Since the release of his first album, the Half-Life series has had an
almost mythical aura. Of course, its gameplay was well thought out, its
advanced graphics engine and # 8212, but beyond that, the series has a good
story arc and an immersive universe irresistibly. This was true for
Half-Life (1998) Half-Life 2 (2004) and the next two episodes (2006-7).
Video games are often ridiculed on manosphere as a false measure beta
reality that encourages evasion. Indeed, the typical beta male flees the
hardness of the outer world and rushes into a fantasy where he played the
adventurer, hero, or whatever he wants behind his keyboard. Worse, the Cave
of the collective man video game has been overrun by SJWs agitated that
POISED instead with the blue pill of propaganda that stinks.
Half-Life has not escaped this fate: part two and the following episodes
have cast on the face of a strong character and player-badass-womyn, Alyx
Vance, who was appeased complacently on Half-Life 2 : Episode 1 coverage.
Muh strong womyn! At least it's nice to Gordon
However, as with everything in life, what matters is less the thing itself
that the use we make of it. I usually enjoy playing management games to
learn how heart light on accounting and market mechanisms. Similarly, in
the Half-Life series, I found a shining example of (mis) management, and
although the race may seem exaggerated, there is certainly something to be
gleaned from it.
A hero with a crowbar
Everyone knows Gordon Freeman. A young researcher and engineer, he also
happens to be a pretty good adventurer & # 8212; by the efforts and No 8212
of the player, one ranger, and a silent man, but-intentional. In the first
game Half-Life, Gordon arrives at the secret base of Black Mesa,
participates in an innovative experience, (a) surprisingly open a
multidimensional portal.
Flooding opening with wild animals, wild unknown universe, and what happens
exactly reflected what happened in real life when European explorer to set
foot on remote islands: the "evolved" the animals they brought with them,
especially cats, crushed the least: the insularity evolved. HL1 is mainly
to escape from teeth and claws foreign. The gameplay is entertaining, but
there is not much to say about the story.
Half-Life 2, so to say, is another story. Waking from sleep unexplained
decade, Gordon Freeman finds that the multidimensional portal attracted not
only foreign beasts, but also intelligent and dangerous entity, the Combine
Empire.
A multidimensional entity, highly advanced and organized the combine took
the opportunity of the open portal to send a huge army on Earth. When
Freeman arrives, the combine annihilated untold millions. Only cities
survive under the Combines then rule that wild aliens encountered in H1
wander wherever they can find food or drapery environment. Most, if not all
HL2 and the following episodes, occur in or around the city 17, nothing
said or done anywhere else.
At first glance, the city 17 resembles a mishmash between the Soviet Union
(or 1984) and your novel science fiction classic. The combine treats people
like cattle, forcing them to go through any number of everyday checkpoints
under the cold light of masked soldiers. Intimacy is a distant memory.
theft security cameras, force fields and blue metal furniture Combining the
tone for everyday life. Wallace Breen, a type of "wise old man"
tangentially former head of Gordon Freeman, appears all the time on public
giant screens spouting pro-Combine propaganda.
In real life, this would work for conservative shill Inc.
The background once set, Half-Life 2 may look like a shooting gallery
immersive. This is so, but again, more than what is at stake. Gordon
Freeman knows from the beginning what to do and whom to attack. Imagine for
a second that you are teleported into a kind of futuristic Big Brother
state: do you know for sure what you should do if any? Well, is Gordon
Freeman.
Namely, it attacks the Combine Empire, this seemingly all-powerful entity
that managed to destroy and enslave humanity. With a cool head, the choice
of Gordon should seem absurd: how could a lone ranger, probably helped by a
loose strength, fighting a heavy empire very advanced?
The answer: with determination and a plan. First, Freeman manages to find
secret passages in the city 17 so he can move on, even when hunted. Second,
it scrounges arms and in contact with anti-Combine resistant. Third, target
key Combines places, such as prisons, industrial plants Mess and high
safety, weaken their hold on the city 17.
Sometimes Freeman takes the most discreetly, and must deal with evil exotic
animals, but he knows that they are just animals: no time to lose destroy
them. Freeman handles instead of getting some of them to his side, and as
the organization Combine eventually crumbles, their soldiers will find
themselves overwhelmed by them.
The tenacious Freeman therefore focuses on the enemy's right, no matter how
evil or headcrabs Antlions you spend half the shooter. By these actions, he
manages to bring together and inspire so resistant that they raise against
those they have spent years in fear. At the end of Half-Life 2, as the
city's 17 completely torn by war between Combine soldiers and resistant
human, Gordon Freeman made his way to the heart of the empire on Earth, the
Citadel.
Foreign Elite
When the player enters the citadel, he is hit by cold architecture,
strange, which has troubling asymmetries and drops. All he knows is that
the top of the building is a dimensional portal & # 8212; and if Freeman
made his way there, he can destroy it, thus cutting the communications and
pin us combine forces on Earth. Pressing a focal point, Freeman maintains
its momentum and strength the leadership of the empire, namely the first
enemies to appear.
So far in HL2, there are no frames in sight. Soldiers and police combined
are responsible for implementation, not policy makers. The "wise old man"
Wallace Breen is itself but a spokesman, a committed face. So you have to
ask who is responsible for all this stuff? Is there a deep state? Well, it
& # 8212; and at the end of HL2, Breen can be seen imploring one of its
members: it is made of fat, amorphous, ugly, but extremely intelligent
creatures with telekinetic power called advisors. In all aspects, they seem
like a caricature of a degenerate managerial elite.
From the beginning of their existence, the councilors were a highly
intelligent species. These excellent engineers were able to match with
biological robotics expertise to create bionic creatures and control
technologies unknown to man. Top supervisors so they excel in the
distribution of goods and services regardless of & # 8212; and binding & #
8212; one that is governed.
Their information-management means seem rudimentary, but their production
lines and machines are impressive: it is powerful enough to, for example,
dry an entire sea sucking all the water. This means they can handle very
complex calculations per capita and are likely to have a great memory. They
are not the computers we use to make calculations, because they do not
simply require them. And they can manipulate objects at will by sheer
telekinesis. Impressive, right?
Two foreign adviser. One of them is to take breakfast
On the other hand, they are completely degenerated and hostile in all
aspects. In addition to their sheer physical ugliness, they have no
sympathy or feelings for anyone or anything but themselves. All living
organisms that work for them, human or not, are handled and jumped
automatically without remorse.
They lack a sense of beauty or aesthetics: their architecture is functional
in terms of the Citadel makes a lot more sense once you understand, it was
thought for them to remain in close to their basic facilities, but even
then not be sensitive to the beauty would have designed this way. They
behave as extreme cases of autism in at least two respects.
First, as they live in their own citadel, they never come out even once & #
8212; until the audacious attacks Freeman force them to leave. Second, they
show rigid thought patterns or by looting and abusing any place or thing
they are interested or abandon it completely, without any shade of capacity.
The most striking feature of counselors they are spineless cowards. After
an indeterminate time in the cushy cloves with everyone around them to
obey, they lose their mind when meeting a clever and courageous opponent.
The end of HL2 alluded to this.
As Freeman rushes into the Citadel, any counselor could get his pod and use
its power of telekinesis to immobilize it and rip it. Well, no. Instead,
they continue to send troops and # 8212; a stupid decision that Freeman
surprisingly can kill them easily. None of them dared to go face to face
with a unique human being and lack of courage allows Freeman to destroy
trans-dimensional portal to the summit.
On the heights of a not so stable power
In episode 1, the Resistance to take over and organizational lines Combines
crumble, advisors choose the path of least resistance. They will not deal
with resistance, even if they still have a lot of soldiers and synths:
instead, they start their own nuclear overheating heart to destroy the
entire city.
Gordon Freeman manages to stabilize the heart, again without advisor
confront directly. During the episode, he meets an adviser ... who simply
sends waves of psychic attacks, hiding in his car.
In episode 2, the battle moves to the campaign, the player sees a counselor
in an off-pod for lounging with at least fifty soldiers and machines such
convoy. Is it a need to be as powerful protection against a poor guerrilla?
Finally, driving in the woods, Freeman noticed a crashed pod advisor.
Inferring the near abroad that it seeks and finds what he hides in an
institution of assisted living itself tucked inside a barn. If he just
considered the balance of power, Freeman should leave alone filthy abroad
instead, following his intuition, he forces attacking the cocoon.
Reluctantly, the creature appears. He instantly disarms and raises Freeman.
He could break the neck of the hero and end the war. But, again, it does
not.
Instead, the player can see the consultant hesitates & # 8212; too long: an
explosion occurs, the creature is wounded, and instead of finishing the
job, he freaks, releases Freeman, destroyed half of the barn to be armor,
and flees. It also sends soldiers to do what he could have done much more
easily if only he had the courage.
(((Our Benefactors)))
An exclusive screenshot of Half-Life 3. Note the improved level of detail
on advising the face
Beyond pure video game qualities, the Half-Life series shows us a credible
science fiction dystopia with a logic of its own. I think we can find both
a lesson in intelligent war, as the hero of the foot presser with never
loses focus on whom to attack relentlessly amid headcrabs and strokes laser
and creative cartoon foreign elite degenerate.
The brilliant engineers and managers of an autistic multidimensional empire
are also creatures like maggots, which lack the most human feelings have no
aesthetic sense, live in complete isolation they haughtily manage the world
(s) and fleeing enemies much lower.
Psychologically, they seem to have a very high intelligence performance and
low verbal. Maybe if we reverse this makeup, so to have high verbal
intelligence associated with low performance, we get a hostile elite that
looks less like "benefactors" & # 8212; Breen expression in the game & #
8212; and as (((our greatest ally))). In other words, an elite that looks
down on blue-collar workers and engineers, but is happy to use what they
have produced.
Read more: 4 underrated classic video games
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