<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Alyx Vance on Locodigital</title><link>https://locodigital.com.br/en/tags/alyx-vance/</link><description>Recent content in Alyx Vance on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 01 Jun 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/alyx-vance/index.xml" rel="self" type="application/rss+xml"/><item><title>Half-Life 2: Episode One turns 20 — Alyx and the episodic model</title><link>https://locodigital.com.br/en/games/half-life-2-episode-one-at-20-alyx-and-episodic-games/</link><pubDate>Mon, 01 Jun 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/half-life-2-episode-one-at-20-alyx-and-episodic-games/</guid><description>&lt;p&gt;On 1 June 2006, anyone with Steam open saw the notification appear: Half-Life 2: Episode One was available to download. It was the start of an enormous bet by Valve — and also the beginning of one of the most frustratingly incomplete stories in gaming. Twenty years on, it's worth looking at what that short game represented at the time.&lt;/p&gt;
&lt;h2&gt;Where Half-Life 2 had left us&lt;/h2&gt;
&lt;p&gt;Half-Life 2 had come out in November 2004. It took six years of development and was one of the most anticipated PC titles in history — with a trailer leaked before release, an attack on Valve's servers by a German hacker named Axel Gembe who stole part of the source code, and a level of hype few franchises could sustain. The game delivered: graphics far beyond the standard of the day, realistic physics with the Gravity Gun, dense level design and a silent but effective narrative of Gordon Freeman surviving in City 17.&lt;/p&gt;</description></item></channel></rss>