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Game Forum / Action Games / Half Life / May 2007

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HL2: Ep2 * Spoilers*

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Stri - 26 May 2007 15:38 GMT
Oh my!

[Though the middle episode in the episodic trilogy has Gordon and Alyx
constantly on the move, that doesn't mean there won't be time for some
major revelations. In fact, Half-Life fans can expect a "substantial
story" that reveals more details on the relationship between G-Man and Alyx]

[To speed your travels across Episode Two's large expanse, you'll be
equipped with a rebuilt Dodge Charger.]

Bah, so we won't be able to go around corners then...
Dodge Charger. This would suggest that Half-life is in fact set in North
America, not Europe after all. Hmm.

[The Antlion have long been a pest for Half-Life 2 gamers. You're
finally going to visit where these little buggers live.]

ooOOOoo

[The real gem of Half-Life 2: Episode Two are the hunters. Designed to
accompany striders, the hunters are small, spindly and very deadly.
While striders cause damage on a large scale and are usually fought at
long range, the hunters are infiltrators who get right in your face.
They can easily enter homes, and rarely come alone. At its worst, the
hunter flushes out rebels, forcing them out of cover so that nearby
striders can finish them off.]

They look scary, yes they do. You can see the human connection that
they've been bastardized from and that just increases the morbid value.

http://uk.xbox360.ign.com/articles/790/790981p1.html
McG. - 26 May 2007 22:51 GMT
> Oh my!
>
[quoted text clipped - 3 lines]
> story" that reveals more details on the relationship between G-Man and
> Alyx]

So, surprise me.  Yawn.

> [To speed your travels across Episode Two's large expanse, you'll be
> equipped with a rebuilt Dodge Charger.]
>
> Bah, so we won't be able to go around corners then...
> Dodge Charger. This would suggest that Half-life is in fact set in North
> America, not Europe after all. Hmm.

Why?   There are NO cityscapes here that look like those of HL2.  And, why
couldn't they have to travel TO the land that was formerly the US???  And
how do ya figure a Dodge Charger won't corner?  LOL!

> [The Antlion have long been a pest for Half-Life 2 gamers. You're finally
> going to visit where these little buggers live.]

That's nice.   Just so long as we have bugbait to take in :-)

> ooOOOoo
>
[quoted text clipped - 10 lines]
>
> http://uk.xbox360.ign.com/articles/790/790981p1.html

I don't see the human semblance in these 'hunters' that look ripped out of
WotW '05.  No connection I can see.   Looks like a continuation of the story
with no improvements :-\
McG.
Stri - 26 May 2007 23:08 GMT
>> [Though the middle episode in the episodic trilogy has Gordon and Alyx
>> constantly on the move, that doesn't mean there won't be time for some
[quoted text clipped - 3 lines]
>
> So, surprise me.  Yawn.

Huh?

So you were expecting a "substantial story" improvement and you knew
that there was a connection between Alyx and Gman.

Oookay....

> Why?   There are NO cityscapes here that look like those of HL2.

I realize this. America don't *do* old buildings. You're a nappy-nation
but I'm just trying to piece things together here.

> And, why
> couldn't they have to travel TO the land that was formerly the US???  And
> how do ya figure a Dodge Charger won't corner?  LOL!

City 17 is in Europe. It's clarified here:

http://ep1.half-life2.com/story.php

American cars don't do corners. It's a widely regarded fact. In fact :)

>> [The Antlion have long been a pest for Half-Life 2 gamers. You're finally
>> going to visit where these little buggers live.]
>
> That's nice.   Just so long as we have bugbait to take in :-)

I somehow doubt we're getting it this time. At least, not to begin with.
I'm expecting the Ant works and the hunters to be one of the major
challenges of EP2.

> I don't see the human semblance in these 'hunters' that look ripped out of
> WotW '05.

Think of the stalkers. Can you see the semblance between the stalkers
and the hunters, I can.
If you look, I strongly suspect that the hunters have human parts in
them and it would be in keeping with the combine.

> No connection I can see.   Looks like a continuation of the story
> with no improvements :-\
> McG.

Well I don't know about improvements, you may be right. Personally I'm
as interested in the story as I would be about any improvements although
the article does specifically state that the game is targeting high end
machines for out-door environments.

So I guess you could call that an improvement.
Stri - 26 May 2007 23:24 GMT
Another point of interest regarding the location of City 17 is this...

- What does "Nova Prospekt" mean?

Mark Gottlieb writes: "Nova Prospekt" is a differently spelled Polish
phrase meaning "New Prospective"... and comes from Polish literature.
It usually implies a "forced assimilation of beliefs."

The writing in City 17 didn't look Polish but it's the best theory I've
got as yet.
Gumby - 28 May 2007 01:17 GMT
> Another point of interest regarding the location of City 17 is this...
>
[quoted text clipped - 6 lines]
> The writing in City 17 didn't look Polish but it's the best theory I've
> got as yet.

Wikipedia's City 17 entry has the best, most reasonable theory...

"Some fans believe City 17 to be Sofia, Bulgaria, the hometown of the
art director of Half-Life 2, Viktor Antonov. This is based on both City
17's general resemblance to Sofia and the frequent appearance of
Bulgarian words (written in Cyrillic characters) on signs and graffiti
throughout the game (although some of these are words in other Slavic
languages as well). One clear example is "цимент" ("cement") written
across the top of a large building in Ravenholm - the only language that
spells the word in this way, using the Cyrillic alphabet, is Bulgarian.
Furthermore, near the beginning of the game a newspaper entitled
"Работническо Дело" (Rabotnichesko Delo) can be seen - this was the most
popular newspaper in Bulgaria during its communist period."

http://en.wikipedia.org/wiki/City_17#Background_and_origins_of_City_17

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Stri - 28 May 2007 02:31 GMT
> "Some fans believe City 17 to be Sofia, Bulgaria, the hometown of the
> art director of Half-Life 2, Viktor Antonov. This is based on both City
[quoted text clipped - 9 lines]
>
> http://en.wikipedia.org/wiki/City_17#Background_and_origins_of_City_17

Fascinating. So Half-life1 was in USA, Half-life2 in Bulgaria.

Thanks!
McG. - 28 May 2007 04:27 GMT
>>> [Though the middle episode in the episodic trilogy has Gordon and Alyx
>>> constantly on the move, that doesn't mean there won't be time for some
[quoted text clipped - 52 lines]
>
> So I guess you could call that an improvement.

We shall see soon enough :)
McG.
Stri - 28 May 2007 14:23 GMT
> We shall see soon enough :)
> McG.

Not soon enough for me.
Aaron Lawrence - 30 May 2007 15:49 GMT
Way too slow for me. This episodic thing is a nice idea
but it has to come out fast enough that if there is a
dud, you haven't forgotten the whole thing before the
next arrives.

I was thinking say 3 months apart. Then that might
sustain some momemntum. But these "episodes" are more
like separate games.

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aaronl at consultant dot com
For every expert, there is an equal and
opposite expert. - Arthur C. Clarke

Stri - 30 May 2007 16:21 GMT
> Way too slow for me. This episodic thing is a nice idea
> but it has to come out fast enough that if there is a
[quoted text clipped - 4 lines]
> sustain some momemntum. But these "episodes" are more
> like separate games.

Well if you consider half-life2 itself took four years+ to make expect
Half-life EP 1 2 + 3 (AKA Half-life3) to take 1.3 years each.

By my maths which are I should point out, awful.
Carl - 31 May 2007 09:14 GMT
I just want to see Dog vs Strider!
 
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