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Opening the Valve Interview

PC Interview by Tom Bramwell

6 June, 2006

Page 1 of 2. Page 2 ->

After spectacularly 'raising the bar' (with a gravity gun) of the FPS genre in 2004, Valve last week turned its attention to extending the Half-Life 2 universe episodically with the release of the first in a trilogy of episodes that finally reveals what happened to Gordon and Alyx after the destruction of the Citadel.

Just prior to our playtest, the Bellevue-based developer opened its doors to Eurogamer for the first time last week, and gave us a fascinating account of how the first episode came into being, the potential for future Half-Life 2 'expansions' as well as giving us their thoughts on how much Hollywood's treatment of Half-Life 'sucks'.

Be sure to check our in-depth review for more on this excellent game, and come back later this week for more exclusive thoughts from one of the world's most respected development studios.

Eurogamer: It must be a novelty to get a game out this quickly after the torturous development of Half-Life 2...

Gabe Newell: It's great... sure beats waiting six years.

Eurogamer: Even so, didn't you expect Episode One to be released sooner than it's ended up? The original first preview that went out in April last year said it was coming 'late summer' and yet here we are almost a year on...

Gabe Newell: Lost Coast pushed Episode One, and Day of Defeat [Source] took some cycles as well. Part of the reason to do things in smaller chunks is that it makes things more retractable, rather than slipping by huge gobs, you're sort of exponentially smaller if you're breaking things up.

Eurogamer: Did more people pre-load Episode One than Half-Life 2?

Gabe Newell: Uptake across the board is pretty high. People are starting to like [Steam] as a method of getting things through regular orders and through pre-ordering as well.

'Opening the Valve' Screenshot harvester

I've got a brand new Combine harvester...

Eurogamer: So why did you go for this episodic system?

Gabe Newell: The original Half-Life took us two years to develop. With a considerably larger team Half-Life 2 took us six years to develop, so we thought if we were going to continue our trend with Half-Life 3 we would basically ship after we had all retired.

We're trying to come up with a better way of getting more timely updates to our customers and also come up with something that didn't have the complexities. Projects increased logarithmically with how much we tried to do, so if you tried to put twice as much content or technology into a box it ends up taking you four times the amount of work, right, and so we're trying to figure out a better solution.

We left Half-Life 2 on a cliffhanger with the Citadel blowing up, Alyx is a couple of feet away from the explosion, so what's going to happen? People were pretty clear that they didn't want to have to wait as long as they had previously to find out what happened.

Eurogamer: So far you've announced three episodes - is that all? Any more planned beyond that?

Gabe Newell: There are three that are in this arc. There are three that are worked out, and those are the ones that we've been talking about so far.

Eurogamer: Why did you change the name from Aftermath? We liked the name.

Gabe Newell: Errr... I... I think that Aftermath was almost a temporary name. I always thought of it as Episodes One through Three because that's how we planned the products out. I think people thought we'd need a name for them, and Aftermath ended up being more confusing than helpful.

Probably a better name for it would have been Half Life 3: Episode One, but these three are what we're doing as our way of taking the next step forward, but Half-Life 2 was the name we used.

Erik Johnson: But we can't change the name 24 hours before release [smiles].

Gabe Newell: No, but what I'm saying is this is what we're trying instead of the large monolithic release. Let's take what we would ordinarily do and break it up into three pieces and see.

Eurogamer: Clearly Episode One is very much about Alyx - why such a big focus on her, and where does the G-Man fit into all of this?

Gabe Newell: A big focus is Alyx, both from a storytelling perspective and from a gameplay perspective. We really liked her as a character, and the fans did too, so we wanted you to be spending a long time with her, and seeing how far we could push this notion of single player co-op. Being in this world with someone who's operating pretty intelligently and acting more as an ally, rather than this dumb collection of polygons that sort of troops around and gets in your way.

The arc of the trio of episodes is also about the G-Man. He appears briefly in Episode One, and we'll get more info on him later. If you think of Half-Life 1 as the G-Man trying to turn you into something that was useful to him - the transformation of the player into hero. And then Half-Life 2 was about how he was using you. Half-Life 3 [a.k.a. Episodes One to Three] is about the relationship with the G-Man and what happens when he loses control of you, when you're not available to him as a tool and how he responds to that, and what are the consequences of that.

Alyx and the relationship with her is a big focus in Episode One and the larger story about your evolving relationship with the G-Man. That's the text of the trio of episodes.

'Opening the Valve' Screenshot dog

It's a Dog's life.

Eurogamer: Last time out with Half-Life 1 you evolved the story very differently by having a set of expansion packs told with the same timeline but from different characters' perspectives. This time you've gone for a linear approach. Why?

Gabe Newell: Well, [Episodes One to Three] aren't expansion packs, right? [In Half-Life] we liked to continue to illuminate these events through different sets of eyes. With Decay we were pretty amused to see these two sets of women carrying the crystal to the test chamber or whether you're Adrian Shepherd [in Opposing Force] or Barney [in Blue Shift], so we liked that aspect to it.

Eurogamer: Did you not think of adopting that same approach with Half-Life 2?

Gabe Newell: We don't think of these as expansions. If we were to do expansion properties we'd go back and work out those various events. We see [Episode One] more as moving the story forward rather than what we do with expansion packs. I like the idea of expansion packs giving you a different perspective on things you've already lived through, but I think gamers are expecting more core products to move the technology forward, to move the story forward and move the gameplay forward.

Eurogamer: So are you saying you'd like to revisit the HL2 timeline again?

Gabe Newell: Well, we might do with expansion products because there's a lot of fun stuff there to explore.

Eurogamer: Presumably you'll play as Gordon Freeman for all the upcoming episodes?

Gabe Newell: Yes, you'll be Gordon Freeman for all three of them. In sense, the core stuff, like Half-Life 2 and the Episodes you play as Gordon, and expansion products you tend to revisit issues and play as different people and see those events through their eyes. It's relatively unlikely that you'd play as one of these other characters as the main story is going forward. We'll save that for Gordon.

Eurogamer: Any thoughts on doing a 360 version?

Doug Lombardi: We've announced that we're doing development work on the engine for the 360, but key titles and whatnot are all speculation. I saw a cover for an official PlayStation magazine that said we'd announced a PlayStation 3 version - that was interesting! We see a lot of that stuff...

Eurogamer: What's the general focus for the Episodes and where are you taking the story in a general sense?

Gabe Newell: There are a couple of other things we're trying to do. The world's started to change, right? There was the world of Half-Life 1 which was the familiar turned strange. You were a scientist and you turned into a hero. With Half-Life 2 we spent a lot of time thinking about this post-Combine world, what happens to it, and looking at the Eastern European art direction; the sensibility of it was really adding to that.

With this [Episodic] trilogy we're trying to show it as more dangerous than it was before. This thing's sort of falling apart; there are more factions, more forces at work and we're going to get the player out of City 17. That's a great setting for what we're trying to do with Half-Life 2, especially with Episode 2 where we're getting you further and further away from that into more of the possibilities of the future, and away from the Eastern European, City 17 sensibilities.

'Opening the Valve' Screenshot striders

The Striders are back, but in a sort of 'cameo' role, you could say...

Eurogamer: Can you reveal the names of the places you visit in Episode 2?

Gabe Newell: Not yet! You'll see a teaser at the end that gives you a sense of what the environments will be like. Later this summer we'll give more details about Episode 2 - it's out by the end of this year, and three is by next year. Episode Two actually started simultaneously with Episode One. Robin Walker's heading up Episode One development, and David Spiros is heading up another team doing Episode Two.

Eurogamer: Presumably splitting the teams allowed you to get various episodes up and running at the same time?

Gabe Newell: Exactly. The reason to do that, in a sense is all about risk management, so you have these projects where somebody says "ok, we're going to do a $15m PS3 project" and right there you've just set fire to all of the risk you can possibly assume on the project. It's a huge financial risk, you've got a new platform with all sorts of scary architecture changes, so people aren't going to be particularly innovative on new technical purchases. They're not going to be innovative on gameplay, they'll go an license a movie IP, and then they're going to insist to the development team that they remove anything that makes it unlikely that they won't ship day and date with the marketing campaign for the movie, and that seems to be sort of the wrong direction to go in terms of moving games forward.

What we've been trying to do is think about what sort of strategy to follow, so if you look back at Half-Life 1, the things that we thought were important was this notion of immersive world and storytelling in the FPS genre and when you look at the aggressive support for mods and supporting the multiplayer community in Team Fortress and Counter-Strike we thought that there was a lot of value in having a direct relationship with our customer. So we worked on Steam, and that lets us do a lot of things, it lets us sell to our customers, communicate with them. Anytime one of our customers gets a crash anywhere in the world I get a report on my desk. We know exactly what hardware they're using.

So if we look at this risk issue and we say, "ok, if we keep building these bigger and bigger projects, the game designs, the technology, the willingness to explore new properties and so on is going to get more and more scrubbed out of the system. We did Lost Coast, and one of the things we did was say here's a project with a known setting, we can go and work on just getting High Dynamic Range rendering and we can try this commentary system. So if we can get it out there and get it debugged with all the driver issues worked through - and we're not trying to develop 15 things at the same time - we're just focusing on the one thing.

And the commentary system we can get it out to our customers and ask them 'what do you think?' and they tell us 'it's cool, we like it a bunch', so we go from 14 or 15 pieces of commentary to well over 100 in Episode One. It's this approach of trying to come up with a solution to how we can keep moving things forward, and we can incorporate a lot of feedback.

We looked at the technology we're trying to ship. When you're a game developer we think - and I'm sure you've seen this - there's a huge difference between technology which you demo and technology that you ship. If those two things counted we'd all have telepathy and levitation boots nowadays.

Eurogamer: You mean you haven't got those here?!

Doug Lombardi: We've got a demo of it!

Gabe Newell: There's this big difference between a technology you can show in really limited circumstances and say "look how fancy this graphics effect is," or "look how fancy this physics thing is" - and two years later you still haven't shipped it. Thus, coming up with a mechanism to get this stuff all the way through QA, all the way through all the driver problems, you've got some high field representation, but how does that interact with your physics? When you're doing your demoing, you don't have to worry about it, but it turns out that 70 per cent of the work is getting all of these things to work together and not just getting them to work in isolation.

To Page 2 ->

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Comments: 1-50 of 50 in total

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HoriZon
06/06/06 @ 14:51
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Good read!
Nikanoru
06/06/06 @ 14:58
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I bet you haven't actually read it and just wanted to make first post, or you would have made a specific comment about something.

Oh btw, second!
Hicksy
06/06/06 @ 15:01
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Still no news on TF2?? : (
HoriZon
06/06/06 @ 15:02
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I did read it so neer :)

Looking forward to some more lost coast type of demos maps!
Edited 1 times, most recently on 06/06/06 @ 16:04
06/06/06 @ 15:07
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Gah jeez, spoilers. Didn't expect that.
/look forlornely (Spleling!!)at unfinished copy of HL2 for xbox and sighs as he now knows the ending.
Edited 1 times, most recently on 06/06/06 @ 16:08
Freek
06/06/06 @ 15:08
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It's probably a good thing they diden't call this Half Life 3 because it clearly isn't. Gabe Newel might think of that way in his head, but as a gamer I experienced more of Half Life 2. It expanded upon the story and gameplay, wich is what I and allot of people wanted: more Half Life 2. And I'm happy to get it, Episode One is great but it's not a new game.
Hopefully they'll get the next two out sooner becuase you can't have long periods between releases and call it episodic.

And about the Half Life 2 spoilers, this is Titanic sinks, King Kong Dies, Darth Vader is luke's dad type stuff. You're expected to have finished this stuff by now ;)
Edited 1 times, most recently on 06/06/06 @ 16:10
Shrimp
06/06/06 @ 15:12
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"per pixel secularity"

I for one welcome the seperation of church and pixel.
06/06/06 @ 15:20
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As HL2 for xbox came out like a couple of weeks before the 360, I got loured away from it by other things, so didn't finish it, and my PC-gaming mates were kind enough not to spoiler it for me. Serioulsy finding out about the explosion has kinda ruined it for me a bit - I was planning on getting back to it eventually (and it's gonna be a fair while tyill we get HL2 in any form on the 360!)
Needless to say I didn't read on after that. :(
disc
06/06/06 @ 15:24
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So no TF2 and no CS3 ?
Sko
06/06/06 @ 15:25
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"It's probably a good thing they diden't call this Half Life 3 because it clearly isn't."

Yeah, it definitely would have confused the plebs a bit.
pauleyc
06/06/06 @ 15:28
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Good interview, I like their approach to movie licensing (last time I've bothered to look Tarantino was attached to "the H-L movie" - ugh!). Oh, and that German tax loophole was closed end of last year IIRC.

And Valve's facial technology is still very good, easily wins any comparison with Oblivion.
fattakin
06/06/06 @ 15:30
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I havent finished it either but knew the ending left you hanging so am not bothered either way. Must finish it!
Nikanoru
06/06/06 @ 15:35
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Freek, that's nonsense. Not everyone can be expected to have finished each and every single popular game, especially a recent one like this. But people (generally speaking) just love to spoil, they're childish like that.

On the other hand, reading an article about a direct sequel of anything while not having finished the first game is not advisable, and I'm inclined to say any spoilers resulting from this would be one's own fault.

Jamesphillip: well, at least you can take solace in the fact that it wasn't exactly a unique ending you wouldn't have expected. Big explosion that destroys the place? You don't say! Really, all games have endings with explosions, I'm more interested in the events leading up to it (haven't finished it myself, see).
neuroniky
06/06/06 @ 15:36
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"Darth Vader is Luke's dad"

OH MYYYYYY! REALLY!!!! YOU SPOILED ME ALL THE FUN OF SEEING STAR WARS!!!!!!

Emh. Well, not really.

/me goes and polish my Obi Wan Kenobi dress used for every single Star Wars movie premiere...

Jokes aside, very nice interview. Using reports to tweak future games and patches for the correct target audience should be the standard in this industry. Three thumbs up for Valve.

And now... come on, just don't tell me that Palpatine the senator is just the same guy as Palpatine the Emperor...

06/06/06 @ 15:46
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Don't do it Anakin - I have the high ground!

Massive Damage!
marilena
06/06/06 @ 15:46
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"It's not like they've offered us these giant buckets of cash and said "let us go and ruin your game" [laughs]. They offer you little tiny amounts of cash, so it's like they've not even tried to bribe us to go and make a bad movie."

LOL! It says a lot.
neilka
06/06/06 @ 15:50
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Is there some way to turn this "Ultra" mode on manually or does it happen automatically if your hardware is up to it?
SeesThroughAll
06/06/06 @ 15:53
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Is there some way to turn this "Ultra" mode on manually or does it happen automatically if your hardware is up to it?

The game always tries to find the best settings for your hardware automatically, so I don't see how should Ultra mode be an exception.
sickpuppysoftware
06/06/06 @ 15:58
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Nice interview. One interesting point is steam "spying" on your playing. I have no problem with that if it helps them tweak it but I find it hard to believe when the sound still stutters!
Bitkari
06/06/06 @ 16:00
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I've got a brand new Combine harvester.

lol. brill. :]

Aga
06/06/06 @ 16:12
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Thanks for asking at least Eurogamer.
tiddles
06/06/06 @ 16:28
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Really impressed by the visuals of Episode One, actually. Although it's disappointing that the actual assets themselves are almost all recycled from HL2, they've made it look fantastic - I was playing through the first two chapters again to listen to the comments, and some of the areas are really beautiful... generally all done through lighting, as well. And it all runs so smoothly on my (now) mid-range system - apart from the inevitable audio/loading stutters, of course, but I can't be bothered to do anything about them.

They talk about playtesting a lot in the comments, too - they really have gone through to make sure each section is as accessible and enjoyable as possible.
tiddles
06/06/06 @ 16:31
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Nice interview. One interesting point is steam "spying" on your playing. I have no problem with that if it helps them tweak it but I find it hard to believe when the sound still stutters!

That made me feel a bit weird, reading that... it's all in a good cause, but it does feel a bit creepy...
Schiraman
06/06/06 @ 17:01
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Not too convinced about the optimisations made for HL2 Ep.1 - my rig is pretty old but HL2 ran fine on it (apart from a bit of audio stutter from time to time) whereas Ep.1 crashes every other level-load, and quite often besides that. And has stuttering audio.

Shame really, Ep.1 seemed quite good apart from that - though it's not really anything special or new IMO. Personally I reckon MINERVA: Metastasis is a fair bit better (certainly in terms of gameplay, plus no crashes and it's free...) but it's nice to see continuation of HL2's story.

As for 'single-player co-op' I think that would work better if Alyx didn't have infinite health and ammo. Ok, so she's a lot better than Jessica Cannon in SiN, but she's still not very convincing.
Ryuken
06/06/06 @ 17:21
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"Eurogamer: Any news on Team Fortress 2?

Gabe Newell: Not today! [laughs]"

Not ever prolly... :)

Nice read but the Valve-love is getting so over-the-top I almost suspect you guys are doing this for the sick of it. And not even one question about the value-for-money of Episode 1. Reading this it seems Gabe is pretty amused to see that we pay more for less content. The 'this is not an expansion'-comment definitely says enough yes.
el_pollo_diablo
06/06/06 @ 17:31
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Eurogamer: 4 hours for £20? That's a bit shit isn't it?

Gabe Newell: Yes, yes it is. Never mind.

Edit: Only joking. Sort of.
Edited 1 times, most recently on 06/06/06 @ 18:38
disc
06/06/06 @ 17:40
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£20? Where did you buy that? Certainly not from Steam.
yagisencho
06/06/06 @ 17:43
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"One interesting point is steam "spying" on your playing. I have no problem with that if it helps them tweak it but I find it hard to believe when the sound still stutters!"

Ah yes. The stuttering sound. The random game freeze due to sound issues. The game I can't play on my current system because of sound issues.

Gabe, why in the name of all that is holy did you let (or lead?) your team to develop a software sound engine? I mean, every freaking computer built since the year 2000 has sound hardware in it. Every late model computer has bloody surround sound on the motherboard. But no, you had to go and write it in software, placing both an extra strain on the CPU and causing untold damage with IRQ clashes. Stupid, stupid, stupid.

Brilliant game though. Wish I could play it.
Freek
06/06/06 @ 17:58
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Alyx is only invincible in Easy mode, in Normal she'll die if you don't keep the enemies off her.
space ace
06/06/06 @ 17:58
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hdr is nice but how about real shadows? please :)
Kazzahdrane
06/06/06 @ 17:59
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£20 from shops is pretty steep, £12 from Steam was a very nice price for the pure enjoyment that I got from Ep One.

Looking forward to more tech demos from Valve, especially if they include interesting commentary tracks.
GuiltySpark
06/06/06 @ 18:41
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The only way that that was Valves fault is if they didnt have a warning saying you need a internet connection..

I dont have it yet so i wouldnt really know what it says on the box tbh...
insane_cobra
06/06/06 @ 18:50
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I love their attitude towards game movies. Seriously, do we really need those things at all? Even if they were any good? I certainly don't. If a game is great, it's all I'll ever need; if it sucks, I'll want to avoid it in any form.
gazareth
06/06/06 @ 19:46
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So does this mean there won't be a HL3, only incremental additions to HL2?
BurningR
06/06/06 @ 21:36
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"hdr is nice but how about real shadows?"

- totally agree, even though doom 3 was repetetive and uninspired gameplay-wise, the real time shadwos gave it an incredible atmosphere. Imagine HL2 with those, plus HDR, yummy!
projectmayhem
06/06/06 @ 21:39
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best interview i've read on eurogamer.. i'm interested in these tech demo's valve have in store
Khab
06/06/06 @ 22:35
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Just finished Episode 1 - very nice it was, too. Some annoying moments, sure, but overall I had lots of fun. Alyx is a work of art, I must say - you can tell they've put loads of time into making her believable.
Talha
07/06/06 @ 05:34
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Wait a second here.... Episode One is just as stunning as HL2. But that's the point - it IS HL2. As excellent as it is, Valve can't hope to peddle it as HL3 and get away with it. Because guess what, in a SEQUEL, you need a NEW story with NEW settings, connected to the past but not an extension of it. the Episodes are just completing the HL2 story.

Mr Newell, I hope that clears THAT up.
Mashum
07/06/06 @ 08:46
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"Anytime one of our customers gets a crash anywhere in the world I get a report on my desk. We know exactly what hardware they're using."

...as it manages to effectively lock windows up when it crashes I doubt if he is getting reports from my machine..chine..chine..chine..chine..chine..chine..chine..ch
ine..chine..
muck_savage
07/06/06 @ 08:48
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GRRR SPOILERS!
Ryuken
07/06/06 @ 09:39
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"The only way that that was Valves fault is if they didnt have a warning saying you need a internet connection..

I dont have it yet so i wouldnt really know what it says on the box tbh... "

It's a bit of a mess, the system requirements do speak of a required internet connection but the way it is put on the box it seems like you would only need it for HL: DM Source and HL2: DM.

Anyway, Ep 1 is more of the same and that means it's still not on the level of OF/HL1 if you ask me. And I doubt it we'll get a completed story... ever.:)
Edited 1 times, most recently on 07/06/06 @ 10:43
Schiraman
07/06/06 @ 09:45
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@Freek

I completed Ep.1 in normal mode and never once saw Alyx die - and there were several occasions when Zombines set grenades off more or less right next to her - close enough that it would've killed me if I was standing there. So even if her health isn't infinite, it's still stupidly high (and since she never picks up health she clearly regenerates).

If it's supposed to be "single-player co-op" then Alyx needs to have decent AI and work by (more or less) the same rules as the player...
krudster [mod]
07/06/06 @ 11:06
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Alyx died a couple of times for me on normal difficulty, during the dark section when I was clean out of health and ammo and faffing around.
Talha
07/06/06 @ 11:10
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Only a Half Life game can spur such an endearing debate about the invincibility, or otherwise, of a female character that is not even controllable.

Carry on, guys. ;-)
Aga
07/06/06 @ 11:12
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Does Alyx have PMS mode on the hardest setting?
Spanker
07/06/06 @ 15:47
#46
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I don't like steam "spying" on our playing. Did we sign up for this spying with steam? What else in our machines is it checking on I wonder..

Alyx has died quite a few times on hard difficulty.. She is sure looking dandy this episode. I keep pressing the 'use' button on her, but so far she does not seem to respond to my advances..
fawe3
07/06/06 @ 22:07
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Good read, besides Alyx bot im also missing is what will they do to with their technology aging through second and third episode.
spillz
08/06/06 @ 02:25
#48
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am i missing something or isn't the idea that "expansions" are retreading the same turf from a new perspective and "sequels" are new stories a little rigid? and then they give hollywood shit about lack of vision and originality...
Martin
09/06/06 @ 18:44
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Thanks for the spoilers -- I was just about to play Half-Life 2.

Yeah, I'm slow -- so sue me.
ChocNut
11/06/06 @ 12:20
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lol at Aga.

Interesting stuff - I've just completed it (I thought it was fantastic) and looking forward to Ep2

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