Half-Life 2

Image credit: Getty Images

Robert Guillaume, the American actor who voiced Half-Life 2's Eli Vance, has died of cancer, aged 89-years-old.  

Guillaume was known outside of videogames for voicing Rafiki in Disney's The Lion King, playing Dr Bennet in 2003's Ewan McGregor-starring Big Fish, and as Benson DuBois in the popular sitcom Soap. 

The latter performance netted him an Emmy for outstanding supporting actor in a comedy series in 1979. In 1985, the same role saw him become the first black actor to win an outstanding lead actor award. 

Actors, celebrities and personalities have taken to social media to pay tribute to the esteemed actor, such as this from Soap co-star Billy Crystal:

And this from Valve writer Marc Laidlaw:

According to the BBC, Guillaume is survived by his second wife, a son and three daughters.

Half-Life 2

A Half-Life 2 mod released this week adds locations, characters and story beats that Valve cut from the original game. Dark Interval takes all the tidbits of information we know about drafts of the genre-defining FPS and stitches them together into a standalone game. 

This week's release is just part one of the overall project, containing 11 levels in total including a revamped prologue, a reworked Kleiner's Lab section and a new locale called Manhack Arcade, where the player sees citizens of City 17 remotely piloting Manhacks (those annoying flying robots with twirling blades) to kill fugitives in the city.

The development team have filled in some of the gaps too, adding their own original work. "Dark Interval doesn't include original levels found in the 'leaked' version of Half-Life 2, and instead features brand new maps which were built from the ground up. It was decided that this was the only way to make them both stand out and be actually modern and not just modernised fix-ups," the creators said.

You don't need a copy of Half-Life 2 or any of its episodes to play Dark Interval, but you will need to download Source SDK Base 2013 Singleplayer, which is readily available in the 'Tools' section of Steam. Dark Interval can be downloaded here—that page has all the instructions you'll need to get it running. 

Here's some more screenshots from the mod:

Cheers, DSO Gaming.

Portal

Every week, we ask our panel of PC Gamer writers a question about PC gaming. This week: which old PC game do you revisit regularly? We also welcome your answers in the comments. 

James Davenport: Portal/Portal 2

I can't count the times I've played through Portal and Portal 2. With over 100 hours clocked in each, I'm an amateur speedrunner at this point. I treat every puzzle like a choreographed dance, a nearly unconscious performance that to any observer unfamiliar with the series makes me look like the master of all time and space. Because the Portal series is a game about momentum—you're always anticipating the resulting arc of a 'toss' of your body after leaping from a given height far above one portal—it's become my new way to skip rocks without a pond. Except these rocks tell jokes. And the rocks are always funny. 

Andy Kelly: Broken Sword

I've replayed the first Broken Sword more than any other game. There's an element of nostalgia to it, as it was one of the first games I really loved. But it's also a great adventure game in its own right, with an atmosphere you can get lost in and a genuinely funny script. There are TV shows and films I watch repeatedly because there's something comforting about the familiarity, and Broken Sword is the videogame equivalent of that for me. I know all the puzzle solutions, but I still enjoy reliving that mystery and travelling the world as amateur detective George Stobbart.

Chris Livingston: The Elder Scrolls IV: Oblivion

I still jump into Oblivion a few times a year. When I do it's often for a specific reason, like to test a mod or write a quick diary for the site (like finding the ugliest NPC or trying to poison everyone with apples) but I always stay a while longer since I still enjoy the game and the world. It's the first Bethesda RPG I ever played, and while it's not much in the looks department (and never really was) it's still one of the best examples of a free and open world where you can do whatever you like, be whoever you want, and tell your own stories.

Tyler Wilde: Quake II

I've played hundreds of hours of Quake 2 multiplayer—CTF, Action Quake 2, Rocket Arena—but I don't think I've ever finished the campaign. Even so, at least once a year I spend an hour getting Quake 2 to launch without crashing to play through the first level. I think I just like hearing the sound effects, which deserve credit for how weird they are. They Quake 2 blaster doesn't sound like any other game's energy pistol, picking up armor sounds like someone chomping down on a bunch of screws, and the Strogg are just bizarre—clipped, blown out, grossly-distorted. The way unique scents can bring back memories, these sound effects do it for me. Now please enjoy a song someone tried to make using the echoey menu sound effects.

Wes Fenlon: NetHack

On-and-off for the past year I've been playing NetHack, which was first released in 1987. NetHack is actually older than me, although it's been updated as recently as 2015. I can't claim nostalgia, here, or some deep childhood bond with roguelikes. I never played Rogue and only played NetHack for the first time a couple years ago. But it's now a regular part of my gaming life, and even when I take breaks from it I'm thinking about my last run. What kind of scrolls I could've written if my blessed magic marker hadn't run out of juice; how unlucky I got rubbing a lamp and spawning a genie who didn't give me a wish; how lucky I was to find an adventurer's corpse wearing dragon scale mail, a key piece of armor that can reflect instakill magic attacks. I've never beaten NetHack, and I don't know if I ever will, but when I play I'm constantly in awe of how broad and deep it is. Last time my pet cat got turned into a magic brain-sucking floating jellyfish, and then turned into a chameleon. NetHack is weird.

Tim Clark: Hearthstone (obviously)

To the surprise of nobody, I play varying amounts of Hearthstone every single day, and have done for three years. During the doldrums between expansions, I just log in and crank out the daily quest to keep my in-game Gold top. But when a new set launches, and I've got a deck I'm really feeling on the go, I might play for as much as a couple of hours a day. The thing with any mulitplayer game, though, is that I feel the serotonin rush of winning acutely, so I find myself Jonesing for that buzz if I stop playing. Equally, the tilt from losing what can feel like unfairly can really sour my mood. So for both reasons I end up rationing my play in a way that I wouldn't with a big single-player game like The Witcher III. Right now I can't envisage a time when I ever stop playing it completely though. Which is both comforting and kinda scary.

Samuel Roberts: Shadows of the Empire

I put Shadows of the Empire in my list of the worst Star Wars games a few months ago, and I'm still sure that was the right call. You sometimes have this weird thing as a critic where something you like is clearly not very good, and you have to call it as such, even if you've got a real soft spot for it personally. This is one of those games. Shadows of the Empire is obviously a pretty bad third-person shooter that made slightly more sense on the N64, and yet I've played the PC version so many times. I'm not sure I could recommend it to anyone but those who played it at the time, though.

I still love it. I played it yesterday, and the opening Battle of Hoth level is still one of the best ever put in a game—and there have been a whole bunch of them now across consoles and PC, almost all of which look better than this. The sound and feel of everything, from the scale of the walkers to the way snowspeeders handle, just feels spot on. On foot, Shadows of the Empire is never as good, but for a Star Wars-starved '90s, playing an original story set between Episodes V and VI was a treat, even if Dash Rendar is a mildly ludicrous figure. I even had the Micro Machines set. 

Team Fortress 2

Normally it’s pretty hard to halt an inferno, but Team Fortress 2’s Jungle Inferno update, which was meant to launch yesterday, seems to have been more of a small blaze. Valve is rectifying this, fanning the flames and adding some finishing touches, and it should be out today.

“Typically we ship updates on a Thursday, so those of you expecting the Jungle Inferno Update to flip live today, you might want to sit down for this next part,” a post made yesterday reads. “If you're already in a comfortable sitting position, you might want to sit up straighter, because we're about to tell you we're delaying a day and we don't want you to twist your lumbar.”

It’s almost finished, but Valve’s doing some stress testing right now. It will launch early today, says the developer. 

When it does arrive, you’ll be able to check out the new map, Mercenary Park, along with a bunch of community maps, taunts, war paint and Pyro items. Check out the full list of additions here

Team Fortress 2

Valve has just announced a new 'Jungle Inferno' update for Team Fortress 2, with the highlight being a brand new map. Dubbed 'Mercenary Park', it's a "new jungle-themed disease-ridden three-control point map" created by Valve. 

The video below doesn't really show much of the map, it being a new animated short providing some narrative colour to the proceedings. But the map isn't all there is: there are a handful of community-created maps as well, all jungle-themed, and for modes including Attack / Defend and King of the Hill.

There's a bunch of new taunts as well: the Yeti punch is what the name implies, and there are a tonne others too, all listed neatly over on this update page

This is all just the "Day 1" content – expect more stuff to roll out or be announced over the coming days.

Team Fortress 2

Valve's next TF2 update is going to be a biggie, overhauling some of the multiplayer shooter's most iconic weapons and fixing items that have been unbalanced for years. When Valve announced the changes in June it didn't say when the update was due. After a blog post from the developer yesterday we still don't have a precise date, but we do have a much better idea.

"We're putting the finishing touches on a mammoth new update, and it'll be shipping in the very near future, we promise. How near? Well, very. Imminent. Not this week imminent, but you know. Really soon."

Hmm. The language suggests that it could arrive later this month. I really hope so, because it's the first TF2 update for a while that I'm actually excited about. There's tweaks across the board but some classes, such as the Scout or Spy, are getting a lot of attention (the Scout's triple jump-enabling Atomizer bat is now much less viable, for example), while others like the Demoman are being left mostly alone. 

You can read more about the changes in Valve's "sneak peak".

Every player will have a different view of the planned changes, but personally I'm looking forward to a nerf to the Spy's Dead Ringer, a cloaking device that players use to feign death that is really frustrating to play against. Ammo kits and dispensers will no longer fill the device's meter, so Spies won't be able to use it as often.

How do you think the changes will impact the game?

Half-Life 2

The Orange Box unlocked on Steam at 00.01 Pacific time, 10 October 2007. Ten years later, we've put together a series of articles celebrating this unforgettable bundle of Valve's games, with new features on Half-Life 2: Episode Two, Portal and Team Fortress 2, as well as an interview with Valve on what this release represented back then.

We've also published Tom Francis's original reviews of the games from the UK magazine, for some context on what it meant to PC Gamer for all of that to launch at once. 

Here's what you can read today:

Valve reflects on The Orange Box, ten years laterOur original review of The Orange Box from 2007Remembering HL2: Episode Two, and the conundrum Valve faced afterwardsHow Team Fortress 2 changed FPSesThe cake is a lie: the life and death of Portal's best baked cake meme

Half-Life 2

The Orange Box launched ten years ago. It was undoubtedly the greatest bundle of games ever, with the simultaneous launch of Portal, Team Fortress 2 and Half-Life 2: Episode Two, alongside the existing Half-Life 2 and Half-Life 2: Episode One. The former three were instantly significant in the landscape of PC gaming: Portal was an influential puzzle game that many cited as the surprise highlight of the set, while Team Fortress 2 arrived as a fully-formed multiplayer phenomenon that would constantly evolve across the next decade. Episode Two, of course, was the last time we experienced a new chapter of arguably the greatest singleplayer FPS series of all time. 

It was a massive moment: imagine that many amazing games dropping at once now, from the same developer. It just wouldn't happen. Here, Valve's Robin Walker reflects on the factors that led to The Orange Box's release, and offers some behind-the-scenes insights on both Portal and Team Fortress 2.

PC Gamer: What did the release of The Orange Box mean for Valve at that time, and what does it represent as part of Steam's history?

Robin Walker: The Orange Box was a huge step for us internally because it was the first time we’d ever managed to complete more than a single product at a time. In some ways, the Orange Box was a company level 'hack' where we made three separate products that all consider themselves the same product for shipping purposes, which meant that people could rationally prioritize their work across all three of them. If you were on Portal, and everything was going well, but TF2 was struggling, it made sense for you to jump over and help TF2 out because all three games needed to ship together.

The Orange Box was also a great product to really highlight why the retail channel was reducing game developer’s options. We found with Episode One that retail really didn’t understand or like a premium quality $20 title—they stood to make less money per box, and they had a limited amount of shelf space in their stores. The Orange Box avoided this by combining multiple quality products into a single box that was worth that full amount, but in doing so it created other problems. Retail had never seen a new, high quality box containing more than one title. Historically, a box that contained multiple titles was a bundle of old or low quality titles.

So in terms of Steam’s history, to us the Orange Box represents the era in which distribution channels placed a huge amount of friction on what kinds of games were made, how big they should be, and how much they were sold for. These weren’t things that retailers should be blamed for, they were simply the side effects of operating in physical space. It’s great to be able to look around and see such an enormously wide spectrum of games being made today, many of which wouldn’t have had much of a chance to find their audience in that physical distribution world. 

Were you surprised by the response to Portal, in that a lot of people considered it to be the highlight of The Orange Box at the time?

We didn’t really know what to hope for with Portal. We’d put it in front of enough play testers to be confident that players would have fun with it, but Portal didn’t fit any existing model of a successful game for us to know how it was going to really turn out. There wasn’t much of a history of first person puzzle games, let alone ones that combined a new gameplay mechanic with comedy. The Orange Box really solved Portal’s biggest challenge, which was to explain itself to players. By putting it in the Orange Box, we didn’t have to do the heavy lifting of explaining to people why they should buy this thing that was unlike anything they’d played before—instead, we could lure them in with Episode Two & TF2, and surprise them with the game they had the least expectations for.

Portal became incredibly influential to the indie games scene—its length, storytelling and environmental design are felt in a lot of today's games. Can you recall that process of the Narbacular Drop team joining Valve, and the key decisions that eventually made that game what it is?

By the time we saw Narbacular Drop at the Digipen student day, we’d already hired multiple groups of inexperienced developers who had built interesting things. When we hire those kinds of teams, we’re fundamentally more interested in the people than the thing they’ve built, and in our discussions with them, the Portal team seemed like a group of people with a huge amount of potential. We paired them up with some experienced developers at Valve, and let the team loose.

In any game's development, there are too many decisions to count, and many of them will ruin the game if made incorrectly. One decision that ended up being very important was the one behind GladOS. We had been working on Portal for about a year, and at that point we had 14 levels of the game in a state where they were being regularly playtested. There was no GladOS, the player just moved from puzzle to puzzle without any sense of progression or reward beyond the increasing complexity of the puzzles. The playtest response we kept seeing could be summed up as "This is really fun! When does the game start?". This was both great and terrifying. Players were having fun, but they seemed to consider everything they played as just training leading up to something else. Considering the entire game was really just a process of learning about the core gameplay mechanic, this scared us a lot, making us worry that we’d have to create a whole other section of the game afterwards.

But first, we asked ourselves what it was that was causing players to consider everything as training. After much discussion, we settled on the idea that it was the lack of threat or pressure. Nothing in the game pushed back on the player. There was no real failure, no cost to mistakes, nothing overall to fear, no larger goal to strive for, and hence no real reason to advance. We talked about various solutions, and in the end decided that introducing an antagonist made the most sense. The antagonist could start as a narrative tool for introduction & reward, and over time become the thing that pushed back on the player, eventually giving them the core goal of the game—"I want to learn all this because I need to be able to defeat X". We had little in the way of art production on the team, so it being a character that largely spoke to you via voice over was a straightforward production solution.

In the end, there are many important decisions after this that were critical to GladOS working as well as she did, such as her entire personality. But her genesis begins with a straightforward process of us trying to solve the core gameplay problem in Portal. Even today, it’s always fascinating to us that players seem to start Portal talking about the gameplay, but after they’re done, all they talk about is GladOS.

You've kept updating and transforming Team Fortress 2 over the years, and few competitive games have that kind of lifespan. What's been the philosophy behind that? How have you kept reinventing the game while still making it recognisably TF2?

The philosophy is pretty simple—listen to your players, pay attention to what they're doing, ship your work, and iterate as much as possible. But TF2's a strange thing. In some ways, it seems so different to how it launched in 2007, but at the same time, it still feels utterly familiar. There are still Snipers on the battlements in 2Fort having a fine old time paying no attention to what's going on with their flag in the basement. There's a much wider set of potential threats to deal with than they faced back in 2007, but they now have many more choices in exactly how they want to face them. And no matter what they decide, they can ensure they look different to all the other Snipers in the game.

So TF2's core gameplay seems to be fairly resilient in the face of all the horrible things we've done to it, and I think that's largely due to how we've approached our role in the process. We've always felt that our job was to support players in whatever they're trying to do. As a result, it's the players who've decided how TF2 should be played throughout the last decade. We've added all kinds of elements to the game, from both our and the community's minds, and the players have been the ones to digest and choose the way those elements ended up incorporated into the whole, even if it meant outright rejection in some cases.

You provided audio commentary for The Orange Box at the time, which was a really nice opportunity to let players get granular with the various games' creative processes, having previously tested it in Lost Coast. Can you recall the process of doing that? What was it like to examine your work through that lens as a developer?

We approached commentary as a tool to explain our craft. In our experiences listening to commentaries of other creative works, it was the nuts & bolts of how they actually did the work that interested us the most. Throughout our years of developing games, we constantly found that problems we thought were going to be straightforward to solve turned out to be nasty, thorny issues involving complex tradeoffs between design and technology. Often, that complexity was hidden entirely by the solution. So we thought it might be interesting to players if we could lift the rock and show them everything that’s going on underneath all that apparent simplicity. We’re game developers, so hopefully players will forgive us for thinking that game development is a fun thing to talk about.

Also, that commentary and accompanying analysis was all written before the product launched, which means we didn’t have the chance to examine our work through the context of how it was received, let alone how it would fit into the gaming landscape 10 years later. Would Portal be something people would like? Or would it be some weird puzzle game Valve made that no-one wanted any more of? Without that perspective, we found it hard to talk about anything other than what we were confident in—what we did, and why we did it.

Portal

Seeing "the cake is a lie" memes in 2017 hurts me about as much as slipping on a linoleum floor and bashing my head on a marble counter top. If I had to choose between reviving the meme for another complete circuit or never playing Portal again, I'd eradicate the game from my Steam account.

I don't hate Portal or anything—it's my favorite game of all time. I even have a bad Aperture tattoo on my back. I've just heard that fucking catchphrase belted out with such frequency since Portal's release in 2007 that it's forcefully supplanted treasured memories and worldly knowledge, like my the sound of grandfather's voice or the equation for calculating the volume of a cylinder. "The cake is a lie" is good fun, but Portal is so much more than a cute combination of words.

It's a catchphrase that has since fallen into whatever meme obscurity is called. So, already bearing the scars, I set out to wrap myself in its cold, disemboweled corpse to examine its lifespan and determine what kind of irreversible changes a viral sentence about cake could inflict on videogames, for better or worse.

Hoop dreams

Portal writers Erik Wolpaw and Chet Faliszek didn't set out to make Portal's cake catchphrase a meme—they were born before the '80s so they still don't know what memes are. They just wanted to write a funny game. For them "the cake is a lie" is just part of a clever plot device, a thematic anchor that offers a chuckle or two in its setup, reveal, and post-credits wink. Its viral potential was never even a consideration.

"We thought we should have a warehouse full of Hoopy t-shirts and mugs and posters…we would watch that hoop roll by over and over again," Wolpaw told Game Informer. "That was the part of the game we were most proud of, and nobody cared.” 

Don't worry if the name doesn't ring a bell. As the innocuous hoop that falls from the sky after defeating GLaDOS and escaping an exploding Aperture, Hoopy isn't the most iconic character from the Portal universe. Chances are Valve didn't actually expect a chunk of industrial metal to become Portal's unofficial mascot; Hoopy is a classic Wolpaw-ism, a roundabout point made to illustrate how distant a creator is from how the public will perceive their work. 

Between writers, animators, programmers, and everyone else juggling ideas and managing strict development pipelines, it's easy to imagine why they couldn't try for or predict the popularity of "the cake is a lie"—or any meme-able phrase. A forced effort to 'make a meme' would come off as crass and awkward. Hoopy with googly eyes and a shrill voice would be a grave mistake. Valve ended up demonstrating that the best way to make a meme was to not make one at all.

The recipe for success 

A deciding factor in Cake Meme's success can be credited to the year it blew up, a year in which some of the most legendary memes gained notoriety and cemented themselves near the head of the wacky, inexplicable semiotics parade. 2007 gifted us a kid in corpse paint that really likes turtles, a biting infant named Charlie, a prairie dog dramatically turning its head towards the camera because that's good fun, the hit single Chocolate Rain, and the practical joke that never gets old except it did in 2007: Rickrolling. 

Catchphrase memes like these are easily spread across the entire web and have a very low barrier to entry for participating in their proliferation.

Don Caldwell, KYM Managing Editor

Somewhere smooshed between Tay Zonday and an errant turtle shell sits 'The cake is a lie.' It's a phrase that won't carry much impact to anyone that hasn't played Portal, but according to Don Caldwell, managing editor and meme specialist at KnowYourMeme.com, that's all it takes. 

"It seems once a game reaches a certain level of popularity, the fan base is constantly looking to make jokes out of whatever quirky content they discover in the game." he says. "Catchphrase memes like these are easily spread across the entire web and have a very low barrier to entry for participating in their proliferation."

Through the sheer volume of players repeating the message, the underlying idea eventually caught on with people that hadn't played or even heard of Portal before. 'The cake is a lie' is straightforward enough: all your effort is for nothing. Once removed from its fictional context, the phrase carries the same pseudo-intellectual weight as any quote from the Matrix

And like "There is no spoon" or the more recent "You know nothing, Jon Snow," early use of "the cake is a lie" indicated a wry state of knowing. For Portal players, the phrase represented a shared experience, and for everyone else, a clever way to flag down false sources of motivation.

An arrow to the cake 

Shortly after Cake Meme peaked, as most memes do, it quickly outpaced itself and became so far removed from its original context through repeated use that its purpose was lost in the noise. Memes co-opted the catchphrase by haphazardly smashing together One Nerd Thing with Another Nerd Thing. "The cake is a lie" itself became a lie.

According to Caldwell, memes without an attachment to a specific image are easier to distort and deploy. "Catchphrases like this tend to wear out their welcome a bit quicker than other memes, as they get repeated ad nauseum across chatrooms, discussion forums and comment sections across the internet." Caldwell tells me. "The same thing happened with 'I took an arrow in the knee' as well. People got sick of it really fast."

Interest nearly dropped off completely in early 2009 before spiking on July 6 of the same year. Caldwell attributes the renewed interest to an xkcd comic referencing the tired phrase, a sentiment that returning Portal 2 writer Erik Wolpaw wholly endorsed. "If you thought you were sick of the memes, I was sick of it way ahead of you." he told Gamasutra three years into his hell child's life.  

"Cake is a lie" Google Trends search data; 2016 - Present

Discovered after its release in 2011, Portal 2 still contained one overt reference to cake via a door labeled "Cake Dispenser". The reference is the likely cause of another spike in search traffic and roused some short lived interest in the meme again. After 2011, "the cake is a lie" flatlines. 

The trend isn't surprising: popular game memes come and go with increasing frequency. As Caldwell mentioned, Skyrim's 'arrow to the knee' meme drove us all to the brink of quitting games forever, Fallout 4's Preston Garvey became the face of awful quest givers, Adam Jensen never asked for his "I never asked for this" notoriety, and we've been told "It's dangerous to go alone" at a steady rhythm for decades. 

Memes have since become their own industry. Games are harvested for sharable content the moment they release, diluting the chance for any one meme to last for more than a few months anymore. "The cake is a lie" isn't the funniest videogame meme ever produced, but we may never have another of the same scale as grassroots as Portal's baked deceit. May it rest in equally divided pieces shared among a dinner party, but may there also be a gluten free option available as well, also resting.

Great memes never truly die, I suppose. Jump to 2:45. 

"The cake is a lie" lived like its subject: short and sweet. Its impact was dissolved in misguided overuse, a fate most memes share. Even so, Caldwell thinks while the cake jokes will become extinct in the next decade, he doesn't think we'll ever forget them. "Portal was embraced by the internet in a way that few games had been up until that point. If anything, Portal (and "the cake is a lie") proved that video games could have vibrant, creative online fandoms just like other forms of entertainment." 

Now, those vibrant fandoms are the status quo. Even the smallest games have their own subreddits or Discord servers spilling over with fan art and community curated memes. From Dusk's soap secrets to PUBG's chicken dinner, we'll be entertained and overburdened with an endless cycle of exhaustive catchphrases and hackneyed JPEGs captioned with Impact lettering from now until the end of everything.  

Begrudgingly, I have to admit that as irritating as "the cake is a lie" became, without it there would be no gentle aura buzzing around Portal's history. We'd look back on it as a great puzzle game with bold, surprising ideas, but we may not have a cultural touchstone for how it made us feel. And I may not have this dumb back tattoo that I still adore in secret, a browser history I can't erase unlike the memes I laugh at and share with alarming frequency. 

Cakes are rarely the apex of humor, but Portal proves the memes that sprout from great games come from a gentle place, too.

Half-Life 2

Ten years. It almost doesn’t seem that long since we left Gordon Freeman in the ashes of a dead world, frozen in time with increasingly little chance of the enigmatic G-Man showing up to conclude business. The promise of Half-Life: Episode Three never really died, kept alive by jokes and hopes and increasingly desperate attempts to see a ‘3’ even hinted in anything Valve did.

Going back to Episode Two though, it’s not too surprising. The industry’s brief fascination with episodic content was a bad idea for basically everyone not called Telltale, which approached it by carefully working out pipelines for content and limited and games where one team could be working on one episode while another team did the prep-work for the next, allowing games within a couple of months. Valve, like Ritual with SiN: Episodes, was effectively looking at a new game every time, each time having to be bigger and better for a likely diminishing playerbase.

Even by 2007, and upgraded over the years with effects like HDR lighting and improved models, the Source engine was starting to creak. Tech aside, the Half-Life 2 world that had looked so real back in 2004 now felt distinctly blocky retrograde in the wake of games like BioShock and Crysis and Call of Duty 4, which, yes, was a very different style, but took shooter set-pieces to crazy levels of polish and inspiration. For Half-Life to continue as a blockbuster, it had to take that generational leap again, and at this point Valve was already turning its attention elsewhere. Soon it was too late. It could risk leaving a gaming generation blueballed over a sequel (and of course the lady equivalent!). It couldn’t so easily risk a Half-Life that didn’t set the world on fire, and it wasn’t long before it was hard to imagine what Episode Three versus a full sequel could realistically do.

That’s not to dismiss Episode 2, though. Like the best DLC/add-ons, Valve treated the Episodes not just as more Half-Life 2, but a way of exploring the potential of the game and expand what that actually meant. Episode 1 for instance reversed the order that you got the weapons, cranked up the feel of City 17 being under siege and playing your part in a warzone, and focused on the team-up of Gordon and Alyx Vance, after the largely solitary travels of Half-Life 2 proper.

The keyword of Episode Two was ‘freedom’. Kinda. To a point. It certainly wasn’t a game like, say, STALKER, where you could head off in whatever direction you wanted and fight the evil Combine. The path through the game was linear. However, it was also considerably wider, giving you a car and moving out of caves and streets and other very controlled areas to the relatively open roads of the White Forest and its abandoned houses and waypoints. One of its best set-pieces involves defending an empty inn from attack by both regular troops and the game’s new Hunter enemies, and running around from window to window to take on the attackers as they break down the doors and try to swarm you. It’s an open combat environment that feels like a carefully laid trap by the enemies rather than simply holding out against waves, as with a remarkably tedious antlion fight earlier, where you’re running upstairs to shoot out of windows and then back down as guys burst in, and otherwise trying to watch your flanks like an actual guerrilla warfare situation.

The thing is that replaying the game, despite having fond memories of wandering around the countryside and so on, the road trip is only about an hour of its running time. The first part is all underground, in a tedious trek through a maze of antlion tunnels, and just as you’re starting to enjoy the driving around, it’s over, give or take some conversations with NPCs that definitely didn’t drag on this much in 2004-2007 and can’t be sped up no matter how much junk you throw in their faces with the gravity gun (still, incidentally, one of the greatest weapons ever invented).

Only then do you get another taste of freedom with the final boss—another non-linear base defence bit, this time involving a car, attacking Striders, and the expansions’ one new weapon—a bomb created by new character (but old Black Mesa scientist) Magnusson. It’s a fun, tense standoff that certainly beats the heck out of fighting Nihilanth in the first game, or the dark matter Skeeball that ended Half-Life 2, but it’s also over pretty quickly. Like so much of the episode, the openness feels transitionary—the acceptance that Half-Life needed to grow into something new and the realisation that the tricks that were so cool in 2004 were wearing thin. Even then it gets some fun use out of physics, like smashing open a door with a carefully positioned cart, but still.

It remains a fun enough shooter, but the reality versus the memory is definitely unsatisfying. It doesn’t help that it’s the middle part of a trilogy, and in Empire Strikes Back fashion, one that exists primarily to set up the finale. Emotionally, it ends on a low, with a big win for our heroes, but the brutal murder of a major character right in front of both Gordon and Alyx. The job isn’t just unfinished, it’s unfinished leaving at least one big maggot-shaped alien needing a kicking.

Luckily, we now have at least some idea of how things would have gone, courtesy of writer Marc Laidlaw’s "Epistle 3". This not-exactly-coded ‘fanfic’ took the form of a letter from one 'Gertie Fremont' to find a ship called the 'Hyperborea' in the Antarctic and defeat the evil 'Disparate', and tells of a last-ditch suicide mission to the heart of the alien menace, before loyal partner 'Alex Vaunt' gets whisked away by a mysterious suited presence and 'Gertie' is likewise pulled from the action by the not-Vortigaunts. In short, a more explosive cliffhanger, not a big series finale.

The challenge facing Episode 3

It’s important to note that even outside the tongue-in-cheek premise, Laidlaw wasn’t the only writer of the Episodes, no longer works for Valve, there were no doubt many revisions of the story (Laidlaw himself has said that ‘Like most things in the HL series, answers are developed strictly as needed’ —there is no official big secret to be revealed about, say, the identity of the G-Man) and it’s anyone’s guess how Episode Three would actually have played out. Still, it’s both more than we usually get when series fizzle out, and better than leaving Gordon staring at a corpse for all eternity.

Now, if some of this sounds harsh towards Episode Two, it’s largely in retrospect. At the time, even with its issues, it was an exciting step forward for the series and a fresh take on things. Half-Life 2 in all its forms is still stunningly playable for its age compared to most of its peers, helped by its commitment to staying within Gordon’s POV and its set-pieces typically flowing naturally and designed around the game rather than being a flashy background to climb over or simply witness. Episode Two was a great couple of hours of action, even if it was somewhat upstaged by the other parts of The Orange Box—Portal’s sheer novelty, and the beyond-wonderful early TF2.

There’s a reason that everyone wanted Episode Three so much, and it wasn’t just to see what happened next. While Episode Two wasn’t Valve’s best moment, it was Valve at its most exciting time creatively. The company that would do something like The Orange Box. The company that had overcome everyone’s early dislike of Steam to create a platform people actually wanted to use. The company that could do absolutely anything, make whatever game it wanted, and be guaranteed to deliver. The promise of Episode Three, much like Half-Life 2 before it, was that it could be anything but was sure to be great. And maybe the result could have lived up to that. 

Maybe. Or maybe not. We’ll never know for sure.

But at least we can savour what we actually got. 

We’ll always have City 17.

...

Search news
Archive
2024
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002