Ctrl Alt Del (webcomic)
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Ctrl Alt Del (webcomic)
''Ctrl+Alt+Del'' (''CAD'') is a gaming-related webcomic and animated series written by Tim Buckley. The name of the comic refers to the Windows command Control-Alt-Delete. Premiering on October 23, 2002, the comic's focus has gradually shifted away from single strip gags towards longer story arcs and greater continuity through the use of video game references. Ctrl+Alt+Del currently is updated every Monday, Wednesday and Friday. ''Ctrl+Alt+Del'' has provided Buckley with enough income to make a living, placing ''Ctrl+Alt+Del'' in a small group of web comics that receive full-time devotion from their artist. Beginning June 2008, a number of smaller, humor-themed batch-released strips entitled "CAD Sillies" began running on the news feeds, although they were soon given their own section on the site. By May 2009, the comic had received 38 million page views and was receiving 1.8 million monthly unique visitors. Plot The plot of ''Ctrl+Alt+Del'' revolves around Ethan, the pro ...
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Video Game Webcomic
Many webcomics have been influenced by video games and video game culture. Background Webcomics frequently poke fun at video game logic, the video game industry, and stereotypical behavior of gamers. The earliest video game webcomic was ''Polymer City Chronicles'', which started in 1995. However, 1998's '' PvP'' is seen as the origin of the genre, influencing various webcomics following it. Low-quality video game webcomics were particularly common in the mid-2000s, often featuring author stand-ins with poor dialogue and unrealistic relationships. A common trope in video game webcomics is to have the main characters sit on a couch, talking about the game they are playing. It is common for webcomics to exclusively use in-game art and speech bubbles, such as in sprite comics. The term gamics has been proposed by Nathan Ciprick in 2004 to refer to webcomics that consist entirely of video game graphics. Despite the fact that video game graphics are generally copyrighted, owners of t ...
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Games Workshop
Games Workshop Group (often abbreviated as GW) is a British manufacturer of miniature wargames, based in Nottingham, England. Its best-known products are ''Warhammer Age of Sigmar'' and ''Warhammer 40,000''. Founded in 1975 by John Peake (game designer), John Peake, Ian Livingstone and Steve Jackson (UK), Steve Jackson, Games Workshop was originally a manufacturer of wooden boards for games including backgammon, mancala, nine men's morris and Go (board game), Go. It later became an importer of the U.S. role-playing game ''Dungeons & Dragons'', and then a publisher of wargames and role-playing games in its own right, expanding from a bedroom mail-order company in the process. It expanded into Europe, the US, Canada, and Australia in the early 1990s. All UK-based operations were relocated to the current headquarters in Lenton, Nottingham in 1997. It started promoting games associated with The Lord of the Rings (film series), ''The Lord of the Rings'' film trilogy in 2001. It al ...
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City Of Heroes Comic Book
''City of Heroes'' is an American comic book based on the characters and situations from the now closed ''City of Heroes ''massively multiplayer online role-playing computer game. North American subscribers to the game originally received the ''City of Heroes'' monthly comic book in the mail; it is also available in some comic book stores. The comic follows the adventures of fictional Paragon City heroes and ties into the game's plot development at times, as well as featuring a section devoted to fan art, fan fiction, and other miscellany in the back. At times, this rear section has also included comic strips by Tim Buckley of ''Ctrl+Alt+Del'' and Aaron Williams of ''PS238'' and ''Nodwick''. Promotional comic A single promotional comic was released in 2002 by Dark Horse Comics to promote the game. Written by Richard Dakan and drawn by Rick Zombo, the issue followed the story of a hero new to Paragon City named Thunder-Clap, and set some of the story behind the game, inclu ...
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Game Revolution
''GameRevolution'' (formerly ''Game-Revolution'') is a gaming website created in 1996. Based in Berkeley, California, the site includes reviews, previews, a gaming download area, cheats, and a merchandise store, as well as webcomics, screenshots, and videos. Their features pages include articles satirizing Jack Thompson, E³, the hype surrounding the next-generation consoles, and the video game controversy. Cameo writing appearances include Brian Clevinger of '' 8-Bit Theatre'' and Scott Ramsoomair of ''VG Cats''. The website has also participated in marketing campaigns for video games, including '' Gauntlet: Seven Sorrows''. Company history Net Revolution, Inc., a California corporation, was founded in April 1996 by Duke Ferris as a holding company and as the publisher of the ''GameRevolution'' website. Ferris served as president of the company until it was acquired in 2005 stock purchase by Bolt Media, Inc. for an undisclosed sum. E3 The staff of ''GameRevolution'' are ann ...
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Blind Ferret Entertainment
''Least I Could Do'' (''LICD'') is a humor webcomic by Ryan Sohmer and Lar deSouza (also the creators of the fantasy webcomic ''Looking for Group''). The strip debuted on February 10, 2003. Past artists for the strip include John Horsley from y2cl, who dropped out before the strip launched, Trevor Adams, who was on board for about six months, then Chad W. M. Porter, who drew the strip for two years. ''Least I Could Do'' is produced by Blind Ferret Entertainment, which owns the rights to the strip. The primary theme of the strip is sexuality, especially the promiscuity of the primary character, Rayne Summers, who is loosely based upon Sohmer himself. The strip updates every day. Sunday features ''Least I Could Do: Beginnings'', a strip following Rayne at age 8 with storylines unrelated to the main strip. Story lines tend to last for only a few strips, but some have gone several weeks. History The original artist for the strip was Trevor Adams, who drew the strip from its debut ...
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Norse Mythology
Norse, Nordic, or Scandinavian mythology is the body of myths belonging to the North Germanic peoples, stemming from Old Norse religion and continuing after the Christianization of Scandinavia, and into the Nordic folklore of the modern period. The northernmost extension of Germanic mythology and stemming from Proto-Germanic folklore, Norse mythology consists of tales of various deities, beings, and heroes derived from numerous sources from both before and after the pagan period, including medieval manuscripts, archaeological representations, and folk tradition. The source texts mention numerous gods such as the thunder-god Thor, the raven-flanked god Odin, the goddess Freyja, and numerous other deities. Most of the surviving mythology centers on the plights of the gods and their interaction with several other beings, such as humanity and the jötnar, beings who may be friends, lovers, foes, or family members of the gods. The cosmos in Norse mythology consists of Nine Worl ...
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Embla
In Norse mythology, Ask and Embla ( non, Askr ok Embla )—male and female respectively—were the first two humans, created by the gods. The pair are attested in both the ''Poetic Edda'', compiled in the 13th century from earlier traditional sources, and the ''Prose Edda'', written in the 13th century by Snorri Sturluson. In both sources, three gods, one of whom is Odin, find Ask and Embla and bestow upon them various corporeal and spiritual gifts. A number of theories have been proposed to explain the two figures, and there are occasional references to them in popular culture. Etymology Old Norse literally means "ash tree" but the etymology of ''embla'' is uncertain, and two possibilities of the meaning of ''embla'' are generally proposed. The first meaning, "elm tree", is problematic, and is reached by deriving ''*Elm-la'' from ''*Almilōn'' and subsequently to ("elm").Simek (2007:74). The second suggestion is "vine", which is reached through ''*Ambilō'', which may be rel ...
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Gynoid
A gynoid, or fembot, is a feminine humanoid robot. Gynoids appear widely in science fiction film and art. As more realistic humanoid robot design becomes technologically possible, they are also emerging in real-life robot design. Name A gynoid is anything that resembles or pertains to the female human form. Though the term '' android'' has been used to refer to robotic humanoids regardless of apparent gender, the Greek prefix "andr-" refers to ''man'' in the masculine sense. The term ''gynoid'' was first used by Isaac Asimov in a 1979 editorial, as a theoretical female equivalent of the word ''android''. Other possible names for feminine robots exist. The portmanteau "fembot" (feminine robot) was popularized by the television series ''The Bionic Woman'' in the episode "Kill Oscar" (1976) and later used in the ''Austin Powers'' films, among others. "Robotess" is the oldest female-specific term, originating in 1921 from '' Rossum's Universal Robots'', the same source as the ter ...
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Android (robot)
An android is a humanoid robot or other artificial being often made from a flesh-like material. Historically, androids were completely within the domain of science fiction and frequently seen in film and television, but advances in robot technology now allow the design of functional and realistic humanoid robots. Terminology The ''Oxford English Dictionary'' traces the earliest use (as "Androides") to Ephraim Chambers' 1728 '' Cyclopaedia,'' in reference to an automaton that St. Albertus Magnus allegedly created. By the late 1700s, "androides", elaborate mechanical devices resembling humans performing human activities, were displayed in exhibit halls. The term "android" appears in US patents as early as 1863 in reference to miniature human-like toy automatons. The term ''android'' was used in a more modern sense by the French author Auguste Villiers de l'Isle-Adam in his work '' Tomorrow's Eve'' (1886). This story features an artificial humanlike robot named Hadaly. As said by ...
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Xbox (console)
The Xbox is a home video game console and the first installment in the Xbox series of video game consoles manufactured by Microsoft. It was released as Microsoft's first foray into the gaming console market on November 15, 2001, in North America, followed by Australia, Europe and Japan in 2002. It is classified as a sixth-generation console, competing with Sony's PlayStation 2 and Nintendo's GameCube. It was also the first major console produced by an American company since the release of the Atari Jaguar in 1993. The console was announced in March 2000. With the release of the PlayStation 2, which featured the ability to playback CD-ROMs and DVDs in addition to playing games, Microsoft became concerned that game consoles would threaten the personal computer as an entertainment device for living rooms. Whereas most games consoles to that point were built from custom hardware components, the Xbox was built around standard personal computer components, using variations of Micro ...
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Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo (E3). The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia ...
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Sentient
Sentience is the capacity to experience feelings and sensations. The word was first coined by philosophers in the 1630s for the concept of an ability to feel, derived from Latin '' sentientem'' (a feeling), to distinguish it from the ability to think (''reason''). In modern Western philosophy, sentience is the ability to experience sensations. In different Asian religions, the word 'sentience' has been used to translate a variety of concepts. In science fiction, the word "sentience" is sometimes used interchangeably with "sapience", "self-awareness", or "consciousness". Some writers differentiate between the mere ability to perceive sensations, such as light or pain, and the ability to perceive emotions, such as fear or grief. The subjective awareness of experiences by a conscious individual are known as qualia in Western philosophy. Philosophy and sentience In philosophy, different authors draw different distinctions between ''consciousness'' and sentience. According to Antoni ...
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