Red Steel 2
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Red Steel 2
''Red Steel 2'' is a first-person shooter/hack and slash video game developed by Ubisoft Paris for the Wii video game console. It is a stand-alone sequel to '' Red Steel''. The game was released worldwide in March 2010. The trailer premiered at E3 2009 starring the actor Karl E. Landler. Plot Setting ''Red Steel 2'' does not continue the story of its predecessor, but adapts the common theme of mixing together ranged and melee combat as well as Eastern and Western culture. It is set in a more make-believe and somewhat more technically advanced world, where mysterious warrior clans employ both samurai and cowboy weapons and fighting styles in tandem, similar to the PlayStation 2 video game '' Samurai Western'', in a Wild West-like North America carved up into territories. The game begins in the fictional city of Caldera in Nevada, where lawless "Jackals" roam not long after the city's entrusted protectors, the Kusagari, are decimated by their rival, the Katakara, in a vicious cla ...
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Ubisoft Paris
Ubisoft is a French video game publisher headquartered in Montreuil, founded in March 1986 by the Guillemot brothers. Since its establishment, Ubisoft has become one of the largest video game publishers, and it has the largest in-house development team, with more than 20,000 employees working in over 45 studios as of May 2021. While Ubisoft set up many in-house studios itself, such as Ubisoft Montreal, Ubisoft Toronto, Ubisoft Montpellier and Ubisoft Paris, the company also acquired several studios, such as Massive Entertainment, Red Storm Entertainment, Reflections Interactive and FreeStyleGames. Ubisoft's studios often cooperate with each other in their projects, sharing different development duties. ''Assassin's Creed Unity'', released in 2014, saw ten studios worldwide work together. North America Blue Mammoth Games Blue Mammoth Games, based in Atlanta, Georgia, was founded by Lincoln Hamilton and Matt Woomer in 2009. In October 2012, Xaviant, another Atlanta-based devel ...
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Cowboy
A cowboy is an animal herder who tends cattle on ranches in North America, traditionally on horseback, and often performs a multitude of other ranch-related tasks. The historic American cowboy of the late 19th century arose from the '' vaquero'' traditions of northern Mexico and became a figure of special significance and legend.Malone, J., p. 1. A subtype, called a wrangler, specifically tends the horses used to work cattle. In addition to ranch work, some cowboys work for or participate in rodeos. Cowgirls, first defined as such in the late 19th century, had a less-well documented historical role, but in the modern world work at identical tasks and have obtained considerable respect for their achievements. Cattle handlers in many other parts of the world, particularly South America and Australia, perform work similar to the cowboy. The cowboy has deep historic roots tracing back to Spain and the earliest European settlers of the Americas. Over the centuries, differences ...
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Combination Lock
A combination lock is a type of locking device in which a sequence of symbols, usually numbers, is used to open the lock. The sequence may be entered using a single rotating dial which interacts with several discs or ''cams'', by using a set of several rotating discs with inscribed symbols which directly interact with the locking mechanism, or through an electronic or mechanical keypad. Types range from inexpensive three-digit luggage locks to high-security safes. Unlike ordinary padlocks, combination locks do not use keys. History The earliest known combination lock was excavated in a Roman period tomb on the Kerameikos, Athens. Attached to a small box, it featured several dials instead of keyholes. In 1206, the Muslim engineer Al-Jazari documented a combination lock in his book ''al-Ilm Wal-Amal al-Nafi Fi Sina'at al-Hiyal'' (''The Book of Knowledge of Ingenious Mechanical Devices'').Paul VallelyHow Islamic Inventors Changed the World ''The Independent'', 11 March 2006. ...
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Minigame
A minigame (also spelled mini game and mini-game, sometimes called a subgame or microgame) is a short game often contained within another video game. A minigame contains different gameplay elements, and is often smaller or more simplistic, than the game in which it is contained. Some video games consist entirely of minigames which tie into an overall theme, such '' Olympic Decathlon'' from 1980. Minigames are also used to represent a specific experience, such as hacking or lock picking or scanning an area, that ties into a larger game. Minigame compilations Some games, such as the ''WarioWare'' series (which are called microgames in the series), Universal Research Laboratories's '' Video Action'', some Cinemaware titles like ''Defender of the Crown'', David Whittaker's ''Lazy Jones'' or the smartphone satire ''Phone Story'' are made up of many minigames strung together into one video game. Some similar games, such as Nintendo's ''Mario Party'' series, are considered party gam ...
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My Personal Golf Trainer
David Leadbetter (born 27 June 1952) is a leading golf instructor, originally from Worthing in Sussex, England. Career Leadbetter began his career on the European and Southern African tours, but had little success as a player. Having an interest in the techniques, mechanics and psychology of the sport, he soon moved into instruction and came to wide notice in the 1980s when he rebuilt the swing of Nick Faldo, who then went on to win six major championships. Leadbetter now runs an international chain of golf academies headquartered at the ChampionsGate Golf Club in Davenport, Florida, U.S. which has 36 holes designed by Greg Norman. There are also branches elsewhere in North America and in Europe, Asia, and Africa. Since launching the first Leadbetter Golf Academy over 30 years ago, David has coached players to 26 Major Championship titles and over 150 individual worldwide tournament victories. Seven of those players have even held first place in the Official World Golf Ranking. ...
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Destructible Environment
In video games, the term destructible environment, or deformable terrain, refers to an environment within a game which can be wholly or partially destroyed by the player. It may refer to any part of the environment, including terrain, buildings and other man-made structures. A game may feature destructible environments to demonstrate its graphical prowess, underscore the potency of the player character's given abilities, and/or require the player to leverage them to solve problems or discover new paths and/or secrets. Early examples include the Taito shooter games '' Gun Fight'' (1975) and ''Space Invaders'' (1978), where the players could take cover behind destructible objects.Brian AshcraftHow Cover Shaped Gaming's Last Decade Kotaku An early example of a fully destructible environment can be found in Namco's 1982 game '' Dig Dug'', in which the whole of each level is destructible, though enemies can usually only follow the player through a combination of pre-made tracks and pat ...
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Wanted Poster
A wanted poster (or wanted sign) is a poster distributed to let the public know of a person whom authorities wish to apprehend. They generally include a picture of the person, either a photograph when one is available or of a facial composite image produced by the police. Description The poster will usually include a description of the wanted person(s) and the crime(s) for which they are sought. There is typically a set monetary reward offered to whoever catches the wanted criminal that is advertised on the poster. Wanted posters are commonly produced by a police department or other public government bureaus intended for public display such as on a physical bulletin board or in the lobby of a post office. Today many wanted posters are displayed on the Internet. However, wanted posters have also been produced by vigilante groups, railway security, private agencies such as Pinkerton, or by express companies that have sustained a robbery. Wanted posters also might include rew ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Safe House
A safe house (also spelled safehouse) is, in a generic sense, a secret place for sanctuary or suitable to hide people from the law, hostile actors or actions, or from retribution, threats or perceived danger. It may also be a metaphor. Historical usage It may also refer to: * in the jargon of law enforcement and intelligence agencies, a secure location, suitable for hiding witnesses, agents or other persons perceived as being in danger * a place where people may go to avoid prosecution of their activities by authorities. Osama bin Laden's compound in Abbottabad has been described as a "safe house". * a place where spying undercover hitmen may conduct clandestine observations or meet other operatives surreptitiously * a location where a trusted adult or family or charity organization provides a haven for victims of domestic abuse (see also: men and/or women's shelter or refuge) * a home of a trusted person, family or organization where victims of war and/or persecution may tak ...
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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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Health (game Terminology)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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