Beyond Good And Evil 2
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Beyond Good And Evil 2
''Beyond Good and Evil 2'' is an upcoming action-adventure video game developed by Ubisoft Montpellier and published by Ubisoft. It is a prequel to ''Beyond Good & Evil'', released in 2003. Its development was characterized in the media by uncertainty, doubt and rumors about the game's future. The sequel was teased at Ubidays 2008 with almost a decade of silence before being officially announced at Ubisoft's E3 2017 conference, although no release window or target platform(s) has been revealed. ''Beyond Good and Evil 2'' has been referred to as vaporware by industry figures such as Jason Schreier due to its lengthy development and lack of a release date. In 2022, ''Beyond Good and Evil 2'' broke the record held by ''Duke Nukem Forever'' (2011) for the longest development for a AAA video game, at more than 15 years. Gameplay ''Beyond Good and Evil 2'' is an action-adventure game set in an open world environment and played from a third-person perspective which takes place at lea ...
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Ubisoft Montpellier
Ubisoft Montpellier is a French video game developer and a studio of Ubisoft based in Castelnau-le-Lez. Founded in 1994 as Ubi Pictures, it is best known for developing the ''Rayman'' and ''Beyond Good & Evil'' series. At 350 employees as of September 2019, Ubisoft Montpellier is led by co-founder Frédéric Houde as technical director. History Ubisoft Montpellier was founded by Michel Ancel and Frédéric Houde, two French video game designers. Houde, after obtaining a Brevet de technicien supérieur at the in Montpellier, first met Ancel (at the time still a high school student) in 1987 at Informatique 2000, a local technology store. They co-operated on the development of video games, sometimes spending multiple hours at a time in front of their computers. Houde later went on to serve his military service, while Ancel was hired by French video game company Ubisoft (then named Ubi Soft) to work at its Montreuil-based studio as a developer. After Houde finished his servic ...
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Kotaku
''Kotaku'' is a video game website and blog that was originally launched in 2004 as part of the Gawker Media network. Notable former contributors to the site include Luke Smith, Cecilia D'Anastasio, Tim Rogers, and Jason Schreier. History ''Kotaku'' was first launched in October 2004 with Matthew Gallant as its lead writer, with an intended target audience of young men. About a month later, Brian Crecente was brought in to try to save the failing site. Since then, the site has launched several country-specific sites for Australia, Japan, Brazil and the UK. Crecente was named one of the 20 most influential people in the video game industry over the past 20 years by GamePro in 2009 and one of gaming's Top 50 journalists by Edge in 2006. The site has made CNET's "Blog 100" list and was ranked 50th on ''PC Magazine''s "Top 100 Classic Web Sites" list. Its name comes from the Japanese ''otaku'' (obsessive fan) and the prefix "ko-" (small in size). Stephen Totilo replaced Brian ...
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List Of Commercial Failures In Video Gaming
The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit. Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failure of ''E.T.'' contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games. Video game hardware failures 32X Unveiled by S ...
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Cult Following
A cult following refers to a group of fans who are highly dedicated to some person, idea, object, movement, or work, often an artist, in particular a performing artist, or an artwork in some medium. The lattermost is often called a cult classic. A film, book, musical artist, television series, or video game, among other things, is said to have a cult following when it has a small but very passionate fanbase. A common component of cult followings is the emotional attachment the fans have to the object of the cult following, often identifying themselves and other fans as members of a community. Cult followings are also commonly associated with niche markets. Cult media are often associated with underground culture, and are considered too eccentric or anti-establishment to be appreciated by the general public or to be widely commercially successful. Many cult fans express their devotion with a level of irony when describing entertainment that falls under this realm, in that something ...
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Rock, Paper, Shotgun
''Rock Paper Shotgun'' (also rendered ''Rock, Paper, Shotgun''; short ''RPS'') is a UK-based website for reporting on video games, primarily for PC. Originally launched on 13 July 2007 as an independent site, ''Rock Paper Shotgun'' was acquired and brought into the Gamer Network, a network of sites led by ''Eurogamer'' in May 2017. Its editor-in-chief is Katharine Castle and its deputy editor is Alice Bell. Contributors ''Rock Paper Shotgun'' was founded by Kieron Gillen, Jim Rossignol, Alec Meer and John Walker in 2007. All four were freelancing for Future Publishing, and decided they wanted to create a website focused entirely on games for PC. Gillen announced that he would no longer be involved in posting the day-to-day content of ''Rock Paper Shotgun'' in 2010, focusing more on his work with Marvel Comics, but would continue to act as a director and occasionally write essay pieces for the site. Rossignol founded his own game studio Big Robot in 2010, but also continued ...
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Development Hell
Development hell, development purgatory, and development limbo are media and software industry jargon for a project, concept, or idea that remains in development for an especially long time, often moving between different crews, scripts, game engines, or studios before it progresses to production, if it ever does. Projects in development hell generally have very ambitious goals, which may or may not be underestimated in the design phase, and are delayed in an attempt to meet those goals in a high degree. Production hell refers to when a film has entered production but remains in that state for a long time without progressing to post. The term can also apply generally to any project that has languished unexpectedly in its planning or construction phases, rather than being completed in a realistic amount of time, or otherwise having diverted from its original timely expected date of completion. Overview Film Film industry companies often buy the film rights to many popular nove ...
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Online Game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PC game, PCs, Console game, consoles and mobile game, mobile devices, and span many video game genre, genres, including first-person shooters, Strategy video game, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop Free-to-play, freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special Game server, servers in order to function. The de ...
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Cooperative Video Game
A cooperative (also known as co-operative, co-op, or coop) is "an autonomous association of persons united voluntarily to meet their common economic, social and cultural needs and aspirations through a jointly owned and democratically-controlled enterprise".Statement on the Cooperative Identity.
'' International Cooperative Alliance.''
Cooperatives are democratically controlled by their members, with each member having one vote in electing the board of directors. Cooperatives may include: * es owned and managed by the people who consume t ...
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Michel Ancel
Michel Ancel (; born 29 March 1972) is a French video game designer. He is best known for creating the ''Rayman'' franchise and was the lead designer or director for several of the games, including ''Rayman Origins'' and its sequel ''Rayman Legends''. He is also known for the critically acclaimed (if poorly selling) video game ''Beyond Good & Evil'', as well as for ''King Kong'', based on Peter Jackson's film ''King Kong'', which both sold well and was critically acclaimed. In 2017, he began work on '' Beyond Good and Evil 2'', although he left the project in 2020. Career Ancel's first demo, ''Mechanic Warriors'', was developed for software house Lankhor. Ancel joined Ubisoft as a graphic artist after meeting the game author Nicolas Choukroun in Montpellier at the age of 17. He made the graphics of Nicolas' games such as '' The Intruder'', ''Pick'n Pile'' before doing his first game as both programmer and graphic artist ''Brain Blaster'' published by Ubisoft in 1990. In 1992, he ...
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Eurogamer
''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EGX organised by its parent company, which was called Eurogamer Expo until 2013. From 2013 to 2020, sister site USGamer ran independently under its parent company. History ''Eurogamer'' (initially stylised as ''EuroGamer'' was launched on 4 September 1999 under company Eurogamer Network. The founding team included John "Gestalt" Bye, the webmaster for the PlanetQuake website and a writer for British magazine ''PC Gaming World''; Patrick "Ghandi" Stokes, a contributor for the website Warzone; and Rupert "rauper" Loman, who had organised the EuroQuake esports event for the game '' Quake''. ''Eurogamer'' hosts content from media outlet ''Digital Foundry'' since 2007, which was founded by Richard Leadbetter in 2004. In January 2008, Tom Br ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminology, s ...
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Virtual Camera System
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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