Half-Life 2: Episode Two

This time there's more.

You're on an epic journey with Alyx, racing the Combine through the wilderness outside City 17. The Citadel has been destroyed and lies massively across the horizon, with a twister of plasmic energy spiralling into the clouds. Kleiner says it's "the infancy of a superportal". G-Man is back. We learn about his relationship with Alyx. The Combine Advisors move to the fore. Breen's fate is unknown. Double-double-crossing Judith Mossman has a role to play. Dr. Magnusson, one of Gordon's Black Mesa colleagues, is leading an effort in White Forest to launch a satellite. Alyx and Gordon possess the means to access the Combine overworld. Hunters - the raptors of the Strider family - are tracking them. A new muscle car adds to the free-form feel and facilitates fast travel. The Antlion underworld beckons, and Antlion Workers are ready and waiting, corrosive phlegm on standby. Vortigaunts are fighting by your side. Their motivation should become clear.

And somebody's going to die.

Valve hasn't even loaded the game up for me yet, and I've already learned more than I did in the whole of Episode One. When I am wheeled next door, I'm shown six sections taken from the first two-thirds of the game. Wikipedia take note, programmer David Speyrer says they're still fine-tuning the chapters, "but I believe we ended up with six." Does that mean it's going to be another four-hour romp? In a word, no. "We're running at about six-to-eight hours in our playtests here. That's a first-time-through figure," says Speyrer. "It's really varied - you're always being confronted with new environments and situations. It gives it really an epic feel relative to Episode One." That scale won't just be apparent from the run-time, either; Episode Two is immediately impactful. When we grab Gordon by the WSAD he's still in the train carriage that he and Alyx rode away on at the climax of Episode One, only at this point it's lying on its end in a mass of wreckage at the foot of a valley. Clambering down, we find ourselves stuck neck-deep in water with no way out and no weapons. Fortunately Alyx is already outside. Even more fortunately, she's found the gravity gun, which she uses to prise off the door. "I forgot what a kick this thing has," she says, before handing it back. "When I couldn't find you, I kept... I know, I shouldn't have worried." What, no hug?

'Half-Life 2: Episode Two' Screenshot 1

I definitely want a hug after sorting this out.

"The world state of Episode Two has changed considerably," designer Gautam Babbar tells us. "The Citadel's now destroyed." Ah yes, the Citadel. It's the first thing you see when you move over a small hill out of the debris from the train, which is not so much at the bottom of a valley as draped all over it, with sections still hanging from the massive bridge that links the two walls. It reminds me of The Cassandra Crossing. No time to point that out though, because the Combine portal that towers over Ground Zero in the distance is doing something. Bang, it releases a bubble of energy that races towards you and smashes into the valley, collapsing the bridge spectacularly. That's thanks to the new "cinematic physics system", which you may have glimpsed in trailers. Remember the bit in Episode One where you're pinned down in an attic by a Combine flyer, and bits of the floor keep getting knocked out, leaving a lattice of beams that shouted "you're in a game" like nothing else? In Episode Two, they would have just blown the entire place to pieces. "It lets us use a whole new style of special effects techniques for cinematic destruction sequences in real-time," says Speyrer. "You can go into a building and run around it and then the whole building gets blown up."

'Half-Life 2: Episode Two' Screenshot 2

This shot of the Strider and Hunters should give you a sense of their size. But don't underestimate them.

With the stability of the world in constant flux thanks to those energy bubbles - portal storms - there's every chance we'll be seeing this a lot. But before anything else happens, we're guided through a cave and into a communications outpost. "Dr. Kleiner and my dad are up north at an old missile base," Alyx explains, before climbing up some scaffold into the rafters to try and get things working. She knocks loose an electrical cable, which my trusty gravity gun is well-placed to return to its socket. "Not sure what I did, but it worked," she says. Gordon's typically modest. Kleiner and Eli Vance pop up on the vid-screen, and it's time for some exposition. Like Episode One, Valve wastes no time in explaining what's happening. "The raw discharge of the meltdown has been focused into a coherent beam of portal energy," Kleiner says, discussing the Citadel's present state. "What you're seeing is the infancy of a superportal." Which isn't good, because it puts the Combine on course to reinforce quite dramatically. If they do, says Eli, "it'll be the seven-hour war all over again, except this time we won't last seven minutes." What to do?

We then meet Dr. Magnusson, an old colleague of Gordon's from Black Mesa. He's haughty and assured, and explains that the data packet Alyx retrieved from the Citadel in Episode One is just what he needs. And just what the Combine don't want the resistance to have. In fact, it's "the lynchpin to all of their plans". "Somewhere in that sequence, they would have had to establish a connection with the far-side." Magnusson and co. are busily preparing a satellite, and need that data. "If I'm right about this, and I've no reason to doubt myself," Magnusson pompously intones, "you are carrying the very code Dr. Mossman had hoped to recover." Before anyone can say much more though, the transmission breaks down, and a Combine chopper zooms into view through the windows. It's clear what has to happen: Gordon and Alyx have to head north, to White Forest, and deliver the data packet to the resistance. Game on.

Soon it becomes clear that the Combine know what's going on. In a separate section, we're shown a train of Combine vehicles and units moving over a bridge, as you watch from a shack with Alyx and an unnamed Vortigaunt. There's a Combine Advisor (remember the slug-like creature that produced those psychosomatic energy flashes when you were working through the Citadel in Episode One?) being moved, as well as lots of the choppers, Striders and grunts. "They move north with great purpose," our new Vortigaunt friend grimly acknowledges.

So we have to get a move on. Fortunately we've got a new vehicle to help with that. Episode One was completely devoid of vehicles, despite quite a few in Half-Life 2 itself. "One of the goals for Episode Two is to get players out of City 17 and into the wilderness, and to do some more freeform, less linear gameplay elements, and we thought it would be cool to give players a sweet ride to drive around," Speyrer explains. "In service of that, since we wanted Alyx to be with you throughout, we gave her the ability to ride in the car as a passenger. She can get in and out whenever you do, and she can fight from inside the car." This she does with aplomb as we rocket around the hills and through the trees of the outlying areas of City 17; as a zombie grabs onto the front of the car and we twist and turn, powerless to fight it, Alyx raises a foot and smacks it square in its decaying chops, sending it under the wheels. "We've also enhanced Alyx's combat AI, so you'll see her doing smart things," says Speyrer. "You'll see her hide behind counters and shoot over the top, or take cover next to a window and blindfire when she's pinned down." Still no word on an encore hug though.

'Half-Life 2: Episode Two' Screenshot 3

The Combine are out to get you, more so than ever.

But there's no time to lament that because the next section we play quickly changes tack - and our focus - and shifts it to the game's biggest new addition, the Hunter. A relative of the Strider (they're in the same "synth family"), the Hunter's another tripod walker. Artist Ted Backman is said to have drawn inspiration from beetles and crustaceans for the design, while Speyrer, who worked on the AI, says that "behaviourally it's like a predatory dinosaur, sort of like a velociraptor, but with guns". Which hurt. Explosive darts fire from its, I dunno, beak, and they complicate cover-and-fire tactics because they stick in the ground and explode after a few seconds. You have to fight their mobility with your own, and that's no easy thing, because they take what feels like a dozen shotgun rounds to go down, and they work in packs. As I tackle one in a rundown building, the other exits through a hole in the roof, circles round and engages me from behind. I die a couple of times trying to take them down, and then go outside and come up against two more.

This section also throws up a puzzle that involves swapping round electrical wires of differing lengths using the gravity gun, and it brings to mind the relative lack of puzzles in Episode One. Is that going to change? "Episode Two has a little more puzzle density, but they're also much more varied," Gautam Babbar says. Speyrer elaborates, saying we'll see "more set-piece maps, where the whole area is built around this one central theme, maybe a large-scale puzzle". Valve's marketing director Doug Lombardi, keen to set expectations, grins and adds: "I think it's fair to say that there's at least one puzzle in Episode Two that's on the same scale as the crane puzzle in the original Half-Life 2."

'Half-Life 2: Episode Two' Screenshot 4

Striders return, but this time you have a means of fighting them.

Expect combat to puzzle as well. Following a blistering ride in the muscle car, dodging exploding orbs dropped by a chopper, the whirling bird turns on you and a pocket of resistance fighters caught in the midst of huge metal containers with no way out, and - more significantly - no rocket launcher to aid you. What to do? We won't spoil it, but you'll kick yourself when it clicks. And for the record, it doesn't involve the Strider Buster - a Magnusson invention that clamps onto the underside of Striders allowing you to target it for an easier takedown. In fact, we're not even shown the Strider Buster, or Dog's brilliant-looking showdown with one of Half-Life 2's most menacing enemies, although we're assured that the latter "does happen".

We do head underground though, into the Antlion world. "In Half-Life 2 and Episode One Antlions just came out of the ground, and the implication was that there's this whole underground system of tunnels that Antlions lived in. In Episode Two, we take you down into those tunnels and you'll see new species of Antlions and fight them," says Speyrer. "You'll see the ecosystem of the Antlions from the inside." And so we do. Larvae on the tunnel walls crush underfoot and release suit energy to top Gordon up, and terrible screeches puncture the silence. They're from Antlion Workers, a new enemy that takes a couple of shotgun blasts to take down, fires corrosive balls of spit at you and scuttles and leaps with the agility of a regular Antlion. The world itself is an eerie, luminescent blend of blues, greys and light purples, with lots of water, stalagmites and tites jutting out of the ground and ceiling, and a brooding atmosphere that's evocative of the first plunge into the nest of xenomorphs in Aliens. Even though it's utterly different, it feels like a coherent part of the Half-Life world, and reminds us of Xen. Tellingly, Alyx is nowhere to be seen here, although regular Antlions are. But do we get to make them our friends again? "You'll have to play to find out," Speyrer says, giving nothing away.

One thing that strikes us as we tunnel through the Antlion world is the amazing underwater effect - exactly like swimming with your eyes open. "It's our best-looking game ever, which is owed a lot to the fact that we're targeting a higher end this time," Speyrer explains. "PC hardware has moved ahead a lot since we shipped Half-Life 2 and we've tried to stay right on the cutting edge of that hardware. We still scale down - although we're dropping DirectX 7, we scale all the way down for Episode Two." Episode Two borrows elements of DirectX 10 for those whose hardware can take it, although it's not fully DX10-based like Crysis. Not that we're complaining - the overgrown, grassy hills and rundown buildings that pepper the landscape feel at home within the context of the decay witnessed in City 17, and seem to go on for miles. Different, but consistent. Other new effects include phong shading, which gives greater depth and "sheen" to characters, who remain expressive. We can't help giggling when Alyx rolls her eyes at Magnusson's pomp. Meanwhile those Antlion workers even qualify for their own bioluminescent shader effect. Who else but Valve would bother?

'Half-Life 2: Episode Two' Screenshot 5

What happens to Alyx?

We admit, at this point, to being surprised at how much is being shown. Looking back over the last two pages, you might be worried you've seen and heard too much. Lombardi and Speyrer move to reassure us, and that term "mini epic" comes up again. "It's a deliberate choice," says Speyrer of the decision to deal with so many things in Episode Two. "We wanted to really get people into a meaty story, and it's just part of the story we're trying to tell." Lombardi concurs. "I think any trilogy you look at, the second one is always the one that's got all the big reveals that get things charged up a bit." Plus, there's so much left to answer. The big criticism of Half-Life 2 and Episode One was that the cliffhangers swung us over a huge vacuum of information, so it's good to know that we'll get more insight into G-Man, Mossman, the Advisors, the Vortigaunts, and what the rest of the resistance is up to. Bear in mind, also, that we're told at the start of our session that the bits we'll play have been deliberately set up so that we don't get to witness anything that might spoil the experience.

Before we leave, there's time for one more battle, at the White Forest Inn about two-thirds of the way through the game. Steaming past it in the muscle car, Alyx and Gordon are suddenly caught fast in a Combine containment field and funnelled into the Inn itself, as the music ramps up and there's movement all around. What follows is an awesome battle on multiple fronts, as hordes of Combine troops and Hunters descend on the building, blasting holes in it and chasing us up and down the stairs, into the basement, and eventually out into the open. Gordon's on his last sliver of health by the time it finishes, five minutes later, and quite out of breath. It's a fitting climax. Which reminds us - there's speculation, kicked up by friend-of-the-website Tom Francis, of PC Gamer UK fame, that the trilogy will climax in the Arctic. "We're not going to spoil it," Speyrer says. "No matter what Doug said."

'Half-Life 2: Episode Two' Screenshot 6

It's not the end of the world. Although, well, you wouldn't put it past them.

But, more important than all that, who the hell dies? The first trailer suggested Alyx was in trouble, but now it's plain that she's at Gordon's side for quite a lot of Episode Two. Are Valve just being mischievous? Perhaps not, says Speyrer. "It's not as much of a misdirection from what you would think when you play," he says. Mystery heightened. At least we got some answers this time though. And with Episode Two's completion potentially just five months away, we hopefully won't have to wait that much longer to get some more. Although, you know, Valve and release dates.

Half-Life 2: Episode Two is currently aiming for October, and will be released on PC, PlayStation 3 and Xbox 360.

Comments (46) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • space_ace #1 5 years ago

    3 pages! great, innit?

    gordon: "..."
  • Scump #2 5 years ago

    Hehe.

    Soon precious...soon. Wait I have been waiting for this since E3 15 years ago (Small exaggeration), please I need I need I need.

    Umm Im gonna forbid any negative talk back from this point onward, starting...from...now!

    hehe I have a uni exam in 45 minutes. Sacrifices revising for Rainbow Six. Sacrafices life for Xbox. Been up for too many hours. Stupid Live.
    Edited by 2 at 21/05/07 @ 08:01
  • JoeBlade #3 5 years ago

    October? OCTOBER?!!?? Gaaah, Valve, why?

    /claws at screen

    Seriously, hadn't this initially meant to be out 3 months ago or somesuch?
  • mkreku #4 5 years ago

    And as usual it's one full year of hype and then four hours of actual gameplay when it's finally released.
  • space_ace #5 5 years ago

    btw, eg, they announced starcraft 2 :)
  • Salaman #6 5 years ago

    Gah. I wish I had the willpower not to read these sort of articles and keep the game fresh and surprising for myself when I get it.
    :-/
  • Azazel #7 5 years ago

    I also have an exam in 45 minutes, yet here I am, getting my priorities right. w00t!
  • karlidog #8 5 years ago

    NOW PLEASE. That's all I have to say :)
  • zendragon #9 5 years ago

    I guess eurogamer is a marginal little site, they don't even know starcraft 2 was anounced! Must be the only gaming site that doesn't even have a news item about it...


    Hell, about time!...
  • Ryuken #10 5 years ago

    So, the game Episode 1 clearly should have been then.
  • Killerbee #11 5 years ago

    Can't wait for this. I enjoyed Ep. One a lot more than the original HL2 - mainly because the pacing was a lot better. And as long as they stick with a £19.99 price tag for this (plus Portal, natch) I reckon 6-8 hours of top gameplay will be more than good value.
  • krudster #12 5 years ago

    What's with the Starcraft 2 comments? We work monday to friday, and the news came in after we left off for the weekend. Work started officially about 20 minutes ago. Give us a chance :)
  • morriss #13 5 years ago

    I can update the news for you over the weekends. Just give me the CMS URL.

    :)
    Edited by 1 at 21/05/07 @ 09:27
  • MoFo #14 5 years ago

    I thought the HL series was supposed to be the epitome of 3D computer graphics ... some of those screenshots look quite uninspired compared to the treats of previoius HL offerings. Sorry if there's a reason for this mentioned in the article but I've no time to read it all.
    Edited by 1 at 21/05/07 @ 09:29
  • Xerx3s #15 5 years ago

    I haven't had time to read it, does it support coop?
  • IAmBatman #16 5 years ago

    I wonder if they'll put in the antlion queen thing from the Raising the Bar book.
  • matrim83 #17 5 years ago

    The only thing that has dragged the HL2 series down is the awfull AI.

    Still might give this a twirl when its out.
  • kangarootoo #18 5 years ago

    I have a penchant for outdoor levels. Trees and grass make me smile and wide open spaces make me giggle (well, maybe not that bit), so this episode totally has me interested two fold.

    My PC was never up to the job so I played HL2 on someone else's and then again on XB. It will be a console release for me, not decided which platform (probably PS3) yet but the it will be bundle with everything in it.
  • souljacker2000 #19 5 years ago

    omg IM SO EXCITED. I THINK I PLAYED HALF LIFE YEARS AGO ON A SHITE PC... REALLY ENJOYED IT CANT W8 FOR THIS
  • andromeda #20 5 years ago

    GORDONS ALIVE!

    sounds very good to me, like the promise of urban settings, i grew up in the countryside so i'll be right at home.
  • nickthegun #21 5 years ago

    Presumably the screenshots are from the PC build?
  • Fuser #22 5 years ago

    Will HL Ep 1 be available either seperately on the consoles or included with this does anyone know?
  • Ryuken #23 5 years ago

    Fuser: it's all one package for the consoles, just like with PC. Only an Orange Box with everything HL² related in it.
    Edited by 1 at 21/05/07 @ 10:22
  • Aurifex. #24 5 years ago

    Looks like a 360 version for me as my PC is really old. It plays HL2 fine though.
  • Talha #25 5 years ago

    Brilliant - the wait seems to be worth it.

    @kanga: HEy, man, by no means I am a PC snob but please don't spoil it for yourself. Judging from Valve's output in the past, it should run quite well on a midrange PC. I am even betting it can chug along on 1 GB of RAM coupled to an NVidia 8600 series card.

    That said, having played GRAW2 on XBox, I can say that somehow the joypad heightened the sense of difficulty of actually wielding a gun and firing precisely - the mouse/keyboard combo makes it too easy.

    Hey, how can you take elements of DX10? I had read that this was the sort of thing precisely NOT possible for DX10.
  • Fuser #26 5 years ago

    Thanks Ryuken! I'm playing HL2 on the 360 at the mo - I didnt fancy missing Ep 1 and going straight to Ep 2!!
  • TwistidChimp #27 5 years ago

    October eh.. well on the plus side that might give the Black Mesa Source guys enough time to finish. Allowing me to play through that, then replay HL2 and Ep1, leading nicely into Ep2.
  • Inquisitor #28 5 years ago

    Something I'm interested in is whether or not the hl2 game in the orange box for 360/ps3 comes with the coast level?

    I never got to play that on my pc as it was too shit, the consoles could easlily handle it...
  • TwistidChimp #29 5 years ago

    I wouldn't imagine Lost coast will be in it to be honest. Would be absolutley lovely to find they'd managed to fit it in somewhere but I wouldn't hold your breath. Adding it in to the flow of the first game, which is about the only place it could fit, would be an absolute nightmare I suspect.
  • Katsumoto #30 5 years ago

    I wouldn't say 1 GB of RAM coupled to an NVidia 8600 series card would only be worthy of chugging! I'm on 1gig and a 7800 GT and I can run HL2 and EP1 on full settings with a very decent frame rate. I know they've said theyve updated it a bit but nevertheless it should run fine on any computer bought within the last 2 and a half years. Don't bother with the console versions, unless you genuinely prefer using a pad over a keyboard ofc
    Edited by 1 at 21/05/07 @ 11:30
  • Kiigan #31 5 years ago

    All sounds rather exciting.

    However I must admit that comments like "Alyx and Gordon possess the means to access the Combine overworld" make me shudder a little at the memory of the awful Xen bits of HL1. And the Antlion underworld sounds pretty awful too. The Combine are far more interesting adversaries than Antlions IMO.
  • Talha #32 5 years ago

    @Katsumoto: I agree with you - Valve do an exceptional job of optimizing their game, a term seemingly forgotten by the likes of Ubisoft. I first played HL2 on a Radeon 9600XT with 512 MB of RAM - the processor was a Pentium 1.8. Even on that it ran like a dream. Yes you read that right - a 9600XT!

    On preferring the joypad - well, as I said, I somehow liked it while playing GRAW2. It makes gun wielding a little difficult, a little closer to real life. So the console versions also have their attractions, in particular knowing how good Valve are at this. But the loading times will be horrendous I bet.
  • SeesThroughAll #33 5 years ago

    Speaking of optimizations, how do the requirements for this episode compare to those of the "pilot episode"? This is the only thing that might make me choose the PS3 version over the PC one.
  • Santino #34 5 years ago

    people debating which version to buy should keep in mind that valve are doing the 360 and pc versions, and EA are handling the ps3 version. maybe it wont mean a thing but just saying...
  • El_MUERkO #35 5 years ago

    3 pages, boo and baa!
  • Katsumoto #36 5 years ago

    @Talha - interesting point. I'm afraid I don't have a 360 or a PS3 and neither do any of my mates. I've never tried an FPS with anything but my trusty keyboard and mouse - i'd like to give it a go one day. The main argument I always hear is "I come home from a day at the office and cant be arsed to sit with a keyboard at a desk" - I'm starting an intense job in September... maybe i'll join the console masses then!
  • Tyronne #37 5 years ago

    All this hard work to preview a game I will most definitively purchase and what have I gone and done...ignore it.

    Why have I ignored it, simply truth is that I just do not want to know what happens in the game until I actually play it, I do not want to know that you come across a weapon which can take down a strider as there was already one in HL2..

    Previews of games of late are revealing way too much information about what actually happens in games and spoiling things for me, its like someone doing a book review and giving away all the juicy good bits, leaving you with the other bits which were not worthy of being mentioned and then wondering where the remaining good bits are which were not talked about.

    Its getting to the stage now where I will not read a preview on principle and now when it comes to the actual reviews , will bypass everything and go look at the score and the comments.
  • TwistidChimp #38 5 years ago

    Very wise Tyronne. I wish I didn't know half as much as I do about episode 2. I'm not going to read a damn thing about episode 3 till i've completed it.
  • Garibaldi #39 5 years ago

    Antlion nest? Oh dear God no, those creatures are so tedious.

    As others have mentioned, it looks great but Valve have pretty much proven they can't do episodic gaming, the constant delays for this have been farcical.
  • TwistidChimp #40 5 years ago

    er.. rather than focus on the fact that they've used striders again, why not focus on the fact that they're doing huge, open natural spaces like forests, or the new physics system.
  • kangarootoo #41 5 years ago

    @Talha

    My PC is a laptop with an Nvidia FX5200 64mb card in it. It might run HL2, but it won't be anything like on a par with the console versions. I gave up on PC gaming around the time the XBox came out, swapped a desktop for a laptop (which is currently plugged into the back of my HDTV) and haven't looked back. So I don't plan to upgrade my PC anytime soon and one of the console versions is what I'll get.
  • Pablo2k5 #42 5 years ago

    Fecking awesome, can't wait for this!
  • Katsumoto #43 5 years ago

    yeah well, when I asked when Ep 2 was out after Ep 1 I got a "lolzroz, 6 months dickhead". Here we are.... 18 months later. Time will tell! :)

    edit: um, its not actually 18 months. 12 months? Whatever, its still loads! hurrah
    Edited by 1 at 22/05/07 @ 00:56
  • Talha #44 5 years ago

    @kangarootoo: I do get your point. I am in a sort of vicious circle right now - I want to give up on PC gaming but I have way too much invested into the components to let it just lie around. You see, investing a few hundred quid to upgrade seems better than letting it all go to waste and use it just for office work. Stupid, I know - had I given it up like you did, I would have ended up saving THOUSANDS. Rubbing salt into that wound, God of War 2 in SD on my PS2 looks better and runs better than most games on my super-duper hi-fi DX10 Vista PC. No kidding, honest. And don't even get me started on XBox 360. All I can say is, wise choice.

    But then there's things like Crysis....
  • UncleLou #45 5 years ago

    Well, if you've got too much money and can live without the Total War games and everything else more cerebral rather than reflex-based, then why not? ;)
  • Talha #46 5 years ago

    @UncleLou: More cerebral? Too much money? You bet! Long live the PC!