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Half-Life 2: Valves
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Half-Life 2: Episode Two is the continuation of the Half-Life 2 saga, released by Valve as part of The Orange Box compilation. It follows on directly from the events at the end of Episode One.
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Half-Life 2 is a science fiction first-person shooter computer game and the sequel to the highly acclaimed Half-Life. It was developed by Valve Software Corporation and was released on November 16, 2004, following a protracted five-year development cycle[1] during which the game’s source code was leaked to the Internet.[2] The game garnered near unanimous positive reviews and received critical acclaim,[3][4][5] winning over 35 Game of the Year awards for 2004.[6] Originally available only for Windows-based personal computers, the game has since been ported onto the Xbox, Xbox 360, and PlayStation 3 video game consoles.[7]
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Half-Life 2 is not perfect. The bizarre decision to include teammates in the way that Valve has, as well as the many and annoying loading times can actually diminish some of the fun factor.
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The popularity of Half-Life 2 and the Half-Life series has led way to an array of side products and collectibles. Valve offers Half-Life-related products such as a plush vortigaunt, plush headcrab,[44] posters, clothing and mousepads.[45]
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The moment the entire graphics industry was waitingfor is here, last week after a delay or 200 one of the biggest titles in the history of PC games was released by Valve, Half-Life 2. Gameplay that should be extraordinary, sound that'll make you drool and a first time graphics experience that'll make the choice between doing the "thing" or playing this game a difficult one.
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Game designers must be studying Half-Life 2 closely, trying to figure out why it works so well. It's especially puzzling why a non-FPS fan can enjoy it so much. It's easy to throw out the usual reasons: good gameplay, immersive environments, incredible graphics and physics engine. But none of these really explain how developer Valve has managed to once again create a game where everything just clicks. Maybe it's like some movies: you can cite the screenplay, acting, and cinematography, but sometimes there's a certain chemistry that comes together that no director in the world could have planned.
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