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Half Life 2 Episode Two druge dopovnennya do videogri Half Life 2 rozroblene i vidane kompaniyeyu Valve v 2007 roci i do 2020 roku ostannya vipushena gra v seriyi Half Life Half Life 2 Episode TwoRozrobnik Valve CorporationVidavec Valve CorporationDistrib yutor Electronic Arts i Steam 1 Zhanr i shuter vid pershoyi osobiPlatforma Microsoft Windows PlayStation 3 Xbox 360 macOS LinuxData vipusku Windows Xbox 360 10 zhovtnya 2007 18 zhovtnya 2007 25 zhovtnya 2007PlayStation 3 11 grudnya 2007 16 listopada 2007 22 listopada 2007OS X 26 travnya 2010Linux 10 travnya 2013Rezhim gri odnoosibna videogra i parlour gamedMova anglijska 2 Vik obmezhennya ESRB M PEGI 16 TvorciKompozitor i Kelli BejliTehnichni detaliRushij SourceNosij DVD Blu ray cifrova distribuciyaHalf LifePoperednya gra Half Life 2 Episode OneNastupna gra Half Life AlyxOficijnij sajt Half Life 2 Episode Two u VikishovishiEpisode Two maye bilshe vidkritih prostoriv i mensh linijnij igrovij proces nizh u minulih igrah seriyi Half Life Syuzhet podilenij na 7 glav rozrahovanih priblizno na 8 godin prohodzhennya Diya gri rozgortayetsya vidrazu pislya finalu Episode One v lisovij miscevosti poblizu znishenogo Siti 17 Za syuzhetom Gordon Frimen i Aliks Vens povinni distatisya do bazi Oporu i peredati povstancyam zahopleni v pershomu epizodi sekretni dani Kombinatu abi ne dopustiti jogo povtornogo vtorgnennya 3 Zmist 1 Igrovij proces 2 Syuzhet 2 1 Glavi 3 Rozrobka 4 Primitki 5 DzherelaIgrovij proces red Yak i ranishe gravec keruye uchenim Gordonom Frimenom yakij boretsya z vorogami strileckoyu zbroyeyu i virishuye fizichni golovolomi Vid poperednih chastin Episode Two vidriznyayut veliki vidkriti prostori yakimi miscyami dovodyatsya podorozhuvati na avtomobili U comu epizodi nemaye takogo zoseredzhennya na kooperativnij gri yak u pershomu hocha syuzhetno gravec prohodit vsyu gru razom zi svoyeyu vnutrishnoigrovoyu naparniceyu Aliks Vens u bagatoh igrovih podiyah vona z tih chi inshih prichin ne bere uchasti Krim Aliks Gordonu inkoli nalezhit bitisya plich o plich z druzhnimi vortigontami Lihtarik teper pracyuye nezalezhno vid batareyi HEV kostyuma i indikator jogo zaryadu bulo vineseno v okreme misce interfejsu Rozrobniki rozshirili sferu vikoristannya gravi garmati bulo dodano novi ob yekti yaki mozhna zapuskati neyu u voroga a u finali zastosovuyutsya specialni pristroyi sho dostavlyayutsya do cili same gravi garmatoyu Gravi garmata bilshe ne maye zaryadzhenogo rezhimu oskilki podiyi vidbuvayutsya poza Citadellyu znishenoyu v Episode One Zamist bagi neobhidnogo v deyakih rivnyah Half Life 2 v Episode Two nayavnij novij vid transportu dvomisnij pozashlyahovik yakij ne maye ozbroyennya ale vprodovzh syuzhetu otrimuye radar Cej radar pokazuye shovani pripasi a u finali takozh vorogiv Todi zh skafandr Gordona modifikuyetsya i otrimuye postijnij vkazivnik na avtomobil 4 Syuzhet red Pislya vibuhu Citadeli poyizd na yakomu yihali Gordon Frimen i Aliks Vens bulo zachepleno vibuhovoyu hvileyu Gordon vibirayetsya z vagona i znahodit Aliks a potim i Gravi garmatu yakoyu rozchishaye shlyah Z uzvishshya geroyi bachat zrujnovane Siti 17 nad yakim formuyetsya velicheznij portal Aliks povinna dostaviti v bazu Bilij Gaj dani dobuti v Citadeli sho mistyat sekretni plani kerivnictva Kombinatu a takozh kod chastoti portalu Cej portal povinen privesti na Zemlyu vijska Kombinatu ale znayuchi chastoti portalu u povstanciv ye mozhlivist zakriti jogo za dopomogoyu suputnika Glavi red Glava 1 U Bilij Gaj angl To the White Forest Frimen otyamlyuyetsya u vagoni sho lezhit na napivzrujnovanomu mostu Vagon padaye a Aliks yaka vzhe bula vnizu vikoristovuyuchi gravi garmatu dopomagaye Gordonu vibratisya z ulamkiv Vijshovshi na vidkritij prostir voni bachat utvorennya velicheznogo portalu nad ruyinami Siti 17 Vid nogo nespodivano poshiryuyetsya portalna hvilya yaka obrushuye mist i rujnuye zaharashenij vhid do shahti poblizu Projshovshi tunelyami Aliks z Gordonom opinyayutsya na poverhni ta znahodyat budinok z radio Povstanci Ilaj Vens Ajzek Klyajner i doktor Arnold Magnusson diznayutsya vid Aliks sho u neyi ye dani vkradeni z Citadeli Doktor Magnusson gotuye zapusk raketi z suputnikom sho rezonansom zakriye portal a Gordonu z Aliks nakazuye yaknajshvidshe distatisya na bazu v Bilomu Gayu Geroyi virushayut tudi cherez lis Bilya pokinutoyi vugledobuvnoyi shahti Imeni 50 richchya Peremogi na geroyiv napadaye dosi nevidomij sintet Kombinatu yakij vazhko ranit Aliks pronizavshi shipami Yiyi zabirayut vortigonti sho poselilisya v shahti Gordon sliduye za nimi ale cherez obrushennya lifta Frimen distayetsya do miscya priznachennya obhidnim shlyahom Dorogoyu vin potraplyaye v gnizdo murashinih leviv Glava 2 Vortalne kilce angl This vortal coil Frimen distayetsya do vortigontiv de takozh zustrichaye dvoh povstanciv Griggsa i Shekli V cej chas napadayut murashini levi vid yakih Frimen Griggs i Shekli oboronyayutsya poki ne nadijdut osnovni sili vortigontiv Dlya poryatunku Aliks potriben osoblivij lichinkovij ekstrakt za yakim Gordon povertayetsya v gnizdo murashinih leviv razom z vortigontom Dorogoyu Frimen stikayetsya zi strazhem gnizda murashinih leviv yakogo vin ne povinen vbivati oskilki za slovami vortigonta todi likuvalna sila ekstraktu propade Dobuvshi ekstrakt vin dostavlyaye jogo vortigontam yaki scilyuyut Aliks i zaproshuyut Gordona priyednatisya V cej chas Gordonu z yavlyayetsya G Man yakij nakazuye jomu bud sho dostaviti Aliks u Bilij Gaj G Man shepche nepritomnij Aliks buti gotovoyu do neperedbachuvanih naslidkiv pislya chogo znikaye Gordon z Aliks virushaye do bilogo Gayu a vortigonti jdut polyuvati na Radnikiv Kombinatu yaki pislya vtechi z Citadeli shovalisya v okolicyah Glava 3 Otec Frimen angl Freeman pontifex Vibravshis z shaht geroyi pomichayut veliku armiyu Kombinatu yaka ruhayetsya v bik Bilogo Gayu Vortigont povidomlyaye sho v tabori povstanciv nepodalik ye avtomobil za dopomogoyu yakogo mozhna viperediti sili voroga Na pidhodi do taboru z shaht viskakuyut dvoye strazhiv murashinih leviv z yakimi dovodit bortis Pidnyavshis do taboru geroyi viyavlyayut sho bazu atakuvali krab snaryadami sho peretvorilo povstanciv i bagatoh soldativ Kombinatu na zombi Aliks zi snajperskoyu gvintivkoyu zalishayutsya prikrivati Gordona todi yak vortigont pidzaryadzhati yiyi Sam Gordon virushaye zabrati avtomobil na mist z inshogo boku taboru Koli vin opinyayetsya na misci chergova portalna hvilya poshkodzhuye mist i Gordonu dovoditsya proyaviti kmitlivist abi vzyati avto Vreshti Gordon z Aliks proshayutsya z vortigontom ta prodovzhuyut svoyu podorozh na avtomobili Glava 4 Osidlavshi drobovik angl Riding shotgun Geroyi ob yizhdzhayut zrujnovanu dorogu i viyizhdzhayut do stanciyi zv yazku Tam voni namagayutsya zv yazatisya z Bilim Gayem vidbivshis vid napadu zagonu Mislivciv Kombinatu Odnak cherez slabkist signalu doktor Magnusson ne rozchuv poperedzhennya Aliks pro nastup armiyi Kombinatu Prodovzhivshi shlyah geroyi natikayutsya na Radnika Kombinatu bilya nevelikogo selisha Voni probirayutsya do jogo kokona vseredini odniyeyi z budivel i znestrumlyuyut sistemu zhittyezabezpechennya Prote Radnik virivayetsya i zneruhomlyuye Frimena ta Aliks telekinezom Yih ryatuye vibuh sistemi zhittyezabezpechennya yakij ranit Radnika i toj vidlitaye viklikavshi pidkriplennya Koli geroyi prodovzhuyut svij shlyah yih peresliduye bojovij vertolit Kombinatu Aliks i Gordon dobirayutsya do odniyeyi z baz Oporu ale dvigun avtomobilya vihodit z ladu Vertolit zakiduye Frimena minami ale toj z dopomogoyu gravi garmati obertaye ce proti vertolota ta znishuye jogo Glava 5 Na radari angl Under the radar Povstanci berutsya remontuvati avto a Gordon vidpravlyayetsya dali shob znishiti avanpost vijsk Kombinatu poperedu Vin znishuye zombi ta vognevu tochku i povertayetsya Doti avto vzhe polagodzhene i na nogo vstanovlenij radar yakij pokazuye shovki z boyepripasami i aptechkami Geroyi prodovzhuyut shlyah boryuchis z protivnikami yakih dolayut zavdyaki viyavlenim shovkam Bilya pokinutogo gotelyu vijska Kombinatu vlashtovuyut zasidku ale geroyi dolayut yiyi i vreshti dobirayutsya do Bilogo Gayu Na pidstupah do bazi z yavlyayetsya transportnik Kombinatu sho nese strajdera ale jogo znishuye robot Pes Glava 6 Nash spilnij nedrug angl Our mutual Fiend Geroyiv zustrichaye Ilaj Vens Razom voni pryamuyut v pershij vidsik raketnoyi shahti de Ajzek Klyajner i doktor Magnusson gotuyut do zapusku raketu z suputnikom yakij povinen zakriti portal nad Siti 17 Aliks peredaye Klyajneru dobuti v Citadeli dani ta v cej moment lunaye trivoga yaku Magnusson spisuye na voron i nadto chutlivu signalizaciyu Vchenij vidpravlyaye Frimena rozibratisya z ciyeyu problemoyu odnak spravzhnoyu prichinoyu trivogi viyavlyayutsya elitni sili Kombinatu Magnusson nakazuye Frimenu zakriti puskovu shahtu sho toj i vikonuye ne davshi proniknuti na bazu odnomu z Radnikiv Gordon Aliks Ilaj i Klyajner pereglyadayut videoposlannya zapisane Dzhudit Mossman Vona povidomlyaye pro znahidku korablya Borej na bortu yakogo imovirno perebuvaye tehnologiya teleportaciyi Klyajner proponuye zastosuvati tehnologiyu proti Kombinatu ale Ilaj rishuche vidkidaye cyu propoziciyu poboyuyuchis povtorennya incidentu v Chornij Mezi Spochatku vin virishuye sam letiti tudi shob vryatuvati Dzhudit i znishiti Borej ale Aliks perekonuye jogo sho vona i Gordon vporayutsya krashe Raptovo na porozhnomu ekrani na mit z yavlyayetsya G Man i Aliks mimovilno vimovlyaye slova yaki yij nashiptuvav G Man v shahti Vid cogo Ilayu staye zle koli Aliks vihodit shob prinesti jomu chayu Ilaj rozpovidaye Gordonu sho chuv ci slova nezadovgo do katastrofi u Chornij Mezi koli G Man dostaviv zrazok anomalnogo materialu cherez yakij pochavsya kaskadnij rezonans i same G Man todi vryatuvav malenku Aliks iz kompleksu Na Bilij Gaj nasuvayetsya armiya Kombinatu Magnusson doruchaye Frimenu zahistiti bazu vid strajderiv yaki svoyeyu zbroyeyu mozhut zirvati zapusk raketi Dlya cogo Magnusson navchaye Frimena koristuvatisya svoyim vinahodom bomboyu lipuchkoyu rozroblenoyu specialno proti strajderiv yaku odnak nichim dostavlyati do cili krim gravi garmati Tehniki povstanciv modernizuyut avtomobil Gordona teper radar zabezpechenij detektorom ruhu Frimen virushaye borotisya z grupami soldativ Kombinatu a Magnusson dostavlyaye jomu svoyi bombi cherez vstanovleni povsyudi teleporti Odnak strajderi postupovo znishuyut teleporti i pidbirayutsya vse blizhche pri comu pribuvayut novi Ta vreshti ataku vidbito i nisho bilshe ne pereshkodzhaye zapusku raketi Glava 7 T Minus Odin angl T minus one Magnusson doviryaye Frimenu organizuvati ostanni prigotuvannya i zapustiti raketu Start vidbuvayetsya uspishno suputnik vihodit na orbitu ta zakrivaye portal nad Siti 17 za chim Gordon Aliks i Ilaj sposterigayut z poverhni Aliks yaka doti vstigla polagoditi i zapraviti vertolit zbirayetsya viletiti z Gordonom na poshuki Boreya Pes shos vidchuvayuchi bizhit vpered ale nihto ne nadaye comu znachennya Ilaj vidpravlyayetsya u vertolitnij angar shob provoditi geroyiv ta v cej moment tudi vrivayutsya dvoye Radnikiv Kombinatu Voni zneruhomlyuyut usih prisutnih i rujnuyut angar Ilaj namagayetsya vidbitisya ta Radnik probivaye jomu golovu a inshij zbirayetsya vbiti Frimena z Aliks Yih ryatuye pribulij Pes zmusivshi Radnikiv vidstupiti ale Ilaj vzhe mertvij Gordon zalishayetsya stoyati bilya Aliks kotra plache nad tilom batka 5 Rozrobka red Dopovnennya rozroblyalosya odnochasno z Episode One komandoyu pid kerivnictvom Devida Spejrera 6 U cij gri vpershe bulo Valve zastosovano tehnologiyu kinematografichnoyi fiziki Prikladom takoyi fiziki ye rujnuvannya mostu na pochatku yakij skladavsya z 750 chastin i tomu realistichno rozvalyuvavsya 7 Odnim z golovnih grafichnih udoskonalen rushiya Source stalo dodavannya meppingu tinej dlya lihtarika Zavdyaki jomu stvoryuvalisya m yaki dinamichni tini roblyachi scenu bilsh napruzhenoyu i realistichnoyu osoblivo v pidzemellyah 8 Zaznali zmin i modeli personazhiv Tak model Aliks otrimala u svoyemu skeleti lopatki shob viglyadati prirodnishe koli vona pidnimaye ruki Krim togo vdoskonalilisya ruhi odyagu v Episode Two vin realistichno zminayetsya i obvisaye 9 Vsya gra zadumuvalasya z pricilom vidijti vid obraziv Siti 17 6 Scena zv yazku z Bilim Gayem na pochatku gri bula dodana na dosit piznij stadiyi rozrobki cherez zauvazhennya testeriv sho yim nezrozumilo kudi chi navisho ruhayutsya geroyi 10 Z samogo pochatku roboti nad groyu bulo virisheno sho Aliks povinna opinitisya v stani komi Na rannih etapah ce malo statisya odrazu zh koli Frimen otyamlyuvavsya v potyazi Zgodom demonstruvalosya yak divchina padaye z vagona ale todi same trivala robota nad sintetami Mislivcyami Rozrobniki bazhali zrobiti yihnyu poyavu efektnoyu i dlya cogo bulo uhvaleno poyednati pershu zustrich z Mislivcyami i komu Aliks 11 Lichinki murashinih leviv buli pridumani she v hodi roboti nad Half Life 2 yak i ves zhittyevij cikl cih istot Prote lishe v Episode Two yim bulo nadano svitinnya i cilyushogo vmistu 12 Yihnye znishennya malo privertati uvagu doroslih osobin odak ce robilo gru nadto skladnoyu i ideyu bulo vidkinuto 13 Spochatku Griggs i Shekli buli tretoryadnimi personazhami yaki poyasnyuvali Gordonu princip upravlinnya kulemetami i ginuli V hodi testuvannya z yasuvalosya sho gravci rozgublyuyutsya i Griggsa z Shekli lishili zhivimi Krim roz yasnennya i dopomogi v borotbi z murashinimi levami voni sluzhili dlya nagnitannya atmosferi svoyimi dialogami a mizh napadami demonstruvali komichnist 14 Pristrij Magnussona vinik zi zbroyi yaku bulo pridumano dlya Half Life 2 i nazvali motuzyanoyu zhaboyu Vona pidstribuvala v povitrya i vikidala motuzki yaki prikriplyalisya do najblizhchih poverhon Paralelno isnuvav proekt chornoyi diri yaka zatyaguvala materiyu vseredinu i stiskala pislya chogo yiyi mozhna bulo kinuti u voroga U Episode Two tvorci povernulisya do zhabi na pochatkah dumayuchi sho z yiyi dopomogoyu mozhna bude strinozhuvati j perekidati strajdera 15 Bitva zi strajderami u Bilomu Gayu rozroblyalasya najdovshe z usih chastin ciyeyi gri cherez svoyu nelinijnist Nad neyu trudilisya kilka misyaciv roblyachi diyevimi rizni strategiyi borotbi 16 Viyavilosya sho testeri pokidayut avto shob kinutisya v bij i ne mozhut potim znajti jogo Shob dopomogti gravcyam bulo vvedeno specialnij vkazivnik na ekran 17 Dlya finalnoyi bivi vikoristovuvalasya osobliva sistema avtomatichnih zberezhen Vona zberigala gru tilki koli Gordonu ne zagrozhuvala bezposerednya nebezpeka i riven jogo zdorov ya dosit visokij Takim chinom vdalosya uniknuti zberezhen u zavidomo prograshnih situaciyah i rozrahovuvati na peremogu 18 Odnim z najvazhchih syuzhetnih rishen stalo vbivstvo Ilaya vtrata yakogo demonstruvala b znachushist cogo personazha dlya Oporu i Aliks Finalnu scenu gri vdalosya zrobiti realistichnoyu zavdyaki gri aktoriv Merli Dendridzh i Roberta Gijoma 19 Zagalom gra poetapno vidilyala i ukrupnyuvala protistoyannya sho vidbuvalosya na zadnomu plani Odnim iz zavdan Episode Two buv rozvitok obrazu Radnikiv vid pasivnih istot yaki ne mozhut samostijno peremishatisya do mogutnih protivnikiv 20 Same v cij chastini bulo pov yazano Half Life z Portal cherez sceni z Boreyem Zamist togo shob shtuchno vvoditi Portal v linijku Half Life rozrobniki pridumali davnye supernictvo mizh Laboratoriyeyu doslidzhen portaliv i Chornoyu Mezoyu 21 Takozh vidbuvsya peretin Half Life 2 z pershoyu Half Life Zapusk raketi Magnussona povtoryuvav zapusk raketi v Chornij Mezi 22 Primitki red Steam 2003 d Track Q337535 NZ Register of Classification Decisions d Track Q98087923 Half Life 2 Episode Two Q amp A Story Setting and Technology Arhiv originalu za 20 grudnya 2014 Procitovano 7 veresnya 2016 Half Life 2 Episode Two Game Giant Bomb www giantbomb com Arhiv originalu za 19 sichnya 2015 Procitovano 7 veresnya 2016 Half Life 2 Episode 2 Wiki Guide IGN IGN Arhiv originalu za 5 bereznya 2015 Procitovano 7 veresnya 2016 a b Bramwell Tom 6 chervnya 2006 Opening the Valve Eurogamer en UK Arhiv originalu za 6 serpnya 2012 Procitovano 7 veresnya 2016 english commentary EP2 Comment007 wav Gray Horsfield The destruction of this rail bridge was our first opportunity to showcase our new cinematic physics technology We wanted to convey to the player the scale of the train wreck and the delicate balance the damaged bridge was left in as a result The structural deformation of the twisted metal was modeled with the help of surface based spring networks driven by particle systems In this case we actually passed a rail car through the bridge and solved the deformation dynamically For the collapse we used an offline large scale rigid body simulation a technology typically reserved for the visual effects industry In this simulation we have about 750 moving parts calculated with coarse convex hulls These in turn drove a skeleton network to which the high resolution geometry was skinned Particles were then emitted from the transforming geometry and calculated in game english commentary EP2 Comment064 wav Jason Mitchell One of the major graphical enhancements we made to the Source engine for Episode 2 was the addition of shadow mapping for the player s flashlight This allows the flashlight to cast soft dynamic shadows into the world adding realism and drama to the scene particularly in dark underground areas like this one in which the use of the flashlight is required to navigate the space As you move around notice that all objects in the world cast and receive realistic shadows from your flashlight english commentary EP2 Comment085 wav Steve Kalning Alyx s model underwent some upgrades for Episode 2 We added two new holes to her jacket courtesy of a hunter and dirtied her texture up a bit to show wear and tear We also increased her polygon count and to help with her jacket we added shoulder blades to her back so that it flexes better when she lifts her arms Additionally we reconnected her belt so that instead of being rigidly attached it now flexes and slides around more A lot of this stuff you won t even notice it ll just look right yeah that s Alyx she s wearing a jacket you won t even think about it It s easy to have the computer draw something stiff and awkward but doing that pulls you out of the game you stop believing in the characters They just become icons Our goal is to make our characters simply look natural but to do that requires lots and lots of work and tons of new technology The irony is if we ve done our job you won t even notice it ll just look right It d be good to show wireframes of the model and maybe Before and after images english commentary EP2 Comment002 wav Erik Johnson This transmission scene was added fairly late in development after hearing from playtesters that they weren t sure where they were going or why Setting up the White Forest base as your goal right away was important in an episode with so many open freeform areas where players might forget what they re supposed to be doing english commentary EP2 Comment010 wav Joe Han From the beginning of Episode 2 s design we intended for Alyx to be gravely injured and fall into a coma However the timing and nature of her injury changed dramatically In the earliest version the player woke to find Alyx already unconscious We wanted the player to be unsure of what to do but instead this turned out to be merely confusing In the next iteration Alyx balanced precariously in the train car near the player only to slip and fall as the train shifted This was unsatisfying because we have painted Alyx as tough and agile having her injured in a fall seemed arbitrary and impersonal We kept trying to add a stronger emotional aspect to her injury something that would give rise to anger and fear Around this time the Hunters were coming online and we were having trouble giving them a really powerful introductory moment Solving both problems at the same time we introduced the Hunters as the cause of Alyx s injury english commentary EP2 Comment011 wav Ted Backman The antlion grubs were initially created for Half Life 2 to visually flesh out the lifecycle of the antlions We never found the right place for them in that game but as we developed the antlion environments of Episode 2 they were an obvious choice for resurrection In addition to their role in the life cycle of the antlion they provide an equally valuable service in these dark tunnels light As the grubs came to life we made sure that killing them was more rewarding In addition to the satisfying squish effects we added the health nugget for ailing players Soon we found many players were compelled to squash every grub in the map It s worth pointing out that grubs also play a role in our dynamic resupply system The more injured you are the more health they provide which allows us to create a consistent level of challenge for players at differing skill levels SHOW CONCEPT ART HERE english commentary EP2 Comment034 wav John Morello Griggs and Sheckley s comment about not stepping on the grubs was originally intended for comedic effect and to suggest that as usual Gordon Freeman had brought trouble in his wake However we found that some players took this comment too literally and would spend the rest of the level avoiding grubs in fear of spawning more antlions We experimented for a short time with making this an actual mechanic bringing in antlions whenever grubs were squished but this had several negative results It made the tunnels far too difficult and cancelled out any benefit the player got from squishing grubs for health We decided to keep the grub behavior simple and rewarding english commentary EP2 Comment017 wav Chet Faliszek Griggs amp Sheckley started off as minor characters who were just used to explain the setup for the turret battle Once done they died fairly quickly leaving players alone to fend off the antlion swarms We found this left players unsure of their defensive strategies and would force them to visually survey the cavern before setting up defenses So we made the two characters stronger and had them yell out their state to players and even suggest what openings the player should cover This gave players extra time to setup a defensive strategy before the antlions arrived This also let us also rachet up the intensity level by slowly heightening their reactions to the threats Once we realized this worked we decided to separate the characters and create an Abbott and Costello style team to do little bits during the down time the players were using to setup their defenses We ended up with entertaining character moments that also cued the player on game state and events english commentary EP2 Comment215 wav Joshua Weier The striderbuster or Magnusson Device started life as a Half Life 2 weapon called the hopwire This was a weapon that would leap into the air and create physical connections via ropes to the surface around it Once attached the ball would be suspended in the air ready for action We never shipped that weapon because it wasn t generally useable enough in our environments especially outdoors One side experiment created the black hole hopwire that the mod community found in Episode 1 s code You can still find videos of this in action on YouTube The black hole version created a true physical vortex that sucked anything near it into an incredibly dense singularity This created a small dense block comprised of all the mass and matter the vortex had collected which the player could then pick up and hurl at enemies We returned to the hopwire for Episode 2 where we thought we could use it to tie the strider s legs together and make it trip but the mechanic of hurling and attaching the strider buster was more fun for players so we moved the weapon in that direction english commentary EP2 Comment230 wav John Guthrie The massive strider battle was in production longer than any other map in the episode Tuning it required many many months of testing and iteration to address playtest feedback and this was complicated by the fact that every time we playtested we saw individuals adopt completely different approaches to defeating the striders Some threw logs at hunters others relied on their rebel companions to kill them Some players never sprinted while others never used the car We tried to keep supporting all the different strategies that occured to players so that their experiments with tactics would be rewarding rather than frustrating Meanwhile we had to make sure the strider and hunter behaviors were consistent and balance the experience so that it would be great for all different play styles at every skill level english commentary EP2 Comment235 wav Ido Magal One problem we faced in this map was that players would abandon their car in the heat of battle and not be able to find it later Given the time pressure and large scale of the map some of these players couldn t succeed in protecting the base on foot To address this we started by adding flashing hazard lights to the car which helped when the car was in view but we still saw players lose the car among the trees or behind hills Eventually we added a vehicle locator to the player s HEV suit so players could find the car wherever it was english commentary EP2 Comment237 wav Steve Bond We made some small changes to our autosave system as a result of tuning the final strider battle Autosaves are the periodic checkpoints where we can restart the player s game after death so that they don t have to worry about replaying more of the game than necessary In playtests we observed that most players depended on our autosaves to restart after dying rather than using their own quick saves But because the fight allowed players so much freedom some players ended up with an autosave that left them in a no win situation Low on health and pinned down by hunters or too far from the base to defend the rocket in time some players failed thirty or more times before finally giving up To address the no win situation we extended our autosave system to monitor health over time and to only perform the autosave if the player was deemed safe for a reasonable period of time We also prohibited autosaves when striders were within a certain distance of the base this ensured there was always enough time to defeat them english commentary EP2 Comment205 wav Bill Van Buren The decision to kill Eli was not made lightly and once we d made it we had to figure out how to make it meaningful We had already established Eli s frailty as well as his importance to the Resistance and Alyx s devotion to him so from a narrative point of view the impact of his death seemed obvious The hard part would be the execution The advisors ability to immobilize the player gave us a way to stage the scene the animations and the sound design made it believable but none of this would have been enough without inspired performances by Merle Dandridge and Robert Guillaume english commentary EP2 Comment206 wav Eric Strand Developing the Half Life episodes allows us to steadily flesh out the details of an ongoing cosmic struggle Most of this conflict remains far in the background but little by little we are able to bring new elements up front One of our goals for Episode 2 was to fully develop the grub like Advisors first glimpsed in Half Life 2 In Episode 1 they make several brief appearances but have no direct effect on events in the game In Episode 2 we deliberated about how soon to show them becoming active and decided to pull back the veil in stages Therefore we first see them being hauled around by combine troops completely passive Next we see one waking up from incubation still somewhat groggy and beginning to discover its power But at the end of the episode the Advisors come fully into their own front and center as characters with a huge impact on the story english commentary EP2 Comment189 wav Erik Wolpaw Aperture Science being specialized in the development of portal technology fit naturally into the cosmology of Half Life Rather than forcing Portal into the Half Life franchise we used it as an opportunity to make our world bigger By suggesting a long term rivalry between Aperture Science and Black Mesa we open up possibilities in both games that didn t exist when they were separate entities english commentary EP2 Comment209 wav Gary McTaggart The launch of Magnusson s rocket ties directly into the rocket Gordon launched at Black Mesa Here the portal satellite array that opened a gate to Xen in Half Life One has been repurposed to shut the Combine out This is just another example of the way we constantly try to weave the old threads of the Half Life story into the new episodes Dzherela red Oficijnij vebsajt Arhivovano 5 kvitnya 2015 u Wayback Machine Half Life 2 Episode Two Arhivovano 25 bereznya 2015 u Wayback Machine v Steam Half Life 2 Episode Two Arhivovano 28 lyutogo 2015 u Wayback Machine na MobyGames Otrimano z https uk wikipedia org w index php title Half Life 2 Episode Two amp oldid 39707924