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Abe's Oddysee
''Oddworld: Abe's Oddysee'' is a platform video game developed by Oddworld Inhabitants and published by GT Interactive. It was released in 1997 for the PlayStation game console, and computers running MS-DOS and Microsoft Windows in North America, Australia, New Zealand, and Europe. Emulated versions for the PlayStation 3 via PlayStation Network were released in 2009, 2010, and 2013. It was then later released as a PS5 emulation in 2022 in Asia, and then later parts of the world. The game centers on the eponymous Abe, a meek Mudokon slave at the RuptureFarms meat processing factory. When he discovers that he and his fellow Mudokons are to be slaughtered to make a new product, Abe decides to escape and liberate as many enslaved Mudokons as he can. The player assumes the role of Abe as he attempts a perilous quest to emancipate his downtrodden people. ''Oddworld: Abe's Oddysee'' was widely acclaimed for having innovative gameplay, good art direction and engaging cutscenes; ...
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Oddworld Inhabitants
Oddworld Inhabitants Inc. is an American video game, film and television company founded in 1994 by special-effects and computer-animation veterans Sherry McKenna and Lorne Lanning. The company is primarily known for the ''Oddworld'', series of video games about the fictional planet of Oddworld and its native creatures. The series debuted with ''Oddworld: Abe's Oddysee'' in 1997 and continued with ''Oddworld: Munch's Oddysee'' in 2001 but the studio has also developed standalone titles ''Oddworld: Abe's Exoddus'' in 1998 and ''Oddworld: Stranger's Wrath'' in 2005. Oddworld Inhabitants took a break from game development for a time following the release of ''Stranger's Wrath'', even though it had already begun preliminary work on its next Oddworld title, ''#The_Brutal_Ballad_of_Fangus_Klot, The Brutal Ballad of Fangus Klot''. However, it remained an active, operating company during this period, primarily through the development of a movie called ''#"Citizen Siege" and "Wage Wars", ...
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Multiplayer
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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List Of Best-selling PlayStation Video Games
This is a list of video games for the original PlayStation video game console that have sold or shipped at least one million copies. The best-selling game on the PlayStation is '' Gran Turismo''. A sim racing game developed by Polyphony Digital, ''Gran Turismo'' was originally released in Japan on December 23, 1997, and went on to sell 10.85million units worldwide. The second-best-selling game on the console is ''Final Fantasy VII'' (1997), which sold over 10million units. The top five is rounded out by ''Gran Turismo 2'' (1999) selling 9.37million units, ''Final Fantasy VIII'' (1999) with 8.6million units sold, and ''Tekken 3'' (1998) with 8.3million units sold. There are a total of 117 PlayStation games on this list which are confirmed to have sold or shipped at least one million units. Of these, 41 were published in one or more regions by Sony Computer Entertainment. Other publishers with multiple million-selling games include Electronic Arts with thirteen games, Namco with te ...
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Checkpoint (video Gaming)
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Experience Curve Effects
In industry, models of the learning or experience curve effect express the relationship between experience producing a good and the efficiency of that production, specifically, efficiency gains that follow investment in the effort. The effect has large implications for costs and market share, which can increase competitive advantage over time. History: from psychological learning curves to the learning curve effect An early empirical demonstration of learning curves was produced in 1885 by the German psychologist Hermann Ebbinghaus. Ebbinghaus was investigating the difficulty of memorizing verbal stimuli. He found that performance increased in proportion to experience (practice and testing) on memorizing the word set. (More detail about the complex processes of learning are discussed in the Learning curve article.) Wright's law and the discovery of the learning curve effect This was later more generalized to: the more times a task has been performed, the less time is required ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Video Game Art
Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel's '' Super Mario Clouds'' and ''I Shot Andy Warhol'',Andy Clarke and Grethe Mitchell (eds.),''Videogames and Art'' (Intellect Books, 2006). Joseph Delappe's projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life," the 2004-2005 Rhizome Commissions "relating to the theme of games," Paolo Pedercini's Molleindustria games such as "Unmanned" an ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Meat Processing
The meat-packing industry (also spelled meatpacking industry or meat packing industry) handles the slaughtering, processing, packaging, and distribution of meat from animals such as cattle, pigs, sheep and other livestock. Poultry is generally not included. This greater part of the entire meat industry is primarily focused on producing meat for human consumption, but it also yields a variety of by-products including hides, dried blood, protein meals such as meat & bone meal, and, through the process of rendering, fats (such as tallow). In the United States and some other countries, the facility where the meat packing is done is called a ''slaughterhouse'', ''packinghouse'' or a ''meat-packing plant''; in New Zealand, where most of the products are exported, it is called a ''freezing works''. An abattoir is a place where animals are slaughtered for food. The meat-packing industry grew with the construction of the railroads and methods of refrigeration for meat preservation. R ...
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Mudokon
''Oddworld'' is a video game series and fictional universe, created by developers Oddworld Inhabitants under the direction of Lorne Lanning. The series has been released on various platforms such as PlayStation, Xbox, PlayStation 3, Game Boy, Windows and Wii U. Throughout games set in the ''Oddworld'' universe, the player's character goes on a quest to defend Oddworld's ecosystem from endangerment by industrial corporations. Oddworld planet Oddworld is the name of the planet on which all five Oddworld Inhabitants games are based, extant in another dimension. The planet was originally described as ten times the size of Earth; but Oddworld Inhabitants' president and creative developer Lorne Lanning has since explained that Oddworld's surface area is ten times the size of Earth's, given that Oddworld is predominantly a dry-land planet and Earth is predominantly water-covered. It has its own sun and thus its own orbit resulting in a unique clock and calendar. At some point, the planet ...
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