


The opening chapter 'Undue Alarm', for example, sees Gordon armed only with the Gravity Gun, meaning the whole level relies solely on the rather repetitive process of grabbing and lobbing objects (and/or the Combine onslaught) to make progress. Such panic-inducing moments aren't exactly rare.īut Episode One isn't always full of magic moments. As they threaten to attach themselves to your face you'll wonder whether you can take them down quickly enough - but the chances are you'll just flee the scene in terror. Later, the Zombines become even more deadly as they stagger towards you with several poisonous headcrabs stacked on top of their toppling bodies. With no ability to command Antlions yourself this time, you'll have to find neat physics-based solutions to conquer their arrival, while the suicidal tendencies of the grenade-wielding Zombines calls for cunning use of the gravity gun to literally whip explosives out of their hands before they blow you and everyone in range to pieces.

Usually, you'll smugly hang back and let them try take each other out before you get involved, only to find reinforcements pouring onto the scene to wipe the smile off your face. Sometimes you'll actually intrude on massed battles in progress between the Combine forces and, say, Antlions or gangs of grenade-wielding Zombines. Rather than have to do battle with a posse of lurching zombie headcrabs on their own, suddenly you might find yourself having to fend off the much faster, more vicious 'Zombine' (zombie combines.) in addition to leaping headcrabs, fast-moving skeleton zombies and even Combine forces, all at once. Valve's decision to throw contrasting types of enemies at you at once is a fantastic and well-realised one that makes the firefights far more dynamic, unpredictable and therefore more interesting than ever.
