Freeman's Mind Season 1
This Half-Life machinima series by Ross Scott follows the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual, at his work in the Black Mesa research facility.
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Freeman's Mind
2007This Half-Life machinima series by Ross Scott follows the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual, at his work in the Black Mesa research facility.
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Freeman's Mind Season 1 Full Episode Guide
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman fulfills his destiny.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman shakes the foundations of alien faith.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman begins work at his new job.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman attempts to conquer new lands.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman explores the depths and heights of the known universe.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman engages in the second most dangerous game.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman adjusts to his new reality.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman experiences his final moments on Earth.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman has one out-of-body experience after another.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman backtracks the way he came as his life gets increasingly stranger.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman gets lost and finds more people who want him to do chores.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman swims through a reactor and gets high on heroism.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman continues wandering through the Lambda complex and finds reasons to get lighter and lighter on ammunition.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman wanders through the Lambda labs, uncovers a crime, and has dimensional dementia.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman has no problems like ninja problems.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, enters the Lambda complex and does not find the welcoming to his satisfaction.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman goes underground, underwater, and under fire.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, things become increasingly strange and crowded for Freeman.
In this episode, Freeman investigates paranormal activity and brings the roof down.
In this episode, Freeman tries to mind his own business and is spectacularly unsuccessful.
In this episode, Freeman continues his uphill battle, gets armed to the teeth, and directs air traffic.
In this episode, Freeman leaps over lasers and continues getting the attention of others.
In this episode, Freeman has some rubble trouble.
In this episode, Freeman sings and dances while being shot at by a tank.
In this episode, Freeman realizes the gravity of his situation.
In this episode, Freeman wanders around the desert with an unwanted chaperone.
In this episode, Freeman does one dam thing after another.
In this episode, Freeman assumes a leadership position, checks the weather, and blows people up.
In this episode, Freeman continues to search for a working exit, turns on lasers, and conducts a counseling session.
In this episode, Freeman escapes from the conveyer belt, and does not make new friends.
In this episode, Freeman rides conveyer belts on his way to riding conveyer belts, only to ride more conveyer belts.
Here’s the next episode, and as promised, it contains more wandering around while lost, this time with more water.
Well I hope everybody likes watching someone wandering around lost and talking to themselves, because that’s what you’re getting with this episode. And the next. And the next. This is one of the less action-oriented areas of the game.
Well here continues the currently weekly march of Freeman’s Mind. This pacing should be treated like an isotope, it’s hard to say how long it will remain stable. I think this one may be a little bit below average. I tried going a slightly different direction with it to avoid making things feel too mundane, but I’m not sure it really had the effect I wanted. Bonus points if you can find the pun used in this episode, I’m guessing a lot of people will miss it.
This episode is a bit of a milestone in the game. If you haven't played Half-Life already, you'll find out why.
In this episode, Freeman gets wet again, discovers a massive machine, and breaks another computer.
Follow the thoughts of Dr. Gordon Freeman, a 27 year old physicist and neurotic individual. In this episode, Freeman has an aquatic encounter.
Underground and Underwater.
In this episode, Freeman launches a rocket and tries to escape.
Freeman finds the end of the line on the railway system he's been following.
Freeman comes up with a new plan for his escape, travels further down the rail system, and explores the meaning of paranoia.
Hear the ramblings o' Cap'n Goatbeard Freeman, a pirate o' 27 years. In this part o' the tale, he be droppin' every lubber what gets in his way.
Freeman turns around and forges a new path on his tram.
Freeman starts a new plan of escape travelling on the electric tram tracks.
Freeman continues trying to get the power on to the railway so he can escape and encounters even bigger problems.
Having powered up the generator, Freeman makes his way back to the train tracks in order to get to the surface.
Freeman negotiates the best he can with the military and tries to start up the power generator so he can escape.
Freeman evades yet another giant alien, soldiers, and the ceiling.
Freeman gets wet and plummets further in his descent of Black Mesa.
Freeman backtracks and blows his top.
Freeman descends deeper, monkeys around, and comes to a dead end.
Freeman gets winded, presses more buttons, and crosses treacherous gaps.
Freeman manuevers around a giant monster, wanders deep in Black Mesa, and gets stuck.
Freeman braves radioactive waste, finds a new route, and encounters something much bigger than him.
Freeman escapes from the ventilation shafts, finds a new path, and heads downward again, trying to find another exit.
Freeman finally makes it to the surface, encounters some new problems, and spends more time in ventilation shafts than ever before.
Freeman meets the "rescue team" and continues his ascent to the surface.
In this episode, Freeman continues his ascent, hops over lasers, and finds a submachine gun.
Freeman cools off and goes deep into the ventilation system trying to escape.
Freeman runs into some trouble and locates an exit.
Freeman ascends a floor and has electrical encounters in his attempt to escape.
Freeman performs feats of balance in his attempt to find an alternate route.
Freeman looks for an alternate exit and descends further into Black mesa.
Freeman makes it to the lobby and attempts to escape the facility.
The experiment having turned into a failure, Freeman starts making his way back up to the lobby
Freeman continues to the testing chamber and begins the experiment.
Freeman arrives at the lobby, deals with office politics, and suits up for the lab's experiment.
Gordon Freeman starts his day by heading to work on the Black Mesa inbound tram.