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Gordon Freeman, PhD, is the silent protagonist of the Half-Life series and the playable character in Half-Life and all games in the Half-Life 2 series. He is a theoretical physicist and holds a PhD from MIT in that field. At the time of Half-Life, he works at Black Mesa Research Facility, a facility in New Mexico, conducting nuclear and ...
The following are fictional characters (including extraterrestrial life) appearing in the Half-Life series of computer and video games developed by Valve. Subcategories This category has the following 2 subcategories, out of 2 total.
The pages in this category are redirects from Half-Life fictional characters. To add a redirect to this category, place {{Fictional character redirect|series_name=Half-Life (series)}} on the second new line (skip a line) after #REDIRECT [[Target page name]].
Print/export Download as PDF; Printable version; In other projects Wikidata item; Appearance. ... Characters of the Half-Life series; P. List of Portal characters
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In December 2008, Valve announced that the two main Half-Life games had sold 15.8 million units in retail (9.3m for the first, 6.5m for the second), while the Half-Life expansions [85] had sold 1.9 million (Opposing Force: 1.1 million, Blue Shift: 800,000) and Half-Life 2 expansions 1.4 million units (all for Episode One) by the end of November ...
Freeman's Mind is a machinima series created by Ross Scott using the Source remake of the 1998 video game Half-Life. [2] It follows the protagonist of the game, Gordon Freeman, also voiced by Scott, who acts as a combination of narrator and running commentary, often criticizing and satirizing the game world's conventions in a style similar to that in Mystery Science Theater 3000. [3]
Half-Life is a first-person shooter that requires the player to perform combat tasks and puzzle solving to advance through the game. Unlike most first-person shooters at the time, which relied on cut-scene intermissions to detail their plotlines, Half-Life ' s story is told mostly using scripted sequences (bar one short cutscene), keeping the player in control of the first-person viewpoint.