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Related:  Half-Life nov 19 1998

Lambda Lambda (uppercase Λ, lowercase λ; Greek: Λάμ(β)δα lam(b)da) is the 11th letter of the Greek alphabet. In the system of Greek numerals lambda has a value of 30. Lambda is related to the Phoenician letter Lamed In early Greek alphabets, the shape and orientation of lambda varied.[2] Most variants consisted of two straight strokes, one longer than the other, connected at their ends. The HTML 4 character entity references for the Greek capital and small letter lambda are "Λ" and "λ", respectively.[3] The Unicode number for lambda is 03BB. The Greek alphabet on a black figure vessel, with a Phoenician-lamed-shaped lambda. Symbol[edit] Upper-case letter Λ[edit] Lower-case letter λ[edit] Lower-case lambda Lambda, the word[edit] >>> list = ['woman', 'man', 'horse', 'boat', 'plane', 'dog']>>> sorted(list, key = lambda word: (word[-1]))['horse', 'plane', 'dog', 'woman', 'man', 'boat'] Lambda as a name[edit]

Locations of Half-Life Locations[edit] Half-Life and expansions[edit] Black Mesa Research Facility[edit] The Anomalous Materials test chamber in Half-Life, during the experiment that caused the resonance cascade Black Mesa's official logo Xen[edit] The surface of a planetoid in Xen Xen is an alternative dimension and is the adopted home of the Vortigaunts. Half-Life 2 and Episodes[edit] City 17[edit] The Trainstation Plaza in City 17, with propaganda being broadcast from one of many "Breencast" screens in the city. Black Mesa East[edit] Ravenholm[edit] Ravenholm is an Eastern European mining town depicted in Half-Life 2. Highway 17[edit] Nova Prospekt[edit] Nova Prospekt is a security and detention installation controlled by the Combine in Half-Life 2. White Forest[edit] White Forest introduced rural woodland settings to the series. White Forest is a fictional mountainous region in Eastern Europe that forms the setting for Half-Life 2: Episode Two. Other locations[edit] Aperture Science Laboratories[edit]

Half-Life: Decay Gameplay[edit] In Half-Life, players usually fight alone and only occasionally encounter friendly non-player characters who assist them, such as security guards and scientists. While Decay still features levels where this is the case, significant sections in Decay are dedicated to working with friendly non-player characters, usually escorting them to various objectives and protecting them in firefights.[3] An array of enemy characters from Half-Life populate the game, including alien lifeforms such as headcrabs and Vortigaunts, as well as human soldiers sent in to contain the alien threat. The players have access to a limited selection of Half-Life's weaponry to assist them in the game.[3] Although developed after Opposing Force, no non-player characters or weapons from the earlier expansion appear in Decay. Synopsis[edit] Colette Green and Gina Cross in Decay; the models used in the game were of a significantly higher quality than in previous Half-Life titles. Setting[edit] Plot[edit]

Half-Life coverage site Half-Life: Blue Shift As with Gearbox's previous expansion pack Opposing Force, Blue Shift returns to the setting and events of the original game, but portrays the story through the eyes of another person. The protagonist in Blue Shift is a security guard, Barney Calhoun, employed by the Black Mesa Research Facility. After a scientific mishap causes Black Mesa to be invaded by aliens, Calhoun must fight his way to safety. The game received mostly positive reception. Many reviewers were critical of the short length of the game and the lack of new content, although the inclusion of a High Definition pack that upgraded the models and textures in both Blue Shift and the preceding Half-Life games was praised. Gameplay[edit] Blue Shift is the first game in the Half-Life series to feature consistent interaction with a single non-player character, Dr Rosenberg The player battles through the game alone, but is occasionally assisted by friendly non-player characters. Synopsis[edit] Setting[edit] Plot[edit] References[edit]

The Orange Box - Half-Life 2 1998. Half-Life® sends a shock through the game industry with its combination of pounding action and continuous, immersive storytelling. Valve's debut title wins more than 50 game-of-the-year awards on its way to being named “Best PC Game Ever” by PC Gamer. NOW. By taking the suspense, challenge and visceral charge of the original, and adding startling new realism and responsiveness, Half-Life® 2 opens the door to a world where the player's presence affects everything around him, from the physical environment to the behaviors, and even emotions, of both friends and enemies. The player again picks up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling.

Half-Life 2 Like its predecessor, Half-Life 2 was met with critical acclaim.[12] It was praised for its advanced physics, animation, sound, AI, graphics, and narrative. The game won 39 "Game of the Year" awards[14] and the title of "Game Of The Decade" at the 2012 Spike Video Game Awards.[15][16][17][18] Over 6.5 million copies of Half-Life 2 were sold at retail by December 3, 2008, making it a best-selling PC game[19] (not including the number of sales via Steam).[20] As of February 9, 2011, Half-Life 2 has sold over 12 million copies.[21] Gameplay[edit] A screenshot of the player engaging a group of antlions with a pulse rifle. A diverse set of enemies are present, which usually require being approached with different tactics: some coordinate in groups to out-maneuver or out-position the player; others, like the Manhack, fly directly at the player through small openings and tight corridors; some use predictable but powerful attacks, while others hide before swiftly attacking the player. Plot[edit]

Half-Life: Opposing Force Opposing Force returns to the same setting as Half-Life, but instead portrays the events from the perspective of a U.S. Marine, one of the enemy characters in the original game. The player character, Adrian Shephard, is sent in to neutralize the Black Mesa Research Facility when a scientific mishap causes it to be invaded by aliens, but quickly finds that the Marines are outnumbered and slowly being beaten back by a second alien race and black operations units. Gameplay[edit] Opposing Force introduces new weapons and allows the player to command small squads of soldiers Synopsis[edit] Setting[edit] Plot[edit] At the portal, Shephard discovers a gene worm, a massive creature facilitating the Race X invasion. Development[edit] Critical reception[edit] Other reviews echoed many of the positive aspects of the game. References[edit]

Vortigaunt Vortigaunts are shown as a very communal and cultural race, believing in a force that binds the fabric of the universe and each Vortigaunt together, as well as producing a tradition of poetry and music. Vortigaunts also display the ability to summon and command electrical energy without the need for technology. This ability is used for various activities, such as a means of attack, powering electrical equipment, and healing. The fictional creatures have received a range of critical responses from their various appearances. Character design[edit] Initially, Vortigaunts were planned to begin Half-Life as enemy non-player characters, which the player has to win over as allies and lead in rebellion. Attributes[edit] Society[edit] Vortigaunts possess their own method of vocal communication, "flux shifting", which they can be heard using in Half-Life 2. Depiction[edit] Appearances[edit] Half-Life[edit] Half-Life 2[edit] Appearances in other media[edit] Cultural impact[edit] Merchandise[edit]

G-Man (Half-Life) Throughout the story of the Half-Life series, the G-Man plays the role of an overseer and employer - he controls player-character Gordon Freeman's insertion to or extraction from the game world on several occasions, and his monologues with Freeman reveal his importance in the series' overall narrative. He claims to answer to some unseen higher authority which he refers to as simply his 'employers'. His mysterious nature has made him an icon of the Half-Life series, with his identity and motives remaining almost completely unexplained. A description of the G-Man's nature is given in the comment section of the file "npc_gman.cpp" in the Source SDK file "sourcesdk.gcf": "// Purpose: The G-Man, misunderstood servant of the people." In the official Half-Life audio script, the G-Man is referred to as "Administrator", suggesting he is the one overseeing experiments.[2] This title was later retconned to refer to Wallace Breen. The G-Man appears to have a number of inhuman abilities.

Gordon Freeman Gordon then joins the underground Lambda Resistance, aiding them in their struggle against their oppressors.[3][4] Character design[edit] An early concept art of Gordon Freeman, wearing a bulkier HEV suit, helmet, and goggles Half-Life director Gabe Newell coined the name "Gordon Freeman" during a conversation with the game's writer Marc Laidlaw in his car. The Mark V initially used a single power source for the flashlight, sprinting, and oxygen supply; in Half-Life 2: Episode Two the flashlight was given a separate power source to improve gameplay. Biography[edit] Background and skills[edit] Freeman's acceptance letter from Black Mesa A Seattle native, Gordon exhibited an early interest in theoretical physics, especially quantum mechanics and the theory of relativity. The games often make light of the fact that the tasks Gordon performs amount to little more than manual labor, despite his qualifications. Half-Life[edit] Half-Life 2 and Episodes[edit] Reception[edit] References[edit]

Combine (Half-Life) The Combine are frequently shown as harsh rulers over the citizens of Earth, suppressing dissent with brutality, policing using violence and using invasive surgery to transform humans into either soldiers or slaves. Throughout the games, the player primarily battles with transformed humans as well as synthetic and mechanical enemies that are the product of Combine technology. The atmosphere generated by the dystopian Combine state has been praised by reviewers, although the artificial intelligence of the transhuman Combine characters was thought to be inferior to that of other characters in Half-Life 2. In addition to their role within the Half-Life series, the Combine have been adapted for machinima productions and one Combine character type has been made into plush toys by Valve. Concept art for a metrocop; the trench coat design was inspired by the uniforms of the SS.[1] During Half-Life 2's development, various concepts for Combine non-player characters were created and later cut.