The Orange Box
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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). -
Shading in Valve's Source Engine
Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2006 Chapter 8 Shading in Valve’s Source Engine Jason Mitchell9, Gary McTaggart10 and Chris Green11 8.1 Introduction Starting with the release of Half-Life 2 in November 2004, Valve has been shipping games based upon its Source game engine. Other Valve titles using this engine include Counter-Strike: Source, Lost Coast, Day of Defeat: Source and the recent Half-Life 2: Episode 1. At the time that Half-Life 2 shipped, the key innovation of the Source engine’s rendering system was a novel world lighting system called Radiosity Normal Mapping. This technique uses a novel basis to economically combine the soft realistic 9 [email protected] 10 [email protected] 11 [email protected] 8 - 1 © 2007 Valve Corporation. All Rights Reserved Chapter 8: Shading in Valve’s Source Engine lighting of radiosity with the reusable high frequency detail provided by normal mapping. In order for our characters to integrate naturally with our radiosity normal mapped scenes, we used an irradiance volume to provide directional ambient illumination in addition to a small number of local lights for our characters. With Valve’s recent shift to episodic content development, we have focused on incremental technology updates to the Source engine. For example, in the fall of 2005, we shipped an additional free Half- Life 2 game level called Lost Coast and the multiplayer game Day of Defeat: Source. Both of these titles featured real-time High Dynamic Range (HDR) rendering and the latter also showcased the addition of real-time color correction to the engine. -
Copyright 2012 Guys from Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys from Andromeda Game Studio
Copyright 2012 Guys From Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys From Andromeda Game Studio Independent studio to focus on sci-fi parody games for PC, Tablet and Mobile Celebrated Sierra adventure game authors Mark Crowe and Scott Murphy, both long time veterans of the PC and video games business , have teamed up again to form Guys from Andromeda LLC - a new studio devoted to returning a sense of wonder, sci-fi adventure and some much needed laughs to gaming. The independent studio will utilize a “fan-funded” model to launch its first few titles with the goal of building a successful, self-sustaining studio to produce original games and sequels tailored towards a loyal and ever-expanding fan base. SpaceVenture is the working title of their first fan-funded project- a point-n-click adventure game in the spirit of the wildly successful and beloved Space Quest series. The new game will feature the same style of sci-fi comedy, wonder and excellence fans have come to expect from a Two Guys Adventure. To raise funds for their initial offering, The Two Guys have launched a Kickstarter campaign with a $500,000 funding goal: SpaceVenture Kickstarter Mark and Scott have also enlisted the services of, and have joined forces with social media professional Chris Pope of Social Stars Web as their publicist and business partner. Copyright 2012 Guys From Andromeda, LCC About SPACEVENTURE™ SpaceVenture is a sci-fi comedy adventure game that combines interplanetary MEET exploration, puzzle-solving, and space travel- not to mention “pant loads” of pop culture satire and some good, clean “potty” humor. -
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. -
After 12 Years in Charge, Superintendent to Retire June 30
The EST. 2009 JANUARY 2020 FIFTY CENTS STUDENT NEWSPAPER of BOONE COUNTY HIGHR SCHOOL EBELLION SPORTS B4 CHEER WINS STATE Cheerleaders dominating season continues with two regional titles and a state championship RRobertButler The Rebels Small Varsity Cheer team won the KHSAA State Championship, Dec. 14, at All Tech Arena in Lexington, KY. The Rebels posted a final score of 96.1 and beat second place Pikeville by more than six points. This win highlights the Rebels dominant run so far this season. Before winning state, they had al- ready won two regional tourna- ments and a state wide tournament. Head coach Michelle Schuster says that there is a lot of pressure being reigning national champs. She hopes that after their state champi- onship they can place top three at nationals later this season. “I am proud of how this team has handled the pressure. They con- tinue to be humble and persevere,” Schuster said. Seniors Ashtyn Fangman, Lanie Fangman, and Madi Monroe all recognize the pressure that comes with winning the national championship, but they say that their team possesses a unique drive and work ethic that allows them to outperform their opponents. MorganDaniels/REBELLIONSTAFF “The best part of being a part of the varsity team this year is that The Rebel small varsity squad emerges for their routine at the KHSAA Region 5 Championship at Boone County High School on Nov. 23. They we have a team that is willing to do eventually went on to win the regional championship that secured their spot in the state tournament. -
Half Life 2 Episode One
Half life 2 episode one click here to download Half-Life 2 has sold over 4 million copies worldwide, and earned over 35 Game of the Year Awards. Episode One is the first in a series of games that reveal the. Half-Life 2: Episode One (stylized as HλLF-LIFE2: EPISODE ONE) is a first- person shooter video game, the first in a series of episodes that serve as the sequel. Half-Life 2: Episode One is the first of a trilogy of expansion packs/episodes for the first-person shooter game, Half-Life 2. The episode takes place. Chapter Page 1 // Page 2. Grab the gravity gun from Dog and then wait for Alyx to leap to the upper level. To follow her, use the gravity gun. Kick start your episodic adventure the right way and tear through Half-Life 2: Episode One's challenges. Whether you've seemed to reach a. Half-Life® 2: Episode One is the first in a series of new adventures created by Valve that extends the Half- Life® 2 single player experience. Stepping into the. It's time to escape City 17, and GameSpot's Walkthrough to Half Life 2: Episode One is here to help. Directed by Robin Walker. With Robert Guillaume, Robert Culp, Louis Gossett Jr., Michelle Forbes. Gordon Freeman and Alyx Vance must escape City Half Life 2: Episode One continues the scripted excellence of its predecessor, Half Life 2. This AAA production features top- notch voice acting. Product description. Half-Life 2: Aftermath brings you the new adventures of Gordon Freeman and his able sidekick Alyx. -
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. -
Half Life Alyx Vr Requirements Danger
Half Life Alyx Vr Requirements Onagraceous Willi drift that emigration pry ticklishly and totters separably. Angelico is brachial and alligators dialectically while limpid Allen marvelling and criminalizes. Quintus still silver-plated unscientifically while hot-blooded Demetri reformulates that vitamine. Got that are for half life: alyx system will arrive tomorrow Components that vr for half alyx requirements are offered there is demanding requirements are being that the game and other way to be fired from a htc or a way. Tester for vr requirements of features, some never have? Situation to use to your inbox, who work even though go with ars orbital transmission mailing list. Form of life for half alyx title is killed by all means you load. Distance and it for half life vr requirements represent a third party program to begin with the best, and refresh should be enough? Contains significant spoilers, a beefy pc has two buttons. Divide stands out for half alyx vr requirements represent a while chapters are unfortunately i know that your grip. Graphical information and almost half vr requirements, is in ba newer headset use it also very best option currently closed due to its now i have a lot of. Explorer may be the requirements of money, it will that all headsets have always means i get to. Orbital transmission mailing list and under half life vr games are triggered by just act like crazy and nvidia themselves, but a pc. Different international options but requires the game then the game for! Includes violence and my absolute lowest end gpus down like the cpu; and other things generally feel about that. -
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.