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Half-Life 2: Episode 2 
The idea is more choice.

Platform: PC Also On:  PS3  |  Xbox 360

Publisher: Electronic Arts   Developer: Valve Software

ESRB Rating: N/A   Genre: Shooter


Unlike Episode One--perfectly paced though ultimately linear, satisfying though an insatiable cannibal of Half-Life 2's settings--this second episode frees players from path following...and itself of old trappings. Now outside Eastern European-ish City 17, Gordon Freeman wends his way through an Antlion larder and the White Forest. "Some maps are massively nonlinear," says engineer Josh Weier, and the episode's woodlands provide ultimate objectives say rendezvous with resistance scientists in a silo somewhere) while leaving proximate tactics up to players. The idea is more choice, moment to moment: Instead of predicting when the Combine will appear, we suss out where they're concentrated and plan one of several possible approaches. A buggy/dozer hybrid adds frontal assaults and fast getaways to the agenda.

Team Fortress 2, part of the Episode Two/ Portal package, stuns on sight. Shadows and stark shapes--more so than fine detail--define character classes that move as though handanimated, grip hiccuping guns, airwalk at the apex of rocket hops, bang turrets into place, and more. Painterly environments complete the campy sci-fi/spy-themed picture: Farm and industrial facades on each team's fortress give way to high-tech underground facilities.

TF2 builds on Team Fortress Classic's nine trademark classes, notably tweaking Medic, Spy, and Demo Man kits to reflect today's physics technology and address cocreator Robin Walker's dissatisfaction with dated mechanics such as the Medic's inability to easily assist allies and ability to infect foes. ("'Stay away from teammates; they might hurt you,' isn't exactly a good signal to send," Walker says.) No word yet on which modes, other than capture the flag, are coming back, although Walker hints at new uses for the Demo Man's environment-obliterating detpacks, as well as the Engineer's construction kit. Expect a comprehensive commentary mode to explain the whys and hows.

POTENTIAL PRATFALLS:
Valve invented FPS as series of carefully controlled encounters, but can it dial down scripting and still deliver? (We'd wonder about Vortigaunt allies who now fight alongside Freeman and amp his HEV suit if Episode One hadn't already proven Valve's handle on partner A.I.)

Team Fortress 2 isn't especially worrying, either. Curb Team Fortress Classic's overabundant explosives and tendency to stalemate, tweak underdeveloped classes (Valve's already announced it's rejiggering the Pyro and Demo Man), and the game's good to go. Of course, hardcore fans have their own ideas, and even the slightest change to the TFC template will provoke vocal online opposition.

WHAT WE DIDN'T KNOW:
"Episode Two's vehicles include an old refrigerator, retrofitted to serve as a cargo container. Plus, remakes of Team Fortress Classic maps Well and Dustbowl are in the works for TF2." -Doug Lombardi, marketing director, Valve.


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