Half-Life 2 Episode 2: Riding Shotgun

By Shamus Posted Friday Dec 7, 2007

Filed under: Game Reviews 24 comments

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The chapter begins with the player and Alyx traveling on the open road in their newly-acquired muscle car, heading for the White Forest base to meet up with the rest of the resistance.

I love driving the car, although the road is too serpentine to be able to hold the accelerator down, assuming you don’t want to be fighting for control and clipping the occasional rock or tree. You have to “flutter” it, tapping the gas a second at a time as you go. Ugh. In real life Alyx and Gordon would most likely be puking after a mile or so of that. Makes me wish for an analog throttle.

I love how vehicles in these games allow you to steer and look around independently. It’s nice to begin looking left before you start turning left, instead of having your eyes locked in a forward-looking position. It makes the vehicle easier to use and allows you to drive the car the way you would in real life. This gives driving an incredible degree of realism, and makes it more satisfying to drive than doing so in games which are expressly designed for driving. (Although, it makes me wish for analog steering. I realize there isn’t really any way to have analog throttle, steering, and looking in any existing control scheme, but that doesn’t stop me from wishing for it.)

Our first stop along the way is the radio tower. Alyx decides to send a message ahead to White Forest base and let them know the Combine are coming. We have to search the abandoned buildings to get the power back on and send our message. This is another thing I love about this series: Other games would tuck a few foes into these buildings and call it a day, but instead Valve lets the player explore the space first. Quiet exploration is nice and lets us take in the scene visually instead of blasting our way through it, but it also helps to build some tension.

And in the basement of the power station we finally encounter an interesting plug puzzle. Plugs have been a feature of the game since Half-Life 2, but the “puzzles” have always been mind-numbingly simple. You either: 1) Plug in the thing that needs power or 2) Unplug the thing you want to turn off. Not exactly a source of mental stimulation, there. A Rubik’s Cube this ain’t.

But here we have a honest-to-goodness puzzle. Like a lot of the best puzzles in the game it’s not long or difficult, but it’s a real puzzle and provides a nice break in the fighting that satisfies my puzzle drive.

Once completed, we’re ambushed by hunters. Here Alyx’s character really shines. Last time she faced one it nearly killed her. (Actually, given the things the Vorts said, it sounds like it did kill her.) Now she has to face them again. We’ve never seen her this frightened before. She’s terrified and angry over her last encounter with one. She starts off in a mild panic, but as she realizes the fight is inevitable she masters her fear and readies herself for the battle. As you bring down the first one you can hear the relief in her voice. We can beat these things. It’s a real turning point for her and wonderfully acted. There are many big-budget movies that fail to handle moments like this with as much finesse.

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It really is shocking how much better Valve is at creating characters than everyone else. It’s been a few years since Half-Life 2, and still nobody else is really anywhere near them in terms of having lifelike, believable NPC’s that can accompany the player and perform in a dynamic situation. Everyone else has to stop the action for a cutscene, and even then their characters usually aren’t as expressive or as well acted as Alyx Vance. It’s amazing how far ahead they are.

The hunters are interesting foes. They are pretty good at flushing you out and flanking you. They are probably the most interesting foe so far.

We put down the hunters, send our message to White Forest, and then hit the road.

The encounter with the advisor is pretty interesting, although, like most encounters with these guys, it satisfies our visual curiosity without actually telling us anything. Once the advisor flees and we blast our way out of the farmhouse, we find ourselves driving for our lives while a helicopter runs us down.

I wish that somewhere along the trip we had a nice stretch where we could really work the car up to top speed and enjoy a bit of driving on the open road. Most of the trip is spent on navigating winding dirt roads and hairpin cutbacks, or dodging wrecked vehicles. The only place where we could really push it is during this helicopter chase, and here you have to keep swerving and changing speed to avoid bombs.

We reach the outpost and stop to fight the chopper. It took me an embarrassing amount of time to figure out what I was supposed to do. I saw other rebels had rocket launchers (which never seemed to hurt the chopper, for some reason) and I thought I was supposed to get one for myself. Did I miss it? Is there one lying around here that I’ve overlooked? Am I supposed to wait for one of these idiots to snuff it so I can have his? Once I figured it out it was one of those forehead-slapping moments.

 


 

Image-Metrics

By Shamus Posted Friday Dec 7, 2007

Filed under: Links 27 comments

This is amazing. I almost didn’t link it because you have to visit the site to see it. They really need to think about making that into a YouTube video.

The demo on that site shows a woman making various expressions and faces for the camera, while a computer-generated face does an exceptional job of imitating her. The actual geometry of the face isn’t all that impressive. (It looks very plastic and lifeless. Haven’t these guys heard of texture maps? Then again, maybe the model is made this way on purpose, so that you focus on the motion and not the shape of the face.) The animation goes a long way to bringing the face to life, although I can’t help but wonder how it would look with a more convincing 3d model.

The obvious application here (and what they seem to be selling) is a system for making complex facial animations with minimal work. Doing this stuff by hand is a chore, and tends to look very mechanical. (I’ve dabbled with it. It sucks, and it takes a huge investment of time and skill to get rid of the mechanical feel.) Doing it “right” involves an actor putting on special makeup (usually dots all over their face for the computer to track) or other tricks to give the computer well-defined points of reference. But the system shown here seems to let anyone sit down in front of the camera and start mugging without any fancy setup.

I’m willing to bet it isn’t realtime, even though the demo movie seems designed to allow you to think so. I’m guessing you capture the video and then the software needs a jolly good think before you can see the results in action. I’m also confident that it would have trouble if you spoke. I doubt it attempts to track anything inside the mouth. Near the end of the demo the actress licks her lips, and the avatar doesn’t. It’s possible that the avatar doesn’t have a tongue, but I think it’s more likely that the software can’t quite comprehend tongues yet. This is a shame, since if that worked this would be the ultimate way to make lip synch look good. Just get a video of your voice actors as they do their thing. Most voice actors already emote visually when they do their thing, so the extra data would be “free”.

At any rate: It’s fun to watch the animation do its thing.

 


 

Half-Life 2 Episode 2: Freeman Pontifex

By Shamus Posted Thursday Dec 6, 2007

Filed under: Game Reviews 24 comments

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The opening of this chapter begins with Gordon, Alyx, and Cecil emerging from the mines to a stunning vista of the huge combine force crossing a bridge in the distance. They carry advisors. Cecil tantalizes us with his knowledge of them but doesn’t actually tell us anything.

Alyx’s gradual revival from the near-fatal hunter wound is convincingly portrayed in the next scene. She doesn’t recover instantly, but she also isn’t a limping hindrance as the story moves along. She recovers slowly over the next half hour of gameplay. Continue reading ⟩⟩ “Half-Life 2 Episode 2: Freeman Pontifex”

 


 

Voice of Alyx Vance and Dr. Kliener

By Shamus Posted Thursday Dec 6, 2007

Filed under: Movies 16 comments

Despite my unwitting appearance on Attack of the Show, I’m not a huge fan of G4tv. I see clips of it once in a while on YouTube, and the hosts always seem like they need to cut way, way back on the caffeine. Having said that, once in a while I see something that really captures my interest. Here is a good example:

I found this while searching for Half-Life 2 gameplay videos. (Which I’ve been watching for reasons I can’t even begin to explain.) It’s Hal Robins and Merle Dandridge, who play Dr. Kliener and Alyx Vance from Half-Life 2. (Merle phones into the show so you can’t see her, but if you want to see what she looks like you can do so at her official website. You can see her in an interview relating to her Broadway work here.) As the hosts point out, it’s really strange hearing these familiar voices coming from unfamiliar faces.

I was also surprised at how much Hal Robins looked like Jerry Holkins of Penny Arcade.

 


 

Half-Life 2 Episode 2: This Vortal Coil

By Shamus Posted Wednesday Dec 5, 2007

Filed under: Game Reviews 34 comments

Someone commented that my previous post seemed a little nit-picky. That’s a natural part of what I do when I love a game, is to pick it apart and see what worked and what didn’t. Just so nobody gets confused and thinks I have a problem with the game: This was tremendous fun. I want to make it clear that the gripes are a bit of armchair game development on my part. It can’t be helped, really. Anyway, onward…

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As you drop into chapter 2, you meet Griggs and Sheckley. I don’t know what these guys are doing down here. The only route to the surface is the broken elevator. I’d assume they lived here with the Vorts, but they seem genuinely surprised to see the Vorts when they show up, and their banter makes it sound like neither one of them has seen Vorts fight before. There doesn’t seem to be any living space nearby, or any sort of food. As far as I can tell, the turrets and tunnels are set up so that they can live here and take care of the turrets and tunnels.

What are you idiots doing here? How did you get here? Where do your supplies come from? Curse Valve software for making Gordon mute so that I cannot ask these all-important questions!

Continue reading ⟩⟩ “Half-Life 2 Episode 2: This Vortal Coil”

 


 

Top 50 RPG Websites

By Shamus Posted Wednesday Dec 5, 2007

Filed under: Tabletop Games 17 comments

Chainmail Bikini made #12 in this list of Top 50 RPG websites over at Dungeon Mastering. Sadly, Shawn and I were just edged out of the #11 spot by the no-talent hackjob rival comic DM of the Rings.

I’m currently playing in a D&D 3.5 campaign, as opposed to going to all the trouble of running one. This has made me very lazy, so I’m not reading many roleplaying sites these days. When the pendulum swings back to my chair I’ll start reading again. Probably with some sort of anxiety. I was happy to see Treasure Tables and Chatty DM both placed high on the list. I enjoy both sites, and as we all know “Top X” lists like this one only exist to make us feel good about choices we’ve already made.

Anyway. Number twelve. Yay.

 


 

The Gerstmann Thing

By Shamus Posted Tuesday Dec 4, 2007

Filed under: Rants 58 comments

Most common question here in the comments and in email last weekend: What do you think of the thing with Jeff Gerstmann?

Some people have been waiting for my take on this. Others will have no idea what I’m talking about. I haven’t commented on this yet because it’s one of those things that needs a thousand words or none, and I wasn’t sure anyone would be interested to hear my efforts to join the predictable pile-on now that the story is over and everyone else is dusting themselves off and walking away.

Here is a quick recap of the story. Note that that I’m just passing along details as I read them – the story goes something like this.

  1. Jeff Gerstmann, reviewer for Gamespot, gave a bad review to the newly-released Kayne & Lynch. You can see a subset of his complaints about the game here:

    The game sounds dull and tedious in a number of very predictable ways. We’ve played this game before, as it were, but with more varied gameplay and more likeable characters. Those few minutes of gameplay footage tell a story that hardly needs the narration of Jeff Gerstmann to help make its point.

  2. After the negative review, Eidos (the publisher) pulled their advertising from Gamespot. (Gamespot was drenched in Kayne & Lynch promotions at the time of the review.)
  3. Gamespot fired Jeff Gerstmann.
  4. Eidos advertisements reappeared.
  5. Excuses were made in an attempt to airbrush over what looks to be the abandonment of the pretense of journalistic integrity.
  6. Life goes on.

For an even quicker summary of what people see when they look at this story, check out this Penny Arcade. To those of us pressing our noses up against the frosted glass of videogame journalisim and trying to look inside, it looks a lot like Eidos pressured Gamespot to fire Gerstmann. Of course, Gamespot denies this. Gerstmann has no comment. Eidos isn’t likely to subscribe to this view of events either. Some people doubt. “Anonymous sources” confirm, and hint that the story is everything it seems to be and more.

You can read more about this at Primotech, Destructoid, Kotaku, or Joystiq. I’ll also give the Rampant Coyote a nod for rounding up the above links for me.

Gamespot’s stated reason for canning this ten-year employee – that they had a “problem” with the “tone” of his articles – is nebulous enough to mean nothing, and sounds pretty weak when used as justification for getting rid of a high-profile guy like this. This guy has been with you since the original Quake hit the shelves. A decade. And now his tone is suddenly a problem? Did his tone aburptly change? If not, what did?

Gerstmann claims he can’t comment on his firing, which is only true if what he has to say is negative towards his former employer. A few words from him could take the wind out of this story: “I was fired for repeatedly emptying the office coffee pot and not making more.” He hasn’t done this, which means he probably has something nasty to say and is avoiding doing so in hopes that he’ll be able to find work elsewhere in this industry. Humiliating your former employer is not the way to make a good impression on prospective employers.

Deprived of a reasonable alternative explanation for the firing, this story has gained traction and is quickly becoming the accepted version of events. I guess I’m buying it, since it reinforces my preconceived notions about gaming journalism.

For cynics like me, this just makes clear what I’ve always suspected, which is that mediocre big-budget games tend to garner better reviews than they deserve because the publishers make life difficult for reviewers if they don’t play along. I’ve always thought they did this with the more nebulous threat of cutting off “access”. As in: If you pan this Tomb Raider game, then maybe we won’t bother sending you screenshots, granting interviews, or giving you a review copy for the next one, thus giving the “inside scoop” to other, more malleable game sites and magazines. Review sites went along with this because of their OCD-like obsession with being “first” to review / preview something.

(And this is why I’ve come to loathe game previews. What possible use could I have for a four-page article filled with publisher-approved prose and screenshots about a game? Such a thing is essentially indistinguishable from advertising from the consumer’s point of view. It’s worse, really, since it’s presented as journalism. It’s gotten to the point where more page space is dedicated to previews than reviews, which shows just how screwed up things have gotten.)

But until this happened I would never have guessed that money was used this way, that the use of it as a weapon would be this explicit, or that they would have been so brazen about it. If this was some sort of aberration they might have tried to disguise what they were doing. They certainly could have waited a few weeks before taking action, thus spanking Gamespot back into line in a way which would have been undetectable to those of us on the outside. They way they’ve done things indicates to me that they think there’s nothing wrong with doing business this way and they don’t care if we know.

Many times I’ve played a game which had glaringly obvious flaws, and wondered how, during a two-page article filled with squealing about graphics and the mechanic du jour, the reviewer never found space to mention them. Eventually I (and a lot of other gamers) decided that either gaming magazines and websites employed abject masochists, or the review process was broken. I don’t expect a reviewer to predict if I like a game or not (How could they?) but I do expect them to accurately describe the contents and experience of a game. The moment I realized they stopped doing that they became useless to me.

Will gamers care about this in the long run? Is this going to be a blow to Gamespot, now that they have revealed that publishers can essentially buy positive reviews, simply by buying advertising space?

Not really.

I gave up on review sites years ago. A lot of us did. What about readers who still turn to those magazines and sites? Next year, when reviews tell them that the next Tomb Raider game feeds the hungry and heals the sick, will they think back to the whole Jeff Gerstmann story of ’07 and hesitate? I don’t claim to be a psychic or anything, but I’m going to go out on a limb and predict that they won’t give Jeff Gerstmann a nanosecond worth of thought. If their memories reached back that far, they would remember the last review of [overhyped game from a big publisher] and how that compared to the actual experience of playing the game. There will always be a contingent of people who buy first, and use reviews to rationalize their foolishness later. That group is large enough to constitute a market, and Gamespot has decided to go after it.

I do hope Gerstmann is able to find work elsewhere. If I was running a gaming site I’d grab this guy in a second, if only to establish a reputation as a fearless rogue and a tell-it-like-it-is publication. Interesting that nobody has done this yet.