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Game size: 1.7 GB for PC
Release year: 2006
Game Size: 1.7 GB
Developers: Valve Corporation
Publishers: Valve Games
Half Life 2: Episode One was produced by Valve and discharged in 2006, around one and a half year after past amusement Half Life 2. It was Valves fizzled endeavor to transform the Half Life establishment into a verbose arrangement, as just another scene would take after before the arrangement went into break in 2007. Scene One is similar to its forerunner an excellent first individual shooter, the play style of the game is practically unaltered, while the illustrations have gotten a little redesign. The story gets minor seconds after the uncertain end of the past diversion. The player plays again as quiet researcher Gordon Freeman.
The diversion begins with the huge blast at the Citadel in City 17, the Vortigaunts intercede and salvage Alyx and Gordon Freeman, who then attempt to make it once again into the Citadel to prevent its center from blasting. This some piece of the diversion plays fundamentally the same to the consummation of the past one. Gordon's gravity weapon gets super charged again and much time in the Citadel is spending shooting vitality circles into containers to enact spans and other apparatus. Once out of the Citadel both Alyx and Gordon need to endure a cluster of dull underground entries. In these sections there is basically no light and the main wellspring of enlightenment is Gordon's electric lamp, which happens to be always short on battery power. Once out of the obscurity whatever is left of the recreations happens overground in City 17 where at last the city is surrendered and the remaining people are attempting to leave the city via train.
The center play style of the game is taken basically unaltered from its antecedent and contains all the old issues. Circling on the planet still feels excessively smooth, such as skimming on ice, not care for a practical strolling human. The player character still has no 3D model and is only a skimming camera, which particularly in a scene comfortable starting where he is sitting in an auto just looks a bit absurd. This likewise makes a portion of the hopping parts of the diversion somewhat more irritating then they ought to be, as its difficult to judge how shut the player is to an edge when there is neither food nor shadow to give any reference. Collaboration with NPC is again non-existent. Alyx finishes the player around basically the entire amusement this time keeping in mind she can kick the bucket, in principle, by and by she is practically safe and gives a lot of supporting capability. New weapon are not gave similarly as I can tell and the situations all look essentially precisely the same as in the past amusements. Beside the specified "vitality circle into container" confuse, the amusement additionally has a couple of physic based riddles again that have the player spot stuff on or under a teeter-totter to have the capacity to achieve the flip side. None of those however feel intriguing or shrewd.
Regarding controls the amusement bolsters joystick and pads pretty much out of the case, the bolster, while playable, feels however rather unpleasant. The couple of instructional exercise messages on the HUD still say the console keys, not the joystick and pads catches. The zoom is finished by clicking and holding the right stick, which is to a great degree uncomfortable and ought to have been a switch rather (can be worked around by utilizing XPadder). The weapon exchanging feels to a great degree bothered, it comes in three structures, a HUD-less speedy switch, a pie menu and a menu at the highest point of the screen. Exchanging between the fast select and the menu is conceivable through the alternative menu, which sort of menu the player gets however appeared to be somewhat arbitrary, one is expected for the joystick and pads and one for the console, yet a couple times when designing things I wound up with the console one on the joystick and pads. The diversion additionally had a tremendous issue where not the greater part of the weapons would be able to select by means of the pad menu, rather I just could choose weapons from the initial four gatherings, with the rocket launcher and projectile, even so gathered, not accessible in the menu by any stretch of the imagination. After the amusement accident and I needed to restart it, Steam began to download a patch, and after that the issue was gone and the rocket launcher would be shown in the key-pad menu. Not certain if the patch or restarting the amusement was the cure nor am I certain what sort of patch Steam even downloaded, as the duplicate of the diversion itself was just newly downloaded itself and I would trust Steam would download the most recent one, not an old not changed one, but rather in any case, in the wake of being first rather befuddled why the rocket launcher would simply vanish I could complete the diversion.
General it is an average amusement, however it feels unbelievable exhausting and deadened. Basically everything the player needs to do in the amusement, he has as of now found in Half Life 2. Every one of the riddles feel reused, the weapon are reused and the situations are all reused too. There is actually nothing of enthusiasm here that one hasn't as of now found in Half Life 2. What is more, the main new thing are the dim areas of the diversion, however those are additionally the most irritating because of the minor cone of light and constrained battery and don't contain anything intriguing other then being amazingly dim. As far as story the amusement is additionally fairly average, as barely anything of interest happens. It is basically only a demonstration of running from the Citadel to the train station to then escape with a train. The completion is additionally generally as uncertain as the past amusement, blurring to the credits after the Citadel blasts. Level outline stays to a great degree direct, leaving even less opportunity then in the past amusement. Vehicle segments are truant and the diversion can be done in around five hours. Likewise did not care for the portrayal of Alyx much, as she wound up looked more like a Gordon Freedom groupie then a partner or companion.
It's basically all the more Half Life 2, however without having the reward of being something new thus everything winds up feeling reused and a bit monotonous.
If you are about to download Half Life 2 Episode One you should check system requirements first of all and compare it with your PC to be sure that game will work out!
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MAIN FEATURES OF THE HALF LIFE 2 EPISODE 1:
Half-Life 2: Episode One is the first in a progression of new undertakings made by Valve that amplifies the Half-Life 2 single player experience.
Venturing into the danger suit of Dr. Gordon Freeman, you confront the quick repercussions of your activities in City 17 and the Citadel. Rejoin Alyx Vance and her robot, Dog, to at the end of the day help the human resistance in their urgent fight against the totalitarian outsider hazard of the Combine.
Scene One uncovered Alyx's battle aptitudes and information of City 17 as the player fights next to each other with her in this 4-6 hour experience of more noteworthy thickness and point of interest than non-long winded discharges.
The extreme gameplay conveyed in Episode One is made conceivable just by Source®, Valve's exclusive motor innovation, which has been improved with new rendering innovation and progressed manmade brainpower to convey new levels of design and character connection
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Screenshot of Half Life 2 Episode One:
Half Life 2 Episode One trailer: