Half-Life Narrative Review
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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Half Life Won Iso Download Half Life Uplink Iso
half life won iso download Half life uplink iso. Most people looking for Half life uplink iso downloaded: Half-Life Uplink. The first was Half-Life: Day One and contained the first fifth of the full game, and was only included with certain video cards of the time. Similar choice. › Half life zombie uplink download › Half life uplink download › Download half life uplink game › Half life uplink 2 › Half life uplink .exe. Programs for query ″half life uplink iso″ Uplink. High tech computer crime and industrial espionage on the Internet. play an Uplink Agent who . iBwave EXPRESS. Take the first step in automating your in-building wireless network design with iBwave Express. downlink and uplink RF calculations . NetStress. In order to test and troubleshoot networks we need tools that allow us to generate network traffic and analyze the network's throughput performance. Unit (MTU) uplink and downlink . Polar UpLink Tool. With Polar UpLink Tool you can edit your Polar product settings and transfer those easily to your Polar product. With Polar UpLink Tool you . use Polar UpLink Tool you . BLADEHarmony Manager. IBM BLADEHarmony Manager is a web-based element management system for network operators and system administrators . - BNT 1/10Gb Uplink Ethernet Switch . SteamLink. SteamLink is an effort to run Half-Life: Uplink, Half-Life's single-player demo campaign from 1998 . to run Half - Life : Uplink , Half - Life 's single-player . the generic Half - Life screens in . iUAT is a free-to-use IPSTAR Uplink access test tool for Windows OS. -use IPSTAR Uplink access test . OrbcommPlotter. Orbcomm is a satellite communication system (www.orbcomm.com) providing two-way data and positioning service to small . -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Nov. 19Th Effect the Game Won Over 50 Awards Nov
teleportation experiment has The Cupertino gone terribly wrong. Nov. 19th Effect The game won over 50 awards Nov. 19, 1996 and went on to influence the The Mansfield look of many other FPS's. In The Cupertino effect is the particular, it dispensed with cut Amendment tendency for a spell checker to scenes since Valve's co-founder replace misspelled words with Gabe Newell [Nov 3] said the Nov. 19, 1969 ones that are correctly spelt but team wanted an immersive humorously incorrect. world rather than a “shooting The Mansfield Amendment to gallery”. the 1970 Military Procurement This proclivity was named Authorization Bill was signed because MS Word ‘97 [Sept 29] The game’s engine, GoldSrc, was into law. It stated that the (released on this day) suggested a heavily modified version of the Pentagon could only fund basic “Cupertino” when it Quake engine [June 22] from id science if it would contribute encountered “cooperation” (co- Software. directly to specific military operation without a hyphen). At Several of the security doors needs. the time, Cupertino was best featured in the game are labeled known for being the home of The impact was potentially “Security 7G”. Homer Simpson is Apple. This meant, for example, the safety inspector for Sector 7- enormous, and Senator Mike that a 1999 NATO report Mansfield (D-WA) estimated G of the Springfield Nuclear referred to the “Organization for Power Plant. For more that research projects costing Security and Cupertino in some $300 million all told might Simpsons, see: [Jan 12], [Feb 15], Europe,” and a 2003 EU paper [Nov 8], [Nov 13] and [Nov 30]. -
The Rise and Fall of Introversion Software
Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games. -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
Modifying the Game
05_096314 ch01.qxp 12/7/06 10:41 AM Page 9 Chapter 1 Modifying the Game In This Chapter ᮣ Looking at the game through a modder’s eyes ᮣ Finding modding tools that you had all along ᮣ Walking through the making of a mod ᮣ Going public with your creations ave you ever been playing a video game and thought, “I would have Hdone it differently” or “I could have done it better”? Perhaps you thought, “Wouldn’t it be cool if. “ Well, you don’t have to just think it. You can make changes to games, and you don’t have to be a software engineer to do it. Game modification — changing something in a game — has generally been associated with the first-person shooter (FPS) and real-time strategy genres. The change could be very small, such as making a player’s outfit orange instead of blue, or the change could be very large, such as creating a whole new environment for the player to explore. You can change almost every aspect of a game and make it look and feel like something completely differ- ent. Or, instead of altering an existing part of the game, you could add new elements to it. Anything that in some way modifies a game from what it was when the publisher released it is a mod. Game modification isn’t a new practice. However, only recently, with the cre- ation of multiplayer shooters for the PC, has it become popular. It was this genre of COPYRIGHTEDgaming that gave people the inspiration MATERIAL to show off. -
21W.784 Aden Evens Essay 4 Half-Life 2: the Story of an MIT
Formatted: Different Paper by an anonymous student first page Becoming Digital: 21W.784 Aden Evens Essay 4 Half-Life 2: The Story of an MIT Physicist and His Crowbar From the darkness you hear cryptic words from a familiar voice. “Rise and shine, Mr. Freeman. Rise and shine.” Your eyes slowly come into focus on your surroundings. In a half dream like state you realize you are aboard a train. It slowly pulls to a stop. “The right man in the wrong place can make all the difference in the world. So, wake up, Mr. Freeman. Wake up and smell the ashes.” You step off the train and begin your journey into City 17, one of the last remaining cities on Earth. If “Half-Life 2” were to have one sole purpose, it would be to show us how far the first person shooter, FPS, has come, and how far behind it has left its peers. Walking in the shadows Deleted: , of Valve’s revolutionary “Half-Life,” this sequel undoubtedly faced a difficult challenge of paying homage to its predecessor. Utilizing cutting-edge graphics, an immersive style of game- play and an impressive physics engine, “Half-Life 2” has once again set the bar for the gaming industry. [This is a good opening. Dramatizing the plot while referring to its familiarity (as a sequel), then declaring the game as a new leader: not the most original approach to starting a review, but a very effective one, which sets up lots of good possibilities for the analysis to follow.] The game-play is typical of most games in the FPS genre. -
Read Ebook {PDF EPUB} the 37Th Mandala by Marc Laidlaw Marc Laidlaw
Read Ebook {PDF EPUB} The 37th Mandala by Marc Laidlaw Marc Laidlaw. Marc Laidlaw is an American writer of cyberpunk-oriented science fiction and horror as well as a video game designer who worked at Valve Software. He is perhaps most famous for writing Dad's Nuke and The 37th Mandala , and for working on the popular Half-Life series. Contents. Biography [ edit ] Laidlaw was born in 1960 and raised in Laguna Beach, California and attended the University of Oregon where he tried, and was discouraged by, punch card computer programming. He wrote short stories and his first novel, Dad's Nuke , was published in 1985. This was followed by several more novels over the next decade, but he worked as a legal secretary in San Francisco for a living. [6] Laidlaw had played computer and arcade games, but was not intrigued. It was not until Myst was released that his perception of these games changed. He was obsessed over Myst and bought a new computer so that he could play it at his San Francisco home. With his new-found interest, he wrote The Third Force (1996), a tie-in novel based on the world created for the video game Gadget . His favorite PC game of all time is Thief: The Dark Project . [5] Working with game designers led him to feel that he wanted to help design an actual game. He joined Valve in July 1997 [3] while they were developing Half-Life and worked on the game's story and level design. At Valve, he later worked on the Half-Life' s expansions (even though his precise input is not clearly known) and Half-Life 2 and its episodes. -
Hl2e2 Solution.Pdf
HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr HALF-LIFE 2 : EPISODE TWO (Valve, 2007) guide par Asthalis [email protected] http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT 2 En bref 2 Précisions 2 Conditions d’utilisation 2 Historique 3 2. DETAIL DU PARCOURS 4 Introduction 4 Chapitre 1 : Direction White Forest 4 Chapitre 2 : La condition vortelle 6 Chapitre 3 : Freeman : un pont entre les risques 12 Chapitre 4 : Voyage à la place du mort 15 Chapitre 5 : L’art de la discrétion 17 Chapitre 6 : L’ennemi commun 20 Chapitre 7 : T moins un 26 1 HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT En bref Ce document s’adresse aux joueurs ayant un peu de pratique sur Half-Life 2. Son but est de les guider étape par étape et selon les règles vers la fin du jeu. Il détaille les actions à mener et comprend l’essentiel des dialogues du jeu. Je l’ai créé à partir de mon expérience personnelle du jeu et non d’autres sources. Précisions Half-Life 2 : Episode Two est divisé en chapitres dont le titre est rappelé à l’écran en cours de jeu. Chaque chapitre est lui-même divisé en secteurs, correspondant chacun à une zone accessible sans avoir à charger la suite du jeu. J’ai conservé ce découpage dans ce document, en illustrant chaque secteur par une vignette issue d’une capture d’écran. -
Nightmare Magazine, Issue 45 (June 2016)
TABLE OF CONTENTS Issue 45, June 2016 FROM THE EDITOR Editorial FICTION Great Black Wave David Tallerman Things of Which We Do Not Speak Lucy Taylor The Finest, Fullest Flowering Marc Laidlaw Ruminations Rena Mason NONFICTION The H Word: Monsters and Metaphors Dale Bailey Interview: Joyce Carol Oates The Geek’s Guide to the Galaxy AUTHOR SPOTLIGHTS David Tallerman Lucy Taylor Marc Laidlaw Rena Mason MISCELLANY Coming Attractions Stay Connected Subscriptions and Ebooks About the Nightmare Team Also Edited by John Joseph Adams © 2016 Nightmare Magazine Cover by Jeffrey Collingwood www.nightmare-magazine.com FROM THE EDITOR Editorial John Joseph Adams | 375 words Welcome to issue forty-five of Nightmare! We have original fiction from David Tallerman (“Great Black Wave”) and Marc Laidlaw (“The Finest, Fullest Flowering”), along with reprints by Lucy Taylor (“Things Of Which We Do Not Speak”) and Rena Mason (“Ruminations”). We also have the latest installment of our column on horror, “The H Word,” plus author spotlights with our authors and a feature interview with legendary author Joyce Carol Oates. Nebula and Stoker Awards Results We’re thrilled to report that Alyssa Wong’s story, “Hungry Daughters of Starving Mothers,” from the Queers Destroy Horror! special issue of Nightmare (Oct. 2015), won the Nebula Award for best short story! Congrats to Alyssa and to all of the other winners. You can find a full list of the winners at SFWA.org/nebula-awards. Our sister-magazine, Lightspeed’s, streak of losing Nebula Awards has remained intact, and is now at fourteen- in-a-row and counting.