Portal Video games

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The Video Games Portal

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 5 Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product. The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems, and he developed Maniac Mansion's simpler point-and-click interface as a replacement. To speed up production, he created a game engine called SCUMM, which was used in many later LucasArts titles. After its release, Maniac Mansion was ported to several platforms. A port for the Nintendo Entertainment System had to be reworked heavily, in response to Nintendo of America’s concerns that the game was inappropriate for children. Maniac Mansion was critically acclaimed: reviewers lauded its graphics, cutscenes, animation, and humor. Writer Orson Scott Card praised it as a step toward "computer games [becoming] a valid storytelling art". It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to adventure game studios such as Sierra On-Line. In 1990, Maniac Mansion was adapted into a three-season television series of the same name, written by Eugene Levy and starring Joe Flaherty. A sequel to the game, Day of the Tentacle, was released in 1993. (Full article...)
    Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.

    The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems, and he developed Maniac Mansion's simpler point-and-click interface as a replacement. To speed up production, he created a game engine called SCUMM, which was used in many later LucasArts titles. After its release, Maniac Mansion was ported to several platforms. A port for the Nintendo Entertainment System had to be reworked heavily, in response to Nintendo of America’s concerns that the game was inappropriate for children.

    Maniac Mansion was critically acclaimed: reviewers lauded its graphics, cutscenes, animation, and humor. Writer Orson Scott Card praised it as a step toward "computer games [becoming] a valid storytelling art". It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The game's success solidified Lucasfilm as a serious rival to adventure game studios such as Sierra On-Line. In 1990, Maniac Mansion was adapted into a three-season television series of the same name, written by Eugene Levy and starring Joe Flaherty. A sequel to the game, Day of the Tentacle, was released in 1993. (Full article...)
  • Image 6 Legacy of Kain: Soul Reaver is an action-adventure video game developed by Crystal Dynamics and published by Eidos Interactive. It was released for the PlayStation and Microsoft Windows in 1999 and for the Dreamcast in 2000. As the second game in the Legacy of Kain series, Soul Reaver is the sequel to Blood Omen: Legacy of Kain. Soul Reaver was followed by three games, one of which, Soul Reaver 2, is a direct sequel. Taking place 1500 years after the events of Blood Omen, Soul Reaver chronicles the journey of the vampire-turned-wraith Raziel, lieutenant to the vampire lord Kain. Raziel is killed by Kain, but is revived by The Elder God to become his "soul reaver" and to exact revenge. Raziel shares this title with Kain's sword, the Soul Reaver, which he acquires during the game. Crystal Dynamics began development of the game in 1997, but a deteriorating relationship with Silicon Knights, who had developed Blood Omen, created legal problems. This and other delays forced material originally planned for Soul Reaver to be instead released with later games of the series. Soul Reaver was generally well received by critics and praised for its intriguing gothic story and high-quality graphics. However, the game was criticized for simple and repetitive gameplay and an unsatisfying climax. By 2001, the game sold 1.5 million copies worldwide. (Full article...)
    Legacy of Kain: Soul Reaver is an action-adventure video game developed by Crystal Dynamics and published by Eidos Interactive. It was released for the PlayStation and Microsoft Windows in 1999 and for the Dreamcast in 2000. As the second game in the Legacy of Kain series, Soul Reaver is the sequel to Blood Omen: Legacy of Kain. Soul Reaver was followed by three games, one of which, Soul Reaver 2, is a direct sequel.

    Taking place 1500 years after the events of Blood Omen, Soul Reaver chronicles the journey of the vampire-turned-wraith Raziel, lieutenant to the vampire lord Kain. Raziel is killed by Kain, but is revived by The Elder God to become his "soul reaver" and to exact revenge. Raziel shares this title with Kain's sword, the Soul Reaver, which he acquires during the game.

    Crystal Dynamics began development of the game in 1997, but a deteriorating relationship with Silicon Knights, who had developed Blood Omen, created legal problems. This and other delays forced material originally planned for Soul Reaver to be instead released with later games of the series. Soul Reaver was generally well received by critics and praised for its intriguing gothic story and high-quality graphics. However, the game was criticized for simple and repetitive gameplay and an unsatisfying climax. By 2001, the game sold 1.5 million copies worldwide. (Full article...)
  • Image 7 Shadow of the Colossus is a 2005 action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment for the PlayStation 2. It takes place in a fantasy setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the protagonist traverses by horseback and on foot. The game was directed by Fumito Ueda and developed at Sony Computer Entertainment's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title Ico, to which the game is considered a spiritual successor. Сonceived as an online multiplayer game titled NICO directly after Ico's completion, Shadow of the Colossus underwent a lengthy production cycle during which it was redeveloped as a single-player title. The team sought to create an outstanding interactive experience by including a distinct visual design, an unorthodox gameplay template, and non-player characters with sophisticated artificial intelligence such as the colossi and Wander's horse, Agro. Cited as an influential title in the video game industry and one of the best video games ever made, Shadow of the Colossus is often regarded as an important example of video games as art due to its minimalist landscape designs, immersive gameplay, and emotional weight of the player character's journey. It received wide critical acclaim by the media and was met with strong sales compared to Ico, due in part to a larger marketing campaign. The game won several awards for its audio, design, and overall quality. A remastered version for the PlayStation 3 was released alongside Ico as The Ico & Shadow of the Colossus Collection in September 2011, developed by Bluepoint Games, who later produced a high definition remake of the game for the PlayStation 4 in 2018. (Full article...)
    Shadow of the Colossus is a 2005 action-adventure game developed by Japan Studio and Team Ico, and published by Sony Computer Entertainment for the PlayStation 2. It takes place in a fantasy setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the protagonist traverses by horseback and on foot.

    The game was directed by Fumito Ueda and developed at Sony Computer Entertainment's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title Ico, to which the game is considered a spiritual successor. Сonceived as an online multiplayer game titled NICO directly after Ico's completion, Shadow of the Colossus underwent a lengthy production cycle during which it was redeveloped as a single-player title. The team sought to create an outstanding interactive experience by including a distinct visual design, an unorthodox gameplay template, and non-player characters with sophisticated artificial intelligence such as the colossi and Wander's horse, Agro.

    Cited as an influential title in the video game industry and one of the best video games ever made, Shadow of the Colossus is often regarded as an important example of video games as art due to its minimalist landscape designs, immersive gameplay, and emotional weight of the player character's journey. It received wide critical acclaim by the media and was met with strong sales compared to Ico, due in part to a larger marketing campaign. The game won several awards for its audio, design, and overall quality. A remastered version for the PlayStation 3 was released alongside Ico as The Ico & Shadow of the Colossus Collection in September 2011, developed by Bluepoint Games, who later produced a high definition remake of the game for the PlayStation 4 in 2018. (Full article...)
  • Image 8 Logo (reused by Bandai Namco Amusements for its arcade chain of the same name) Namco Limited was a Japanese multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Namco Taiwan in Kaohsiung, and Shanghai Namco in mainland China. Namco was founded by Masaya Nakamura on June 1, 1955, as Nakamura Seisakusho, beginning as an operator of coin-operated amusement rides. After reorganizing to Nakamura Seisakusho Co., Ltd. in 1959, a partnership with Walt Disney Productions provided the company with the resources to expand its operations. In the 1960s, it manufactured electro-mechanical arcade games such as the 1965 hit Periscope. The name comes from Nakamura Manufacturing Company. It entered the video game industry after acquiring the struggling Japanese division of Atari in 1974, distributing games such as Breakout in Japan. The company renamed itself Namco in 1977 and published Gee Bee, its first original video game, a year later. Among Namco's first major hits was the fixed shooter Galaxian in 1979. It was followed by Pac-Man in 1980. Namco prospered during the golden age of arcade video games in the early 1980s, releasing popular titles such as Galaga, Xevious, and Pole Position. Namco entered the home console market in 1984 with conversions of its arcade games for the MSX and the Nintendo Family Computer. Its American division majority-acquired Atari Games in 1985, before selling a portion of it in 1987 following disagreements between the two companies. Arguments over licensing contracts with Nintendo led Namco to produce games for competing platforms, such as the Sega Genesis, TurboGrafx-16, and PlayStation. (Full article...)

    Logo (reused by Bandai Namco Amusements for its arcade chain of the same name)

    Namco Limited was a Japanese multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Namco Taiwan in Kaohsiung, and Shanghai Namco in mainland China.

    Namco was founded by Masaya Nakamura on June 1, 1955, as Nakamura Seisakusho, beginning as an operator of coin-operated amusement rides. After reorganizing to Nakamura Seisakusho Co., Ltd. in 1959, a partnership with Walt Disney Productions provided the company with the resources to expand its operations. In the 1960s, it manufactured electro-mechanical arcade games such as the 1965 hit Periscope. The name comes from Nakamura Manufacturing Company. It entered the video game industry after acquiring the struggling Japanese division of Atari in 1974, distributing games such as Breakout in Japan. The company renamed itself Namco in 1977 and published Gee Bee, its first original video game, a year later. Among Namco's first major hits was the fixed shooter Galaxian in 1979. It was followed by Pac-Man in 1980. Namco prospered during the golden age of arcade video games in the early 1980s, releasing popular titles such as Galaga, Xevious, and Pole Position.

    Namco entered the home console market in 1984 with conversions of its arcade games for the MSX and the Nintendo Family Computer. Its American division majority-acquired Atari Games in 1985, before selling a portion of it in 1987 following disagreements between the two companies. Arguments over licensing contracts with Nintendo led Namco to produce games for competing platforms, such as the Sega Genesis, TurboGrafx-16, and PlayStation. (Full article...)
  • Image 9 God of War: Betrayal is an action-adventure mobile game developed by Javaground and Sony Online Entertainment's (SOE) Los Angeles division, and published by Sony Pictures Digital. Released for mobile phones supporting the Java Platform, Micro Edition (Java ME) on June 20, 2007, it is the third installment in the God of War series, and the fifth chronologically. Loosely based on Greek mythology, Betrayal is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, who became the new God of War after killing the former, Ares. Kratos is framed for the murder of Argos and pursues the true assassin across Greece, resulting in a confrontation with Olympian messenger Ceryx. Betrayal is the only installment in the series to originally be released on a non-PlayStation platform and presented as a two-dimensional (2D) side-scrolling game. Despite the limitations of the mobile platform, in comparison to its home console counterparts, it retains the action-oriented approach of its predecessors, with the same combination of combo-based combat, platforming, and puzzle game elements. Although God of War is primarily a home console series, Betrayal was praised for its fidelity to the series in terms of gameplay, art style, and graphics: "the real deal third game in the killer franchise". It received awards for "Wireless Game of the Month" (June 2007) and "Best Platform Game" (wireless) of 2007. (Full article...)
    God of War: Betrayal is an action-adventure mobile game developed by Javaground and Sony Online Entertainment's (SOE) Los Angeles division, and published by Sony Pictures Digital. Released for mobile phones supporting the Java Platform, Micro Edition (Java ME) on June 20, 2007, it is the third installment in the God of War series, and the fifth chronologically. Loosely based on Greek mythology, Betrayal is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, who became the new God of War after killing the former, Ares. Kratos is framed for the murder of Argos and pursues the true assassin across Greece, resulting in a confrontation with Olympian messenger Ceryx.

    Betrayal is the only installment in the series to originally be released on a non-PlayStation platform and presented as a two-dimensional (2D) side-scrolling game. Despite the limitations of the mobile platform, in comparison to its home console counterparts, it retains the action-oriented approach of its predecessors, with the same combination of combo-based combat, platforming, and puzzle game elements. Although God of War is primarily a home console series, Betrayal was praised for its fidelity to the series in terms of gameplay, art style, and graphics: "the real deal third game in the killer franchise". It received awards for "Wireless Game of the Month" (June 2007) and "Best Platform Game" (wireless) of 2007. (Full article...)
  • Image 10 Wipeout 3 is a futuristic racing video game developed by Psygnosis exclusively for the PlayStation. The title is the fourth game in the Wipeout series, and was released in Europe and North America in September 1999. Players control anti-gravity ships and use weapons to force other contenders out of the race. Psygnosis hired design studio The Designers Republic to create a simple color scheme and design for in-game menus and race courses, to create what a Psygnosis staff member called "a believable future". The game is one of the few PlayStation titles to run in 16:9 widescreen and high-resolution mode, offering crisper graphics and visuals. Wipeout 3's soundtrack is composed of electronica tracks selected by DJ Sasha and features contributions by Orbital and The Chemical Brothers. The game was re-released in Europe as Wipeout 3: Special Edition in August 2000, which contained additional tracks and content. The game was positively received on release: critics lauded the graphics, music, and minimalist design elements. The high level of difficulty and lack of new content, courses, or game features were seen as the game's primary faults. Wipeout 3 was the last title in the series to appear on the PlayStation; the next entry, Wipeout Fusion, was released exclusively for the PlayStation 2 platform in 2002. (Full article...)
    Wipeout 3 is a futuristic racing video game developed by Psygnosis exclusively for the PlayStation. The title is the fourth game in the Wipeout series, and was released in Europe and North America in September 1999. Players control anti-gravity ships and use weapons to force other contenders out of the race.

    Psygnosis hired design studio The Designers Republic to create a simple color scheme and design for in-game menus and race courses, to create what a Psygnosis staff member called "a believable future". The game is one of the few PlayStation titles to run in 16:9 widescreen and high-resolution mode, offering crisper graphics and visuals. Wipeout 3's soundtrack is composed of electronica tracks selected by DJ Sasha and features contributions by Orbital and The Chemical Brothers. The game was re-released in Europe as Wipeout 3: Special Edition in August 2000, which contained additional tracks and content.

    The game was positively received on release: critics lauded the graphics, music, and minimalist design elements. The high level of difficulty and lack of new content, courses, or game features were seen as the game's primary faults. Wipeout 3 was the last title in the series to appear on the PlayStation; the next entry, Wipeout Fusion, was released exclusively for the PlayStation 2 platform in 2002. (Full article...)
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