Neverending Nightmares
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Neverending Nightmares
''Neverending Nightmares'' is a video game developed by Infinitap Games. It is a horror game drawing inspiration from the lead designer Matt Gilgenbach's personal struggles with obsessive–compulsive disorder and depression; in an interview, he stated that he was "trying to create that feeling f bleakness and hopelessnessin ''Neverending Nightmares''". Gameplay The player takes the role of Thomas, a man who "wakes up" from one nightmare and into another. As the player navigates Thomas throughout the game, the nightmares become progressively worse, including the horrifying monsters that lurk within them. Each time Thomas dies in a nightmare, comes across some serious cause of depression, or commits self-harm, he will "wake up" again in either the same nightmare as before, or into a different one. This acts as the game's checkpoint and save system. The game contains a total of three different endings, all influenced by the player's choices or paths that they take. The game ...
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Polygon (website)
''Polygon'' is an American entertainment website that publishes blogs, reviews, guides, videos, and news primarily covering video games, as well as movies, comics, television and books. At its October 2012 launch as Vox Media's third property, ''Polygon'' sought to distinguish itself from competitors by focusing on the stories of the people behind the games instead of the games themselves. It also produced long-form magazine-style feature articles, invested in video content, and chose to let their review scores be updated as the game changed. The site was built over the course of ten months, and its 16-person founding staff included the editors-in-chief of the gaming sites ''Joystiq'', '' Kotaku'' and '' The Escapist''. Its design was built to HTML5 responsive standards with a pink color scheme, and its advertisements focused on direct sponsorship of specific kinds of content. Vox Media produced a documentary series on the founding of the site. History The gaming blog ''Poly ...
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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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Hospital
A hospital is a health care institution providing patient treatment with specialized health science and auxiliary healthcare staff and medical equipment. The best-known type of hospital is the general hospital, which typically has an emergency department to treat urgent health problems ranging from fire and accident victims to a sudden illness. A district hospital typically is the major health care facility in its region, with many beds for intensive care and additional beds for patients who need long-term care. Specialized hospitals include trauma centers, rehabilitation hospitals, children's hospitals, seniors' (geriatric) hospitals, and hospitals for dealing with specific medical needs such as psychiatric treatment (see psychiatric hospital) and certain disease categories. Specialized hospitals can help reduce health care costs compared to general hospitals. Hospitals are classified as general, specialty, or government depending on the sources of income received. A teachi ...
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Forest
A forest is an area of land dominated by trees. Hundreds of definitions of forest are used throughout the world, incorporating factors such as tree density, tree height, land use, legal standing, and ecological function. The United Nations' Food and Agriculture Organization (FAO) defines a forest as, "Land spanning more than 0.5 hectares with trees higher than 5 meters and a canopy cover of more than 10 percent, or trees able to reach these thresholds ''in situ''. It does not include land that is predominantly under agricultural or urban use." Using this definition, '' Global Forest Resources Assessment 2020'' (FRA 2020) found that forests covered , or approximately 31 percent of the world's land area in 2020. Forests are the predominant terrestrial ecosystem of Earth, and are found around the globe. More than half of the world's forests are found in only five countries (Brazil, Canada, China, Russia, and the United States). The largest share of forests (45 percent) are in th ...
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Insane Asylum
The lunatic asylum (or insane asylum) was an early precursor of the modern psychiatric hospital. The fall of the lunatic asylum and its eventual replacement by modern psychiatric hospitals explains the rise of organized, institutional psychiatry. While there were earlier institutions that housed the "insane", the conclusion that institutionalization was the correct solution to treating people considered to be "mad" was part of a social process in the 19th century that began to seek solutions outside of families and local communities. History Medieval era In the Islamic world, the '' Bimaristans'' were described by European travellers, who wrote about their wonder at the care and kindness shown to lunatics. In 872, Ahmad ibn Tulun built a hospital in Cairo that provided care to the insane, which included music therapy. Nonetheless, physical historian Roy Porter cautions against idealising the role of hospitals generally in medieval Islam, stating that "They were a drop in the oce ...
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Cemetery
A cemetery, burial ground, gravesite or graveyard is a place where the remains of dead people are buried or otherwise interred. The word ''cemetery'' (from Greek , "sleeping place") implies that the land is specifically designated as a burial ground and originally applied to the Roman catacombs. The term ''graveyard'' is often used interchangeably with cemetery, but a graveyard primarily refers to a burial ground within a churchyard. The intact or cremated remains of people may be interred in a grave, commonly referred to as burial, or in a tomb, an "above-ground grave" (resembling a sarcophagus), a mausoleum, columbarium, niche, or other edifice. In Western cultures, funeral ceremonies are often observed in cemeteries. These ceremonies or rites of passage differ according to cultural practices and religious beliefs. Modern cemeteries often include crematoria, and some grounds previously used for both, continue as crematoria as a principal use long after the interment ...
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Mansion
A mansion is a large dwelling house. The word itself derives through Old French from the Latin word ''mansio'' "dwelling", an abstract noun derived from the verb ''manere'' "to dwell". The English word '' manse'' originally defined a property large enough for the parish priest to maintain himself, but a mansion is no longer self-sustaining in this way (compare a Roman or medieval villa). '' Manor'' comes from the same root—territorial holdings granted to a lord who would "remain" there. Following the fall of Rome, the practice of building unfortified villas ceased. Today, the oldest inhabited mansions around the world usually began their existence as fortified houses in the Middle Ages. As social conditions slowly changed and stabilised fortifications were able to be reduced, and over the centuries gave way to comfort. It became fashionable and possible for homes to be beautiful rather than grim and forbidding allowing for the development of the modern mansion. In British Engl ...
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Suicide
Suicide is the act of intentionally causing one's own death. Mental disorders (including depression, bipolar disorder, schizophrenia, personality disorders, anxiety disorders), physical disorders (such as chronic fatigue syndrome), and substance abuse (including alcoholism and the use of and withdrawal from benzodiazepines) are risk factors. Some suicides are impulsive acts due to stress (such as from financial or academic difficulties), relationship problems (such as breakups or divorces), or harassment and bullying. Those who have previously attempted suicide are at a higher risk for future attempts. Effective suicide prevention efforts include limiting access to methods of suicide such as firearms, drugs, and poisons; treating mental disorders and substance abuse; careful media reporting about suicide; and improving economic conditions. Although crisis hotlines are common resources, their effectiveness has not been well studied. The most commonly adopted metho ...
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Nightmare
A nightmare, also known as a bad dream, Retrieved 11 July 2016. is an unpleasant dream that can cause a strong emotional response from the mind, typically fear but also despair, anxiety or great sadness. The dream may contain situations of discomfort, psychological or physical terror, or panic. After a nightmare, a person will often awaken in a state of distress and may be unable to return to sleep for a short period of time. Recurrent nightmares may require medical help, as they can interfere with sleeping patterns and cause insomnia. Nightmares can have physical causes such as sleeping in an uncomfortable position or having a fever, or psychological causes such as stress or anxiety. Eating before going to sleep, which triggers an increase in the body's metabolism and brain activity, can be a potential stimulus for nightmares. The prevalence of nightmares in children (5–12 years old) is between 20 and 30%, and for adults is between 8 and 30%. In common language, the meani ...
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Immersion (virtual Reality)
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main categories: * Tactical immersion: Tactical immersion is experienced whe ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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Minimalism
In visual arts, music and other media, minimalism is an art movement that began in post–World War II in Western art, most strongly with American visual arts in the 1960s and early 1970s. Prominent artists associated with minimalism include Donald Judd, Agnes Martin, Dan Flavin, Carl Andre, Robert Morris, Anne Truitt and Frank Stella. The movement is often interpreted as a reaction against abstract expressionism and modernism; it anticipated contemporary postminimal art practices, which extend or reflect on minimalism's original objectives. Minimalism in music often features repetition and gradual variation, such as the works of La Monte Young, Terry Riley, Steve Reich, Philip Glass, Julius Eastman and John Adams. The term ''minimalist'' often colloquially refers to anything or anyone that is spare or stripped to its essentials. It has accordingly been used to describe the plays and novels of Samuel Beckett, the films of Robert Bresson, the stories of Raymond Carver, an ...
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