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Psychonauts 2
''Psychonauts 2'' is a platform game developed by Double Fine and published by Xbox Game Studios. The game was announced at The Game Awards 2015 ceremony, and released on August 25, 2021 for PlayStation 4, Windows, Xbox One and Xbox Series X and Series S, Xbox Series X/S, and on May 24, 2022 for Linux and macOS. Like the game's Psychonauts, predecessor, the player controls Raz, a young acrobat that is training to become a Psychonaut, a member of an international task force that uses their List of psychic abilities, psychic abilities to stop those that perform nefarious deeds with their own psychic forces. Within ''Psychonauts 2'', which follows directly from events of the interstitial virtual reality game, ''Psychonauts in the Rhombus of Ruin'', the Psychonauts try to learn who was really behind the capture of their leader, unveiling a deep mystery surrounding the organization's founding and Raz's family history. To uncover the mystery, Raz enters the mindscapes of various charac ...
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Starbreeze Studios
Starbreeze Studios AB is a Swedish video game developer and Video game publisher, publisher based in Stockholm. The studios's notable games developed include ''The Chronicles of Riddick: Escape from Butcher Bay'', ''Payday 2'' and ''Brothers: A Tale of Two Sons''. Founded by members of the demogroup Triton (demogroup), Triton, the company was merged with O3 Games in 2002 wherein the Starbreeze name was retained. The company produced titles including ''Enclave (video game), Enclave'' and ''Knights of the Temple: Infernal Crusade''. In the early 2000s, cancellations of their projects due to conflicts with publishers and a failed acquisition led to a severe financial crisis, resulting in staff lay-offs during the development of Starbreeze's fourth game, ''The Chronicles of Riddick: Escape from Butcher Bay''. This game received critical acclaim and helped Starbreeze establish a reputation for producing high-quality games. The company worked on ''The Darkness (video game), The Darkne ...
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Fig (company)
Fig is a crowdfunding platform for video games. It launched in August 2015. Unlike traditional crowdfunding approaches like Kickstarter, where individuals can back a project to receive rewards, Fig uses a mixed model that includes individual backing and the opportunity for uncredited investors to invest as to obtain a share of future revenues for successful projects. At the end of 2017, four projects had begun generating returns, returning 245% to Fig investors. History Fig was founded in August 2015 by Justin Bailey (formerly, COO of Double Fine Productions), and Bob Ippolito. The advisory board is composed of executives from across the video game industry with previous experience in crowdfunding and investing in video game projects: Aaron Isaksen of the Indie Fund, Brian Fargo of inXile Entertainment, Feargus Urquhart of Obsidian Entertainment, and Tim Schafer of Double Fine Productions. The platform is backed by funding from Spark Capital. Alex Rigopulos, from Harmonix, and C ...
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Nathan Stapley
Nathan Stapley is an American artist. He was the lead artist on Double Fine's adventure game ''Broken Age'' and has worked on ''Psychonauts'' and '' Psychonauts 2''. Career Nathan Stapley started his career at LucasArts as an artist on ''Indiana Jones and the Infernal Machine'' and '' Star Wars Episode I: Racer''. He left LucasArts to work at LucasArts-alumnus Tim Schafer's studio, Double Fine Productions, as an artist. He created a comic while at Double Fine called '' My Comic About Me''. This comic spawned a free Flash sports game parody called '' My Game About Me: Olympic Challenge'', which was developed by Klint Honeychurch with art by Stapley. He was working on ''Broken Age'' in the role of lead artist and has also been an artist on ''Psychonauts'' and ''Psychonauts 2''. A poster created by Stapley was included as one of the reward tiers in the ''Broken Age'' Kickstarter campaign. Recognition ''My Game About Me: Olympic Challenge'' received more attention than usual ...
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Xbox Series X And Series S
The Xbox Series X/S are home video game consoles developed by Microsoft. They were both released on November 10, 2020, as the fourth generation Xbox, succeeding the Xbox One. Along with Sony's PlayStation 5, also released in November 2020, the Xbox Series X/S consoles are part of the ninth generation of video game consoles. Rumors regarding the consoles first emerged in early 2019, with the line as a whole codenamed "Scarlett" and consisting of high-end and lower-end models codenamed "Anaconda" and "Lockhart" respectively; "Anaconda" was teased by Microsoft during E3 2019 under the codename "Project Scarlett", and unveiled during The Game Awards in December as Xbox Series X. On September 8, 2020, Microsoft unveiled the lower-end model, Xbox Series S. As with the Xbox One line, the consoles utilize an Advanced Micro Devices (AMD) CPU and GPU. Both models feature a new storage architecture based around solid-state drives to reduce loading times, support for hardware-accelera ...
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Levitation
Levitation (from Latin ''levitas'' "lightness") is the process by which an object is held aloft in a stable position, without mechanical support via any physical contact. Levitation is accomplished by providing an upward force that counteracts the pull of gravity (in relation to gravity on earth), plus a smaller stabilizing force that pushes the object toward a home position whenever it is a small distance away from that home position. The force can be a fundamental force such as magnetic or electrostatic, or it can be a reactive force such as optical, buoyant, aerodynamic, or hydrodynamic. Levitation excludes floating at the surface of a liquid because the liquid provides direct mechanical support. Levitation excludes hovering flight by insects, hummingbirds, helicopters, rockets, and balloons because the object provides its own counter-gravity force. Physics Levitation (on Earth or any planetoid) requires an upward force that cancels out the weight of the object, so that the ...
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Pyrokinesis
Pyrokinesis is the purported psychic ability allowing a person to create and control fire with the mind. As with other parapsychological phenomena, there is no conclusive evidence in support of the actual existence of pyrokinesis. Many alleged cases are hoaxes, the result of trickery. Etymology The word ''pyrokinesis'' (Greek language: pyr=fire, kinesis=movement) was popularized by horror novelist Stephen King Stephen Edwin King (born September 21, 1947) is an American author of horror, supernatural fiction, suspense, crime, science-fiction, and fantasy novels. Described as the "King of Horror", a play on his surname and a reference to his high s ... in his 1980 novel ''Firestarter (novel), Firestarter'' to describe the ability to create and control fire with the mind, though its use predates the novel. The word is intended to be parallel to ''Psychokinesis, telekinesis'', with S. T. Joshi describing it as a "singularly unfortunate coinage" and noting that the correct an ...
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Psychic Abilities
This is a list of alleged psychic abilities that have been attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the ''sixth sense''. Superhuman abilities from fiction are not included. Psychic abilities * Astral projection or mental projection – The ability to voluntarily project an astral body or mental body, being associated with the out-of-body experience, in which one’s consciousness is felt to temporarily separate from the physical body. *Automatic writing – The ability to draw or write without conscious intent. * Bilocation — The ability to be present in two different places at the same time, usually attributed to a saint. *Energy medicine – The ability to heal with one's own empathic, etheric, astral, mental or spiritual energy. * Ergokinesis - The ability to influence the movement of energy, such as electricity, without direct interaction. *Levitation or ''transvection'' – The ability to floa ...
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Single Player
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 Invade ...
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Third-person View
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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Microsoft
Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washington, United States. Its best-known software products are the Windows line of operating systems, the Microsoft Office suite, and the Internet Explorer and Edge web browsers. Its flagship hardware products are the Xbox video game consoles and the Microsoft Surface lineup of touchscreen personal computers. Microsoft ranked No. 21 in the 2020 Fortune 500 rankings of the largest United States corporations by total revenue; it was the world's largest software maker by revenue as of 2019. It is one of the Big Five American information technology companies, alongside Alphabet, Amazon, Apple, and Meta. Microsoft was founded by Bill Gates and Paul Allen on April 4, 1975, to develop and sell BASIC interpreters for the Altair 8800. It rose to do ...
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Majesco Entertainment
Majesco Entertainment Company (formerly Majesco Sales Inc.) is an American video game publisher and distributor based in Hazlet, New Jersey. The company was founded as Majesco Sales in Edison, New Jersey in 1986, and was a privately held company until acquiring operation-less company ConnectivCorp in a reverse merger takeover, becoming its subsidiary and thus a public company on December 5, 2003. ConnectivCorp later changed its name to Majesco Holdings Inc. on April 13, 2004. On December 1, 2016, Majesco Entertainment was acquired by PolarityTE, Inc., a biotech company, in another reverse merger takeover, because of which it formally ceased all video game operations on December 8, 2016. In mid-2017, chief executive officer Jesse Sutton re-acquired the company through a management buyout and continued operating it privately held. On January 15, 2018, Liquid Media Group announced the acquisition of Majesco. History Majesco Sales Inc. era Majesco was first known as a reissuer ...
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List Of Commercial Failures In Video Games
The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial disappointments. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit. Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failure of ''E.T.'' contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games. Video game hardware failures 32X Unveiled by ...
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