Tag Archives: The Orange Box

Gordon Freeman loves exploding Striders and collapsing portals

half-life 2 ep 2 overall thoughts gd copy

Well, looks like I’ve finally caught up with the videogaming community, having to now join the hordes of many waiting for Valve to release Episode Three for its Half-Life 2 series. Or the hordes that have given up waiting. Take that, you sneaky headcrabs, bullet-sponge Hunters, and dozen-plus Striders from the final battle. No, really, take it, and never bother me again because that final fight was a bit overwhelming.

Yup, that’s right. Over the weekend, on a random whim–are there really any other kind?–I popped in The Orange Box, loaded up my last hard save for Half-Life 2: Episode Two, and remembered why I walked away from that game some many months ago. First, for those keeping score at home, I played through maybe fifty or sixty percent of Half-Life 2, but ended up getting stuck on the “Nova Prospekt” level due to a nasty switch glitch. Bummed out on that, I simply skipped over to Episode One, and burned through that adventure rather fast, enjoying it quite a bit, especially for its bite-sized aspects. I don’t remember when I started Episode Two, but it probably wasn’t directly afterwards. I’d check Achievement dates, but I’m too lazy; now there’s some stark honesty for y’all.

According to my last manual save, I stopped playing at the part where two large and very aggressive antlions are attacking Gordon, Alyx, and one of those Resistance-friendly alien dudes. If he/she/it had a name, I no longer remember it. Gorbak? Zymla? Naaaah. Anyways, took me three attempts to figure out how to kill both antlions effectively without losing too much health and ammo. Once they were out of the way, the path was pretty clear, and Freeman and Alyx hurried down it, eager to reach White Forest and pass on the data they had, which could help in closing the Combine’s looming sky-portal. Along the way, there was a bridge puzzle, some seriously great zombie sniping by Alyx, a short bit of sneaking, really bad driving from points A to B to C, and then a pretty tough final fight with a lot of to and fro and frantic shooting. I had to try that final fight two more times before I got it right.

Despite being released about six years ago, Episode Two still holds up extremely well, mostly from a story and pacing perspective. The graphics are fine though clearly dated to what most current gen titles can produce, like how boxes break into large, polygonal chunks. Some gameplay elements like no third-person view for driving and a lot of first-person platforming feel stiff and unfriendly. Also, you can’t zoom in with all the weapons and shoot, which is a bit weird, considering every FPS these days at least lets you look down ironsights. Also, this is one of those rare games where I actually used the shotgun more than any other firearm, and that’s because it can take down enemies wielding headcrabs in one clean shot. Pistols were complete junk, as was the Gravity Gun, surprisingly. The Magnusson Device, which is introduced during the final fight, is not easy to pick up, especially since you mostly have to guess how to arc the sticky bombs; I would have appreciated getting it earlier on to test it out on the field against live, moving targets. Oh well.

Thanks to Alyx, D0g, and Alyx’s father, the story is emotionally engaging, which makes the adventure to White Forest feel burly and vital, and like I mentioned, once I got past those two antlions, I burned through the remainder of it all, having to see it through. I appreciate that for most dialogue, Freeman is free to walk around and explore the area while still listening to whoever talk. Sometimes, like with Alyx’s father, I just stood there, locked into his words, but it is nice to know that you are not forced to. Shame the whole story ends on one crazy big cliffhanger…

Maybe one day I’ll go back and see how Half-Life 2 played out, though I kind of already know from Episode One and Episode Two. And now we wait…

2013 Game Review Haiku, #16 – Half-Life 2: Episode Two

hl2ep2 games completed

The Freeman is back
Needs to reach White Forest, does
Despite those Striders

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Games Completed in 2011, #30 – Portal

Always late to the party, I finally emerged from my rocky home this summer and played Portal–this time, all the way to completion. I guess I can now join society and nod appreciatively at jokes about cake and cubes. See, I did give Portal a try back in May 2010, as it was released free for those on Macs via Steam. Unfortunately, my relic of a machine was unable to run the game well, even after tinkering with a lot of settings, so I never went back. However, over the summer, needing a little something-something to play, I picked up The Orange Box, a collection of Valve games, namely: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Team Fortress 2, and Portal.

And this time, it was playable. I did not spend 45 minutes trying to get Aperture Science Enrichment Center test subject Chell out of that tiny room with the toilet. That alone was impressive. And a controller in hand felt better than clicking a mouse, but that’s just me.

Portal is a story of isolation and determination. Puzzles, too. Chell awakes in the Aperture Science Enrichment Center with no idea how she got there and/or why. Actually, she might know–but she’s a silent protagonist, so mum’s the word. GLaDOS (Genetic Lifeform and Disk Operating System) informs Chell that she is to take part in a series of tests, and off we go to create portals and travel across large, open spaces and free-fall for minutes on end while potty breaks happen. There are 19 puzzle chambers and a much different final level, which I’ll get to in a bit. Funny and sometimes untrustworthy commentary from GLaDOS at the beginning and end of each chamber help expand Aperture Science’s lore and background without stopping gameplay.

Using the Aperture Science Handheld Portal Device–Portal Gun, really–and Companion Cube, players will have to navigate through chambers and reach the exit. Earlier chambers are very straightforward and tutorial-like, but as they progress, fresh tactics and tricks must be put to use, such as using momentum to reach new heights and manipulating energy balls to go where one wants. The puzzles really do test the player’s skill and patience, as rushing ahead is generally never the way to go. I have no room to brag, but I did pretty well, completing chambers 1 through, oh, 15 without having to use any kind of online guide or walkthrough. After that…phhhbbbt. Math has never been my strong point, and while you might think a game like Portal requires no math…well, it does. There’s timing to consider and mapping grid points and figuring out how to get from A to B in the quickest way possible, like reducing fractions.

I grew frustrated with the last four test chambers, but all grumbling and hate subsided the moment the final level began. As the tests progressed, GLaDOS’ commentary became harsher and colder, her motives beginning to shine through. Also, Chell discovered some previous test subjects–awkward would sum that up. And suddenly, live fire turrets are all around, brimming with glee to murder yet again. By the time GLaDOS began funneling us directly down into a furnace, Chell (and I) had had enough. Time to escape, but escape is no easy thing, even with portal tech. Everything we had learned from the beginning of the game is needed to make it out alive as there are no clear exits and entrances, just a lot of trial and error. Eventually, Chell finds GLaDOS, and we have a boss fight that is made all the more tense by the addition of a countdown clock. Hate those things. With victory, we get sunshine and song. Ahhh…

I wish all of Portal was like the final level. It required thinking, just like all the test chambers, but this was free thinking, with no hints or pictures to help Chell along. All the more rewarding. Making one’s way up through vents and across piping truly felt like escaping, and finding creative ways to knock out dangerous turrets is a joy, even if they sound so sad.

And yeah, the end credits song is pretty great. I’ve replayed it countless times since first hearing it around two in the morning, mostly in a daze. I am glad I got to first experience in a traditional sense, but my lack of sleep, sweaty fingers, and exhilaration at completing the game overwhelmed everything at that point, including robotic tunes. That said, I liked Portal for it compact size, its clear push forward, its just enoughness–I don’t think I would enjoy Portal 2 as much, and definitely have nobody to play co-op with, so I’ll just leave Aperture Science behind, free to continue on being cool and crazy. They’ll be fine; they have plenty of cake to go around.

There’s no “i” in Team Fortress 2, but there is a “me”

Over the weekend, I picked up two games thanks to some coercing coupons from GameStop, but really I picked up six games, as one game is actually five games bundled nicely on a single Xbox 360 disc. It’s called The Orange Box, and it’s one helluva package, especially as a used copy; for just over $20.00, I now have access to Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal, and Team Fortress 2. Man, that’s a lot of 2s in there. I’m sure I’ll be musing about those first four games at some point, but let’s use today to dive into Team Fortress 2, a game I didn’t think I would like, but am having fun with, as well as a game that is sadly not the be-all, end-all version of itself.

Team Fortress 2 is an online, team-based, first-person shooting multiplayer bonanza. You pick a class, a map, and a type of game (capture the flag, capture/defend control points, arena, and so on), and you’re off to shoot non-team members, capture sections of the map, and wait patiently for your character to respawn. On the Xbox 360 version, there’s six maps available, and I’ve gotten to try ’em all once, which should be obvious to all y’all Achievements stalkers:


World Traveler (5G): Play a complete game on every map.

The six maps are all about the same size, a medium build, with a few spots of elevation, but otherwise there’s a lot of staircases and tight corridors to contend with. Each team has a home base where they can restock on health and items. No real direct interaction with anything on the map though, and there’s no destruction a la Red Faction tech. My favorite playground is whatever the snowy one is called. Snowscape? Snow City? Las Frozen Vegas? I can’t remember, and I’m definitely too lazy to look it up.

As y’all know, I’m pretty terrible at competitive shooting games, and that fact has not changed one bit since giving Team Fortress 2 an hour or two of my gaming life. I get sniped from afar, set aflame all the time, and knifed in the back the moment I step into enemy territory. But regardless, I’m having fun. I think it has something to do with the wonderful art style, a loose, cartoony feel that evokes Pixar’s The Incredibles and gives me a sense that everyone else is just here to have fun and not take it so seriously like a lot of Call of Duty fanatics. The controls and simplicity of the gameplay also help; most classes only get two gun-type weapons to use and one melee weapon, and there’s no rain showers of endless grenades. I think I actually did my best with the Medic class, as I kept away from the firefights and healed teammates as they needed.

Do you play Team Fortress 2? What’s your favorite class? And if you’d like to shoot me in the (cartoony) face or help take down others with me, please add me on Xbox Live; my gamertag is PaulyAulyWog.