The game can be played in first-person or third-person perspective; in either case, the player controls the protagonist throughout their investigation on The Island, a landmass off the coast of Maine. Far Harbor's main gameplay consists of quests and puzzle sections. Upon completing the quests in the game, the player is rewarded with bottle caps from Nuka-Cola bottles (the franchise's main fictional currency), and experience points. The puzzles feature a variety of different game mechanics; some require the player to hit targets with lasers, and others allow building using blocks. (Full article...)
Lead designer Peter James described Flight Unlimited III's development as a struggle, thanks to a lack of interest from Electronic Arts and from Looking Glass's management. Placed in direct competition with Microsoft Flight Simulator 2000 and Fly!, the game failed to capture sufficient market share. It became one of Looking Glass's biggest commercial flops, with roughly 20,000 units sold in the United States during 1999. This contributed to the company's closure in 2000. The game was well received by critics, who praised its terrain rendering and dynamic weather. Its simulated physics were lauded by several reviewers, but others felt that the physics were imprecise and that the game's system requirements were extremely high. (Full article...)
The gameplay of God of War focuses on combo-based combat, achieved through the player's main weapon—the Blades of Chaos—and a secondary weapon acquired later in the game. It features quick time events that require the player to complete various game controller actions in a timed sequence to defeat stronger enemies and bosses. The player can use up to four magical attacks and a power-enhancing ability as alternative combat options. It also features puzzles and platforming elements. (Full article...)
The development of The Elder Scrolls IV: Oblivion began in 2002, immediately after its predecessor, The Elder Scrolls III: Morrowind, was published. Rumors of a sequel to Morrowind started circulating in June 2004; the sequel's title was identified on September 10, 2004, the date of its official announcement. Oblivion was developed by Bethesda Game Studios, and the initial Xbox 360 and personal computer (PC) releases were co-published by Bethesda and Take-Two Interactive's subsidiary, 2K Games. According to interviews with Bethesda staff, the publisher-developer relationship—one of the few independent relations in the industry—worked well, and Bethesda was not subject to excessive corporate guidance. Initially scheduled for a November 22, 2005, release, in tandem with the Xbox 360's launch, Oblivion was delayed to a March 21, 2006, release for Windows PCs and the Xbox 360.
Developers working on Oblivion focused on providing a tighter storyline, with fewer filler quests and more developed characters. The developers sought to make information in the game world more accessible to players, making the game easier to pick up and play. Oblivion features improved AI (which Bethesda calls Radiant AI), improved physics courtesy of the Havok physics engine, and impressive graphics, taking advantage of advanced lighting and shader routines like high-dynamic-range rendering (HDR) and specular mapping. Bethesda developed and implemented procedural content creation tools in the creation of Oblivion's terrain, leading to landscapes that are more complex and realistic than those of past titles, with less of a drain on Bethesda's staff. (Full article...)
Redemption is presented in the first- and third-person perspectives. The player controls Christof and up to three allies through a linear structure, providing the player with missions to progress through a set narrative. Certain actions committed by Christof throughout the game can raise or lower his humanity, affecting which of the game's three endings the player receives. As a vampire, Christof is imbued with a variety of abilities and powers that can be used to combat or avoid enemies and obstacles. Use of these abilities drains Christof's supply of blood which can be replenished by drinking from enemies or innocents. It includes multiplayer gameplay called "Storyteller", which allows one player to create a narrative for a group of players with the ability to modify the game dynamically in reaction to the players' actions. (Full article...)
Players assume the role of pirateGuybrush Threepwood, who—while attempting to destroy his nemesis, the undead pirate LeChuck—accidentally releases a voodoo pox across the Gulf of Melange. With the assistance of his wife, Elaine Marley–Threepwood, Guybrush seeks out a cure. The game was conceived in late 2008, due to renewed interest in adventure game development within LucasArts. It was developed concurrently with LucasArts' special edition of the 1990 title The Secret of Monkey Island; LucasArts oversaw production of Tales of Monkey Island, and ensured that it matched the remake in certain areas, such as art direction. Production began in early 2009; franchise creator Ron Gilbert was involved in project planning, while development was led by Dave Grossman, who co-designed the first two Monkey Island games. The game's music was composed by Michael Land, and the core cast of The Curse of Monkey Island reprised their voice roles. (Full article...)
As Acclaim's first title for the Nintendo 64, Turok was part of a strategy to develop games internally and license merchandise; Acclaim acquired the rights to Turok when it purchased Valiant Comics in 1994, renaming it Acclaim Comics. Suffering from cash flow problems and falling sales, Acclaim came to rely on Turok as its best hope for a financial turnaround. Iguana pushed the Nintendo 64's graphics capabilities to its limits, and were forced to compress or cut elements to fit the game on its 8 megabyte cartridge. Bugs delayed the game's release from September 1996 to January 1997. (Full article...)
After the success of Halo: Combat Evolved, a sequel was expected and highly anticipated. Bungie found inspiration in plot points and gameplay elements that had been left out of their first game, including online multiplayer. A troubled development and time constraints forced cuts to the scope of the game, including the wholesale removal of a more ambitious multiplayer mode, and necessitated a cliffhanger ending to the game's campaign mode. Among Halo 2's marketing was an early alternate reality game called "I Love Bees" that involved players solving real-world puzzles. Bungie supported the game after release with new multiplayer maps and updates to address cheating and glitches. The game was followed by a sequel, Halo 3, in September 2007. (Full article...)
The game's development began in 2006. Originally it was set to be a first-personKinect-only title for the Xbox 360. However, the developer gradually redesigned the game to become a third-person hack and slash game, with Kinect serving a diminished role. The development of the game was originally handled by Crytek Budapest, but was later transferred to Crytek's headquarters in Frankfurt, Germany. The game's combat emphasizes on "flow", a term referring to a player's ability to move on to fight against another enemy upon defeating an enemy with few limitations in between. The team partnered with The Imaginarium Studios to develop the cinematic and motion-capture technology for the game. Competitive multiplayer modes developed by Ruffian Games was planned but it was ultimately cancelled. (Full article...)
Good Job! is a 2020 puzzle video game developed by Dutch developer Paladin Studios and published by Nintendo for the Nintendo Switch console. The player controls a megacorporation CEO's son in completing exaggerated office tasks in destructive playground-style puzzles to climb the corporate ladder. Although there are normal ways to complete the levels, the player can be as destructive and creative as they like to beat the level faster.
After good impressions from both companies, Nintendo and Paladin Studios met together to create an experimental game. They had the intentions of appealing to a broad audience, using time zones and locations to their advantage. The game was announced and released in March 2020. The game received generally positive reviews, with reviewers praising the exaggerated gameplay and office setting. (Full article...)
Rinoa Heartilly (Japanese: リノア・ハーティリー, Hepburn: Rinoa Hātirī) is the fictional character and co-protagonist of Square's (now Square Enix) 1999 role-playing video gameFinal Fantasy VIII. She is a teenaged member of a resistance faction known as the Forest Owls. After she recruits protagonist Squall Leonhart and his friends, she decides to stay with his group and falls in love with Squall in the process. During their adventure, she is briefly possessed by the evil sorceress Ultimecia and becomes a sorceress herself once the spirit leaves her body. After defeating Ultimecia, Rinoa and Squall become a couple. Rinoa has also made cameo appearances in other Final Fantasy and Square Enix games.
Character artist Tetsuya Nomura designed her to be cute, not beautiful, as he wanted to create a character whose personality would leave an impression on the player. He felt that the more realistic graphical capabilities the original PlayStation could provide, along with advances like full motion video, made female characters too beautiful and was overshadowing their personalities. The design team set out from the beginning to make Rinoa's clothing more realistic than past Final Fantasy games. (Full article...)
Development of Hollywood Monsters began at Pendulo in mid-1994. The company sought to heavily improve its design practices, graphics production and engine technology over those of its first game, Igor: Objective Uikokahonia (1994). While Igor had involved six people, Hollywood Monsters required roughly 40 contributors, most of them outside contractors. Pendulo's goal was to create a traditional adventure game with nonlinear gameplay and difficult puzzles. At the request of Dinamic, the team worked with Spanish new wave group La Unión to create a theme song for Hollywood Monsters. After a challenging development cycle that lasted two-and-a-half years, the game was released in Spain during December 1997. (Full article...)
Mortal Kombat: Deception is a fighting video game developed and published by Midway as the sixth installment of the Mortal Kombat video game franchise. It was released for the PlayStation 2 and Xbox in October 2004, for the GameCube in March 2005 and later ported for the PlayStation Portable under the title Mortal Kombat: Unchained in November 2006. Mortal Kombat: Deception follows the storyline from the fifth installment, Deadly Alliance. Its story centers on the revival of the Dragon King Onaga, who attempts to conquer the realms featured in the series after defeating the sorcerers Quan Chi and Shang Tsung, the main antagonists in the previous game, and the Thunder God Raiden, defender of Earthrealm. The surviving warriors from the previous titles join forces to confront Onaga.
Twenty-six characters are available to play in the game, with nine making their first appearance in the series. Deception contains several new features in the series, such as chess and puzzle games with the MK characters and an online mode. The Konquest Mode returns from Deadly Alliance, but follows the life of Shujinko, a warrior who is deceived by Onaga to search for artifacts to give Onaga more powers. Deception's Konquest Mode differs greatly from the Konquest Mode of Deadly Alliance, however, containing elements of open-world exploration in between story progression, rather than the Kombat Tower of Deadly Alliance. (Full article...)
Underwurlde is a 1984 action-adventureplatform video game in the Sabreman series by Ultimate Play the Game for the ZX Spectrum and Commodore 64. The player controls the adventurer Sabreman as he jumps between platforms in a castle and its caverns to find an escape past the exit guardians. Underwurlde features about 600 flip screen areas. Unlike other games of its time, Sabreman is not injured when touched by enemies and is instead knocked backwards. Underwurlde is the second game in the series, between Sabre Wulf and Knight Lore, and released alongside the latter for the ZX Spectrum during Christmas in 1984. Another developer, Firebird, ported the game to the Commodore 64 the next year.
Reviewers recommended the original ZX Spectrum Underwurlde release. They noted its expansive game world and appreciated the parts where Sabreman travelled by bubble. Later critics commented on the game's frustrating difficulty. While the Commodore 64 version was similar to the original, reviews were mixed—one critic thought the title had aged poorly in the year between releases. Your Sinclair placed Underwurlde within its top 20 for the ZX Spectrum, though their readers put it near the bottom of their top 100. The game was later included in Rare's 2015 Xbox One retrospective compilation, Rare Replay. (Full article...)
Microsoft enlisted the help of Banpresto and other third-party developers to support the Xbox 360 after its largely unsuccessful launch in Japan. As such, Banpresto designed XO to take advantage of the console's hardware capabilities and online support, specifically the Xbox Live online network service. The online multiplayer game mode was added as a means to provide a unique and fresh take on the series's gameplay that had not been seen in earlier installments. Though XO was well-received for its gameplay and tweaks made to its predecessors, the failure of the Xbox 360 in the region made it a commercial failure and among the franchise's worst-selling titles. (Full article...)
The music of the video gameFinal Fantasy V was composed by regular series composer Nobuo Uematsu. The Final Fantasy V Original Sound Version, a compilation of almost all of the music in the game, was released by Square Co./NTT Publishing, and subsequently re-released by NTT Publishing after the game was brought to North America as part of the Final Fantasy Anthology. An arranged album entitled Final Fantasy V Dear Friends, containing a selection of musical tracks from the game arranged in multiple styles, including live and vocal versions, was released by Square/NTT Publishing and later re-released by NTT Publishing. Additionally, a collection of piano arrangements composed by Nobuo Uematsu, arranged by Shirou Satou and played by Toshiyuki Mori titled Piano Collections Final Fantasy V was released by Square/NTT Publishing, and re-released by NTT Publishing.
The music received mixed reviews; while some reviewers enjoyed the soundtrack and found it to be underrated, others felt it was only of middling quality. Several pieces, especially "Dear Friends", remain popular today, and have been performed numerous times in orchestral concert series such as the Dear Friends: Music from Final Fantasy concert series, named after the Final Fantasy V piece, and the Orchestral Game Concert series. Music from the soundtrack has also been published in arranged and compilation albums by Square as well as outside groups. (Full article...)
Zero (ゼロ, Zero) is the protagonist and playable character of the 2013 action role-playing gameDrakengard 3, the third main entry in the Drakengard series, developed by Access Games and published by Square Enix. She also appeared in the arcade game Lord of Vermilion III. Zero is an Intoner, one of six god-like beings who control magic through their singing abilities. In trying to destroy the flower that gave birth to her powers and tried to use her to destroy humanity, she sets out to kill the five other Intoners spawned from her body by the flower to carry out its mission, referred to as her sisters.
Zero was created by Yoko Taro, the game's director and co-writer, and designed by Kimihiko Fujisaka. Yoko wanted an unusual type of protagonist that had not been featured very often in games. Fujisaka crafted her to emulate the dark tones of the series, although he also added features to create a feminine vibe, such as the flower in her eye. Despite being criticized for her characterization and personality, she has also been praised for her interactions with the other characters and for standing out among video game protagonists. Fans of the Drakengard series in Japan have also received her positively. (Full article...)
The game received generally favorable reviews from critics who praised the graphics, diverse roster, nostalgic soundtrack, and gameplay, though some criticized the multiplayer mode and limited amount of levels. The game has become the fastest-selling game in the franchise, selling one million copies within the first two weeks. (Full article...)
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