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No Man's Sky
''No Man's Sky'' is an action-adventure survival game developed and published by Hello Games. It was released worldwide for the PlayStation 4 and Microsoft Windows in August 2016, for Xbox One in July 2018, for the PlayStation 5 and Xbox Series X and Series S consoles in November 2020, and for Nintendo Switch in October 2022, while ports for macOS and iPadOS are in development. The game is built around five pillars: exploration, survival, combat, trading and base building. Players are free to perform within the entirety of a procedurally generated deterministic open world universe, which includes over 18 quintillion planets. Through the game's procedural generation system, planets have their own ecosystems with unique forms of flora and fauna, and various alien species may engage the player in combat or trade within planetary systems. Players advance in the game by mining for resources to power and improve their equipment, buying and selling resources using credits earned b ...
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Simon Stålenhag
Simon Stålenhag (born 20 January 1984) is a Sweden, Swedish artist, musician, and designer specialising in Retrofuturism, retro-futuristic digital images focused on nostalgic Swedish countryside alternate history environments. The settings of his artwork have formed the basis for the 2020 Amazon Prime Video, Amazon television drama series ''Tales from the Loop'' as well as the upcoming film ''The Electric State''. Artwork Stålenhag grew up in a rural environment near Stockholm, and began illustrating local landscapes at a young age. He was inspired by different artists, including Lars Jonsson (illustrator), Lars Jonsson. Stålenhag experimented with science fiction artwork after discovering concept artists such as Ralph McQuarrie and Syd Mead; initially, this body of work was done as a side project, without any planning behind it. Thematically, his work often combines his childhood with themes from sci-fi movies, resulting in a stereotypical Swedish landscape with a neofuturism ...
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List Of Video Games Notable For Negative Reception
This is a list of video games that have gained an enduring negative reception, often due to being perceived by reviewers as having low-quality or outdated Video game graphics, graphics, Video game glitch, glitches, poor controls for gameplay, or irredeemable Video game design, game design faults. Such games are identified through overall low review scores including low aggregate scores on sites such as Metacritic, frequent appearances on "worst games of all time" lists from various publications, or otherwise carrying a lasting reputation for low quality in analysis by video game journalists. The list is not comprehensive, but represents the most visible examples of games principally recognized for their enduring negative reception, or in the case of titles such as ''Final Fantasy XIV'' and ''No Man's Sky'', at their original launch before they were reworked with content updates through Patch (computing), patches. The list mostly omits licensed tie-in games for films or televisio ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Science Fiction Art
This is a list of science fiction and fantasy artists, notable and well-known 20th- and 21st-century artists who have created book covers or interior illustrations for books, or who have had their own books or comic books of fantastic art with science fiction or fantasy themes published. Artists known exclusively for their work in comic books are not included. Many of the artists are known for their work in both the fantasy and sf fields. Artists who have won the Hugo Award, the World Fantasy Award, or the Chesley Award are noted, as are inductees into the Science Fiction Hall of Fame. A *Chris Achilleos (1947–2021) * Charles Samuel Addams (1912–1988) *Dan Adkins (1937–2013) * Paul Alexander (1937–2021) *Chris Van Allsburg (born 1949) *Horacio Altuna (born 1941) *Yoshitaka Amano (born 1952) *Murphy Anderson (1926–2015) *Marshall Arisman (born 1937) *Boris Artzybasheff (1899–1965) *Alicia Austin (born 1942) (Hugo, World Fantasy) *John Avon (born 1961) B *Wayne Do ...
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Science Fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, extraterrestrial life, sentient artificial intelligence, cybernetics, certain forms of immortality (like mind uploading), and the singularity. Science fiction predicted several existing inventions, such as the atomic bomb, robots, and borazon, whose names entirely match their fictional predecessors. In addition, science fiction might serve as an outlet to facilitate future scientific and technological innovations. Science fiction can trace its roots to ancient mythology. It is also related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, has beco ...
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Mythology (fiction)
Mythology (also referred to as a mythos) is the term often used by fans of a particular book, television, or film series to describe a fiction franchise's overarching plot and often mysterious backstory. Daniel Peretti argues that mythology "is often used emically to refer to back story". The term was pioneered by the American science fiction series ''The X-Files'', which first aired in 1993. With this being said, many other forms of media have some sort of mythology, and the term is often applied in regards to ''Buffy the Vampire Slayer'', ''Lost'', and the Batman and Superman comics, among others. Some fictional series more literally have a mythology, i.e. a cycle of fictional myths, as part of the in-universe material. An unusually well-developed and comparatively early example is that of the legendarium of J. R. R. Tolkien (including his Middle-earth stories), for which he developed written myths and epic poems, some in fictional languages like Elvish. See also *Fictional un ...
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Fauna
Fauna is all of the animal life present in a particular region or time. The corresponding term for plants is ''flora'', and for fungi, it is '' funga''. Flora, fauna, funga and other forms of life are collectively referred to as '' biota''. Zoologists and paleontologists use ''fauna'' to refer to a typical collection of animals found in a specific time or place, e.g. the "Sonoran Desert fauna" or the "Burgess Shale fauna". Paleontologists sometimes refer to a sequence of faunal stages, which is a series of rocks all containing similar fossils. The study of animals of a particular region is called faunistics. Etymology ''Fauna'' comes from the name Fauna, a Roman goddess of earth and fertility, the Roman god Faunus, and the related forest spirits called Fauns. All three words are cognates of the name of the Greek god Pan, and ''panis'' is the Greek equivalent of fauna. ''Fauna'' is also the word for a book that catalogues the animals in such a manner. The term was first used b ...
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Flora
Flora is all the plant life present in a particular region or time, generally the naturally occurring (indigenous) native plants. Sometimes bacteria and fungi are also referred to as flora, as in the terms '' gut flora'' or '' skin flora''. Etymology The word "flora" comes from the Latin name of Flora, the goddess of plants, flowers, and fertility in Roman mythology. The technical term "flora" is then derived from a metonymy of this goddess at the end of the sixteenth century. It was first used in poetry to denote the natural vegetation of an area, but soon also assumed the meaning of a work cataloguing such vegetation. Moreover, "Flora" was used to refer to the flowers of an artificial garden in the seventeenth century. The distinction between vegetation (the general appearance of a community) and flora (the taxonomic composition of a community) was first made by Jules Thurmann (1849). Prior to this, the two terms were used indiscriminately.Thurmann, J. (1849). ''Essai de ...
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Quintillion
Two naming scales for large numbers have been used in English and other European languages since the early modern era: the long and short scales. Most English variants use the short scale today, but the long scale remains dominant in many non-English-speaking areas, including continental Europe and Spanish-speaking countries in Latin America. These naming procedures are based on taking the number ''n'' occurring in 103''n''+3 (short scale) or 106''n'' (long scale) and concatenating Latin roots for its units, tens, and hundreds place, together with the suffix ''-illion''. Names of numbers above a trillion are rarely used in practice; such large numbers have practical usage primarily in the scientific domain, where powers of ten are expressed as ''10'' with a numeric superscript. Indian English does not use millions, but has its own system of large numbers including lakhs and crores. English also has many words, such as "zillion", used informally to mean large but unspecified amoun ...
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Procedurally Generated
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay. Procedural generation is a branch of media synthesis. Overview The term ''procedural'' refers to the process that computes a particular function. Fractals are geometric patterns which can often be generated procedurally. Commonplace procedural content includes textures and meshes. Sound is often also procedurally generated, and has applications in both speech synthesis as well as music. It has been used to ...
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