoundEye attack for Vortigaunts and so.

But I want to see Source-Bullsquids and Houndeyes.

Antlions are annoying, but i liked it in the first Half-life 2 when they fought for you with those weird ball things
 
He does, but I can't believe he said it /facepalms
 
I was a little worried about the antlion caves before playing them, from a mappers perspective, displacement terrain has never been perfect in Source, its a genuine art form trying to light and mould them correctly without causing stretched surfaces and such, but the time they spent on those caves was immense, they are smooth as hell, and the shaders work great, I am a big fan of how Valve hold back on harsh specular mapping untill it fits with the surface, it really gives them a distinct look, so many games now just apply reflectivity to every damn texture, sure it makes your graphics card worth the cash, but it seems silly to me.

As for the antlion fighting itself, I didnt really feel it was to heavy, I spent the whole sequence thinking to myself, "I wonder how cool Xen could have been with all this stuff", I think you should have been able to grab the spit balls with the grav gun though, it would have been a nice training nod to DOG's ball game.

I guess it comes down to personal taste. :)
 
I think you should have been able to grab the spit balls with the grav gun though, it would have been a nice training nod to DOG's ball game.


Heh heh. Yeah, but we get that later on in the form of the Strider's brain game.
 
The Vortal Coil to me was the most intense level in the game especially when you have to outrun the antlion guard mommy.
 
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