Science Fiction Video Game
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Science Fiction Video Game
A science fiction video game is a video game that falls under the science fiction genre. The genre has existed since the dawn of video games, with their evolution being shaped heavily by it. ''Spacewar!'' (1962), one of the first video games ever made, was science fiction-themed. While most video games blend together fantasy and sci-fi in a way that makes it difficult to strictly divide the two, also known as science fantasy or space opera, a much smaller subgroup of games feature a Hard science fiction, hard sci-fi setting with more emphasis on scientific accuracy. Sci-fi games have historically drawn upon Literature, literary influences in their early days, such as Robert A. Heinlein, Larry Niven and E. E. Smith, due to a lack of other types of sci-fi media, such as movies, comics, and other games. However, modern games of the genre more often tend to be influenced by other contemporary media. Characteristics Science fiction games traditionally have a male-dominated audienc ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Galaxy
A galaxy is a system of stars, stellar remnants, interstellar gas, dust, dark matter, bound together by gravity. The word is derived from the Greek ' (), literally 'milky', a reference to the Milky Way galaxy that contains the Solar System. Galaxies, averaging an estimated 100 million stars, range in size from dwarfs with less than a hundred million stars, to the largest galaxies known – supergiants with one hundred trillion stars, each orbiting its galaxy's center of mass. Most of the mass in a typical galaxy is in the form of dark matter, with only a few percent of that mass visible in the form of stars and nebulae. Supermassive black holes are a common feature at the centres of galaxies. Galaxies are categorized according to their visual morphology as elliptical, spiral, or irregular. Many are thought to have supermassive black holes at their centers. The Milky Way's central black hole, known as Sagittarius A*, has a mass four million times greater than the Sun. As o ...
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Shoot 'em Up
Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game '' Spacewar!'' (1962). The shoot 'em up genre was established by the hit arcade game ''Space Invaders'', which popularised and set the general template for the genre in 1978, and spawned many clones. The genre was then further developed by arcade hits such as ''Asteroids'' and ''Galaxian'' in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun games and rail shoote ...
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Console Game
A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game. Console games usually come in the form of an optical disc, ROM cartridge, digital download or, in the case of dedicated consoles, stored on internal memory. The global console games market was valued at about $26.8 billion in 2018. The differences between consoles create additional challenges and opportunities for game de ...
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1990s In Video Games
The 1990s was the third decade in the industry's history. It was a decade of marked innovation in video gaming. It was a decade of transition from sprite-based graphics to full-fledged 3D graphics and it gave rise to several genres of video games including, but not limited to, the first-person shooter, real-time strategy, survival horror, and MMO. Handheld gaming began to become more popular throughout the decade, thanks in part to the release of the Game Boy. Arcade games, although still relatively popular in the early 1990s, began to decline as home consoles became more common. Consoles of the 1990s Fourth generation consoles (1987–1996) Starting in 1987 and ending in 1996, the fourth generation of video game consoles consisted primarily of games and systems programmed for the 16-bit era. During this generation, 2D graphics had improved over the previous generation and experimentation began to occur with 3D graphics, although 3D games were more prevalent on the PC at ...
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PC Game
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult. In 2018, the global PC games market was valued at about $27.7 billion. Home computer games became popular following the video game crash of 1983, leading to the era of the "bedroom coder". In the 1990s, PC games lost mass-market traction to console games, before enjoying a resurgence in the mid-2000s through digital distribution on services such as Steam and GOG.com. Newzoo reports that the ''PC gaming sector'' is the third-largest category (and estimated in decline) across all platforms , with the ' ...
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Space Combat Game
A space flight simulation is a Video game genres, genre of flight simulator video games that lets players experience space flight to varying degrees of Reality, realism. Common mechanics include space exploration, space trade and space combat. Overview Some games in the genre aim to recreate a realistic portrayal of space flight, involving the calculation of orbits within a more complete physics simulation than pseudo space flight simulators. Others focus on gameplay rather than simulating space flight in all its facets. The realism of the latter games is limited to what the game designer deems to be appropriate for the gameplay, instead of focusing on the realism of moving the spacecraft in space. Some "flight models" use a physics system based on Newtonian physics, but these are usually limited to maneuvering the craft in its direct environment, and do not take into consideration the orbital calculations that would make such a game a simulator. Many of the pseudo simulators fea ...
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Dogfight
A dogfight, or dog fight, is an aerial battle between fighter aircraft conducted at close range. Dogfighting first occurred in Mexico in 1913, shortly after the invention of the airplane. Until at least 1992, it was a component in every major war, though with steadily declining frequency. Since then, longer-range weapons have made dogfighting largely obsolete. Modern terminology for air-to-air combat is air combat maneuvering (ACM), which refers to tactical situations requiring the use of individual basic fighter maneuvers (BFM) to attack or evade one or more opponents. This differs from aerial warfare, which deals with the strategy involved in planning and executing various missions. Etymology The term ''dogfight'' has been used for centuries to describe a melee: a fierce, fast-paced close quarters battle between two or more opponents. The term gained popularity during World War II, although its origin in air combat can be traced to the latter years of World War I. One of ...
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Shooter Game
Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons. Shooter games test the player's spatial awareness, reflexes, and speed in both isolated single player or networked multiplayer environments. Shooter games encompass many subgenres that have the commonality of focusing on the actions of the avatar engaging in combat with a weapon against both code-driven NPC enemies or other avatars controlled by other players. Subgenres Shoot 'em up Shoot ' ...
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Humanoid
A humanoid (; from English ''human'' and ''-oid'' "resembling") is a non-human entity with human form or characteristics. The earliest recorded use of the term, in 1870, referred to indigenous peoples in areas colonized by Europeans. By the 20th century, the term came to describe fossils which were morphologically similar, but not identical, to those of the human skeleton. Although this usage was common in the sciences for much of the 20th century, it is now considered rare. More generally, the term can refer to anything with distinctly human characteristics or adaptations, such as possessing opposable anterior forelimb- appendages (i.e. thumbs), visible spectrum-binocular vision (i.e. having two eyes), or biomechanic plantigrade-bipedalism (i.e. the ability to walk on heels and metatarsals in an upright position). Science fiction media frequently present sentient extraterrestrial lifeforms as humanoid as a byproduct of convergent evolution. In theoretical convergent evolu ...
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Exploration
Exploration refers to the historical practice of discovering remote lands. It is studied by geographers and historians. Two major eras of exploration occurred in human history: one of convergence, and one of divergence. The first, covering most of ''Human, Homo sapiens'' history, saw humans Recent African origin of modern humans, moving out of Africa, settling in new lands, and developing distinct cultures in relative isolation. Early explorers settled in Europe and Asia; 14,000 years ago, some crossed the Settlement of the Americas, Ice Age land bridge from Siberia to Alaska, and moved southbound to settle in the Americas. For the most part, these cultures were ignorant of each other's existence. The second period of exploration, occurring over the last 10,000 years, saw increased cross-cultural exchange through trade and exploration, and marked a new era of cultural intermingling, and more recently, convergence. Early writings about exploration date back to the 4th millennium B ...
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Set Piece
In film production, a set piece is a scene or sequence of scenes whose execution requires complex logistical planning and considerable expenditure of money. The term is often also used more broadly to describe a sequence in which the film-maker's elaborate planning is considered to allow for the maximum pay-off for the audience, such as a thrilling action sequence or awe-inspiring science-fiction sequence. The term is often used to describe any scenes that are so essential to a film that they could not be edited out or skipped in the shooting schedule without seriously detracting from the enjoyability, intensity, impact, coherence or memorability of the finished work. Often, screenplays are written around a list of such set pieces, particularly in high-budget "event movies". The term is sometimes extended to refer to cinematic portions in video games. Set pieces are very often planned meticulously using storyboards, screen-tests, and rehearsals, in contrast to smaller scenes where ...
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