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Gordon Freeman is the silent protagonist of the Half-Life video game series, created by Gabe Newell and designed by Marc Laidlaw of Valve. [1] [2] His first appearance is in Half-Life (1998). Gordon is depicted as a bespectacled white man from Seattle, with brown hair and a signature goatee, who graduated from MIT with a PhD in theoretical physics.
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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.
Breen is alerted to the return of Gordon Freeman in Half-Life 2 when Gordon is temporarily teleported, by accident, to his office in the Citadel. Dr. Dr. Breen informs the Combine and immediately dispatches the forces at his disposal to capture Freeman and break the associated Resistance movement in City 17.
Dr. Gordon Freeman (played by WayneRadioTV): The primary protagonist of the series. A scientist at Black Mesa, Gordon is the straight man of the series, reacting with confusion and horror to the rest of the cast's actions. While generally having profound perseverance and emotional stability throughout the series, he is also shown to break down ...
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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]
Hunt Down the Freeman is a single-player first-person shooter in which players take control of Mitchell Shephard. The game features several mechanics from the Half-Life series, and includes several elements unusual to the series, such as the ability to aim a weapon's sight, different running mechanics, and cutscenes.