File name: halflife2:episodeone.zip
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Half-Life 2: Episode One Game Information
Game Name: Half-Life 2: Episode One
Genre: First-person shooter
Developer(s): Valve Corporation
Publisher(s): Valve Corporation
Release date(s): 1 Jun, 2006
PEGI Rating: 12+
Half-Life 2: Episode One System Requirements (Windows)
Minimum: 1.7 GHz Processor, 512MB RAM, DirectX® 8.1 level Graphics Card (Requires support for SSE), Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection
Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX® 9 level Graphics Card, Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection
Half-Life 2: Episode One PC Download
In Episode One players advance through a straight arrangement of levels and experience different foes and partners. The gameplay is separated between battle arranged difficulties and material science based riddles. Scene One incorporates instructional exercise like undertakings into the story to acquaint the player with new gameplay mechanics without breaking submersion. A head-up show shows up on the screen to show the character’s wellbeing, vitality, and ammo. Over the span of the diversion, the player gets to new weapons and ammo that are utilized to guard the character from adversary strengths. Not at all like in Half-Life 2, where Gordon’s underlying weapon is the crowbar, Gordon first gains the Gravity Gun, which assumes a vital part in the diversion by permitting the player to utilize material science to control objects at a separation in both battle and perplex settling situations.
The AI for Alyx Vance, Gordon’s sidekick, was outlined particularly for co-agent play in Episode One to supplement the player’s capacities. The designers portrayed Alyx’s modifying for Episode One as an “identity code” rather than an “AI code”, underlining the consideration they provided for make Alyx a remarkable and conceivable friend. For part of the code, she was particularly modified to abstain from performing an excessive number of mechanical or dreary activities, for example, rehashing lines of discourse or playing out specific schedules in battle circumstances. Cases of this co-agent gameplay incorporate battle in underground levels. In this situation, the player can ration their ammo by utilizing an electric lamp to help Alyx spot and execute approaching foes. Correspondingly, Alyx will frequently take up key positions and give covering flame to guard the player while they go to a specific region or play out specific activities.