“The word ‘episodic’ is so clearly incorrect,” admitted Valve’s Doug Lombardi during a recent discussion in Valve’s Bellevue, Washington offices. “We’re kind of stuck with it now.”
It will have been well over a year since the release of Half-Life 2: Episode One when its followup Episode Two is released via retail and Steam. The game’s creeping release date illustrates a slightly modified development strategy on Valve’s part to be somewhere in between the quick release of bite-sized products implied by the term “episodic” and full multi-year development. “It’s still quicker than our other releases,” noted Lombardi, “but we’re going more for annual games and eight to nine hours each.”
Valve’s automated shows Episode One players demonstrating an average completion time of some five and a half hours. According to the team, Episode Two testers are averaging closer to the new eight or nine hour goal. The increased length is by no means the most significant change to the game, however. I had the chance to play through several sequences from Half-Life 2: Episode Two, and, based on my experiences, the game could represent as broad an evolution for the series as it saw from Half-Life to Half-Life 2.
In Episode Two, the Combine prepare for a large-scale reinvasion and the designs of the Combine advisors are revealed, the Vortigaunts show more of their plans and abilities, the Antlion infrastructure is explored, and players will learn more about the enigmatic G-Man than has ever before been revealed as he asserts himself once again as a major player in whatever bizarre game is being played. It seems like quite a tall order for a single-digit-hour game, but that’s part of the point.
“If you reduce your scope, you can really focuse on density,” pointed out Valve’s David Speyrer. Plus, with the increasing complexity of the Half-Life universe, Valve wants to ensure that players are actually getting all of the narrative and context being crafted into each game–and, contrary to internet message board claims, most players simply don’t finish long games. “It’s especially difficult for us to try to tell a story across projects. Not having people finish each one is very frustrating,” Speyrer continued. “The episode trilogy can really be thought of as Half-Life 3.”
That list of plot teasers aside, my session was deliberately crafted to avoid hitting any significant plot points, keeping me from spoiling any of the revelations for myself–and, more importantly, for our dear readers.
Following a planned “Previously, in Episode One” gameplay montage, Episode Two picks up where Episode One left off–in a train. Without spoiling the scene, things seem to have gone wrong since that train ride began, and Gordon and Alyx are briefly separated before finding themselves slightly stranded up on a mountainside. Looking down the mountainside reveals a scene that immediately demonstrates one of the key elements of Episode Two: expansiveness. Far off in the distance is the semi-destroyed Combine headquarters, with mighty plumes of smoke rising into the sky amidst a shattered cityscape. Arcing up towards the sky from the imposing edifice is brilliant white stream of energy, meeting the cloud layer in a turbulent maelstrom–a “portal storm,” Alyx notes.
This picture of ruin is framed by beautiful untouched nature peppered with trees, grass, and moss. It is a scene uncharacteristic of the series, but welcome. After a moment of reflection, a massive cantilever bridge loudly crumbles and falls off in the distance behind our heroes, demonstrating Valve’s cinematic physics system designed by new employee Gray Horsfield, former environment department head for film effects house Weta Digital.
“We really love using the episodes as a platform to push our tech forward,” said Speyrer, echoing statements made by Gabe Newell on the many reasons for going with “episodic” content. Along with the new physics system, which allows the creation of impressive real-time destruction and modification of game environments and objects on a large scale, all tech created by Valve for its own games is added to Source for all licensees. This time around, that also includes a new multicore-supported particle system, full-screen motion blur put to impressive effect in Team Fortress 2, self-shadowing bump maps, a number of new shaders, and other bits of eye candy.
Next, the game faded out and deposited me, sans Alyx, in a gorgeously-lit cavernous tunnel system, showing for the first time how the massive underground infrastructure the Antlions use to pop up all over the place before you can cover their exit points with cars. The dusty underground environment is highlighted with shades of glowing yellow light emanating from the newly introduced bioluminescent Antlion larvae, large grubby creatures that usefully keep the place well lit but seem to attract their larger kin upon being stomped by Gordon. Underground pools of water show off some attractive underwater blurring effects and HDR lighting. Another new Antlion species is introduced here, the Antlion Worker, which spits arcing indirect balls of electric spit. The dark, dank underground lair is a good showcase for the new flashlight, which incorporates self-shadowing for more realistic interaction of light with the world. Incidentally, the flashlight no longer draws power from the same energy reservoir in Gordon’s suit that powers his sprint; now, the two have separate power sources.
After that spot of Antlion tunnel fighting, I was whisked off to another expansive outside location, surrounded by mountains and forests. Off in the distance up above, a huge Combine military force comprised of infantry and Striders marches across a long bridge, with aircraft in tow. Soon after is a spat with the Antlions in their more familiar modus operandi: popping up out of the ground while staying away from those massive stomping metal pylons. Unlike in Half-Life 2: Episode One, it does not seem that it is necessary to cover the Antlion holes with cars to continue on, though it might be useful to have those grunts out of the way when a new glowing type of Antlion Guard–the large “boss” Antlion form–bursts out of a tunnel. I did not get the chance to find out, as that segment faded out upon the appearance of the Guard.