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A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer (PC) games; the latter also encompasses LAN games, online games, and browser games. More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. (Full article...)

  Featured articles are displayed here, which represent some of the best content on English Wikipedia.

  • Image 1 Blast Corps is an action game developed by Rare and published by Nintendo for the Nintendo 64. In the game, the player uses vehicles to destroy buildings in the path of a runaway nuclear missile carrier. In the game's 57 levels, the player solves puzzles by transferring between vehicles to move objects and bridge gaps. It was released in March 1997 in Japan and North America. A wider release followed at the end of that year. The game was Rare's first game for the Nintendo 64. Its development team ranged between four and seven members, many of whom were recent graduates. The team sought to find gameplay to fit Rare co-founder Chris Stamper's idea for a building destruction game. The puzzle game mechanics were inspired by those of Donkey Kong (1994). Blast Corps was released to critical acclaim and received Metacritic's second highest Nintendo 64 game ratings of 1997. The game sold one million copies—lower than the team's expectations—and received several editor's choice awards. Reviewers praised its originality, variety, and graphics, but some criticized its controls and repetition. Reviewers of Rare's 2015 Rare Replay retrospective compilation noted Blast Corps as a standout title. (Full article...)
    Blast Corps is an action game developed by Rare and published by Nintendo for the Nintendo 64. In the game, the player uses vehicles to destroy buildings in the path of a runaway nuclear missile carrier. In the game's 57 levels, the player solves puzzles by transferring between vehicles to move objects and bridge gaps. It was released in March 1997 in Japan and North America. A wider release followed at the end of that year.

    The game was Rare's first game for the Nintendo 64. Its development team ranged between four and seven members, many of whom were recent graduates. The team sought to find gameplay to fit Rare co-founder Chris Stamper's idea for a building destruction game. The puzzle game mechanics were inspired by those of Donkey Kong (1994).

    Blast Corps was released to critical acclaim and received Metacritic's second highest Nintendo 64 game ratings of 1997. The game sold one million copies—lower than the team's expectations—and received several editor's choice awards. Reviewers praised its originality, variety, and graphics, but some criticized its controls and repetition. Reviewers of Rare's 2015 Rare Replay retrospective compilation noted Blast Corps as a standout title. (Full article...)
  • Image 2 God of War: Chains of Olympus is an action-adventure hack and slash video game developed by Ready at Dawn, and published by Sony Computer Entertainment (SCE). It was first released for the PlayStation Portable (PSP) handheld console on March 4, 2008. The game is the fourth installment in the God of War series, the second chronologically, and a prequel to the original God of War. It is loosely based on Greek mythology and set in ancient Greece, with vengeance as its central motif. The player controls Kratos, a Spartan warrior who serves the Olympian gods. Kratos is guided by the goddess Athena, who instructs him to find the Sun God Helios, as the Dream God Morpheus has caused many of the gods to slumber in Helios' absence. With the power of the Sun and the aid of the Titan Atlas, Morpheus and the Queen of the Underworld Persephone intend to destroy the Pillar of the World and in turn Olympus. The gameplay is similar to the previous installments, with a focus on combo-based combat, achieved through the player's main weapon—the Blades of Chaos—and secondary weapons acquired throughout the game. It features quick time events that require the player to complete game controller actions in a timed sequence to defeat stronger enemies and bosses. The player can use up to three magical attacks as alternative combat options. The game also features puzzles and platforming elements. The series' control scheme was reconfigured to compensate for the smaller number of buttons on the PSP compared to the PlayStation 2's controller; Ready at Dawn's solutions for the controls were praised by critics. Chains of Olympus was acclaimed by critics, becoming the highest-rated PSP title on Metacritic and GameRankings. The game's graphics were particularly praised, with 1UP declaring the game was "a technical showpiece for Sony, and arguably the best-looking game on the system." It won several awards, including "Best PSP Action Game", "Best Graphics Technology", and "Best Use of Sound". As of June 2012, the game has sold 3.2 million copies worldwide, making it the seventh best-selling PlayStation Portable game of all time. Together with 2010's God of War: Ghost of Sparta, Chains of Olympus was remastered and released on September 13, 2011, as part of the God of War: Origins Collection for the PlayStation 3. The remastered version was included in the God of War Saga released on August 28, 2012, also for PlayStation 3. (Full article...)
    God of War: Chains of Olympus is an action-adventure hack and slash video game developed by Ready at Dawn, and published by Sony Computer Entertainment (SCE). It was first released for the PlayStation Portable (PSP) handheld console on March 4, 2008. The game is the fourth installment in the God of War series, the second chronologically, and a prequel to the original God of War. It is loosely based on Greek mythology and set in ancient Greece, with vengeance as its central motif. The player controls Kratos, a Spartan warrior who serves the Olympian gods. Kratos is guided by the goddess Athena, who instructs him to find the Sun God Helios, as the Dream God Morpheus has caused many of the gods to slumber in Helios' absence. With the power of the Sun and the aid of the Titan Atlas, Morpheus and the Queen of the Underworld Persephone intend to destroy the Pillar of the World and in turn Olympus.

    The gameplay is similar to the previous installments, with a focus on combo-based combat, achieved through the player's main weapon—the Blades of Chaos—and secondary weapons acquired throughout the game. It features quick time events that require the player to complete game controller actions in a timed sequence to defeat stronger enemies and bosses. The player can use up to three magical attacks as alternative combat options. The game also features puzzles and platforming elements. The series' control scheme was reconfigured to compensate for the smaller number of buttons on the PSP compared to the PlayStation 2's controller; Ready at Dawn's solutions for the controls were praised by critics.

    Chains of Olympus was acclaimed by critics, becoming the highest-rated PSP title on Metacritic and GameRankings. The game's graphics were particularly praised, with 1UP declaring the game was "a technical showpiece for Sony, and arguably the best-looking game on the system." It won several awards, including "Best PSP Action Game", "Best Graphics Technology", and "Best Use of Sound". As of June 2012, the game has sold 3.2 million copies worldwide, making it the seventh best-selling PlayStation Portable game of all time. Together with 2010's God of War: Ghost of Sparta, Chains of Olympus was remastered and released on September 13, 2011, as part of the God of War: Origins Collection for the PlayStation 3. The remastered version was included in the God of War Saga released on August 28, 2012, also for PlayStation 3. (Full article...)
  • Image 3 Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics. Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom. Doom was a critical and commercial success, earning a reputation as one of the best and most influential video games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 64 (1997), Doom 3 (2004), Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025), as well as the films Doom (2005) and Doom: Annihilation (2019). (Full article...)
    Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

    Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom.

    Doom was a critical and commercial success, earning a reputation as one of the best and most influential video games of all time. It sold an estimated 3.5 million copies by 1999, and up to 20 million people are estimated to have played it within two years of launch. It has been termed the "father" of first-person shooters and is regarded as one of the most important games in the genre. It has been cited by video game historians as shifting the direction and public perception of the medium as a whole, as well as sparking the rise of online games and communities. It led to an array of imitators and clones, as well as a robust modding scene and the birth of speedrunning as a community. Its high level of graphic violence led to controversy from a range of groups. Doom has been ported to a variety of platforms both officially and unofficially and has been followed by several games in the series, including Doom II (1994), Doom 64 (1997), Doom 3 (2004), Doom (2016), Doom Eternal (2020), and Doom: The Dark Ages (2025), as well as the films Doom (2005) and Doom: Annihilation (2019). (Full article...)
  • Image 4 Flight Unlimited is a 1995 aerobatic flight simulator video game developed and published by LookingGlass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, race through floating rings against a timer or take lessons from a virtual flight instructor. The instructor teaches basic and advanced techniques, ranging from rudder turns to maneuvers such as the tailslide, Lomcovák and Immelmann turn. Flight Unlimited was the first self-published game released by Looking Glass Technologies. It was intended to establish the company as a video game publisher and to compete with flight simulator franchises such as Microsoft Flight Simulator. Project leader Seamus Blackley, a particle physicist and amateur pilot, conceived the game in 1992. He felt that other flight simulators failed to convey the experience of real flight, and he reacted by coding a simulated atmosphere for Flight Unlimited based on real-time computational fluid dynamics. Aerobatic pilot Michael Goulian endorsed the game and assisted the team in making it more true to life. Flight Unlimited received positive reviews from critics and was a commercial success; its sales exceeded 780,000 copies by 2002. Reviewers lauded its realism, flight instruction, graphics and sense of flight, but some criticized its high system requirements. The game was followed by two sequels: Flight Unlimited II (1997) and Flight Unlimited III (1999). A combat-oriented successor, Flight Combat, was released in 2002 as Jane's Attack Squadron after a series of setbacks. Soon after Flight Unlimited's completion, Blackley was fired from Looking Glass. He went on to design Jurassic Park: Trespasser at DreamWorks Interactive and later spearhead the Xbox project at Microsoft. (Full article...)
    Flight Unlimited is a 1995 aerobatic flight simulator video game developed and published by LookingGlass Technologies. It allows players to pilot reproductions of real-world aircraft and to perform aerobatic maneuvers. They may fly freely, race through floating rings against a timer or take lessons from a virtual flight instructor. The instructor teaches basic and advanced techniques, ranging from rudder turns to maneuvers such as the tailslide, Lomcovák and Immelmann turn.

    Flight Unlimited was the first self-published game released by Looking Glass Technologies. It was intended to establish the company as a video game publisher and to compete with flight simulator franchises such as Microsoft Flight Simulator. Project leader Seamus Blackley, a particle physicist and amateur pilot, conceived the game in 1992. He felt that other flight simulators failed to convey the experience of real flight, and he reacted by coding a simulated atmosphere for Flight Unlimited based on real-time computational fluid dynamics. Aerobatic pilot Michael Goulian endorsed the game and assisted the team in making it more true to life.

    Flight Unlimited received positive reviews from critics and was a commercial success; its sales exceeded 780,000 copies by 2002. Reviewers lauded its realism, flight instruction, graphics and sense of flight, but some criticized its high system requirements. The game was followed by two sequels: Flight Unlimited II (1997) and Flight Unlimited III (1999). A combat-oriented successor, Flight Combat, was released in 2002 as Jane's Attack Squadron after a series of setbacks. Soon after Flight Unlimited's completion, Blackley was fired from Looking Glass. He went on to design Jurassic Park: Trespasser at DreamWorks Interactive and later spearhead the Xbox project at Microsoft. (Full article...)
  • Image 5 Conan is a 2007 action-adventure game developed by Nihilistic Software and published by THQ for the PlayStation 3 and Xbox 360. Players take control of the titular hero, Conan the Barbarian, from Robert E. Howard's fantasy literature. In Conan, the hero is on a quest to recover his lost armor and defeat an evil wizard. Conan can fight with sword and shield, two-handed weapons, or a weapon in each hand. Starting with several basic attacks, the barbarian gains experience points by killing enemies. By exchanging these points for additional attacks, players improve the hero's fighting abilities. Magic powers complement Conan's arsenal, including the abilities to turn enemies into stone and conjure firestorms. The game also features context-sensitive action sequences in which players press a sequence of buttons displayed on the screen to complete actions such as killing powerful enemies and interacting with the environment. Critics enjoyed Conan's combat system and gory kills, but said the game failed to match the experience offered in God of War. Reactions varied on the game's depiction of the Conan universe; several critics praised the emulation of Frank Frazetta's famous artwork, but others found the game's graphics drab and of low resolution. Regarding the audio, Golden Globe-winning actor Ron Perlman was both praised and criticized for his voice work as Conan. Composer Mike Reagan received acclaim for the game's music and later gave live performances of the game's soundtrack at Video Games Live shows. Despite the average reviews and commercial success of the Conan franchise, Conan sold poorly and was a financial loss for THQ. (Full article...)
    Conan is a 2007 action-adventure game developed by Nihilistic Software and published by THQ for the PlayStation 3 and Xbox 360. Players take control of the titular hero, Conan the Barbarian, from Robert E. Howard's fantasy literature.

    In Conan, the hero is on a quest to recover his lost armor and defeat an evil wizard. Conan can fight with sword and shield, two-handed weapons, or a weapon in each hand. Starting with several basic attacks, the barbarian gains experience points by killing enemies. By exchanging these points for additional attacks, players improve the hero's fighting abilities. Magic powers complement Conan's arsenal, including the abilities to turn enemies into stone and conjure firestorms. The game also features context-sensitive action sequences in which players press a sequence of buttons displayed on the screen to complete actions such as killing powerful enemies and interacting with the environment.

    Critics enjoyed Conan's combat system and gory kills, but said the game failed to match the experience offered in God of War. Reactions varied on the game's depiction of the Conan universe; several critics praised the emulation of Frank Frazetta's famous artwork, but others found the game's graphics drab and of low resolution. Regarding the audio, Golden Globe-winning actor Ron Perlman was both praised and criticized for his voice work as Conan. Composer Mike Reagan received acclaim for the game's music and later gave live performances of the game's soundtrack at Video Games Live shows. Despite the average reviews and commercial success of the Conan franchise, Conan sold poorly and was a financial loss for THQ. (Full article...)
  • Image 6 Uru: Ages Beyond Myst is an adventure video game developed by Cyan Worlds and published by Ubisoft. Released in 2003, the title is the fourth game in the Myst canon. Departing from previous games of the franchise, Uru takes place in the modern era and allows players to customize their onscreen avatars. Players use their avatars to explore the abandoned city of an ancient race known as the D'ni, uncover story clues and solve puzzles. Cyan began developing Uru shortly after completing Riven in 1997, leaving future Myst sequels to be produced by third-party developers. Uru required five years and $12 million to complete. Uru was initially conceived as a multiplayer game; the single-player portion was released, but the multiplayer component, Uru Live, was delayed, released, and then eventually canceled. The online video game service GameTap re-released the multiplayer portion of Uru as Myst Online: Uru Live in February 2007, but the service was canceled again the following year due to a lack of subscribers. GameTap passed the rights to Uru Live back to Cyan, who re-launched the game for free in 2010. Uru was not as well received as previous Myst titles. Critics admired the visuals and new features of the game but criticized the lack of multiplayer in the retail version and clunky controls. Compared to previous games in the series, which had sold millions of units, Uru's sales were considered disappointing. The game was a critical and commercial disappointment for Cyan, causing the company financial troubles; nevertheless, it has attracted a cult following. (Full article...)
    Uru: Ages Beyond Myst is an adventure video game developed by Cyan Worlds and published by Ubisoft. Released in 2003, the title is the fourth game in the Myst canon. Departing from previous games of the franchise, Uru takes place in the modern era and allows players to customize their onscreen avatars. Players use their avatars to explore the abandoned city of an ancient race known as the D'ni, uncover story clues and solve puzzles.

    Cyan began developing Uru shortly after completing Riven in 1997, leaving future Myst sequels to be produced by third-party developers. Uru required five years and $12 million to complete. Uru was initially conceived as a multiplayer game; the single-player portion was released, but the multiplayer component, Uru Live, was delayed, released, and then eventually canceled. The online video game service GameTap re-released the multiplayer portion of Uru as Myst Online: Uru Live in February 2007, but the service was canceled again the following year due to a lack of subscribers. GameTap passed the rights to Uru Live back to Cyan, who re-launched the game for free in 2010.

    Uru was not as well received as previous Myst titles. Critics admired the visuals and new features of the game but criticized the lack of multiplayer in the retail version and clunky controls. Compared to previous games in the series, which had sold millions of units, Uru's sales were considered disappointing. The game was a critical and commercial disappointment for Cyan, causing the company financial troubles; nevertheless, it has attracted a cult following. (Full article...)
  • Image 7 Paper Mario: Color Splash is a 2016 role-playing video game developed by Intelligent Systems and published by Nintendo for the Wii U console. It is the fifth installment in the Paper Mario series, within the larger Mario franchise. The story follows Mario and his new ally Huey on a quest to save Prism Island and rescue Princess Peach from Bowser. Color Splash contains elements of the action-adventure and role-playing (RPG) genres. Players control Mario as he traverses levels made to look like craft materials, reaching endpoints and retrieving each Big Paint Star through linear gameplay. Mario is equipped with a paint hammer, which is used to solve coloring-themed puzzles and collect awards in levels. In turn-based combat phases, Mario uses a selection of cards that endow him with attacks and other abilities. Nintendo's vision for the Paper Mario series following Paper Mario: Sticker Star was to differentiate it from their other RPG Mario series, Mario & Luigi. The development team focused on puzzle-solving and comedic elements, and to make each game different from one another, emphasized an overarching gimmick. The paint theme was conceived by Atsushi Isano, the director for Intelligent Systems, and developed to take advantage of the Wii U GamePad. A card-based battle system was implemented to use the GamePad touchscreen to sort, paint, and flick cards. The artists focused on making the paper textures as realistic as possible. (Full article...)
    Paper Mario: Color Splash is a 2016 role-playing video game developed by Intelligent Systems and published by Nintendo for the Wii U console. It is the fifth installment in the Paper Mario series, within the larger Mario franchise. The story follows Mario and his new ally Huey on a quest to save Prism Island and rescue Princess Peach from Bowser.

    Color Splash contains elements of the action-adventure and role-playing (RPG) genres. Players control Mario as he traverses levels made to look like craft materials, reaching endpoints and retrieving each Big Paint Star through linear gameplay. Mario is equipped with a paint hammer, which is used to solve coloring-themed puzzles and collect awards in levels. In turn-based combat phases, Mario uses a selection of cards that endow him with attacks and other abilities.

    Nintendo's vision for the Paper Mario series following Paper Mario: Sticker Star was to differentiate it from their other RPG Mario series, Mario & Luigi. The development team focused on puzzle-solving and comedic elements, and to make each game different from one another, emphasized an overarching gimmick. The paint theme was conceived by Atsushi Isano, the director for Intelligent Systems, and developed to take advantage of the Wii U GamePad. A card-based battle system was implemented to use the GamePad touchscreen to sort, paint, and flick cards. The artists focused on making the paper textures as realistic as possible. (Full article...)
  • Image 8 Sonic the Hedgehog 2 is a 1992 platform game developed by Sega Technical Institute (STI) for the Sega Genesis. Players control Sonic as he attempts to stop Doctor Robotnik from stealing the Chaos Emeralds to power his space station. Like the first Sonic the Hedgehog (1991), players traverse side-scrolling levels at high speeds while collecting rings, defeating enemies, and fighting bosses. Sonic 2 introduces Sonic's sidekick Miles "Tails" Prower and features faster gameplay, larger levels, a multiplayer mode, and special stages featuring pre-rendered 3D graphics. After Sonic the Hedgehog greatly increased the popularity of the Genesis in North America, Sega directed STI founder Mark Cerny to start Sonic 2 in November 1991. Members of the original development team—including programmer Yuji Naka and designer Hirokazu Yasuhara—moved from Japan to California to join the project. Sonic 2 was intended to be faster and more ambitious than the first game. The development suffered setbacks, including cultural differences between the Japanese and American staff, and numerous levels were cut due to time constraints and quality concerns. As with the first game, Masato Nakamura, a member of the J-pop band Dreams Come True, composed the soundtrack. Sonic 2 was widely anticipated, and Sega backed it with an aggressive $10 million marketing campaign. It was released in November 1992 to acclaim and received numerous year-end accolades, including two Golden Joystick Awards. Critics considered Sonic 2 an improvement over the first game and praised the visuals, level design, gameplay, and music, though the low difficulty level and similarities to its predecessor were criticized. Sonic 2 grossed over $450 million and sold six million copies by 2006, making it the second-bestselling Genesis game behind the original Sonic the Hedgehog. (Full article...)
    Sonic the Hedgehog 2 is a 1992 platform game developed by Sega Technical Institute (STI) for the Sega Genesis. Players control Sonic as he attempts to stop Doctor Robotnik from stealing the Chaos Emeralds to power his space station. Like the first Sonic the Hedgehog (1991), players traverse side-scrolling levels at high speeds while collecting rings, defeating enemies, and fighting bosses. Sonic 2 introduces Sonic's sidekick Miles "Tails" Prower and features faster gameplay, larger levels, a multiplayer mode, and special stages featuring pre-rendered 3D graphics.

    After Sonic the Hedgehog greatly increased the popularity of the Genesis in North America, Sega directed STI founder Mark Cerny to start Sonic 2 in November 1991. Members of the original development team—including programmer Yuji Naka and designer Hirokazu Yasuhara—moved from Japan to California to join the project. Sonic 2 was intended to be faster and more ambitious than the first game. The development suffered setbacks, including cultural differences between the Japanese and American staff, and numerous levels were cut due to time constraints and quality concerns. As with the first game, Masato Nakamura, a member of the J-pop band Dreams Come True, composed the soundtrack.

    Sonic 2 was widely anticipated, and Sega backed it with an aggressive $10 million marketing campaign. It was released in November 1992 to acclaim and received numerous year-end accolades, including two Golden Joystick Awards. Critics considered Sonic 2 an improvement over the first game and praised the visuals, level design, gameplay, and music, though the low difficulty level and similarities to its predecessor were criticized. Sonic 2 grossed over $450 million and sold six million copies by 2006, making it the second-bestselling Genesis game behind the original Sonic the Hedgehog. (Full article...)
  • Image 9 Tunic is a 2022 action-adventure game developed by Isometricorp Games and published by Finji. It is set in a ruined fantasy world, where the player controls an anthropomorphic fox on a journey to free a fox spirit trapped in a crystal. The player discovers the gameplay and setting by exploring and finding in-game pages of a manual that offers clues, drawings, and notes. The backstory is obscured; most text is given in a constructed writing system that the player is not expected to decipher. Tunic's isometric perspective hides numerous pathways and secrets. Designer Andrew Shouldice developed Tunic, his first major game, over seven years. He began work on it as a solo project in 2015, wanting to combine challenging gameplay with gentle visual and audio design. He was inspired by his childhood experiences playing Nintendo Entertainment System games like The Legend of Zelda (1986) and trying to understand game manuals for which he lacked context. Shouldice was joined during development by composers Terence Lee and Janice Kwan, audio designer Kevin Regamey, developer Eric Billingsley, and producer Felix Kramer. Publisher Finji joined the project in 2017 and announced Tunic at E3 2017. Tunic was released for macOS, Windows, Xbox One, and Xbox Series X/S in March 2022, followed by ports for Nintendo Switch, PlayStation 4, and PlayStation 5 in September. It received positive reviews, especially for its aesthetics, design, and gameplay, but drew some criticism for uneven difficulty and potential for players to feel stuck. Tunic won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards. (Full article...)
    Tunic is a 2022 action-adventure game developed by Isometricorp Games and published by Finji. It is set in a ruined fantasy world, where the player controls an anthropomorphic fox on a journey to free a fox spirit trapped in a crystal. The player discovers the gameplay and setting by exploring and finding in-game pages of a manual that offers clues, drawings, and notes. The backstory is obscured; most text is given in a constructed writing system that the player is not expected to decipher. Tunic's isometric perspective hides numerous pathways and secrets.

    Designer Andrew Shouldice developed Tunic, his first major game, over seven years. He began work on it as a solo project in 2015, wanting to combine challenging gameplay with gentle visual and audio design. He was inspired by his childhood experiences playing Nintendo Entertainment System games like The Legend of Zelda (1986) and trying to understand game manuals for which he lacked context. Shouldice was joined during development by composers Terence Lee and Janice Kwan, audio designer Kevin Regamey, developer Eric Billingsley, and producer Felix Kramer. Publisher Finji joined the project in 2017 and announced Tunic at E3 2017.

    Tunic was released for macOS, Windows, Xbox One, and Xbox Series X/S in March 2022, followed by ports for Nintendo Switch, PlayStation 4, and PlayStation 5 in September. It received positive reviews, especially for its aesthetics, design, and gameplay, but drew some criticism for uneven difficulty and potential for players to feel stuck. Tunic won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards. (Full article...)
  • Image 10 Silent Hill 4: The Room is a 2004 survival horror game developed by Team Silent, a group in Konami Computer Entertainment Tokyo, and published by Konami. The fourth installment in the Silent Hill series, the game was released in Japan in June and in North America and Europe in September. Silent Hill 4 was released for the PlayStation 2, Xbox, and Microsoft Windows. Its soundtrack was released at the same time. In 2012, it was released on the Japanese PlayStation Network. On October 2, 2020, it was re-released on GOG.com with patches to make it playable on Windows 10. Unlike the previous installments, which were set primarily in the town of Silent Hill, this game is set in the southern part of the fictional city of Ashfield, and follows Henry Townshend as he attempts to escape from his locked-down apartment. During the course of the game, Henry explores a series of supernatural worlds and finds himself in conflict with an undead serial killer named Walter Sullivan. Silent Hill 4 features an altered gameplay style with third-person navigation and plot elements taken from previous installments. Upon its release, the game received generally favorable reviews from critics, but its departure from the traditional formula of the previous games proved to be divisive. However, the game did receive praise for implementing some unique gameplay mechanics like the hauntings within the apartment. (Full article...)
    Silent Hill 4: The Room is a 2004 survival horror game developed by Team Silent, a group in Konami Computer Entertainment Tokyo, and published by Konami. The fourth installment in the Silent Hill series, the game was released in Japan in June and in North America and Europe in September. Silent Hill 4 was released for the PlayStation 2, Xbox, and Microsoft Windows. Its soundtrack was released at the same time. In 2012, it was released on the Japanese PlayStation Network. On October 2, 2020, it was re-released on GOG.com with patches to make it playable on Windows 10.

    Unlike the previous installments, which were set primarily in the town of Silent Hill, this game is set in the southern part of the fictional city of Ashfield, and follows Henry Townshend as he attempts to escape from his locked-down apartment. During the course of the game, Henry explores a series of supernatural worlds and finds himself in conflict with an undead serial killer named Walter Sullivan.

    Silent Hill 4 features an altered gameplay style with third-person navigation and plot elements taken from previous installments. Upon its release, the game received generally favorable reviews from critics, but its departure from the traditional formula of the previous games proved to be divisive. However, the game did receive praise for implementing some unique gameplay mechanics like the hauntings within the apartment. (Full article...)

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American game designer Chris Metzen is well known for his work on Blizzard Entertainment's three major media franchises: Warcraft, Diablo, and StarCraft.

Recent video game-related events

May 24, 2024 – Uvalde school shooting
Families in Uvalde, Texas, U.S., file a lawsuit against Daniel Defense and Activision Blizzard for creating the DDM4 V7 gun and promoting the weapon through the game Call of Duty, respectively. They also sue Meta Platforms for owning Instagram, which was used by the gunman. (AP)
April 16, 2024 – 2023–2024 video game industry layoffs
American video game company Take-Two Interactive lays off 5% of its workforce. (Reuters)
April 10, 2024 – 2023–2024 video game industry layoffs
American video game company Epic Games announces that it will lay-off around 870 employees, roughly one-sixth of its workforce, due to slower growth than expected. (CBC via Yahoo! News)

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