Remember the EuroGamer interview with Gabe Newell that was posted about a few days back? It turns out that EuroGamer wasn't quite finished with Mr. Newell. With Robin Walker fielding a greater number of answers this time around, even more insight is shed on the creation of Episode 1.
Eurogamer: At times Half-Life 2 felt like six games in one, and changed so radically throughout - is that an approach you wanted in Episode One?All of that and more can be found in part two of EuroGamer's interview.
Robin Walker: [...] You asked earlier about the physics gameplay, and we pushed on throughout the episode in two different ways. One was to increase the interactivity in the environment, and dealing with the larger scale problems of physics; stuff happening like massive objects falling on you as you go down an elevator shaft and how to keep them off the elevator.
And then we did something else that we've always wanted to do, which was to push physical interaction into our monsters and into our NPCs. For example, the Zombine monsters runs at you and pulls out a grenade that's about to go off, and in the past we haven't really allowed you to interact with the NPCs with your gravity gun, so we really wanted to you to be able to pull the grenade out of his hand or shoot it out of his hand with bullets...
Gabe Newell: If you can aim!
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