Going into the Orange Box preview, however, this concept held little relevance because the game was not early in development. This was a case where EA sent out a disc for websites to use for both preview and review purposes with different embargo dates for each. It was review code that EA wanted to get an extra preview out of, so they allowed sites to preview the review copy a few weeks before review time. This is nothing new -- many companies do this, and it means that the gloves are off when it comes to tech/preview criticisms since the game is done and it's review code.
So we wrote that the game -- at its worst; not all the time -- was "downright unplayable," and I stand by David Ellis writing that statement. The framerate dropped to unplayable status for anywhere from 15 seconds to a minute and a half at various times when playing Half-Life 2, presenting the worst case issues. We should be clear that the rest of the time the game wasn't perfect either, with minor framerate issues across the board, but nothing that would be considered unplayable -- just mildly annoying. Naturally, this concerned EA and they contacted us to clarify where we saw issues.
EA seemed genuinely confused about the most severe framerate issues we brought up, so when they offered to drive retail copies of the game that had just arrived in their offices over to us, we were happy to give them a look to see if somehow the wires had gotten crossed at EA and the "review code" was not adequately representative of the final game. This hardly ever happens, but we were happy to check out the retail code in order to make sure we weren't misleading anyone with what we wrote.
Over the following day, we split up duties and had David Ellis play through most of Half-Life 2, Ryan O'Donnell play through most of Episode One, and me on Episode Two. It took a ton of time and basically wiped out our work day, and I hope that shows how seriously we take this kind of thing. What we found was that the worst of the problems we talked about in Half-Life 2 were gone. Each of the Half-Life games still showed framerate issues, on par with what we saw in the review code (with Episode Two having the biggest problems and occasionally moving beyond "mildly" annoying), but the "unplayable" sequences were gone.
Is it annoying that the package doesn't contain perfect ports, especially considering it's already shipping after the PC and 360 versions? Definitely. Is it the worst of the three versions? Yes. But "downright unplayable?" No. The big question of why EA didn't delay the game further until these ports were equal in quality to those in the 360 game remains, but they're not bad games.
So who's at fault here for all the attention the negativity in our preview got? Partially EA, for sending out review code that was slightly different from retail code and having a somewhat flawed game. Partially message boards and blogs, for not understanding what "at worst" means. And partially us, for not providing enough context in our preview. In the end, just know that the PS3 ports of Half-Life 2, Episode One, and Episode Two are far from ideal, but are still better than most games out there.
If you're wondering why it took so long for us to post this response, it's because we were trying to get a comment out of EA, which initially seemed like it would be easy but just wasn't able to happen in time. Since the game is about to hit stores, we can't wait any longer for their side of the story, so that's why you're seeing this post today.
I have no doubt some people still won't believe us after reading all this, but because of the embargo associated with the review/preview disc and now one with the retail code, we can't provide video footage showing the game's problems (or the game at all) until it ships. IGN has some new videos up, so I encourage you to go check those out if you want to see what the game looks like most of the time.
Anyway, I'm not sure this post was worthwhile, since it ended up at three or four times the length of the original preview, but I hope it explains where we were coming from with the preview, where the retail version stands, and why we don't have any PS3 videos of the game up on the site. And, to get away from talking about ourselves and back to the games, how Orange Box PS3 really isn't as good as it should be, but is still probably worth playing if PS3 is your only option. At its core, this is still a game that will be nominated for game of the year honors on pretty much every site -- it's just that the PC and 360 versions are the ones that might win.