


The introduction of the “gravity gun” played heavily off the Source engine’s then amazing physics, allowing players to manipulate the world around them like never before. And there are crowbars, so many crowbars.īeyond just expanding on the original game’s emphasis on narrative, HL2 really played with the idea of what a FPS game could do. Taking place twenty years after the original, it introduces a dystopian future ruled by the mysterious alien Combine, with Gordon’s former coworkers from the Black Mesa research base leading a resistance organization. It continued the story of Gordon Freeman, the mute protagonist of Half-Life and his attempts to set things right after unwittingly destroying the world. At the time, it represented massive advances in animation quality and enemy AI, introducing the widely used Source engine that would go on to power Left4Dead and Team Fortress 2. Released in 2004, Half-Life 2 is still widely considered to be one of the best games ever made. While it may be difficult to judge HL2:E1&2 as a game almost five years after its release, I can say with great certitude that it’s probably the best insect slaughter simulator since SimAnt, so if you’re in the mood for a good old fashioned bug hunt, read on. It seems like at every turn during your escape from City 17 and trip to White Forest, you’re knee deep in chittering carapaces, desperate for a can of Raid.

I guess what I really want to know is why in the hell did both Half-Life 2: Episodes 1 AND 2 include hours of hot, steamy, antlion action? If you’re not stuffing antlion holes with cars, you’re crushing their grubs underfoot in a massive hive complex. What is it with Valve and antlions? Is there some massive spec sheet somewhere, pages jammed full of details outlining every aspect of antlion existence, that is the pride of some designer’s life? Is the next major Valve product going to be a side-story where you play an up and coming Vortigaunt antlion husbandry expert?
