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Shenmue II
''Shenmue II'' is a 2001 action-adventure game developed by Sega AM2 and published by Sega for the Dreamcast. It was directed, produced and written by Yu Suzuki. Like the original Shenmue (video game), ''Shenmue'' (1999), ''Shenmue II'' consists of Open world, open-world environments, Beat 'em up, brawler battles and quick time events. It features a Persistent world, day-and-night system, variable weather effects, non-player characters with daily schedules, and various minigames. The player controls the teenage martial artist Ryo Hazuki as he arrives in Hong Kong in 1987 in pursuit of his father's killer. His journey takes him to Kowloon and the mountains of Guilin, where he meets a girl who is part of his destiny. Some of ''Shenmue II'' was developed alongside the original ''Shenmue'', which was the List of most expensive video games to develop, most expensive video game ever developed at the time. An enhanced port was released for the Xbox (console), Xbox in 2002; the Dreamcast ...
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Sega AM2
previously known as is a video game development team within the Japanese multinational video game developer Sega. Yu Suzuki, who had previously developed arcade games for Sega including ''Hang-On'' and ''Out Run'', was the first manager of the department. AM2's first game produced was 1992's ''Virtua Racing'', followed by the highly popular ''Virtua Fighter (video game), Virtua Fighter'' and ''Daytona USA (video game), Daytona USA''. Through the remainder of the 1990s, they developed more arcade titles and focused on fighting and racing games. AM2 was placed under the management of CSK Research Institute in 2000, and a year later became SEGA-AM2 Co., Ltd. Their development of ''Shenmue (video game), Shenmue'' was over budget and cost millions of dollars, and despite positive reviews and good sales was unable to become profitable. Suzuki was promoted and left AM2 in 2003; Hiroshi Kataoka became the head of AM2. A year later Sega was acquired by Sammy Corporation and AM2 was me ...
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Shenmue (video Game)
''Shenmue'' is a 1999 action-adventure game developed and published by Sega for the Dreamcast. It follows the teenage martial artist Ryo Hazuki as he sets out in revenge for the murder of his father in 1980s Yokosuka, Japan. The player explores an open world, fighting opponents in brawler battles and encountering quick time events. The environmental detail was considered unprecedented, with numerous interactive objects, a day-and-night system, variable weather effects, non-player characters with daily schedules and various minigames. After developing several successful Sega arcade games, including ''Hang-On'' (1985), ''Out Run'' (1986) and ''Virtua Fighter'' (1993), director Yu Suzuki wanted to create a longer experience, and conceived ''Shenmue'' as a multi-part epic. In 1996, Sega AM2 began work on a role-playing game for the Sega Saturn set in the ''Virtua Fighter'' world. Development moved to the Dreamcast in 1997 and the ''Virtua Fighter'' connection was dropped. ''Shenmu ...
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Development Hell
Development hell, development purgatory, and development limbo are media and software industry jargon for a project, concept, or idea that remains in development for an especially long time, often moving between different crews, scripts, game engines, or studios before it progresses to production, if it ever does. Projects in development hell generally have very ambitious goals, which may or may not be underestimated in the design phase, and are delayed in an attempt to meet those goals in a high degree. Production hell refers to when a film has entered production but remains in that state for a long time without progressing to post. The term can also apply generally to any project that has languished unexpectedly in its planning or construction phases, rather than being completed in a realistic amount of time, or otherwise having diverted from its original timely expected date of completion. Overview Film Film industry companies often buy the film rights to many popular nove ...
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List Of Video Games Considered The Best
This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from different publications, as chosen by their editorial staffs. List Publications The reference numbers in the notes section show which of the 46 selected publications list the game. # '' 1001 Video Games You Must Play Before You Die'' – 2013 # ''The Age'' – 2005 # ''Collider'' – 2020 # ''Digitally Downloaded'' – 2016 # '' Electric Playground Network'' – 2013 # ''Edge'' – 2000, 2015, 2017 # ''Electronic Fun with Computers & Games'' - 1984 # ''Empire'' – 2009 # ''Entertainment Weekly'' – 2003 # ''Esquire'' – 2018, 2020 # ''FHM'' – 2010 # ''Flux'' – 1995 # '' G4'' – 2012 # '' GamesMaster'' - 1996 # ''Gamecenter'' - 2000 # ''Game Informer'' – 2009, 2018 # ''Game On! From Pong to Oblivion'' – 2006 # ''GameSpot'' – 20 ...
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Console Exclusivity
Platform exclusivity (also known as console exclusivity) refers to the status of a video game being developed for and released only on certain platforms. Most commonly, it refers to only being released on a specific video game console or through a specific vendor's platforms—either permanently, or for a definite period of time. Exclusivity is a topic used in discussions of the advantages and disadvantages of rival vendors in the video game market, and one which is used for marketing by vendors involved. Industry analysts generally agree that there is a correlation between availability of exclusive titles, and hardware sales. Usage in the video game industry A video game's exclusivity to specific hardware may either be permanent, or timed—the latter case allowing a game to be released on different console platforms and/or PCs after a specific timeframe lapses. Permanent exclusives are often developed (first-party title), published or heavily funded by the console manufacturer. ...
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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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List Of Most Expensive Video Games To Develop
The following is a list of the most expensive video games ever developed, with a minimum total cost of US$50 million and sorted by the total cost adjusted for inflation. Most game budgets are not disclosed, so this list is not indicative of industry trends. Lists Official figures Cancelled games Unofficial figures Analyst estimations Press estimations The following budgets have been estimated by press outlets without naming any specific analyst or firm. See also *Lists of video games Notes References {{DEFAULTSORT:Most expensive video games to develop Video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ... Video game development Lists of video games ...
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Guilin
Guilin ( Standard Zhuang: ''Gveilinz''; alternatively romanized as Kweilin) is a prefecture-level city in the northeast of China's Guangxi Zhuang Autonomous Region. It is situated on the west bank of the Li River and borders Hunan to the north. Its name means "forest of sweet osmanthus", owing to the large number of fragrant sweet osmanthus trees located in the region. The city has long been renowned for its scenery of karst topography. Guilin is one of China's most popular tourist destinations, and the epithet "By water, by mountains, most lovely, Guilin" () is often associated with the city. The State Council of China has designated Guilin a National Famous Historical and Cultural City, doing so in the first edition of the list. History Before the Qin dynasty, Guilin region was settled by the Baiyue people. In 314 BC, a small settlement was established along the banks of the Li River. During the Qin dynasty's (221–206 BC) campaigns against the state of Nanyue, the fi ...
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Kowloon
Kowloon () is an urban area in Hong Kong comprising the Kowloon Peninsula and New Kowloon. With a population of 2,019,533 and a population density of in 2006, it is the most populous area in Hong Kong, compared with Hong Kong Island and the rest of the New Territories. The peninsula's area is about . Location Kowloon is located directly north of Hong Kong Island across Victoria Harbour. It is bordered by the Lei Yue Mun strait to the east, Mei Foo Sun Chuen, Butterfly Valley and Stonecutter's Island to the west, a mountain range, including Tate's Cairn and Lion Rock to the north, and Victoria Harbour to the south. Also, there are many islands scattered around Kowloon, like CAF island. Administration Kowloon comprises the following districts: *Kowloon City * Kwun Tong *Sham Shui Po *Wong Tai Sin * Yau Tsim Mong Name The name 'Kowloon' () alludes to eight mountains and a Chinese emperor: Kowloon Peak, Tung Shan, Tate's Cairn, Temple Hill, Unicorn Ridge, Lion Rock, Be ...
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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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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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Persistent World
A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) and pervasive games. Examples of persistent worlds that exist in video games include ''Battle Dawn'', ''EVE Online'', and ''Realms of Trinity''. A persistent world can be achieved by developing and maintaining a single or dynamic instance state of the game world that is shared and viewed by all players around the clock. The persistence of a world can be subdivided into "game persistence", "world persistence" and "data persistence". Data persistence ensures that any world data is not lost in the event of computer system failure. World persistence means the world continues to exist and is available to players whe ...
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