What’s Pretty?
Now we come to the graphics because, when all is said and done, everybody still wants their games to look nice. It’s a sad fact when it gets in the way of gameplay, but it’s also true and there’s no real harm in wanting a game to look pretty.
Now, the problem is that
Episode Two is built on the Source Engine, which is the same engine that all the
Half-Life games have run on since
Counter-Strike: Source. This means there isn’t really anything new to see in terms of visual quality and AA, etc. Everything looks a little crisper and nicer thanks to the 'very high' texture quality setting, but that’s about it.
In fact, the graphics options available are exactly the same as in
Team Fortress 2.
So, instead of looking at the same old stuff again, we’re going to show off the two main enhancements to the Source Engine that are specific to
Episode Two – wide-open levels and cinematic physics. It was back in November last year when we first had a look at how Valve
was going to implement physics into the Source Engine during a trip over to the developer's offices in Bellevue, Washington State.
Let’s have a look at how that's worked out then, shall we?
Cinematic Physics
Physics has been a bit of a hot-topic the last few years, mainly after the gravity gun first appeared in
Half-Life 2 and everybody decided it was the best thing since the breadknife. Soon,
Garry’s Mod arrived and started showing everyone what could be done with the Havok engine.
At the same time, companies like
Ageia were unveiling physics cards and stating that they were pivotal to the future of gaming. The truth of that has yet to be seen and the physics overhaul in the Source Engine won’t do anything to help Ageia out, I’m sure.
Just check out these screenshots, all of which we saw without a single drop in frame rate - we're using a dual-core CPU here for reference purposes, and we'll be looking into multi-core scaling in
Episode Two in an upcoming CPU review. Towards the end of the game there are a series of large battles, obviously, and explosions like these are a dime a dozen.
There’s no option to turn these physics on or off – they are just there in all possible splendour.
Wide-Open Spaces
If there was one thing which united those who played
Half-Life 2 it was the burning desire to know who the hell the G-Man was. If there was a second thing to unite them it would be a near universal annoyance at the limited level size allowed in the Source Engine, which prevent massive spaces from being a possibility.
Click to enlarge
Through some rather inventive engine tweaking, Valve has managed to remedy this problem and create some maps which are a little larger. The type of large which those naughty spam e-mails keep promising me. Loading between the levels still takes a moment or two, but for us it was no longer than the load times were in the original
Half-Life 2 and they are much fewer and farther between.
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