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Lara Croft Go
''Lara Croft Go'' is a turn-based puzzle video game in the ''Tomb Raider'' series. The player moves Lara Croft as a puzzle piece through a board game while avoiding obstacles and manipulating the environment. The developers distilled major series motifs, such as boulder-chases and reaction-based gameplay, to suit ''Lara Croft Go'' time-independent gameplay. Square Enix Montréal developed the game as a spiritual successor to its 2014 ''Hitman Go'', based on another Square Enix Europe franchise. The company released ''Lara Croft Go'' in August 2015 for Android, iOS, Windows, and Windows Phone devices. Versions for PlayStation 4, PlayStation Vita and Steam were released in December 2016. The game received generally favorable reviews. Critics praised its aesthetics, puzzle design, and fidelity to the series, but criticized its short length and disputed its degree of difficulty. It was selected for a 2016 Apple Design Award, Apple's 2015 iPhone game of the year, and best mobile/h ...
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Square Enix Montreal
Square Enix Montréal was a Canadian video game developer based in Montreal. It created the ''Go'' series of turn-based puzzle games for mobile devices based on former Eidos Interactive intellectual properties. Square Enix Montréal was founded in November 2011 as a traditional studio under Square Enix Europe. Initially planning to create a new ''Hitman'' series game for consoles and employ several hundred people, its mandate changed in 2013 when it became its parent company's choice studio to produce mobile games. The company developed prototypes for two mobile ''Hitman'' games, which became the board game-inspired puzzle game '' Hitman Go'' (2014) and the shooter '' Hitman: Sniper'' (2015). The commercial success of the latter and the critical success of the former led to two additional titles in the ''Go'' series: ''Lara Croft Go'' (2015), based on the ''Tomb Raider'' series, and ''Deus Ex Go'' (2016), based on the ''Deus Ex'' series. It later added a London-based studio, ...
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Board Game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. '' Pandemic'' is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as ''Cluedo''. Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in ''Advanced Squad Leader''. Play components now often include custom figures or shaped counters, and distin ...
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Ideation (idea Generation)
Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic element of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice. Criticism The word "ideation" has come under informal criticism as being a term of meaningless jargon, as well as being inappropriately similar to the psychiatric term for suicidal ideation. Methods and approaches There are many methods and approaches for ideation. A list of common ideation techniques is as follows: * Brainstorming: A popular technique, where the basic premise is to get a group together and have them share their ideas freely, without judgement. The goal is to generate as many ideas as possible, regardless of whe ...
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Hitman (franchise)
Hitman is a Danish stealth video game franchise created by IO Interactive. The player controls a clone assassin called Agent 47, who is assigned by the International Contract Agency to eliminate targets from around the world. Gameplay focuses heavily on a form of stealth coined social stealth. As such, players can find themselves donning clothing of others as a form of disguise to blend into their environments. These disguises let the player access areas or gameplay elements not normally present to them without one. Missions can be completed without disguises, however this is challenging. The first ''Hitman'' game, titled '' Hitman: Codename 47'', was developed by IO Interactive (IO), published by Eidos Interactive, and was released exclusively for Windows in 2000. It was followed by '' Hitman 2: Silent Assassin'' (2002) for the Nintendo GameCube, PlayStation 2, and Windows. The next game, '' Hitman: Contracts'' (2004), was released for Windows, PlayStation 2, and the Xbox. '' ...
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AAA (video Game Industry)
In the video game industry, AAA (pronounced and sometimes written triple-A) is an informal classification used to categorise games produced and distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games. In the mid-2010s, the term "AAA+" was used to describe AAA type games that generated additional revenue over time, in a similar fashion to massively multiplayer online games, by using games-as-a-service methods such as season passes and expansion packs. The similar construction "III" (Triple-I) has also been used to describe high-production-value games in the indie game industry. History The term "AAA" began to be used in the late 1990s, when a few development companies started using the expression at gaming conventions in the US. The term was borrowed from the credit industry's bond ratings, where "AAA" bonds represented the safest opportunity most likely to meet their financial goals. One of the ...
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Antoine Routon Of Lara Croft Go At GDC 2016 (25244539873) (cropped)
Antoine is a French given name (from the Latin ''Antonius'' meaning 'highly praise-worthy') that is a variant of Danton, Titouan, D'Anton and Antonin. The name is used in France, Switzerland, Belgium, Canada, West Greenland, Haiti, French Guiana, Madagascar, Benin, Niger, Burkina Faso, Ivory Coast, Guinea, Senegal, Mauritania, Western Sahara, Morocco, Algeria, Tunisia, Chad, Central African Republic, Cameroon, Equatorial Guinea, Gabon, Republic of the Congo, Democratic Republic of the Congo, Burundi, and Rwanda. It is a cognate of the masculine given name Anthony. Similar names include Antaine, Anthoine, Antoan, Antoin, Antton, Antuan, Antwain, Antwan, Antwaun, Antwoine, Antwone, Antwon and Antwuan. Feminine forms include Antonia, Antoinette, and (more rarely) Antionette. As a first name *Antoine Alexandre Barbier (1765–1825), a French librarian and bibliographer *Antoine Arbogast (1759–1803), a French mathematician *Antoine Arnauld (1612–1694), a French theologian, phil ...
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In-app Purchases
Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve's Steam digital distribution platform, as well as console gaming. Free-to-play games that include a microtransaction model are sometimes referred to as "freemium". Another term, "pay-to-win", is sometimes used pejoratively to refer to games where buying items in-game can give a player a disproportionate advantage over other players, particularly if the items cannot be obtained through free means. The objective with a free-to-play microtransaction model is to involve more players in the game by providing desirable items or features that players can purchase if they lack the skill or available time to earn these through regular game play. Also, presum ...
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Game Mechanics
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desig ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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The Game Awards 2015
The Game Awards 2015 was an award show that honored the best video games of 2015. It was produced and hosted by Geoff Keighley at the Microsoft Theater in Los Angeles on December 3, 2015. '' The Witcher 3: Wild Hunt'' won the show's Game of the Year award. The event featured live performances from Chvrches, Ben Harper, Stephanie Joosten and Deadmau5. Premieres The ceremony featured several game premieres, including Telltale Games's '' Batman: The Telltale Series'' and '' The Walking Dead: Michonne'', Double Fine Productions's ''Psychonauts 2'' and Harmonix's ''Rock Band VR''. There were also new trailers for upcoming games, including Ubisoft's ''Far Cry Primal'', Naughty Dog's '' Uncharted 4: A Thief's End'', Remedy Entertainment's ''Quantum Break'' and Cloud Imperium Games's ''Star Citizen''. Ports and remasters were also announced including an Xbox One port for Psyonix's ''Rocket League'' and a remastered version of Chair Entertainment's ''Shadow Complex''. The broadcast sa ...
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Apple Design Award
The Apple Design Awards (ADAs) is an event hosted by Apple Inc. at its annual Worldwide Developers Conference. The purpose of the event is to recognize the best and most innovative Macintosh and iOS software and hardware produced by independent developers 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. ..., as well as the best and most creative uses of Apple's products. The ADAs are awarded in categories that vary each year. The awards have been presented annually since 1997. For the first two years of their existence, they were known as the "Human Interface Design Excellence Awards" (HIDE Awards). Since 2003, the physical award given to those recognized at the awards event bore an Apple logo that would glow when touched. The trophy is a long aluminum cube which weighs . These were ...
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Difficulty Level
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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