Half-Life 2 Essays

  • A Review of Portal 2

    2213 Words  | 5 Pages

    Portal 2 Portal was the spiritual successor of a Digipen graduate’s project Narbacular Drop. A game featuring Princess NoKnees a young girl who is incapable of jumping trying to escape an elaborate dungeon with the help of dimensional doors to navigate through the dungeon’s gauntlets and mazes. Once Valve was shown the footage of the game they hired the team making Narbacular Drop to make for them a game of its like. With some major aesthetic changes tweaking and help from the half-life 2 engine

  • The Valve Company Case

    1767 Words  | 4 Pages

    1. Introduction Valve Company Valve is a standout amongst the best video diversion companies on the planet. The company's web amusement circulation and multi-player stage Steam has 65 million clients. At one week from now's CES conference, the organization will report hardware accomplices for one of its most goal-oriented endeavors as such: a line of gaming reassure options running on the organization's linux-based Steam OS. What makes Valve so successful? In November, I sat down with Valve CEO and

  • Terminal Velocity Lab Report

    744 Words  | 2 Pages

    longer half-lives. The graph above clearly illustrates how, as mass increases, so does the average half-life. Understanding the equation of terminal velocity, whose general form is V(t) = 1-e-k*t, it is apparent that smaller k values equals longer half-lives. Therefore, the greater the mass, the smaller the k

  • What Ever

    827 Words  | 2 Pages

    There has been many great games out there and each of them has it’s own style. One game might be very thrilling and one might be very emotional. But there are 2 game you should definitely play, and those games are Bioshock Infinite and Half life 2. The two franchises are very fun and mind-bending plot. These games are both great but which one is greater. So I will be comparing the two together by their price,plot, and game concepts. First when we are buying video games most gamers will be looking

  • Rivalry in Video Game Industry

    1662 Words  | 4 Pages

    Rivalry in Video Game Industry Introduction The video games industry faces an entirely new rivalry situation. After 11 years of leadership, Sony has nearly lost its strong positions on the market, which gives the other two players – Microsoft and Nintendo - the chance to compete for the leadership. While the goal of Nintendo is to stay in the industry, Sony and Microsoft aim to strengthen their positions on the home entertainment market, which is constantly growing. The key factors, the companies

  • Battlefield

    681 Words  | 2 Pages

    these potential customers go out to their local Best Buy or GameStop to buy the product. Within the advertising bass heavy music sets the tone to make the explosions sound larger then life and this is used to pump of the target audience which in this case is older males wanting a rush without actually going into real life combat. At the end of every commercial Dice displays their slogan “only in Battlefield”, this is used as a message to... ... middle of paper ... ... there are very little repercussions

  • The Use of Agency and Interaction in the Video Game Industry

    573 Words  | 2 Pages

    In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry. To begin with, Interaction is defined as reciprocal action, effect, or influence. When it comes to videogames players get a sense of being interactive

  • Video Games Should Not Be Banned Essay

    1110 Words  | 3 Pages

    It is no secret that in past years there has unfortunately been a large number of mass shootings in the United States. Many activists hoping to put an end to all of this unnecessary bloodshed have campaigned to put an end to violent video games. While it is completely necessary to put an end to the unnecessary violence, banning video games is not the way. Many experts have conducted studies which have found that violent video games do not lead to any changes in behavior. Some researchers have even

  • Essay On Pros And Cons Of Video Games

    1337 Words  | 3 Pages

    positive thing. In 2013, the video game industry rose in sales. Software sales jumped twenty-eight percent from 2013 to 9.5 billion dollars. (Wagner 2) During this time, new games and consoles were being released, thus making more sales. According to the Entertainment Software Association, (ESA), an average of nine games were sold ever second. (Wagner 2) With statistics like that, its hard to imagine how much of those sales were bought by youth, or bought for youth. In fact, within these sales of video

  • Video Games Reflection

    727 Words  | 2 Pages

    During a regular day of KSU Seminar, the class was scheduled to gather around and partake in a discussion concerning any local, national, or global event. With such a broad topic for a class to discuss about should bring about vast conversations, but throughout our discussion, we only brought up a few subjects. Which can allow one to assume that the majority of the class hardly follow the news. I do not find that surprising at all being that we are young adults meaning if something indirectly affects

  • Analysis Of Anita Sarkeesian's Feminist Frequency

    715 Words  | 2 Pages

    In bringing attention to the sad state of women in the video game industry and community there is no platform better than the internet, specifically YouTube. The internet is the home of many in the gaming community and has immense potential to be a source of societal change due to the capability of spreading information around the globe in a fraction of a second. In choosing this platform, I draw inspiration from YouTube content creator Anita Sarkeesian’s Feminist Frequency, which is a web based

  • Argumentative Essay On Video Games

    1545 Words  | 4 Pages

    improving people’s communication skills. Yes, it works, but it is not better than video games. Is there a social network where you can practice your leader’s communication skill or teamwork skills? No, it only takes a video game named Red Orchestra 2 to prove it. In this realistic WWII game, a win required heavily a commander who give orders for his team-- before each attack on a location, he orders his team to wait for the artillery supports on the location, then they attack; otherwise, his team

  • Video Games Persuasive Speech

    709 Words  | 2 Pages

    Support for 3rd main point: Benefits of playing video games are: 1. Reaction times 2. Reading Skills 3. Memory 4. Awareness B. Support for 3rd main point. According to the American Psychological Association, “A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions

  • Why Youngsters Love Video Games

    538 Words  | 2 Pages

    There are numerous reasons why youngsters these days-love videogames One-Of these reasons will be the work of comical figures and vivid shades which unquestionably looks popular with the kiddies. You may have also observed how they’d travel before the check and giggle impatiently as though they’re seeing an earlier cartoon day show every time they visit a gaming shown on screen. And for them, comprehending that you’ll be able to manage these heroes via a game controller station is much more fascinating

  • Argumentative Essay

    844 Words  | 2 Pages

    puzzle games is helpful to exercise player’s brain. Those mean that playing video game makes people wise and teaches people how to use human’s brain. The research by Ventura, Shute and Kim (2012) concluded that the participants who play video games from 2 to 6 hours per week have the highest GPA and the participants who play 11- 50 video games per year have the highest GPA as well. In other words, only a few of the respondents say that playing video games had hindered the students’

  • Video Games as an Art Form

    1069 Words  | 3 Pages

    think something. Whether they feel awe at the beauty of the landscape of a game like Elder Scrolls V: Skyrim, anger towards the men that burned down the main character’s village in Assassin’s Creed III, sadness at the death of Shadow in Sonic Adventure 2, freedom and control in games as open as Minecraft or the Grand Theft Auto series, the shock realizing the beautiful and supposedly utopian society of Columbia in Bioshock Infinite has institutionalized racism and elitism, the grea... ... middle of

  • Video Games: Positive Agents Of Change

    994 Words  | 2 Pages

    Video games have come under fire recently. Many people claim the graphic violence and adult themes in the games have affected younger generations and caused many violent acts. Others claim that video games have contributed to obesity and a lack of communication skills. Both of these claims are most often an older generation's misunderstanding of today's youth and the overreaction of the media. Rarely does the mainstream media portray video games for what they really are, a new way for kids to interact

  • Skinny Stereotypes

    2306 Words  | 5 Pages

    to exponentially less than what it is now. We need to build a good father-son relationship now, so that when I move away to college our relationship has a better chance of surviving long distance. Because you are getting old, I want to take the last half of a year I have left with you and make it worthwhile. The worst thing that could happen now is I leave to college without building a strong and healthy relationship with you, and after a few years we don’t keep in touch. This opportunity for you to

  • An Engineering Career: Only A Young Person's Game? By Robert N. Charette

    886 Words  | 2 Pages

    to grasp the meaning behind the half-life engineering knowledge and how it affects the general engineer in the workplace. Charette also provides other articles that will give tips on how to use lifelong learning to counter the effect of becoming obsolete in your knowledge. Charette starts off by explaining how any engineer or computer professional is in the process of becoming obsolete, or out of date. Fritz Machlup is the owner behind the expression “half-life of knowledge” and he describes it

  • Barium-137m Half Life

    606 Words  | 2 Pages

    was to conclude the half-life of Barium-137m. Half-lives are the time required for half of the remaining radioisotope to decompose into another element or becoming stable by releasing gamma-rays. Half-lives happen when an element is excited or in a meta-state (gamma), has too many neutrons (beta negative) or protons (beta positive), or has too many nucleons (alpha). To determine the half-life, arrange the formula of the number of half-lives that have elapsed to make the half-life the subject in the