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HALF LIFE IN 60 SECONDS

http://www.youtube.com/watch?v=slRsexrhbG8

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 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]

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.

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]

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] 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.

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. 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.

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.

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.

Half-Life video game Valve, set up by former Microsoft employees, had difficulty finding a publisher for the game, with many believing that it was too ambitious a project. Sierra On-Line eventually signed the game after expressing interest in making a 3D action game. The game had its first major public appearance at the 1997 Electronic Entertainment Expo.

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