
So, of course, I got the Orange Box last night. Well, yesterday afternoon really, but I was doing some work and didn’t get a chance to play until the evening. The box isn’t just a standard orange either, it’s a bright safety orange. After spending over 10 hours with the game last night I’m sure of one thing: were this just HL2, HL2 Episode 1 and HL2 Episode 2 this would be an amazing deal. But no, absolutely not, they couldn’t leave well-enough alone. Valve decided to make the best game package and deal _ever_, with some of the best representation from three distinct genres: Action (HL2), Puzzle (Portal), and Team Tactical (Team Fortress 2). Sure they all use the first person perspective, but Valve really is the state of the medium when it comes to presentation, narrative and execution.
While Half-Life 2 remains one of the greatest games ever designed for many reasons, and while I haven’t yet played them, I’m sure that Ep. 1 & 2 maintain exactly what made the original great. I’m not worried about that. The real test was with the new games: Portal and Team Fortress 2.
Not that I was worried, I’ve been talking with one of the developers of Portal for a story that’s going to be appearing in the next issue of The Gamer’s Quarter, and everything seemed good about it. It’s short, sweet, subtle, and sly. It has perhaps the best writing in a game that never really needed writing. When I heard that “Old Man Murray” was going to be writing the script I initally wondered how much script there would really be. Even after a short time playing I was still wondering how much there was. It ended up brilliant and hilarious. That aside, the puzzles were so clever at times that I felt like a genius when I figured them out easily. Portal weighs in at about a two to three hour game for the first run through. It’s a really excellent length for a afternoon type game, and when I finished it first I went straight into the developer’s commentary and played through the first half again. It was neat to hear what came of QA and play-testing and how they molded the levels around it, but much of it was a little dull. On that run I completed the first half of the game in about 20 minutes, which is less than half the time. I’m going to go for some of the time and step trials later because the game lends itself really well to being replay.
Team Fortress 2 was really something else. While it only has 6 maps, that’s a bit misleading. Many of those maps have different maps inside of them that you can’t see until much latter in. For example when you’re playing on Hydro, there’s really 6 different layouts all within the same map. For Dustbowl there are three maps that you can only see as you slowly capture one after the other. Outside of 2Forts and another map I can’t remember, when you pick a “map” at the beginning of the game all you’re really doing is selecting a game type and set of maps. I’m going into detail on this because It’s one thing that I’ve seen a lot of complaints about in theory, but it’s not been explained in detail. The game does a lot of things right, things that I was looking for with team based Halo 3 yet didn’t find. It also doesn’t do somethings as well as Shadowrun does. One example is time: TF2 matches seem to take forever, where SR just took a while (longer than Halo, so many people complained). Due to SR not having respawns there was a lot more tension, and eventually TF2 does this with a sudden death mode, and when that happens it’s really fun. Also there was a lot more team work in SR because if you went out on your own you were probably dead with no hope of getting resurrected. TF2 does have team work, but it’s more like an engine than a sled team: everyone is doing their part independently and as long as one person doesn’t break down everything keeps running smoothly. With a sled team everyone needs to match up in sync and run together. A subtle difference, but an important one. They’re both good for their own unique reasons.
Team Fortress 2’s gameplay is really welcome though. Most characters have two ammunition weapons, and one melee weapon. All the characters are exceptionally unique (with the possible exception of the Soldier) and all serve very unique purposes on the team. My current favorites are Pyro and Engineer, with the occasional Demoman when needed. Both Pyro and Engineer are fairly lonely character types. The Pyro waits around at the front lines for people to try to sneak in and then flame them, or he waits near a defense point and flames anyone who comes in as a sort of decontamination process: if you light on fire you’re a spy and we’ll kill you. The Engineer is unique because you’re either alone defending while keeping your turrets alive, or you’re sneaking in behind enemy lines and offensively setting up turrets and teleporters. I’ve placed some brilliant teleporters that have won us the rounds a few times, and it’s a good feeling. The Demoman, well, he’s a black Scottish cyclopes. You can effectively play him as offense or defence, but he’s still a bit of a loose cannon. You can hope to god that you get your timing right and land a one hit kill with a granade, or you can lob a dozen at the enemy and hope a couple do enough damage to kill something. I kind of feel like I have a patatoe gun when I play as the Demoman, and it fits the game perfectly. Anyways, I hope some new maps come out for it eventually, but I’m not keeping my fingers crossed. If they do they should be free because of MS’ policy on “if it’s free on anything else, it’ll be free for XBL.”
I guess what I’m saying is that if you don’t get the Orange Box no one is going to die: you’re just doing yourself a huge injustice.