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REVIEW THE ORANGE BOX |
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PUBLISHER
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ELECTRONIC ARTS
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DEVELOPER
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VALVE
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GENRE
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FIRST-PERSON SHOOTER / PUZZLE
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PLAYERS
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1-16
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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It’s five games – every one of which is
among the best of its type, if not the best –
for the price of one.
Had Valve updated
it for the PS3 then it
would have scored
even higher. |
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SCORE
03/DEC/07 |
93% |
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We’d hate to make ourselves look
redundant here but… it’s five
great games for less than 50
quid. Do you really need a review
to help you decide whether or not The Orange
Box is worth your while? Hell, even if you’ve
already played Half-Life 2 and Episode One
on the PC and don’t want to play them again
on your PS3, you’ll still be getting plenty of
top-notch entertainment for your money. But
perhaps you’re wondering if there’s a catch,
or perhaps you’re just curious to know more
about this extraordinary compilation. We hope
so, we’d hate to think of these four pages being
left alone and unread.
The main bulk of this huge package is taken
up by a straight port
of Half-Life 2. It is
nothing more and
nothing less than the
all-time classic that
was first released on
the PC back in 2004. On the one hand, this is
obviously a really good thing. Everything that’s
awesome about the game has been kept 100
per cent intact in the process of the conversion.
But there is a downside, too. For a start, Half-
Life 2 is now three years old, and three years
is a very long time in gaming, especially when
a new console generation comes along in the
middle of it. Much, although admittedly not all,
of what made this a ground-breaking milestone
back in 2004 already looks pretty dated.
The resolution of textures, the lighting
and the overall visual quality really isn’t up to
the usual PlayStation 3 standards, although
the water effects and many of the character
animations are still as good as, if not better
than, any that we’ve seen this year. It’s a similar
story with the physics. Valve’s Source engine
throws objects around at a level of realism far
beyond anything seen prior to its introduction
in 2004, but game physics have continued to
improve at a dramatic rate since then, and so
Half-Life 2 can sometimes feel a little bit crude
and clumsy by today’s standards. In particular,
we had frequent problems with small objects,
such as pieces of broken crate, impeding our
progress and catching on us when really we
ought to have easily been able to walk over
them or kick them out of the way. There are no
major problems, but it wouldn’t really have hurt
too much to have tidied this kind of issue up
slightly, would it?
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It also wouldn’t have hurt to make some
effort to adapt it better to a console control
setup. Vehicle control, in particular, can feel
very wayward and counter-intuitive. Steering,
looking and aiming your vehicle’s weapon are
all controlled separately, which may have made
some sort of sense when using a mouse and
keyboard, but makes none at all on a PS3 pad.
There was an opportunity here for Valve to
streamline the whole system and make it work
better on a console than it did on the PC, but it
wasn’t taken. A bit of a shame.
Another thing that Valve has failed to do is
account for the fact that joypads use analogue
movement control where the cursor keys
on a PC do not. In order to prevent you from
stopping and starting with an unnatural
abruptness, a degree of inertia has been added
to your movement so that you effectively take
about a second to slow down and speed up
whenever you stop or start moving. The trouble
is that this occurs naturally with analogue
control, but Valve hasn’t toned down the
artificial effect to compensate for this, so on
the PS3 you always feel like you have a little bit
too much inertia, like you’re slightly drunk or
something. It wouldn’t matter in a regular FPS,
but Half-Life 2 has some platform puzzleresque
sections that sometimes require fairly
precise control. Still, it’s not a very big deal, and
we’re only going into these minor niggles in
such depth because if, for some reason, you’re
actually in any doubt as to whether or not to
buy The Orange Box, these are probably the
kind of things you’d like to know about. You
shouldn’t let any of this put you off though. It
might be a little bit dated and a little awkward,
but Half-Life 2 is still one of the best games
ever on any platform. Its minor issues bring the
whole package down to 93% from a 96% or
97%, that’s all.
Speaking of the whole package, there are
four more games to tell you about. None of
which are full-sized, but they’re all much more
than mere modes or mini-games. First up
you’ve got Episode One and Episode Two, which
continue the Half-Life 2 story from where the
main game leaves off. Both play much like the
main game with, if anything, hints of refinement
and polish here and there. Episode One looks
very much the same as Half-Life 2, but Episode
Two, being more or less brand new, looks
noticeably better. It’s still pretty much the same
engine underneath, but the resolution and
lighting are much improved, taking the game’s
atmosphere to impressive new heights. Its
numerous outdoor locations are convincingly
sunlit, and the murky subterranean sections
suitably shadowy and damp.
The purpose of both episodes isn’t just to
give you some more of the gaming action that
you already know and love, it’s to develop the
characters, their stories and their relationships.
Through much of both episodes you’ll be
closely accompanied by Alyx Vance, which tells
you a lot about Valve’s growing confidence in
its ability to create characters that are truly
worthwhile, valuable even, in their own right.
Alyx is arguably the first and only AI companion
in the history of games that just somehow
refuses to get annoying. She doesn’t get in the
way (although she will shove you if you get in
her’s), she doesn’t get stuck on scenery and lag
behind, she doesn’t keep repeating the same
irritating phrases over and over, she doesn’t run
right in front of you when you’re shooting, and
she doesn’t run off ahead getting herself killed.
She just does everything a companion should
– helps, advises, chats, co-operates and…
and… she actually really cares about you, man.
She’s also probably the most convincing and
believable character ever seen in a videogame
and, what’s more, works as a superb device for
telling the story and engaging you in it. The fact
is that from a storytelling point of view Gordon
Freeman isn’t the main character – he’s barely
even a character at all – it’s Alyx. The story’s
meaning and emotion is conveyed almost
entirely through Alyx and her relationships
with others – most importantly with Freeman,
but also with her father, with Dog and with
Dr Kleiner – and it’s very effective indeed. We
really like Alyx as a game device and, although
it’s strangely uncomfortable to say this, we
think we really like her as a person as well.
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Lest we forget, we also really like Portal and
Team Fortress 2, the two Half-Life spin-offs
that complete The Orange Box package. Portal
is very much an extension and purification of
the puzzly, Gravity Gun-based bits of the main
game. Where the Gravity Gun simply amplifies
your natural ability to pick up and throw things,
the Aperture Science Handheld Portal Device
used in Portal is used to create portals in walls,
floors and ceilings. You can create a blue portal
and an orange portal – whatever goes into one,
comes out of the other. This simple, but oh so
very clever, principle forms the basis of the
entire game. Your task on each level is to get
out and move on to the next one, but there are
locked doors, energy orbs, sentry guns, water
hazards and, worst of all, reinforced walls that
you can’t open portals in, all set up to make it
tricky, but not impossible, for you to progress.
In many ways it’s a very traditional puzzle
game – a linear series of increasingly complex
problems with essentially only one way of
solving each – but in other ways it’s like nothing
you’ve ever played before. Despite being very
sparse and clinical it absolutely brims with
character, and every single puzzle manages to
throw up a new twist on the formula, complete
with immensely satisfying ‘Aha!’ moments as
you gradually figure everything out. The only
downside: it’s over very quickly.
Finally, Team Fortress 2. Quite simply, it’s the
best game of its kind ever made, but that’s a
very narrow, specific kind, and therefore might
not suit everyone. If you can get a group of
mates together to play regularly then you’ll get
an enormous
amount of
enjoyment
from it, but it’s
nowhere near
as well suited
to just jumping online for a quick session with
strangers now and again. If you don’t know
exactly what you’re doing and don’t play as
a proper team then it just doesn’t work. It’s
very hardcore, but not because it’s particularly
complicated – the specialised roles of each
class make the actual gameplay itself very
simple – but because getting the most out of
it requires relatively high levels of organisation
and commitment.
But even if Team Fortress proves too much
effort, you’re still left with four excellent singleplayer
games worth well over the £50 asking
price. Basically, there is no catch. It’s true that
in a few small ways it could have been better
and we’d like to have seen updated versions
of Half-Life 2 and Episode One rather than
straight ports, but this is still by far the best
value compilation in videogame history. Even
Oblivion starts to look like a bit of a short-lived
investment by comparison.
Gavin Mackenzie
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