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Half Life 2 Episode One ranishe vidoma yak Half Life 2 Aftermath prodovzhennya videogri Half Life 2 v zhanri shutera vid pershoyi osobi rozroblene kompaniyeyu Valve Corporation Gra ye pershoyu chastinoyu v dilogiyi epizodiv prodovzhen Half Life 2 4 V Episode One vikoristovuyetsya nastupna versiya rushiya Source z pidtrimkoyu tehnologiyi HDR Half Life 2 Episode One Obkladinka diska yevropejskoyi versiyiRozrobnik Valve CorporationVidavec Valve Corporation Electronic Arts BukaDistrib yutor Electronic Arts Steam 1 i Google PlayZhanr i Shuter vid pershoyi osobiPlatforma Microsoft Windows macOS Linux Xbox 360 PlayStation 3Data vipusku Microsoft Windows 1 chervnya 2006 8 chervnya 2006Mac OS X 26 travnya 2010 Steam 2 Linux 26 chervnya 2013 Steam Xbox 360 u skladi The Orange Box 10 zhovtnya 2007 18 zhovtnya 2007PlayStation 3 u skladi The Orange Box 11 grudnya 2007Rezhim gri odnoosibna videogra 3 Lokalizator BukaMova anglijska 1 francuzka 1 nimecka 1 italijska 1 korejska 1 ispanska 1 rosijska 1 sproshena kitajska d 1 tradicijna kitajska d 1 niderlandska 1 danska 1 finska 1 yaponska 1 norvezka 1 polska 1 portugalska 1 shvedska 1 i tajska mova 1 Vik obmezhennya ESRB M Mature OFLC MA 15 PEGI 16 PEGI 16TvorciScenarist i Mark LejdlouChet Felizek Erik DzhonsonIgrodizajner i Robin VolkerKompozitor i Kelli BejliTehnichni detaliRushij Source 15Nosij DVD 1 ta SteamHalf LifePoperednya gra Half Life 2Nastupna gra Half Life 2 Episode TwoOficijnij sajt Half Life 2 Episode One u VikishovishiZnachnu chastinu Episode One gravec prohodit vzayemodiyuchi z kerovanim komp yuterom personazhem Aliks Vens sho ye nestandartnim prijomom dlya seriyi Half Life 5 Epizod skladayetsya z 5 rozdiliv rozrahovanih na 4 6 godin gri 6 ta reklamnogo rolika drugogo epizodu Syuzhet gri prodovzhuye istoriyu Half Life ta Half Life 2 i pochinayetsya z momentu na yakomu zavershilasya poperednya gra gravec v roli Gordona Frimena razom z Aliks Vens povinen vstignuti vtekti z ohoplenogo haosom Siti 17 poki Citadel Kombinatu yakij Frimen zavdav nepopravnogo zbitku ne znishila razom z soboyu vse misto Versiya gri dlya PK z yavilasya v rozdribnomu prodazhi ta sistemi onlajn zavantazhennya Steam 1 chervnya 2006 roku 7 V krayinah Spivdruzhnosti Nezalezhnih Derzhav korobkova versiya bula vipushena 8 chervnya kompaniyeyu Buka 8 Episode One ye samostijnoyu groyu yaka ne vimagaye vstanovlenoyi Half Life 2 i postavlyalasya razom z dvoma merezhevimi igrami Half Life 2 Deathmatch ta Half Life Deathmatch Source 9 Gra vhodit do naboru igor vid Valve pid nazvoyu The Orange Box reliz yakogo dlya pokupki cherez Steam ta v rozdrib vidbuvsya 10 zhovtnya 2007 roku Todi zh zbirnik bulo portovano dlya igrovoyi pristavki Xbox 360 Versiya naboru dlya konsoli Sony PlayStation 3 z yavilasya 11 grudnya 2007 roku v SShA ta Yevropi 10 Zmist 1 Igrovij proces 2 Syuzhet 2 1 Diya 2 2 Glavi 2 3 Trejler Half Life 2 Episode Two 3 Rozrobka 4 Ocinki j vidguki 5 Prodovzhennya 6 PrimitkiIgrovij proces red Gejmplej yak i v poperednih chastinah oriyentovanij na zbrojni sutichki z vorogami ta virishennya fizichnih golovolomok V Half Life 2 Episode One kerovanij gravcem geroj Gordon Frimen bilshist chasu provodit z personazhem Aliks Vens Shtuchnij intelekt Aliks dozvolyaye yij reaguvati na diyi gravcya komentuvati koli toj zatrimuye uvagu na yakomus predmeti abo vkazuvati na pereshkodi pidkazuvati rishennya igrovih zavdan Gordonovi j Aliks chasto dovoditsya dopomagati odin odnomu Krim togo bulo polipsheno bojovi zdibnosti Aliks yaksho vorogi pidhodyat do neyi nadto blizko vona b yetsya v rukopashnu Na pochatku Frimen volodiye yedinoyu zbroyeyu gravi garmatoyu ale vprodovzh syuzhetu zanovo zbiraye vsyu yaku mav u Half Life 2 krim feropodiv Na rivnyah u Citadeli gravi garmata otrimuye mozhlivist manipulyuvati organichnimi ob yektami vrazhati vorogiv ta perenositi energetichni sferi sho dopomagaye v borotbi i virishenni golovolomok Episode One mistit komentari rozrobnikiv sho vpershe bulo vvedeno v dodatkovomu rivni Lost Coast Yaksho voni dozvoleni gravcem komentari nayavni na rivnyah poznacheni modelyami hmarinok yak u komiksah Koli gravec navodit na nih pricil i tisne vzayemodiyati vidtvoryuyetsya audiozapis z movoyu rozrobnikiv pro istoriyu stvorennya vidpovidnogo miscya abo personazha Na chas prosluhovuvannya personazh staye nevrazlivim a zdobuttya kartok dosyagnen prizupinyayetsya Hmarka na cej termin vtrachaye oranzheve obramlennya povidomlyayuchi tim samim sho komentar she trivaye 11 Syuzhet red Diya red Podiyi prodovzhuyutsya z togo zh momentu na yakomu zakinchilasya originalna Half Life 2 Gordon Frimen zavadiv Vollesu Brinu pokinuti Zemlyu i znishiv teleport Citadeli V rezultati stavsya vibuh ale v ostannij moment chas zastig i pered Gordonom vinik tayemnichij G Man Pohvalivshi jogo za vikonanu robotu G Man znovu zanuriv Gordona v stazis Glavi red Glava 1 Nedorechna trivoga angl Undue alarm Gordon otyamlyuyetsya bachachi pered soboyu chornotu z ulamkami sered yakih ye monitor na yakomu Brin dorikaye Gordonu za sprichineni nim rujnuvannya Gravec bachit sebe na vershini Citadeli de Aliks zastigla pered vibuhom Nespodivano navkolo Aliks vinikayut vortigonti zabirayuchi yiyi z soboyu Koli z yavlyayetsya G Man vortigonti zabirayut i Gordona sho G Man komentuye slovami Ce mi she pobachimo angl We ll see about that Robot Aliks na prizvisko Pes vityaguye Gordona z pid zavalu i Gordon bachit sho opinivsya bilya pidnizhzhya Citadeli Pes vruchaye jomu gravi garmatu yakoyu toj prokladaye shlyah za Aliks Divchina znahodit terminal zv yazku Kombinatu ta viklikaye yiyi batka Ilaya Vensa yakij razom z Ajzekom Klyajnerom vzhe daleko za mistom Ilaj viznachaye sho Citadel os os vibuhne a doktor Klyajner znahodit rizikovanij vihid vryatuvati Aliks i Gordona povernutisya v Citadel i stabilizuvati yiyi yadro shob vigrati chas Pes sadit geroyiv u starij mikroavtobus i zakidaye jogo v otvir u stini Citadeli Odnak pidloga pid avtobusom provalyuyetsya i vin padaye na kilka rivniv nizhche Aliks zauvazhuye sho sporuda perebuvaye v girshomu stani nizh vona ochikuvala V odnomu z primishen geroyi znahodyat videopanel z translyaciyeyu Vollesa Brina sho neabiyak lyakaye Aliks yaka podumala nachebto Brin she zhivij Vpevnivshis sho ce ne tak vona pomichaye ruh pid pidlogoyu yakij viyavlyayetsya peremishennyam Radnika Citadeli kotrij gotuyetsya evakuyuvatisya Radnik zdijsnyuye na geroyiv psihichnu ataku vid yakoyi ti zmusheni tikati Gordon v rezultati potraplyaye v konfiskacijne pole Citadeli yake znovu zaryadzhaye jogo gravi garmatu davshi zmogu manipulyuvati organikoyu i anigilyuvati vorozhu zbroyu Z onovlenoyu zbroyeyu Gordon prokladaye sobi ta Aliks shlyah kriz Citadel yaku pochinaye trusiti vid nestabilnosti Yadra Glava 2 Pryame vtruchannya angl Direct intervention Zustrichayuchi chislenni rujnuvannya ta opir soldativ Kombinatu geroyi distayutsya do kimnati upravlinnya Yadrom Tam z komp yutera Aliks diznayetsya sho sili Kombinatu v Citadeli sami dlya chogos destabilizuvali Yadro Polagoditi jogo mozhe tilki Gordon Frimen kotrij volodiye zahisnim kostyumom proti radiaciyi Toj virushaye aktivovuvati tri stabilizatori zustrichayuchi vorozhih soldativ ta robitnikiv Citadeli spotvorenih lyudej stalkeriv Koli vin povertayetsya Aliks vzhe z yasuvala chomu zemni sili Kombinatu namagalisya znishiti Citadel Yiyi vibuh dast dostatnyu kilkist energiyi za dopomogoyu yakoyi namisniki Kombinatu zmozhut poslati u svij svit yakes nadzvichajno vazhlive povidomlennya Krim togo Aliks znahodit perehoplenij zapis vid Dzhudit Mossman kotra razom z povstancyami perebuvaye na arktichnoyi bazi v poshukah yakogos proektu Pid chas zapisu povidomlennya na grupu napadayut vijska Kombinatu Dzhudit tikaye i translyaciya pererivayetsya Aliks robit kopiyu cih dvoh povidomlen shob potim peredati yih batkovi Geroyi spuskayutsya v priyednane do Citadeli metro i oboronyayutsya vid atak soldativ stanciyu do pributtya poyizda Sivshi u vagon Aliks viyavlyaye sho vin zavantazhenij kapsulami zi stalkerami Nespodivano lunaye vibuh i poyizd perekidayetsya Glava 3 Na dni angl Lowlife Aliks i Gordon opinilisya v misti u pidzemnih garazhah napovnenih zombi ta hedkrabami Aliks spodivayetsya distatisya do inshoyi zaliznichnoyi gilki ta pokinuti Siti 17 razom z inshimi zhitelyami Na shlyahu yim traplyayutsya novi suprotivniki zahopleni hedkrabami soldati Kombinatu zombajni Vijshovshi na poverhnyu geroyi rozumiyut cherez znishennya reaktora temnoyi energiyi Citadeli zahisne pole vsogo Siti 17 vimknulosya vpustivshi murashinih leviv Glava 4 Miskij polit angl Urban flight Kombinat ta povstanci aktivno evakuyuyut svoyi sili z mista U cej chas po mistu translyuyetsya promova Ajzeka Klyajnera de govoritsya pro te sho pole prignichennya yake kilka desyatkiv rokiv ne davalo narodzhuvati ditej bilshe ne diye cherez polomku Citadeli Gordon i Aliks vzyavshi uchast u kilkoh boyah zustrichayut starogo druga Barni Kalhuna yakij ocholyuye grupu povstanciv Barni rozpovidaye sho Opir zahopivshi chastinu miskoyi zaliznichnoyi merezhi gotuye potyagi dlya evakuaciyi zhiteliv z Siti 17 Nespodivano ukrittya grupi Barni viyavlyayut skaneri rozvidniki Aliks z Gordonom vidvertayut uvagu vijsk Kombinatu tim samim davshi mozhlivist povstancyam distatisya do zaliznichnoyi stanciyi Domovivshis zustritisya tam zhe Barni vruchaye Gordonu simvolichnij lom cvyahoder Aliks z Gordonom u svoyij podorozhi opinyayutsya v pokinutij likarni boryuchis iz zombi ta soldatami Kombinatu Yih viyavlyaye litayucha mashina Kombinatu Shturmovik dlya boyu z yakoyu Gordon pidnimayetsya na gorishe i rozstrilyuye yiyi z raketometa Glava 5 Vihid 17 angl Exit 17 Geroyi dobirayutsya do vokzalu de zustrichayut Barni yakij doruchaye yim prikrivati grupi povstanciv oskilki comu namagayetsya zavaditi Kombinat Aliks zajmaye kulemetnij post na stanciyi posadki a Gordon vidvodit do neyi lyudej zustrichayuchi vse silnishi ataki Vreshti vorog atakuye zi vsih storin Aliks pridumuye obmanuti peresliduvachiv skazavshi Barni shob vin z povstancyami yihav na pershomu poyizdi todi yak vona i Gordon syadut na drugij Prote sisti na drugij rejs ne daye krokuyucha mashina strajder Gordon obhodit protivnika i vrazhaye dobutimi u shovkah raketami Gordon z Aliks nareshti sidayut v ostannij vagon poyizda yakij vidpravlyayetsya za vkazanim Aliks z komp yutera marshrutom Voni vid yizhdzhayut na kilka kilometriv vid Siti 17 zvidki evakuyuyutsya Radniki koli Yadro Citadeli kritichno perevantazhuyetsya Nad Citadellyu formuyetsya portal do inshogo svitu a vibuh bilya pidnizhzhya nakrivaye misto i nazdoganyaye potyag Trejler Half Life 2 Episode Two red Pislya zakinchennya gri demonstruyetsya videorolik u yakomu pokazano fragmenti z nastupnoyi chastini Half Life 2 Episode Two Zokrema scenu odrazu pislya avariyi poyizda de Aliks visit nad prirvoyu uchast v prodovzhenni vortigontiv ta novih protivnikiv mini strajderiv Rozrobka red Rishennya vipustiti Episode One yak i vzagali vipuskati gru epizodami bulo prijnyate shob vipuskati yiyi shvidshe nizh globalni proekti minulogo 12 Zagalom rozrobka cogo epizodu zajnyala 18 misyaciv todi yak Half Life 2 6 rokiv 13 Osnovnoyu temoyu v Citadeli de vidbuvayetsya pochatok gri stav bezperervnij proces rujnuvannya yakij bulo skladno realizuvati Vidsutnist dinamichnogo rujnuvannya stvoryuvala vrazhennya sho obstanovka ne zminyuyetsya Ale yaksho ob yekti rujnuyutsya same todi koli do nih pidhodit personazh vinikala nagranist Tomu avariyi j polomki vidbuvalisya yak u bezposerednij blizkosti tak i na periferiyi zoru dayuchi ilyuziyu sho rozpad vidbuvayetsya nezalezhno vid prisutnosti gravcya 14 Rozrobniki ne bazhali vidbirati u gravcya upravlinnya pri nasichenosti gri podiyami na foni Dlya cogo bulo vigadano sho Aliks chas vid chasu vkazuye kudi podivitisya napriklad na rujnuvannya Citedeli Tilki vibuh Citadeli buv efektom yakij rozroblyali dva misyaci i tvorci gri pragnuli abi gravec bachiv yihnyu robotu ne vidvolikayuchis na shos inshe 15 Shob stvoriti vidchuttya napruzhenoyi atmosferi dlya Aliks bulo napisano repliki yakimi vona pidganyaye gravcya napriklad Pospishaj abo Ne zupinyajsya U hodi testuvannya stalo yasno sho gravci voliyut samostijno zadavati temp gri tozh kilkist takih replik bulo zmensheno 16 Razom z tim bulo vvedeno lokaciyi v yakih gravec mozhe perepochiti i nasoloditisya cikavim vidovishem tak zvani panorami Do prikladu takoyu stala zrujnovana vseredini Citadel de kapsuli ziskovzuvali z rejok i padali v prirvu pidkreslyuyuchi dumku pro te sho Citadel napiv zanedbana i zanurena v haos 17 Inshi malovnichi vidi sluzhili nagorodoyu koli gravec dosyagnuv cili i pered nim vzhe vinikaye nove zavdannya 18 Dizajn Siti 17 piddavavsya pereosmislennyam kilka raziv Dizajn zrujnovanih vulic rozroblyavsya poetapno Dlya pochatku level dizajneri buduvali zvichajnu vulicyu a potim rujnuvali chastinu budivel i pribrali kilka z nih cilkom shob posiliti vidchuttya rozgromu Za dopomogoyu Photoshop skrinshoti otrimanih misc obroblyalisya dlya pidboru vidpovidnih koloru neba osvitlennya i zagalnoyi gami U pidsumku osnovnim stalo osvitlennya shozhe na sonyachne kriz pelenu lisovoyi pozhezhi Shob zrobiti jogo bilsh prirodnim dizajneri vnesli efekt popelu i blizkij tuman 19 Likarnya yak i bilshist ob yektiv Siti 17 bula stvorena za zrazkom arhitekturi Shidnoyi Yevropi Hirurgichni lampi i zagalna bilo zhovta kolirna gamma buli vzyati z fotografij chornobilskoyi likarni Tvorci umisno vidmovilisya vid suchasnih detalej inter yeru shob likarnya zdavalasya staroyu 20 Miscyami dovelosya vidmovitisya vid shtuchnogo intelektu i doruchiti keruvannya personazhami skriptam Napriklad bulo skladno navchiti Aliks hoditi po vuzkomu karnizu vzdovzh urvisha bilya Citadeli tomu yiyi ruh nim buv zadanij skriptovo 21 Dlya Episode One bulo polipsheno sistemu mimiki dodano blizko 50 novih mimichnih grup Krim togo rozrobniki napisali programu sho upravlyaye amplitudoyu mimiki dozvolyayuchi koriguvati ruh gub vidpovidno do emocij i tonu dialogu 22 U rannih versiyah gri Aliks nabagato chastishe davala pidkazki Ale testuvannya pokazalo sho gravci voliyut shob Aliks poznachala dlya nih metu a potim chekala poki voni yiyi dosyagnut V rezultati bulo vilucheno majzhe vsi yiyi pidkazki 23 Ocinki j vidguki red OcinkiSukupni ocinkiAgregatorOcinkaGameRankings85 82 Metacritic87 100Ocinki vidanVidannyaOcinkaGameSpy4 5 5GamesRadar 5 5IGN8 5 10 Dopovnennya Episode One otrimalo pozitivni vidguki zibravshi ocinki u 87 baliv zi 100 na agregatori Metacritic 24 i 85 82 na Gamerankings 25 Sajt GamesRadar ociniv gru u najvishi 5 baliv osoblivo vidznachivshi personazha Aliks za yiyi shtuchnij intelekt i majsternu vpisanist do prodovzhennya istoriyi Zauvazhuvalosya sho pri netrivalosti syuzhetu Episode One napovnena podiyami i zalishaye vidchuttya dovershenosti dopovnennya 26 U GameSpy dali 4 5 5 vkazavshi sho dopovnennya daye same te chogo i ochikuvali gravci povernennya do Siti 17 novih vorogiv golovolomki ta zahoplivu istoriyu Dopovnennya bulo nazvano najkrashim z shuteriv svogo chasu ale z nedolikiv vkazano neveliku trivalist sho odnak kompensuyetsya cikavimi komentaryami rozrobnikiv 27 IGN postavili 8 5 10 pohvalivshi rozrobnikiv za zvernennya do temi lyudyanosti ta personalizaciyi personazhiv sho ye ridkistyu dlya shuteriv Pohvalu otrimali takozh vdoskonalennya grafiki ozvuchennya zobrazhennya novih misc svitu Half Life 2 z nezvichajnimi golovolomkami i novimi protivnikami Razom z tim zaznachalosya sho dopovnennya ne pokazuye yakogos novogo konfliktu a ye lishe netrivaloyu chastinoyu bilshoyi syuzhetnoyi arki 28 Prodovzhennya red Half Life 2 Episode Two vijshla u 2007 roci Epizod tretij buv zaplanovanij do vihodu na Rizdvo 2007 roku ale buv skasovanij oskilki Valve viyavila sho epizodichna model superechit yihnim zrostayuchim ambiciyam shodo novih chastin 29 Pislya skasuvannya kilkoh podalshih proektiv Half Life Valve vipustila prikvel Half Life Alyx u 2020 roci 30 Primitki red a b v g d e zh i k l m n p r s t u f h Steam 2003 d Track Q337535 Half Life 2 Half Life 2 Episode One and Half Life 2 Episode Two Updates Released anglijskoyu Steam 26 travnya 2010 Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Igromaniya 1997 ISSN 1560 2583 d Track Q4197757 Half Life 2 Episode One na zoloti Half Life Inside 25 travnya 2006 Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Interv yu z kompaniyeyu Valve sajtu Eurogamer Half Life Inside 20 chervnya 2006 Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Half Life 2 Episode One The Orange Box Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Half Life 2 Episode One VIJShOV Half Life Inside 1 chervnya 2006 Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Vsya informaciya pro Half Life 2 Episode One Absolute Games Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 Half Life 2 Episode One Opis gri Buka Entertainment Arhiv originalu za 12 lyutogo 2012 Procitovano 29 sichnya 2011 PS3 Orange Box pops top Dec 11 GameSpot 4 grudnya 2007 Arhiv originalu za 12 lyutogo 2012 Procitovano 15 veresnya 2012 Half Life 2 Aftermath and Lost Coast from 1UP com 1Up com Arhiv originalu za 23 travnya 2011 Procitovano 3 veresnya 2016 commentary intro wav Gabe Newell Welcome to Half Life 2 Episode One We received a great deal of positive feedback on the commentary track in The Lost Coast and so we ve included the same feature in this episode To listen to a commentary node put your crosshair over the floating commentary symbol and press your use key To stop a commentary node put your crosshair over the rotating node and press the use key again Some commentary nodes may take control of the game in order to show something to you In these cases simply press your use key again to stop the commentary With episodic content we are hoping to release games much more frequently than has been possible with the monolithic development schedules of the past Game developers and game customers have been wanting to try this for years Please let me know what you think after you have had a chance to play this our latest installment in the ongoing adventures of Gordon Freeman I can be reached at gaben valvesoftware com Thanks and have fun Novini Half Life 2 Episode One Available June 1 store steampowered com Arhiv originalu za 1 serpnya 2016 Procitovano 4 veresnya 2016 english commentary citdestruction wav Scott Dalton Impending destruction is a recurring theme in the Citadel From story mood and visual standpoints this changes the Citadel The destruction needed to feel natural rather than entirely scripted on the player s actions Not showing the destructive events dynamically makes the player assume the level of damage is static However if the events are too obviously triggered by player movement the destruction feels too scripted We found the solution was to give the player glimpses of things happening at the periphery of the player space as well as in their immediate vicinity to give the feeling that this stuff is happening whether the player is present or not english commentary falling debris wav Matt T Wood Since we never take control away from the player it can be a real pain to get them to notice important environmental events It s a constant design challenge for us The Citadel will be erupting in a massive light show that took ten of us two months to orchestrate and if we re not careful the player will end up facing the other direction staring at a tire In this case to establish that the Citadel is coming apart at the seams we wanted the player to notice the debris falling off of it We used a pretty straightforward method here Alyx explicitly mentions the citadel while pointing at it Like most of these solutions it s not foolproof but it has a high success rate english commentary alyxnag wav Matt T Wood To convey a sense of urgency we originally designed Alyx to nag the player pretty frequently She d say things like Hurry up and Keep moving Whether or not this created a sense of urgency is debatable But after about three minutes of this the one thing it definitely did was make the player hate Alyx This was one of the observations that eventually led us to switch Alyx from generally leading players to almost always following Through playtesting we discovered that players much preferred to set the pace themselves and that they especially disliked virtually any hint of bossiness from Alyx english commentary firstvista wav Charlie Brown We populate our environments with spots where players can take a break to look out over an expanse of cool scenery We call these vistas This particular vista was designed to give anyone familiar with the Citadel interior from Half Life 2 a good view of what it looks like now that everything s falling apart The pods that are sliding off their track and into the abyss really sell the idea that the Citadel is half abandoned and in chaos english commentary ohmygod wav Doug Wood This is another key vista this time showing the core It s a visual payoff for the player s success in getting here and simultaneously a way to present the player with a view of the next challenge english commentary citylook wav Randy Lundeen The post Half Life 2 look of City 17 was difficult to nail down and went through many changes We wanted to establish several things Primarily that this was a different part of the same city with a slightly different atmosphere and that it had been severely damaged This street was a test bed for a lot of our visual design work First we built an intact city street and then we beat up certain buildings in some cases removing them entirely so that more destruction was visible in the distance We did an initial lighting pass in the game engine and then took screenshots of various locations Using Photoshop we manipulated those screenshots to establish a color scheme Photoshop lets us quickly iterate through all kinds of skies lighting styles and color schemes The environmental lighting colors that we ended up with were based on some photo references of the sun filtering through the smoke from a forest fire Some falling ash effects and a closer than usual fog plane helped sell the effect english commentary hospitalart wav Randy Lundeen The hospital was a completely new interior space that we had to design pretty much from scratch Like most of City 17 s visuals it was inspired by Eastern European architecture The surgery lamps and the overall white and yellow color scheme were drawn from photos of a hospital in Chernobyl The tile work and the high archways were chosen to give the area the institutional feel of an old European hospital and the beds were based on some old World War 2 images In fact we avoided modern looking fixtures and furniture altogether in order to differentiate the place from a contemporary hospital english commentary alyx ledge wav Robin Walker This ledge is a really tricky spot for NPCs to navigate While we wanted Alyx to be able to maneuver dynamically through any complex environment in certain navigation situations we re faced with a trade off between flexibility and visual quality In this particular case she navigates this ledge with a combination of AI and scripted animations We continue to evolve the systems of Half Life 2 whereby characters move fluidly through dynamic AI and scripted navigation but ultimately what matters most is how it looks to the player english commentary charactersys wav Ken Birdwell When we designed the Half Life 2 facial system back in 2000 our goal was to get a natural looking performance at a moderate distance Given our realtime polygon and texture budgets we chose fairly reserved or constrained performance over ever having the actors faces get into a bad looking or unnatural expression For Episode One we wanted to extend the characters facial systems to support more intense performances with a wider range of facial expressions that would hold up better at close range These facial improvements included increasing the detail around the eyes and mouth increasing the number of facial shape targets think of these as movements of muscle groups by about 50 rewriting the rules that control how these shapes blend and increasing the intensity of many of our existing shapes In addition we added support for controlling the amplitude of the facial movement for lip sync animation which let us dampen or amplify the mouth shapes based on the volume or intensity of the dialogue english commentary alyxthekey wav Chet Faliszek In early versions of the episode Alyx was much more vocal about giving the player hints However playtests showed it was much more satisfying for players when Alyx stated a goal and then stepped aside until that goal was accomplished Because of that feedback almost all of Alyx s hint lines were cut Eventually though we discovered through more playtesting that although players didn t like having Alyx hand them unsolicited hints they did want to be able to explicitly request help from her We added some of the hint dialog back in but it s only accessible at the player s request by plus using Alyx Unfortunately we learned these hint lessons late in the development cycle and didn t have time to properly train players for this feature We plan to integrate the hint on demand dialog more thoroughly in future episodes Half Life 2 Episode One Metacritic Arhiv originalu za 24 zhovtnya 2015 Procitovano 8 veresnya 2016 Half Life 2 Episode One for PC GameRankings www gamerankings com Arhiv originalu za 12 lyutogo 2012 Procitovano 8 veresnya 2016 Half Life 2 Episode One review Arhiv originalu za 1 veresnya 2017 Procitovano 8 veresnya 2016 GameSpy Half Life 2 Episode One Review pc gamespy com Arhiv originalu za 18 bereznya 2016 Procitovano 8 veresnya 2016 Half Life 2 Episode One IGN amer 1 chervnya 2006 Arhiv originalu za 9 bereznya 2016 Procitovano 8 veresnya 2016 Mar 28 Tom MarksUpdated Mar 23 2020 5 56 amPosted Pm 2020 5 00 23 bereznya 2020 Valve Explains Why Half Life 2 Episode 3 Was Never Made IGN angl Procitovano 21 chervnya 2023 McWhertor Michael 21 listopada 2019 Half Life Alyx is Valve s VR exclusive full length prequel to Half Life 2 Polygon amer Procitovano 21 chervnya 2023 Otrimano z https uk wikipedia org w index php title Half Life 2 Episode One amp oldid 39756069