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Chapter 3 wins! Looks like y'all want it chronological. Let's get right into it.

Chapter 3 is called 'Chamber Catacomb'.

What lurks beneath Arbeit? Chapter 3 discloses all. This article will disclose some - so if you're looking forward to a completely spoiler free chapter 3, readers beware!


After the events of Chapter 2 our protagonist finds himself in the basements of Arbeit. Rather than housing broom cupboards and and old furniture, Arbeit's basement boasts a secret. A secret that would explain the rebel's hesitation in taking the underground labyrinth for themselves.

"Weird tech" Bad Cop exclaims, as he comes to terms with this new locale. Aperture Science had acquired Arbeit in the past - thinking it would be a good place for covert research. There would also be another advantage to owning an old comms facility such as perhaps, spying on your rivals.

Beneath the cold concrete, Aperture converted Arbeit's cavernous basements into a concealed proving ground for some of their more adventurous projects. It's here that Bad Cop promptly loses his weapons - and meets Wilson.

Wilson is a defective (he's a pacifist) Aperture turret. To escape the lower levels of Arbeit, you'll need Wilson. It's through these terms that Bad Cop begrudgingly forms a connection with him. Players will get to decide at the end of the chapter, whether to leave Wilson in the depths of Arbeit or take him along for the ride - more on that later.

Wilson takes Bad Cop on a journey through the chamber catacomb; a decrepit test chamber design facility. It's here that Aperture put together chamber designs and tested them for... testing. There's also a bunch of other crazy stuff locked away in the depths, such as: deadly blue goo, temporal anomalies, screaming zombies, Xen relay grenades - and did I mention the "Gigantic man-eating monster" ?

Such a thing exists under Arbeit. It was created - or rather, allowed to manifest by way of a certain miscreant mentioned in our last MEDIA STORM. The journey through Arbeit's lower levels will take you into the lair of this antagonist and you'll get to discover just what has been going on at the base, all this time. It won't be easy getting back to the surface, though. And you'll want to hurry - you're supposed to be leading the Combine in their charge!

After you've dealt with our creature feature, be sure to pick up some Xen grenades. These things are chaos personified. "A failed prototype" as described by Wilson. Xen grenades suck in objects (and enemies) in a radius around them and then return Xen fauna equal to the mass consumed.

Using Xen grenades, you can turn the tide of your battles by bringing Xen creatures to the party. Who knows what you'll get? Watch the infighting and then take down the winner. Occasionally you may get supplies back from Xen grenades - something to keep an eye out for!

Best to exercise caution though, when using these devices. You can be sucked into the singularity yourself if you're not far enough away. Or you might accidentally consume too much mass and end up having to deal with an Antlion Guard. Knowing when to use these grenades can make fights super interesting. Consider the consumable material in your encounters and use these devices to turn the tides in your favour.

As stated before, Wilson will help you reach the end of this chapter. If you do decide to take him with you, he'll continue to be your budding companion throughout the rest of the game. Wilson can open doors later on the game, which if you're interested in exploring, you might like to open. He'll also divulge a little more information about Arbeit and it's past. He even has his own seat atop of the APC for extra convenience!

Chapter 3 is a haunting flaunt through rotting test chambers. Kept uncomfortably warm by Arbeit's heating systems, it breeds discomfort. Not to mention, a grim reaper of sorts is stalking... Bad Cop will have to put this abomination to rest. Players will leave this chapter with a deeper understanding of the game's antagonist and motives.

It's a chapter to remember folks and we can't wait to see you play it.

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Let's get into it! Chapter 2 is called: Contact Aberration.

Definition of Aberration:

"A departure from what is normal, usual, or expected, typically an unwelcome one."

You've probably seen a lot of Chapter 2 over the last few YEARS. It may well be our most showcased chapter, as the second map has proved to be particularly useful, in providing us with an interesting proving ground to fine tune combat in Entropy : Zero 2.


Somewhere out there in the arctic is a huge, old comms facility known as 'Arbeit Communications'. It's this strange, megalithic facility, that serves as the foundation for Entropy : Zero 2's worldbuilding. Arbeit is a collection of radar, radio communication bases and industrial establishments that, while isolated are connected by arctic roadways and sub-terrain tunnels.

Chapter 2 serves as an introduction to Arbeit, and while it can't explain how those pesky rebels have managed to amass their numbers in the base, it certainly does a good job of explaining how they've managed to persevere. Arbeit has been somewhat transformed by the rebels; not unlike how the rebels transformed City 10.

The collection of bases have become a hidden bastion in the arctic wilderness. The rebels have long been anticipating an incursion and have been using the technology at the base to monitor Combine movements. The rebels are on edge - especially now that Judith has joined them. Because of this, you can expect some heavy... resistance (HUR HUR!)

Crash-landing in a dropship pod, Bad Cop is the first to arrive on the scene. The rest of our Combine companions catch up quickly - but for a brief few moments he is alone again, in an arctic hellscape surrounded by rebels. Listening carefully, you may catch him accidentally calling 'dispatch' for backup. A remnant of his past. Bad Cop quickly becomes familiar with the new language he has to employ to get his own way.

Chapter 2 features an administrative slice of Arbeit along with a shipping and freight facility. These facilities serve to process new arrivals and resources to the base. It is an apt place for our protagonist to start his adventure.

Beyond the cold externals, chaotic office combat prevails. Desks and shelves become makeshift barricades as rebel announcers panic over their radios. The smaller administrative section of Arbeit wasn't well enough prepared for the Combine blitzkrieg.

The violent potential of our protagonist becomes crystal clear in these early sections. The combat is in-your-face. It's punchy and punishing but fun. There's a skill to be found in sending your squad whilst ducking from bullets. Charging the pulse pistol for that critical head-shot. Grenading an office to see the hiding rebel come flying back out the window. Through gameplay, we hope to highlight Bad Cop's combat prowess.

Bad Cop is tougher than before. You can now amass 200 points of armour to keep the bullets at bay. That isn't to say rebel's can't put you down, though. This time, rebels can throw grenades, melee attack, long-jump, use 357s - and more. Rebels now use a willpower system, which determines their combat effectiveness.

Rebels with high willpower won't think twice about getting in your face. They'll avoid cover more to keep the pressure on and can try to provide sustained covering fire. But as Bad Cop does his thing, some rebels will lose willpower. A number of factors determine this. Sometimes looking a rebel in the face is enough to have them drop their weapons, turn tail and run for it! They will hide until they can muster some bravery to face you again. Are you heartless enough to blow away cowering, unarmed rebels? I guess time will tell!

But that's not all we've done to rebels. Aside from other tweaks, rebels now have variants. You'll get to meet these in Chapter 2.

Rebel Brutes are fearless and deadly. These guys don't need morale. Brutes wear welding masks and carry shotguns. They'll run right up to you and will happily give you the good news (buckshot mouthwash). These badass rebels don't fear much. You'll want to keep an eye out for brutes as they can ruin your day. Especially if you let one go unchecked. He might find a way around your squad - or maybe he'll go and hide up ahead waiting for his moment to take you out.

Long-Jump rebels are pretty unique looking. They have adopted Aperture science tech (more on that in another MEDIA STORM), to better help them get around. Long-Jumpers tend to stick to small arms such as pistols and SMGs. They will hop around everywhere, whilst providing some pretty consistent fire. In some cases you'll even find these guys using crossbows. They make for great ambush units. Try taking one out mid-jump with a charged pistol shot for extra points!

Medic rebels - do exactly what you'd think they do. These guys heal other rebels. They also drop medkits on death. This can make your life a little easier. Keep an eye out for these guys behind the frontline. We're planning on trying something with medics - giving injured rebels a schedule to run to medics during combat. We hope this will increase the longevity of rebel fronts.

These improved rebels can put up a fight, and in Chapter 2 there is no shortage of them. But rebels isn't all Chapter 2 has to offer...

Later on in the chapter, Arbeit will start to divulge it's high strangeness. As you will discover, aberrations abound in Arbeit and it's something the rebels have become familiar with. Temporal anomalies suspend areas in animation. Waves of unstable temporality wash over the region.

Time is not itself within the influence of... whatever it is the rebels are studying... and there's something else... lurking.

An aberration of sorts stalks Arbeit - one not yet revealed by us. This one has been at Arbeit for a while, and has been plotting - biding... time. The status of this miscreant agent becomes firmly established during Chapter 2.

One thing's for sure - Mossman may be the primary target of your operation, but she isn't the primary antagonist in this story. Maybe soon we'll reveal more about this particular entity. We've managed to keep this one under wraps, which is thanks in part to the other entity which has come to be known as 'Sho'.

Which is still a thing, by the way.


Vote again Monday for more MEDIA STORM!

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Updated: Oct 10, 2020

CHAPTER 1 WINS! Strange. We really thought it'd be Chapter 3. BUT ALAS, YOU HATH SPOKEN. Go get coffee. Now! Or tea! CHIPS AND DIP!


Let me set the scene.

Cold drafts creep around rebar and debris. The sound of pitter-pattering rain bounces around the concrete walls. Glass crackles beneath muddied boots. Ash tillies in through skylights with the rain. Calming silence is punctuated with a din all but too familiar: Antlions roar and soldiers die; their screams echo in the now dead Prospekt.

If you hadn't figured it out yet, we're BACK - and we're PISSED. Just kidding. We're actually pretty happy because not only did we get a new suit but, we also got a new body. Also, we got to keep all of our faculties! That's a pretty decent promotion.

Of course, none of this could come without a brand new, KILLER intro to explain our protagonist's predicament.

Entropy : Zero 2 is a character story. It places Bad Cop centre stage and peels back the layers. You see, Metrocops are like onions. We do a bit of this through the game's opening sequence, which is designed to set up the themes of the game, and helps to clue you in on where Bad Cop is at in EZ2.

Bad Cop is a little more talkative this time around. Maybe it's because of all that time he has spent in containment. Or the fact that we have a fantastic, dedicated voice actor. One of those two. As I mentioned above, Bad Cop is back with all of his faculties.

It would seem that the Earth-bound Combine Advisory are down on their luck. Whilst we were sleeping (or screaming in a combine sensory deprivation chamber - a matter of perspective), some science hipster in a metallic, orange jumpsuit blew up the Citadel and dropped Breen down a Combine teleporter shaft. The humans have risen up and the Combine can't phone home. All of this happened because the of administrator's assistant - Dr. Judith Mossman.

The rebels have an ace up their sleeve - the aforementioned science hipster. The Combine Advisory were hoping to match that in a grand retort, and opted to produce their own agent.

We all know Freeman vanished briefly after the events of Half-Life 2. And this is precisely where Entropy : Zero 2 starts off - right after the legendary science hipster broke the Combine panic button.

The Combine - probably convinced that Freeman had blown himself up - have turned their gaze towards the enabler: Judith Mossman. This is where Bad Cop comes in.

It would appear that Judith has fled with a large group of rebels... North. *Gestures upwards* The location is never precisely nailed down but one thing the advisory knows for sure is that it's very cold, isolated and probably TEEMING with rebels. They know the PERFECT guy for the job. The one and only Unit 3650 AKA Bad Cop.

The birth of a trans-human is a wonderous thing. Lots of screaming much like human births. Except this screaming is all internal and belongs to the host which, upon waking realizes it no longer has any control. It just has to watch. GNARLY.

But you don't need to worry about the host, because the wonders of Combine technology have placed our protagonist firmly at the helm of this newly produced template imprint. Bad Cop is ready, willing and fully enabled to HUNT DOWN THAT MOSSMAN - you knew it was coming!

After being briefed on the situation, it's a short ride up to the surface level - to the Nova Prospekt WE know and love.

Up on the surface, the situation is pretty dire. Survivors of Freeman's conquest are trying to organize themselves amid swarms of antlions. They are defending the last template fabrication facility at the prison - the very same area that just farted out the Combine's latest hero. That's Bad Cop, if you're not catching on yet.

This particular cell division has been mobilized to cover Bad Cop's ass, as he heads for the extraction zone. But as you'll see - Bad Cop quickly learns to take advantage of his new position and starts ordering these drones around himself. Taking soldiers with you is a key part of Entropy : Zero 2 gameplay. Players have a choice in this - but seriously, who doesn't want their own squad of Combine soldiers, that turn their heads to look at interesting world elements, beckon and gesture, comment on their predicaments, respond to Bad Cop and assert their dominance?

Treading in Freeman's wake is pretty treacherous. But with these guys by your side, you'll be at the extraction point in no-time. The Antlions can be pesky - but you can stop them from spawning by blowing up their burrows.

Whilst you're here, it wouldn't hurt to explore... World building is a staple of Entropy : Zero 2's level design. You'll often find details and goodies off of the beaten track - such as rebar'd Combine soldiers pinned to walls by Freeman's crossbow bolts, or his foot prints... and more!

The antlion season has changed a bit since we last saw them. Now they're all super mad and red and angry. Keep your distance if you don't want to get rekt. You know how antlions work - the difference here is these ones glow!

I mentioned the rain before. The mad dash from Nova Prospekt occurs in a gloomy rainscape. Perhaps an echo of the burning Citadel - or just coastal elements doing their thing. Regardless of the cause, you could cut through the atmosphere with a knife. Or with your foot - Bad Cop can kick now, if you didn't know. You can use that to break crates, inspire your men or knock over antlions.

A useful ability considering we have no stunstick. Just one of the many things we gave up for this job... Instead we get a kickass prototype pulse pistol. Our new sidearm recharges, so you'll never be completely out of a fight.

The flaunt through Nova Prospekt serves to introduce the player to these new abilities, whilst highlighting the unforeseen consequences of Freemans actions at the prison - further casting a narrative light on the past.

And the past is super important in Entropy : Zero 2. This is a character story, remember? The ending of this chapter will treat the intrigued to a slice of Bad Cop's history - something that happened to him back in the good ol' days of beating citizens and handing out non-compliance verdicts.

This dreamscape serves to set the scene in terms of Bad Cop. You'll get to see the what's and the why's. His past may be a little richer than you might think - and it all has a knock-on effect in Entropy : Zero 2.

The details and atmosphere in these sequences are a wonder to behold - firmly taking players back to those 'better' times. As rain again patters onto overhead windows, cops go about their business - talking shit about each other and... replacing lightbulbs? Who knew!?

All is done to ironically highlight the humanity that lingers in these Combine loyalists. You know - that bunch who don't believe in humanity?

Players will get to snoop around and glimpse life behind the closed doors of Bad Cop's old precinct. It's a great position to launch into Chapter 2 from and is sure to have you wondering about our wise-cracking protagonist.

Chapter 1 manages to show players the destruction left in the wake of a furious Freeman. It lays the narrative ground necessary to explain our characters audible wit. It sets our protagonist up for war, and paints players a grotesque picture of an agent struggling with his human identity. All between the confines of a Combine incubator and the confines of a dropship. How 'bout that?


Check in with me on Twitter this coming Monday for the next round of 'MEDIA STORM'!

Until then - stay safe!

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