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Hard West 2
''Hard West 2'' is a 2022 tactical role-playing game developed by Ice Code Games and published by Good Shepherd Entertainment for Windows. It is the sequel to ''Hard West''. Gameplay Players control an outlaw, Gin Carter, in a Weird West setting that includes demons, witches, and zombies. After attempting to rob a train, Carter discovers it is a ghost train owned by the demon Mammon. Mammon steals Carter's soul and dumps him. Carter must find and defeat Mammon to recover his soul. Players can recruit a posse of gunfighters and melee specialists, each of whom have special abilities. These range from tactical bonuses, such as shooting through cover, to supernatural abilities, such as switching bodies with anyone in line of sight. When completing missions, players are given a poker card. Assigning these cards to characters improves their special ability based on the rank of their poker hand. Combat in ''Hard West 2'' uses turn-based combat. Each character gets three action ...
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Good Shepherd Entertainment
Good Shepherd Entertainment (formerly Gambitious Digital Entertainment) is a Dutch video game publisher based in Amsterdam. The company was founded in 2011 and opened its equity crowdfunding platform in September 2012. Gambitious' publishing label was opened in 2014, offering publishing services. In August 2017, Gambitious Digital Entertainment was rebranded Good Shepherd Entertainment whereas they ceased their crowdfunding activities and fully transitioned into being a publisher. Having been a consultant to the company prior, Brian Grigsby now became the CEO of the company. History Foundation (2011–2012) Gambitious Digital Entertainment was established in 2011 by chief executive officer Paul Hanraets. Founding partners include Mike Wilson and Harry Miller of Devolver Digital, Sjoerd Geurts, and Andy Payne. Additional funding was provided by business funding platform Symbid. The company and its crowdfunding platform, also called Gambitious, were formally announced in F ...
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Glossary Of Video Game Terms
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Video Games About Witchcraft
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Video Games About The Paranormal
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical ...
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Video Games About Demons
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Turn-based Tactics Video Games
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Tactical Role-playing Video Games
Tactic(s) or Tactical may refer to: * Tactic (method), a conceptual action implemented as one or more specific tasks ** Military tactics, the disposition and maneuver of units on a particular sea or battlefield ** Chess tactics ** Political tactics * TACTIC (military program), a U.S. military research program conducted by DARPA Computer science * TACTIC (web framework), a smart process application by Southpaw Technology Geography * Tactic, Guatemala, a municipality in the Alta Verapaz department Entertainment * Tactics, a dart game similar to cricket * "Tactics", a 1995 song by The Yellow Monkey * ''Tactics'' (album), a 1996 album by John Abercrombie * Tactics (band), an Australian band * ''Tactics'' (game), generally credited as the first board wargame * ''Tactics'' (manga), a Japanese manga series * ''Tactic'' (video game), a puzzle video game * Tactics (video games studio) is a Japanese software publishing company specializing in the publishing and distribution of ...
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Single-player Video Games
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), '' Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invad ...
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Indie Games
An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. However, the "indie" term may apply to other scenarios where the development of the game has some measure of independence from a publisher even if a publisher helps fund and distribute a game, such as creative freedom. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games, and may explore the medium to produce unique experiences in art games. Indie games tend to be sold through digital distribution channels rather than at retail due to lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums. Indie game development bore out from the same concepts of amateur ...
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2022 Video Games
In the video game industry, 2022 saw the lingering effects of the COVID-19 pandemic on the industry, slowing hardware sales for most of the year as well as development delays for major titles. The industry continued its trend of acquisitions and mergers, highlighted by Microsoft announcing its plan to acquire Activision Blizzard for nearly $69 billion. The industry as a whole still dealt with issues such as workplace harassment and discrimination, as well as crunch periods, leading to at least the quality assurance staff at three separate studios to vote to unionize. Production of the ninth generation consoles, the PlayStation 5 and Xbox Series X/S, remained constrained for the first part of the year, but eased up later in the year. New hardware trends included the widespread availability of graphics cards with real-time ray tracing, increasing realism fidelity in some games, and the release of the Steam Deck by Valve, a handheld personal computing device capable of playing mos ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''gamespot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so a sis ...
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Enemy Unknown
An enemy or a foe is an individual or a group that is considered as forcefully adverse or threatening. The concept of an enemy has been observed to be "basic for both individuals and communities". The term "enemy" serves the social function of designating a particular entity as a threat, thereby invoking an intense emotional response to that entity.Martha L. Cottam, Beth Dietz-Uhler, Elena Mastors, ''Introduction to Political Psychology'' (2009), p. 54. The state of being or having an enemy is enmity, foehood or foeship. Terms Enemy comes from the 9th century Latin word ''inimi'', derived from Latin for "bad friend" ( la, inimicus) through French. "Enemy" is a strong word, and "emotions associated with the enemy would include anger, hatred, frustration, envy, jealousy, fear, distrust, and possibly grudging respect". As a political concept, an enemy is likely to be met with hate, violence, battle and war. The opposite of an enemy is a friend or ally. Because the term "the ...
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