Right, let's run through these five games in order, starting with the single most time-consuming element, the Half-Life games. Basically, they all rock. And here's why. First and most important, they provide one of only a handful of FPS experiences I've ever played where the compulsion to unearth more of the storyline is far stronger than the simple compulsion to kill more stuff. Sure, the basic tale is classic sci-fi nonsense, but it's told with such panache and, more importantly, character that you actually find yourself caring about it. Not in a 'I want to have your babies' kind of way (though actually the lead female character, Alyx, can have my babies any time she likes), but certainly to the extent that it makes the game's world feel much more tangible, with the result that you feel much more a part of it. Three elements make the storyline work so well. First, there's the basic script, which shows constant imagination and wit. Then there's the voice acting, which is uniformly excellent and really helps build the game's characters. And finally there's the brilliant way that practically the entire story is told without recourse to cut scenes, meaning you're never lifted out of the thick of the action. Of course, an FPS can't get by on story alone. Its shooty bits also have to be deeply satisfying. And that's definitely the case with the Half-Life games. This is partly due to some pretty solid enemy AI, whereby they're never unfairly good or stupidly bad. But it's also partly due to the satisfyingly diverse arsenal at your disposal and the sheer variety of the combat scenarios on offer. For instance, one minute you'll be sneaking around cramped corridors, shotgun at the ready for some close and personal encounters with Combine/Human zombies, and the next you'll be zipping about on a boat with a mounted gun picking off helicopters, gas-masked soldiers and hostile army vehicles from a distance without even taking your foot off the gas. Or maybe you'll be using a crane to take enemies out. Or running over things in a car. Or shooting down a helicopter with a rocket launcher. Or cutting mutants in half with a gravity-propelled saw blade... This latter hilarious murderous activity introduces us to another thing that makes the Half-Life games so great: the gravity gun. This fab device can pick up and hold pretty much anything, and can then propel whatever's being held forward with enough force to take out anything in its path. This really does make for a wonderfully novel way of 'taking out the trash' compared with just pumping enemies full of lead all the time. If you're really quick you can even use the Gravity Gun to catch some of the nasty stuff the enemy fires at you, such as grenades, and send it pinging back at them. Mwuhaha! Just occasionally, at least during Half-Life 2 and Half-Life: Episode One, the odd level - such as the Root Kanal/Water Hazard bits in the main game - drags on a bit too long. But for the most part Valve's sense of timing and drama is impeccable throughout all three games, leaving you knowing that something new and great is nearly always just round the corner. This being the Xbox 360, there are also Achievement points to consider. And I'm happy to say that while some of the 99 achievements on offer are diabolically hard to get, they nearly all combine a mischievous sense of humour with a really canny understanding of what makes Achievement obsessives tick. For instance, one achievement is rewarded for managing to cross an enemy-infested beach without once touching the sand (by carefully laying side by side strips of corrugated iron and boxes). Or there's one for pinning a soldier to a billboard using a crossbow. Then there's the one called 'flushed' for killing an enemy with a toilet. And one for using cars to crush 15 Antlions. And the Pinata Party one for finding all the secret 'web caches' in Episode Two. And the Zombie Chopper one for completing the tough Ravenholm level using only the Gravity Gun and the available supply of saw blades. One more achievement I just have to mention is my personal favourite: Little Rocket Man, awarded for going through the genuinely painstaking agony of carrying around a garden gnome in your gravity gun for pretty much the entire duration of Episode Two, so that you can pop him into a rocket at the game's end! As you can see, some of the achievements on offer are there to tempt you to find more innovative ways of dispatching bad guys than just pointing your biggest gun at them, while others are designed to reward deeper exploration of the games' environment than you would probably otherwise bother with. But just about all of them ultimately ensure that you get far more out of the games and play with them for far longer than would be the case without them. It's worth finishing the discussion of the Half-Life games by saying that added together, the three of them should deliver what I'd estimate to be around 30-35 hours of gaming pleasure - even without going all-out for the various achievements on offer. That makes for a startling amount of hugely satisfying first person shooting in one affordable package. And we still haven't even touched on Portal and Team Fortress 2 yet. Portal is, in some ways, the most lightweight part of the Orange Box proposition, in that once you get the hang of it you can probably get most of it done in three or four hours. But it's also stunningly original, fiendishly addictive while it lasts, and the proud owner of one of the most unforgettable computer game characters ever, the robotically warped Glados. Glados is the computer guide who 'helps' you through your time solving puzzles in the Portal training facility, combining the odd bit of genuinely helpful advice with increasingly insane banter that makes 2001: A Space Odyssey's HAL sound positively normal by comparison. And she helps create what feels like the perfect half-comic, half-sinister backdrop for the main Portal gameplay to appear against. To succeed in cracking Portal's increasingly devious puzzle chambers by manouvering yourself to their exits, you'll really have to think in a 3D, spatial relations way no other game has ever required before. While also sparing a thought for such heavy-sounding stuff as gravity, momentum and geometry. If this all sounds frighteningly nerdy and beyond your brain power, trust me when I say that while it may seem bewildering for the first half hour or so, you suddenly get the hang of it. And once you do you just can't wait to experiment more with what your trusty portals - not to mention your delightful 'Companion Cubes'... - can do for you. It's worth adding, too, that while most gamers should be able to finish the main Portal game, it does also boast some Advanced levels that open up after the main game is complete, and some of these are so brain-bending we reckon even Carol Vorderman might be left scratching her perfectly coiffured bonce. Valve's use of Achievements for Portal is excellent too, offering rewards for completing chambers within restrictions such as a limited number of footsteps or a limited number of portals. Still reeling from the stunning assault on my grey matter offered by Portal, it's time to hit Xbox Live with Team Fortress 2. And before I know it, my senses are reeling again, as I'm faced with a frenetically bizarre combination of cartoonish graphics, frantic action and cool comedy. We go into more detail on the Team Fortress 2 experience in our ‘Online elements’ section, so here we’ll restrict ourselves to saying that although the online game has elements of genius about it and has enough character to earn a cult following, it’s got too many flaws in technical and gameplay terms to compete with the online world’s leading lights. The amount of lag it suffers is particularly galling. Still, when the worst part of a five-game package still rates as ‘decent’, it’s fair to say that The Orange Box represents possibly the best gaming value we've ever seen. |