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Yet no quality story is complete without the protagonist growing in some way too, becoming a better or different person by the plot's climax. Will we see Gordon take this journey? Gordon must become what a heroic scientist should be. But in order to be heroic, there are certain things that he's going to need to do. So yes, there will be a transformation that he's going to go through.
Will the antagonist be the G-Man? Perhaps someone we haven't even seen yet? As we already know, the female inventor Alyx is another major player in Half-Life 2, so I ask Gabe to elaborate on her background a little more.
Her father is one of the few people who's survived from Black Mesa, and Alyx represents the hybrid between the old and the new. She helps you understand about the changes in the world, which have also affected her and what it means to live in this world. She's got lots of connections to the past, but she's much more aggressive and revolutionary than her parents were.
She's going to help you go from being a loner to a champion. She'll also help you understand who all the new characters are. Time to experience more of the game.
This time, it's a night-time level, a mad dash through an alien-infested graveyard with a gung-ho orthodox monk called Father Grigory. It's a somewhat simplistic level to say the least, and feels more like a training mission than one of the stunning set pieces we've witnessed in previous demonstrations. Wave after wave of zombies shamble towards us, as the mad monk and I hurtle through the level.
Conveniently placed saw blades allow me to make full use of the all-new Manipulator weapon - with which you can pick up and propel almost any object in the game.
The blades fly through the air and scythe off the zombies' hideous noggins, as we stumble across some even more conveniently placed exploding barrels. I fire at them and a bone-bending shockwave rocks me back as I watch dismembered enemies fly across the cemetery like rag dolls in a hurricane, their still twitching bodies engulfed in flames.
Other zombies walk over their fallen comrades and ignite as they pass, flailing wildly from pain and kindling more of their companions. I wheel around suddenly and come face to Head Crab with four zombies.
Instinctively I reel back, pumping the shotgun trigger but firing ineffectually over their heads. Seeing my predicament, Grigory dives in front of me and dishes out some punishment, saving me from almost certain death. In some levels, we've put obvious things like those saw blades in on purpose, so that people can easily work out and learn what they can do with the Manipulator, reassures Doug.
Which leads us nicely onto the game's physics system, which is promising to furbish you with a wealth of new gameplay possibilities never before seen in a shooter, and ensure that Half-Life 2 will be anything but short-lived.
In fact, Gabe and Doug believe that HL2 could well prove to be twice the length of its predecessor thanks to the depth offered by the Source engine's revolutionary new abilities. We've seen so many different types of playing styles.
Some people want to explore and try everything, especially with the new physics system, while others just want to charge through the game as fast as possible. We've actually found that. Gabe picks up the thread. You can learn from the Al though, so you may see them doing something you didn't know you could do and then use that later on to your advantage.
Now if you see a dumpster, you can pick it up and throw it at the enemy if you want to. But will we see the same kind of individuality and autonomy as we did from the bots in Valve's other recent project, Condition Zero, who, depending on their psychological makeup, would follow your orders to varying degrees?
Sure, chimes Gabe. They'll argue with you too. So if you tell someone to go and defend a certain area, they can turn around to you and say that they don't want to, as there could be a lot of risk associated with that action. They'll wait till you're not looking and then go off and do their own thing.
And so we move on to the final level of the day, one that may have a ring of familiarity if you've seen all of the Half-Life 2 movies we've run on our discs over the past year. In this third level, we're actually using the new technology to drive new types of gameplay," explains Doug as I dive in. There's a buggy right next to me with a mounted machine gun, and the nearest thing of interest - a dry dock - is a long way off.
Smoothly, I slide into the vehicle and accelerate across the bumpy terrain, the frail car bucking like a wild bull beneath me. I fight for control, barely avoiding a spin as I round a corner only to embarrassingly wade straight into a lake. The engine cuts out. I've lost the buggy for sure and a long trek lies ahead of me. Why don't you try getting out and giving it a little push with your Manipulator? He's not wrong. Using the Manipulator's alternate fire button, I start shunting the car out of the water, get back on board and resume my uncomfortable journey.
At the dock, I use a crane with an enormous magnet attached to suck up the increasingly abused vehicle and plop it onto the pier, only to alert several very pissed off guards with the commotion. They waste no time trying to mince me with their machine guns. I return the compliment, ducking behind crates as they pin me down with a hail of lead. Diving out, I bear down on two of them. They disperse and flock for shelter with startling realism, firing wildly as they run, but one falls as a volley from my MP5 connects with his back and bows his spine.
The other one soon follows suit, crumpling to the floor with a thud. Jumping back into the car, I accelerate through a storage shelter towards a ramp leading to a huge window. Images of a heroic escape fill my mind, a majestic exit of splintered glass and a flight through the air to safety.
Instead, I lose control again, decelerating pathetically and coming to a halt with half of the car teetering on the outside of the building, while the back wobbles awkwardly within. Back and forth it goes, each dip forward more precarious than the next, until at last the nose begins its slow motion-like plummet to the earth.
I'm upside down. Now where did I put that Manipulator? I get going again. In the foreground, circular metallic objects begin rolling towards me. Roller bowling ball and Mines," exclaims Doug gleefully. A burst of machine-gun fire sends one pinging backwards like a V bowling ball and bouncing against A the road barrier; the others I seem to avoid.
However, one's attached itself to the car and is now draining it of energy. Again, I come to a halt and shoot the mine off, only for it to resume its incessant charge over and over again.
Then, an idea. Switching to the Manipulator, I suck the mine up and cast it over the ravine at the edge of the road, watching as it drops into the sea below. I race over hills and obstacles, slowly mastering the amazingly lifelike vehicle physics which prove even more authentic than those featured in Far Cry. Just as I think I'm safe, a storm of bullets kicks up a maelstrom of dust and a hovercraft fills my view.
I stamp on the turbo and accelerate off. With that, the level ends, an exhilarating ride -although I'm left somewhat disappointed that only two of the weapons available to me, the Manipulator and a hugely powerful alien machine gun, seem to have been added to the Half-Life arsenal.
Apart from these, the hardware at your disposal seems much the same as before. So what's the deal with the machine specs I ask, now the gaming fun has finished?
Is the minimum spec still going to be a Pill as promised 12 months ago? Once you get over a 1. It's been almost seven months since we were assured Half-Life 2 would hit the shelves, a date which was compromised not only by the theft of an early version of the game, but also unforeseen programming complications.
So when can we finally expect to get our anxious, clammy mitts on a finished copy? We're targeting this summer for completion. We're hopeful we'll be able to declare a date at E3 in May," says Doug. With Half-Life 2 so close to completion, and with the likes of Team Fortress 2 and Half-Life 3 to look forward to see Looking Forward', above , the future is surely bright for a company that's constantly striving to roll back the barriers in an attempt to take the FPS genre to all-new heights.
On the evidence we've experienced first hand, Valve seems well on course to achieving its goals of providing an unparalleled cinematic shooting experience, one that's threatening to not only knock A-List top dog shooter Far Cry off its perch, but potentially blow it away. And in just a few short months time, you'll be able to find out for yourself if Valve has pulled it off. Valve is working furiously to meet its deadlines, but Gabe is already planning ahead. We're still working on Team Fortress 2" he reveals, talking about the sequel to the much-loved class-based online shooter.
When we first showed it, it was on the Half-Life tech, and the Half-Life team was already halfway down the road to building the HL2 technology. So when the TF team saw what the new engine was capable of, they decided they wanted to use it too. The problem then was, how do we talk about TF2 without talking about HL2?
We kind of screwed ourselves there, so we decided to say nothing more on it till we announced HL2. And what are the chances of us seeing a Half-Life 3? We've got a lot of thoughts about the universe and things that we can do. We love the design challenges too. We'd like to do other stuff as well, but we'll definitely be doing a third Half-Life game. There are a lot of cool things left to do in this style of game and this universe.
What's more, from the sound of things we won't have to wait another five or six years for it either. Part of what we're doing is trying to build things which haven't existed before. But now that they're there, we can continue the process with smaller steps.
We've got a lot of things that we can do with the new technology that we haven't done yet, as opposed to the technology for HL.
When that game shipped, we decided that there were all of these new things that needed to be built. Now all of these things have been built, we really need to use them. I think what we'll do next is go off with these new tools and try to set ourselves a whole lot of new challenges. It was a little bit hard to know how to react," begins Gabe melancholically. The idea of having something that you're not entirely done with thrown out to the world is pretty traumatic and the morale of the team was terrible after it happened.
We'd invested so much time and ten times the budget of Half-Life to build this game, only to have a load of people have their first experience of it through this unfinished random release. Some parts of the game had to be re-written as a result. We had to go back and look at our network protocols for multiplayer games and mods, and make sure we didn't leave any holes that people could exploit. But was the leak the main reason behind the game's delay?
No, the fundamental reason was because we underestimated the amount of work left to do and how long it was going to take, especially when the team were so demoralised after the leak. Tuning, tuning and more tuning," comes Gabe's reply. If that's truly the case, then summer's looking like a fairly realistic target. During our visit, I got to spend some time with HL2's facial animator Bill Van Buren, who explained how Valve is tackling the problem of making its game as cinematic as a film.
It's really easy when you do a predefined cinematic to have very high production values, because you know where the camera and characters are going to be. In HL2 though, because you can roam around each room and the Al is designed to react dynamically to your actions, you never know where the player is going to be during a key scene.
So we have to have something good ready, no matter what the player does. We've managed to find a balance between something that's really intentional from the level designers and the animators - such as a line of dialogue from a key character - but which continues to look good," says Bill.
Aptly demonstrating this was a scene where Alyx, Dr Kleiner and an unnamed character in full body armour discuss the dangers of having Gordon in their lab. Bill moved Gordon around the room, and all three of the supporting characters adapt perfectly, turning to Gordon at the right times and making the scene look as convincing as any pre-defined cinematic could. Each character's animations are blended into their postures so they can deliver lines and actions convincingly and logically wherever the player is, continues Bill.
You could be about to see a shooter that genuinely feels like a movie. September I'm sure, like me, you've cleared your diaries, booked time off work, arranged to pack your partner off to a downmarket hotel and are looking forward to spending the entire week playing the most-anticipated game in the world.
Because the game is going to come out on September 30, right? And, although I'd been specifically warned off the subject by a friendly PR person "Mention anything about the release date and your interview will be terminated immediately. Damn, this man's good. And in fear of getting the bum's rush I decided to believe that, despite all evidence to the contrary, the game will indeed be on the shelves on the specified date.
And move on. So, if the game's going to be on the shelves in a couple of weeks, I presume that it's finished, that you're just tweaking and balancing? Once we've got it to a point that we think is pretty good we'll find out what other people think about it. We did the same with Half-Life 1 as well. We try to get as wide a range of opinions as possible - for the original Half-Life we brought Valve founder Gabe Newell's dad in to play the game, a retired air force guy who was in his fifties, early sixties, and had never even looked at a PC, let alone a PC game.
Gabe said, 'If my dad can't pick it up and run with it then we're not done. And women? One of the things with this game and the new characters was to widen it up to more than just white males aged We really wanted to see if they could help us get into a female audience. And if they've got any sense, they will.
Half-Life 2 is still on course to be the game that moves the goalposts. You've probably seen the game running by now - if not check out the footage on this month's DVD - and the brief stint I enjoyed at ECTS, albeit with the same code that we looked at last time, has done nothing to shake my faith.
But what about Valve? The game's been in development since work on the original Half-Life ended and five years is a long time to keep a project to yourself without any feedback from outside. So we could pick up bottles and chuck them around - stuff like that gives you a shot in the arm. The same happened when Ken Birdwell another senior software development engineer at Valve started chucking the facial animations in and it was like, 'Hey these characters are cool, they can smile and stuff.
And for me, it's these two aspects of the game that threaten to lift Half-Life 2 so far away from the chasing pack that it's unlikely anything will topple it until Half-Life 3, of course. Because, while you've seen the movies, what you might not realise is that none of the cinematic events that you're watching are scripted.
Doug talks instead about contextual Al, where the non-playing characters are given basic knowledge about the environments they're in and a set of choices based on this. And the player decided to duck into this room and slam the door. Now, that wasn't a critical path for the player. There were multiple ways for you, as the player, to get out of that scene. And if you made that choice, then the Meeh decided to put the camera in, trap you and bang the door down.
In the old way we would have forced you to go into that room, and the Meeh would have knocked the door down every single time. So we're now able to open things up a bit and say, 'If the player does this, then you can do that,' and it becomes more Al than just a canned scripted sequence.
Think of it as exactly how you'll play through the game. With the advanced ptysics model you'll be able to get through the game by shooting or by using the environment. Doug starts talking about the choices you'll have in Half-Life 2, making reference to the Traptown demo which you can find on this month's DVD. You know, you could sit on the ledge with your shotgun and take them out one by one, or you could do it the way we intentionally did in the demo to prove you can get through just using physics.
What we're hoping is that you play it one way, someone else does it differently. We're hoping to create more discovery and freedom. We're not trying to say to people, 'You're going to play this game three times.
Actual specifics about the game - in terms of weapons, story and even characters -are still being held completely under wraps - a deliberate policy on Valve's part in order to retain the mystery and ensure the game has maximum impact when it's released. Doug did divulge a little about vehicles, confirming that they would all be land-based and would include jeeps and APCs, but he was quick to check himself, reminding us that Valve doesn't want to ruin the game by giving too much away see Saturation Point boxout.
Even so. I did get him to reveal a little more about the places you're likely to see as you're playing the game, as well as the ones you won't. So we knew where not to go, and that helps you define where you should go. When you play the game, I think you'll understand more about how you moved from New Mexico to Eastern Europe, and you'll be able to put those pieces together as you play and as Gordon finds out what's been happening between that.
And with that I was yanked away from the screen and dumped outside the hotel, where a large group of teenage girls was loitering expectantly.
It was immediately obvious that they weren't there for me one of the mums threatened to call the police when I started waving and smiling , but the real tragedy is that they weren't there for Half-Life 2 either - apparently Westlife were staying in the same hotel.
If only they knew. We gamers have become steeped in Half-Life - its engine, its Counter-Strike bedfellow, its sci-fi lore, its physics, its characters spreadeagled in humorous Carry's Mod poses, and the unexpected desktop disturbance that was Steam. Because of all this white noise, the fuzzy appendages of a game installed on countless hard drives worldwide, it's easy to forget just what made Half-Life 2 and its offspring Episode One so damn special.
For a start, it was one of very few games that developed true emotional attachment to its characters, through dialogue, remarkable facial animation and even the odd hug and kiss. Better yet, it allowed you to play a role in some 3D action set-pieces that wouldn't be out of place in the very best of Spielberg or Cameron; to be a part of a stunningly realised future-scape not a million miles away from the mind of George Orwell.
It's fair to say that elements of HL2 were slightly too in love with its own physics system; it's also fair to sayithe squad bits at the end were clunky - but these are flies in a jar of ointment the length and breadth of the North Sea. Valve's creation is, was and remains a vital stepping stone between the games we all love and the games our children will be playing in years to come Watch it: Tall walking striders skewer insurgents with telephone-pole legs, camera-eyed bots follow your every footstep, and turncoat collaborators shepherd you through turnstiles like human livestock.
The alien visitors in visionary single-player PC shooter Half-Life 2 are not our friends. In his efforts to send earth's off-world oppressors packing, geeky hero Gordon Freeman loses the lab coat for a crowbar, and later, a gravity-manipulating gun that can suck in and shoot out grenades, saw blades, garbage, you name it. Why the fuss over one weapon? It's as much a sidekick as it is a sidearm--use it to shield yourself from bullets, flip alien bugs onto their backs, and right your ride an open-topped, turbo-boosting buggy when bad driving overturns it.
A bit of bad news first: The PC powerhouse pushes the Xbox's limits even on its least processing-intensive levels the part I played suffered screenfreezing fits and starts when an army of flesheaters attacked, and again when barrels blew up.
On top of that, strafing control still seems sort of slippery and could spell trouble where precise jumping puzzles are concerned. Now for the impressive part: If developer Valve polishes its port up, Xbox owners can look forward to one sizzling late summer with an ambient adventure as good as it gets--a game where power lines shudder and sway under the downwash of passing dropships; where critters tunnel through soil, tracking the telltale fall of footsteps later, you'll learn to control them with pheromone pods harvested from the corpses of their queens ; where uncannily clever shocktroops coordinate search patterns, pin you with fire, then put pressure on your flank; and where each lifelike level has a feel all its own.
Plus, what else are you going to buy for your Xbox this year? I mean, what else can I say? This game ranks equal to Halo 2 , perhaps better in marks for anticipation. They created and published this installment in 16th November, This installment did much business because on 3rd December, more than 6. So in this installment our player can also use bike to go to a distant location and do missions, while holding gun in his hand he goes to a location and do missions.
So, you can see in this screenshot, a girl is standing in front of our player. Basically this girl is not an enemy or ghost, this is our second character in this journey.
This girl helps our player from getting killed when he is passing from some difficult stages. I will show you another screenshot with example. You can see this girl firing her pistol on ghosts who are standing in front of her way.
So now you can imagine how she helps when we are in some difficulty, she also helps us when we are stuck at some difficult locations, where we can find no way to enter the buildings, in that cases she helps us. This is another advance features that I like very much. You can see our player is holding a sniper rifle in his hand. When there are a lot of enemies in the field, our player uses a Sniper Rifle to beat them easily.
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