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Avideo gameorcomputer game is an electronic game that involves interaction with a user interfaceorinput 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 displayortouchscreenonhandheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakersorheadphones, 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...)
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Half-Life 2: Episode One is a 2006 first-person shooter game developed and published by Valve for Windows. It continues the story of Half-Life 2 (2004); as scientist Gordon Freeman, players must escape City 17 with Gordon's companion Alyx Vance. Like previous Half-Life games, Episode One combines shooting, puzzles and storytelling.
After the six-year development of Half-Life 2, Valve switched to episodic development, hoping to release games more frequently. For Episode One, they focused on developing the character of Alyx and expanded her artificial intelligence. It uses an updated version of Valve's Source engine, with new lighting and animation technology.
Episode One received mostly positive reviews; the co-operative gameplay with Alyx received particular praise, although the short length was criticized. It was ported to Xbox 360 and PlayStation 3 as part of the 2007 compilation The Orange Box. Episode Two followed in 2007. (Full article...)
Halo: Reach is a 2010 first-person shooter video game developed by Bungie and published by Microsoft Game Studios, originally for the Xbox 360. The sixth installment in the Halo series and a direct prequel to Halo: Combat Evolved, Reach was released worldwide in September 2010. The game takes place in the year 2552, where humanity is locked in a war with an alien theocracy known as the Covenant, which seeks to exterminate humanity. Players play as Noble Six, a member of an elite squad of supersoldiers, known as Noble Team, attempting to stage a defense of the human world known as Reach, which falls under Covenant attack. The game was the last in the series to be developed by Bungie.
After releasing Halo 3 in 2007, Bungie split into teams to develop two different games—what would become Halo 3: ODST and Reach. The developers decided to create a prequel to the original Halo game trilogy, freeing themselves from the obligation of addressing old story threads. As the game would take place on a human world doomed to be destroyed, they focused on making the environment a character unto itself. Longtime Halo composers Martin O'Donnell and Michael Salvatori returned to compose Reach's music, aiming for a more somber sound to match the story.
Reach was announced at E3 2009 in Los Angeles, and the first in-engine trailer was shown at the 2009 Spike Video Game Awards. Players who purchased ODST were eligible to participate in a Reach multiplayer beta in May 2010; the beta allowed Bungie to gain player feedback for fixing bugs and making gameplay tweaks before shipping the final version. Microsoft gave Reach its biggest game marketing budget yet and created award-winning live-action commercials, action figures, and interactive media to promote the game. (Full article...)
Commander Keen in Invasion of the Vorticons is a three-part episodic side-scrolling platform video game developed by Ideas from the Deep (a precursor to id Software) and published by Apogee Software in 1990 for MS-DOS. It is the first set of episodes of the Commander Keen series. The game follows the titular Commander Keen, an eight-year-old child genius, as he retrieves the stolen parts of his spaceship from the cities of Mars, prevents a recently arrived alien mothership from destroying landmarks on Earth, and hunts down the leader of the aliens, the Grand Intellect, on the alien home planet. The three episodes feature Keen running, jumping, and shooting through various levels while opposed by aliens, robots, and other hazards.
In September 1990, John Carmack, while working at programming studio Softdisk, developed a way to implement smooth side-scrolling in video games on personal computers (PCs), which at the time was the province of dedicated home video game consoles. Carmack and his coworkers John Romero and Tom Hall, along with Jay Wilbur and Lane Roathe, developed a demo of a PC version of Super Mario Bros. 3, but failed to convince Nintendo to invest in a PC port of their game. Soon afterwards, however, they were approached by Scott Miller of Apogee Software to develop an original game to be published through the Apogee shareware model. Hall designed the three-part game, John Carmack and Romero programmed it, Wilbur managed the team, and artist Adrian Carmack helped later in development. The team worked continuously for almost three months on the game, working late into the night at the office at Softdisk and taking their work computers to John Carmack's home to continue developing it.
Released by Apogee in December 1990, the trilogy of episodes was an immediate success. Apogee, whose monthly sales had been around US$7,000, made US$30,000 on Commander Keen alone in the first two weeks and US$60,000 per month by June. The first royalty check convinced the development team, then known as Ideas from the Deep, to quit their jobs at Softdisk. The team founded id Software shortly thereafter and went on to produce another four episodes of the Commander Keen series over the next year. The trilogy was lauded by reviewers due to the graphical achievement and humorous style, and id Software went on to develop other successful games, including Wolfenstein 3D (1992) and Doom (1993). The Vorticons trilogy has been released as part of several collections by id and Apogee since its first release, and has been sold for modern computers through Steam since 2007. (Full article...)
Flight Unlimited II is a 1997 flight simulator video game developed by Looking Glass Studios and published by Eidos Interactive. The player controls one of five planes in the airspace of the San Francisco Bay Area, which is shared with up to 600 artificially intelligent aircraft directed by real-time air traffic control. The game eschews the aerobatics focus of its predecessor, Flight Unlimited, in favor of general civilian aviation. As such, new physics code and an engine were developed, the former because the programmer of Flight Unlimited'scomputational fluid dynamics system, Seamus Blackley, had left the company.
The team sought to create an immersive world for the player and to compete with the Microsoft Flight Simulator series. Commercially, Flight Unlimited II performed well enough to recoup its development costs. Critics lauded the game's graphics and simulated airspace, and several praised its physics. However, some considered the game to be inferior to Microsoft Flight Simulator 98. Following the completion of Flight Unlimited II, its team split up to develop Flight Unlimited III (1999) and Flight Combat (later Jane's Attack Squadron) simultaneously. Both projects were troubled, and they contributed to the closure of Looking Glass in May 2000. (Full article...)
Fabula Nova Crystallis Final Fantasy is a series of games within the Final Fantasy video game franchise. It was primarily developed by series creator and developer Square Enix, which also acted as publisher for all titles. While featuring various worlds and different characters, each Fabula Nova Crystallis game is ultimately based on and expands upon a common mythos focusing on important crystals tied to deities. The level of connection to the mythos varies between each title, with each development team given the freedom to adapt the mythos to fit the context of a game's story.
The series, originally announced in 2006 as Fabula Nova Crystallis Final Fantasy XIII, consists of seven games across multiple platforms. Final Fantasy XIII, designed as the series' flagship title, was released in 2009. The creative forces behind the series include many developers from previous Final Fantasy titles, including Shinji Hashimoto and Motomu Toriyama. The mythos was conceived and written by Kazushige Nojima. The first games announced for the series were Final Fantasy XIII, Final Fantasy XV (asVersus XIII), and Final Fantasy Type-0 (asAgito XIII). All three games went through delays. After Final Fantasy XIII and Type-0's releases, their respective teams used ideas and concepts from development to create additional games. For later games, other studios have been brought in to help with aspects of development. Final Fantasy XV was distanced from the series brand for marketing purposes, though it retains thematic connections.
Seven titles, the original three projects and four additional titles, have been released as of 2016. The series is complemented by works in related media, including companion books, novelizations, and manga. Final Fantasy XV notably expanded into a multimedia project, spawning a feature film and an original animated webseries. Individual games have generally received a positive reception, although opinions have been more mixed over various aspects of the three Final Fantasy XIII games. Reception of the mythos' use in the released games has also been mixed: while some critics called it confusing or too similar to the lore of the main series, others were impressed by its scope and use. Retrospective opinions on the series have also been mixed. (Full article...)
Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were portedbyBluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences. (Full article...)
Plants vs. Zombies is a 2009 tower defense video game developed and published by PopCap Games. First released for Windows and Mac OS X, the game has since been portedtoconsoles, handhelds, and mobile devices. The player takes the role of a homeowner amid a zombie apocalypse. As a horde of zombies approaches along several parallel lanes, the player must defend their home by placing plants, which fire projectiles at the zombies or otherwise detrimentally affect them. The player collects a currency called sun to buy plants. If a zombie happens to make it to the house on any lane, the player loses the level.
Plants vs. Zombies was designed by George Fan, who conceptualized it as a more defense-oriented sequel to his fish simulator game Insaniquarium (2001), then developed it into a tower defense game featuring plants fighting against zombies. The game took inspiration from the games Magic: The Gathering and Warcraft III; along with the movie Swiss Family Robinson. It took three and a half years to make Plants vs. Zombies. Rich Werner was the main artist, Tod Semple programmed the game, and Laura Shigihara composed the game's music. In order to appeal to both casual and hardcore gamers, the tutorial was designed to be simple and spread throughout Plants vs. Zombies.
Plants vs. Zombies was positively received by critics and was nominated for multiple awards, including "Download Game of the Year" and "Strategy Game of the Year" as part of the Golden Joystick Awards 2010. Reviewers praised the game's humorous art style, simplistic but engaging gameplay, and soundtrack. Upon release in May 2009, it was the fastest-selling video game developed by PopCap Games and quickly became their best-selling game, surpassing Bejeweled and Peggle. By 2010, it had sold over a million copies worldwide and has since been considered one of the greatest video games of all time. In 2011, PopCap was bought by Electronic Arts (EA). The company laid off Fan and 49 other employees, marking a change of focus to mobile and social gaming. After the buyout, Plants vs. Zombies was followed by a multimedia franchise including two sequels, three third-person shooters, two comic book series, and several spin-off games, most of which have received positive reviews. (Full article...)
Super Columbine Massacre RPG! is a role-playing video game created by Danny Ledonne and released in April 2005. The game recreates the 1999 Columbine High School shootingsinColumbine, Colorado. Players assume the roles of gunmen Eric Harris and Dylan Klebold and act out the massacre, with flashbacks relating parts of Harris and Klebold's past experiences. The game begins on the day of the shootings and follows Harris and Klebold after their suicides to fictional adventures in perdition.
Ledonne had spent many years conceptualizing games, but never created one due to his lack of game design and programming knowledge. He was inspired to create a video game about Columbine by his own experience being bullied and the effect the shooting had on his life. The game represents a critique of how traditional media sensationalized the shooting, as well as parodying video games themselves. Super Columbine Massacre was created with ASCII's game development program RPG Maker 2000 and took approximately six months to complete. Ledonne initially published the game anonymously, releasing an artist's statement about the work after his identity was revealed. Super Columbine Massacre was released for free online and attracted little attention until 2006, when widespread media coverage fueled hundreds of thousands of downloads.
Reaction to Super Columbine Massacre was negative; the title was criticized as trivializing the actions of Harris and Klebold and the lives of the innocent. The game's cartoon presentation and the side-plot into hell were considered by critics as obscuring the game's message, but it received minor note as a game that transcended the stereotypical associations of the medium as entertainment for children. Super Columbine Massacre's themes and content led to it being included in discussions as to whether video games cause violence; the title was later listed as one of the possible motivating factors of the shooter after the 2006 Dawson College shooting. The game has been described as an art game, and Ledonne has become a spokesperson for video games as an art form, producing a documentary in 2008 called Playing Columbine about his game and its impact. (Full article...)
Deathrow is a 2002 sports video game developed by Southend Interactive and published by Ubi Soft for the Xbox as an exclusive. Deathrow's development began in May 1999 as an online PC game. In early 2001, Southend transitioned to an Xbox console release, which let the team use pixel shaders, bump mapped textures, and specular lighting. Deathrow was built on an in-house 3D game engine and was Southend's first full release.
The game is based on the fictional extreme sport Blitz, a futuristic full-contact hybrid of hockey and basketball played with a flying disc. Two teams of four players attempt to move the disc through their opponent's goal, and teams can either win on points or by knocking out their opposing team. There are 150 individual characters across 18 thematic teams. The single-player campaign's plot is set in the 23rd century, when Blitz is a popular, televised sport and the teams battle to scale the ranks and win the championship. Players earn credits from their goals scored, opponent knockouts, and crowd-pleasing to be spent on player upgrades, bets, and new teammates. The game also supports split-screen and System Link multiplayer for up to eight players across up to eight Xbox consoles.
Deathrow received largely favorable reviews. Reviewers praised the game's fast-paced action, and surround sound, but complained of its high difficulty curve, generic soundtrack, and lack of online multiplayer. Some critics felt the game's use of profanity was excessive, while others thought it was a highlight. Reviewers considered the game's concept and mechanics similar to other series, specifically Speedball. IGN and TeamXbox both named Deathrow an Editor's Choice. The game won the TeamXbox 2002 Breakthrough Game of the Year award and the IGN 2002 Best Game Nobody Played. IGN later reported that a sequel would be unlikely due to the original's low revenue. Southend dissolved in 2013. (Full article...)
Oxenfree is a graphic adventure game developed and published by Night School Studio. It was released for OS X, Windows, and Xbox One in January 2016. PlayStation 4 and Linux versions were released later in 2016, followed by iOS, Android, and Nintendo Switch versions in 2017. In Oxenfree, players assume the role of the teenage girl Alex on a weekend trip to a local island. After seemingly supernatural events occur, Alex and her friends must unravel the secrets of the island.
The game is Night School Studio's debut. Influenced by classic teen films and coming-of-age shows, the developers wanted to create a story-driven game without cutscenes, allowing players to roam the environment freely. Oxenfree's visual presentation marries dark, organic, and analog elements with bright, geometric, and digital ones. Musician scntfc composed the game's soundtrack, which features digital music production techniques alongside the use of vintage analog tape recorders and receivers.
Oxenfree's release was accompanied by development documentaries, an alternate reality game, and a collector's edition, and was met with generally positive reviews, with critics praising the presentation and characters, although some of them were left wanting more. The game was nominated for multiple awards including "Best Narrative" at The Game Awards 2016 and "Outstanding Achievement in Story" at the 20th Annual D.I.C.E. Awards. A sequel, Oxenfree II: Lost Signals, was released on July 12, 2023. A television series adaptation is also in development. (Full article...)
Gunpei Yokoi (横井 軍平, Yokoi Gunpei, September 10, 1941 – October 4, 1997), sometimes transliterated as Gumpei Yokoi, was a Japanese toy maker and video game designer. As a long-time Nintendo employee, he was best known as creator of the Game & Watch handheld system, inventor of the cross-shaped Control Pad, the original designer of the Game Boy, and producer of a few long-running and critically acclaimed video game franchises such as Metroid and Kid Icarus. (Full article...)
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