Serious Sam 2
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Serious Sam 2
''Serious Sam 2'' is a first-person shooter video game released for Microsoft Windows and Xbox and the sequel to the 2001 video game ''Serious Sam''. It was developed by Croteam and was released on 11 October 2005. The game was initially published by 2K Games, a Take-Two Interactive subsidiary. The game was later made available on Steam on 31 January 2012. While the game was originally released only for Microsoft Windows and Xbox, an unofficial Linux version of the game was created and is being handled by Linux Installers for Linux Gamers. In the single-player campaign, the player assumes the role of hero Sam "Serious" Stone in his adventures against the forces of the extraterrestrial overlord, "Mental", who seeks to destroy humanity. Taking place after the events of '' Serious Sam: The Second Encounter'', Sam travels through various worlds collecting parts of a medallion in an effort to defeat Mental. He is guided by the Sirian Great Council and receives sporadic aid from the n ...
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Croteam
Croteam is a Croatian video game developer based in Zagreb. The company was established by Davor Hunski, Damir Perović, Roman Ribarić and Dean Sekulić, four former classmates, in late August 1992. Croteam is best known for ''Serious Sam'', a series of first-person shooters introduced with '' Serious Sam: The First Encounter'' in 2001. The company also developed the 2014 puzzle game ''The Talos Principle''. Croteam employed approximately 40 people in 2020 and was acquired by its long-time publishing partner Devolver Digital in October that year. History Croteam was founded by Davor Hunski, Damir Perović, Roman Ribarić, and Dean Sekulić. Hunski and Ribarić were born and raised in the Utrina neighbourhood of Zagreb and initially met around age 6 at the "Mladost" primary school, which they attended for eight years. Perović and Sekulić came from the neighbouring and Sopot, respectively. All four were in Neli Mindoljević's class during their four-year tenure at the "N ...
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Hero
A hero (feminine: heroine) is a real person or a main fictional character who, in the face of danger, combats adversity through feats of ingenuity, courage, or Physical strength, strength. Like other formerly gender-specific terms (like ''actor''), ''hero'' is often used to refer to any gender, though ''heroine'' only refers to women. The original hero type of classical epics did such things for the sake of glory (honor), glory and honor. post-classical history, Post-classical and modern history, modern heroes, on the other hand, perform great deeds or selfless acts for the common good instead of the classical goal of wealth, pride, and fame. The antonym of ''hero'' is ''villain''. Other terms associated with the concept of ''hero'' may include ''good guy'' or ''wikt:white hat, white hat''. In Classics, classical literature, the hero is the main or revered character in Epic poetry, heroic epic poetry celebrated through ancient legends of a people, often striving for milit ...
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Cut Scene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Serious Sam II In-Game Screenshot
Serious may refer to: * Seriousness, an attitude of gravity, solemnity, persistence, or earnestness * ''Serious'' (TV series), a BBC children's television show Albums * ''Serious'' (Luther Allison album) or the title song, 1987 * ''Serious'' (Whitehead Bros. album) or the title song, 1994 Songs * "Serious" (Duran Duran song), 1990 * "Serious" (Gwen Stefani song), 2004 * "Serious", by Alice Cooper from '' From the Inside'', 1978 * "Serious", by Donna Allen, 1986 * "Serious", by Duffy from '' Rockferry'', 2008 * "Serious", by E-40 from '' Revenue Retrievin': Graveyard Shift'', 2011 * "Serious", by Five from '' Invincible'', 1999 * "Serious", by Jasmine V, 2010 * "Serious", by Jme * "Serious", by Scars on Broadway from '' Scars on Broadway'', 2008 See also * * Sirius (other) {{disambiguation ...
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Proprietary Software
Proprietary software is software that is deemed within the free and open-source software to be non-free because its creator, publisher, or other rightsholder or rightsholder partner exercises a legal monopoly afforded by modern copyright and intellectual property law to exclude the recipient from freely sharing the software or modifying it, and—in some cases, as is the case with some patent-encumbered and EULA-bound software—from making use of the software on their own, thereby restricting his or her freedoms. It is often contrasted with open-source or free software. For this reason, it is also known as non-free software or closed-source software. Types Origin Until the late 1960s computers—large and expensive mainframe computers, machines in specially air-conditioned computer rooms—were usually leased to customers rather than sold. Service and all software available were usually supplied by manufacturers without separate charge until 1969. Computer vendors ...
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GameSpy Arcade
GameSpy Arcade was a shareware multiplayer game server browsing utility. GameSpy Arcade allowed players to view and connect to available multiplayer games, and chat with other users of the service. It was initially released by GameSpy Industries, on November 13, 2000, to replace the aging GameSpy3D and Mplayer.com program. Version 2.0.5 was the latest offering of the software, boasting additional features such as increased speed and advanced server sorting abilities. History Discussing GameSpy Arcade's history, Ian Birnbaum of ''PC Gamer US'' wrote, "GameSpy began in 1996 as a fan-hosted server for the original '' Quake''. By the early 2000s, GameSpy was ''the'' online multiplayer platform, adding dozens of games every year." The service closed in May 2014. Features GameSpy Arcade included various other features which enhance its overall functionality: *Ability for users to have their own profiles. *Scanning a user's hard disk for Arcade compatible games. *A basic web browser. * ...
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Xfire
Xfire (pronounced "X-Fire") was a proprietary freeware instant messaging service for gamers that also served as a game server browser with various other features. It was available for Microsoft Windows. Xfire was originally developed by Ultimate Arena based in Menlo Park, California. As of January 3, 2014, it had over 24 million registered users. Xfire's partnership with Livestream allowed users to broadcast live video streams of their current game to an audience. The Xfire website also maintained a "Top Ten" games list, ranking games by the number of hours Xfire users spend playing each game every day. ''World of Warcraft'' had been the most played game for many years, but was surpassed by ''League of Legends'' on June 20, 2011. Social.xfire.com was a community site for Xfire users, allowing them to upload screenshots, photos and videos and to make contacts. Xfire hosted events every month, which included debates, game tournaments, machinima contests, and chat sessions w ...
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Bloom (shader Effect)
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of ''Tron 2.0'' in 2004. Theory The physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will convolve the incoming image with an Airy disk (the diffraction pattern produced by passing a point light source through a circular aperture). Under normal circumstances, these imperfections are not noticeable, but an intensely bright light source will cause the imperfections to become visible. As a result, the image of the ...
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High Dynamic Range Rendering
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with more simplistic lighting models. Graphics processor company Nvidia summarizes the motivation for HDR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both. History The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and ''lighting simulation'' software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and c ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in ...
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Patch (gaming)
A patch is a set of changes to a computer program or its supporting data designed to update, fix, or improve it. This includes fixing security vulnerabilities and other bugs, with such patches usually being called bugfixes or bug fixes. Patches are often written to improve the functionality, usability, or performance of a program. The majority of patches are provided by software vendors for operating system and application updates. Patches may be installed either under programmed control or by a human programmer using an editing tool or a debugger. They may be applied to program files on a storage device, or in computer memory. Patches may be permanent (until patched again) or temporary. Patching makes possible the modification of compiled and machine language object programs when the source code is unavailable. This demands a thorough understanding of the inner workings of the object code by the person creating the patch, which is difficult without close study of the source ...
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Deathmatch
Deathmatch, also known as free-for-all, is a gameplay mode integrated into many shooter games, including first-person shooter (FPS), and real-time strategy (RTS) video games, where the goal is to kill (or "frag") the other players' characters as many times as possible. The deathmatch may end on a ''frag limit'' or a ''time limit'', and the winner is the player that accumulated the greatest number of frags. The deathmatch is an evolution of competitive multiplayer modes found in game genres such as fighting games and racing games moving into other genres. Description In a typical first-person shooter (FPS) deathmatch session, players connect individual computers together via a computer network in a peer-to-peer model or a client–server model, either locally or over the Internet. Each individual computer generates the first person view that the computer character sees in the virtual world, hence the player sees ''through the eyes'' of the computer character. Players are ab ...
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