Echoes of Episode Two
1up is carrying an interview from the latest CGW, talking with David Speyrer (Half-Life 2: Episode Two Project lead) about what we can expect in the next episodic content release. Typically, Valve is not exactly forthcoming with information on the title, which is expected around Christmas. Just the same, Speyrer has some interesting things to say about Valve's design process. From the article: "It's cool to realize that so many of the elements that we take for granted today, like the gravity gun or our companion A.I., were risky R&D projects during the development of Half-Life 2 or Episode One. Continuing at that rate as we release more episodes is pretty exciting for us as designers, and for our customers. We'll bring many elements from Episode One forward into Episode Two, but we expect to use dynamic scripted sequences extensively. They allow close interaction between NPCs during combat--such as Alyx wrestling with zombies in Episode One--and because they happen spontaneously, every player will see different interactions at different moments in the game."
With how much chatter there is about these quasi-sequels I have to assume the game gets better after you throw the soda can away (I always get intrupted in the blank blank train station).
I don't give a damn for a man that can only spell a word one way.
Mark Twain
So EA's re-inventing the "Intelligent Artificial Idiot" for their games? I would like to see the I.A.I. pass the grenade test. So far, only in F.E.A.R. does the enemy AI's has enough sense to say "Oh, sh*t!" before backing away when you drop a grenade right in front of them.
I suspect that episode 2 will introduce a clone army, have one of the main characters get revenge after his mother dies, and have a secret marraige.
Oh, wrong Episode 2?
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
2.66 GHz is low end?
Oh fuck, I'm old.
Technoli