Half-Life Essays

  • Half A Life Analysis

    1646 Words  | 4 Pages

    Half A Life Essay In Half a Life, Darin Strauss recounts his life from the time of accidentally, guiltlessly killing Celine Zilke. Darin continually apologizes for his behavior after the accident, and as a reader, it is easy to judge some of his actions. We must not judge the normalcy of a response to an exceptional circumstance. Darin and his readers judge him to react abnormally, but actually his response to the accident is incredibly normal. “Our lives are designed not to allow for anything irrevocable

  • Half Life Research Paper

    550 Words  | 2 Pages

    After development of Half-Life, Valve further developed the GoldSrc game engine, and later went on to produce a sequel video game to Half-Life. During the development of Half-Life 2, Newell dedicated several months into developing the Steam project which was later released in 2003, just a year before the launch of the anticipated Half Life sequel. Since that time, Newell and the rest of the Valve Corporation expanded the Steam platform

  • 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

    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 at the price. The Bioshock Infinite is $29.99 approximately 1000 Baht. Even though the Price is a little expensive the gameplay and other things included in the game might be worth it. The Half life 2 is $9.99 approximately

  • 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

  • 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

  • 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

    With all debates, there is a con side, but also a pro side. Video games are no exception. Including the skills honed and many other benefits that come with video games, some people believe that video games are a 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

  • 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

    Video Games Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social

  • Video Games Persuasive Speech

    709 Words  | 2 Pages

    Benefits of Video Games PREPARATION OUTLINE Purpose Statement: To persuade my audience that there are benefits for young generations to play video games. Thesis Statement: Many people believe that video games have more negative outcomes than positive. I disagree and here is why. Introduction: I will be explaining how certain categories are better than kids that do not play video games. Attention Getter: Have you ever thought about if video games are beneficial for kids and teenagers? Well new

  • Video Games as an Art Form

    1069 Words  | 3 Pages

    The editors of a popular American magazine called Appleton’s Journal, upon laying their eyes on an example of a new kind of art form their reaction was one of surprise and disgust, and they considered any claim of it or anything like it being called “art” as an insult to “true art” and to the skill of the masters who create “true art”. Those editors were not reacting to any video game, the year was 1878 and they were giving their honest opinion on an impressionist painting, but frankly they might

  • 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

  • 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

    Video games, once regarded as a preserve of teenage boys, are now considered as an entertainment on a par with movies and music. Even though the video game industry has only a short history since the early 1970s, it is obvious that they account for a large part of a person’s leisure time. Since video games might have a violence and isolation from society, the media and some experts occasionally condemn the adverse effect of video games. One of the detrimental effects of video games is that academic

  • A Review of Portal 2

    2213 Words  | 5 Pages

    tweaking and help from the half-life 2 engine, Portal was forged. Valve is a well known game development company that has brought games like Half-Life, Counter Strike, Team Fortress 2, and Left 4 Dead. These games have quite a community behind them. They have these strange standards for releasing games. Where Half-Life’s sequel took a long time to make, scrap and remake. A game like Left 4 Dead 2 was added near instantly. At the time they were creating a package that released Half-Life2 it’s expansions

  • 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