Soulcalibur (video Game)
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Soulcalibur (video Game)
is a weapon-based 3D fighting game developed by Project Soul and produced by Namco. It is the second game in the ''Soulcalibur'' series, preceded by ''Soul Edge'' in December 1995. Originally released in arcades on July 30, 1998, it ran on the Namco System 12 hardware. It was ported to the Dreamcast in 1999 with new features and improved graphics. The North American version was released in September 1999 as a launch game for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on the Xbox 360's Xbox Live Marketplace in July 2008 and it is forward compatible with the Xbox One along with the sequel, ''Soulcalibur II''. The game centers on the pursuit of the legendary weapon known as Soul Edge, now in the possession of a warrior known as Nightmare, who slaughters countless people to satisfy the blade's bloodlust. Other warriors pursue him either to claim the weapon for themselves or to destroy it, end his mass murder, and ...
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Namco
was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Namco Taiwan in Kaohsiung, and Shanghai Namco in mainland China. Namco was founded by Masaya Nakamura (businessman), Masaya Nakamura on June 1, 1955, as beginning as an operator of coin-operated amusement rides. After reorganizing to Nakamura Seisakusho Co., Ltd. in 1959, a partnership with Walt Disney Productions provided the company with the resources to expand its operations. In the 1960s, it manufactured Electro-mechanical game, electro-mechanical arcade games such as the 1965 hit ''Periscope (arcade game), Periscope''. It entered the video game industry after acquiring the struggling Japanese division of Atari, Inc., Atari in 1974, distributing games such as ''Breakout (video game), Breakout'' in Japan. The company renamed itself Namco ...
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Forward Compatibility
Forward compatibility or upward compatibility is a design characteristic that allows a system to accept input intended for a later version of itself. The concept can be applied to entire systems, electrical interfaces, telecommunication signals, data communication protocols, file formats, and programming languages. A standard supports forward compatibility if a product that complies with earlier versions can " gracefully" process input designed for later versions of the standard, ignoring new parts which it does not understand. The objective for forward compatible technology is for old devices to recognise when data has been generated for new devices. Forward compatibility for the older system usually means backward compatibility for the new system, i.e. the ability to process data from the old system; the new system usually has ''full'' compatibility with the older one, by being able to both process and generate data in the format of the older system. Forward compatibility is no ...
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Joystick
A joystick, sometimes called a flight stick, is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal control device in the cockpit of many civilian and military aircraft, either as a centre stick or side-stick. It often has supplementary switches to control various aspects of the aircraft's flight. Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick. Joysticks are also used for controlling machines such as cranes, trucks, underwater unmanned vehicles, wheelchairs, surveillance cameras, and zero turning radius lawn mowers. Miniature finger-operated joysticks have been adopted as input devices for smaller electronic equipment such as mobile phones. Aviation Joystic ...
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Coordinate Axis
In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements on a manifold such as Euclidean space. The order of the coordinates is significant, and they are sometimes identified by their position in an ordered tuple and sometimes by a letter, as in "the ''x''-coordinate". The coordinates are taken to be real numbers in elementary mathematics, but may be complex numbers or elements of a more abstract system such as a commutative ring. The use of a coordinate system allows problems in geometry to be translated into problems about numbers and ''vice versa''; this is the basis of analytic geometry. Common coordinate systems Number line The simplest example of a coordinate system is the identification of points on a line with real numbers using the ''number line''. In this system, an arbitrary point ''O'' (the ''origin'') is chosen on a given line. The coordinate of a po ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector gr ...
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Soul Calibur DC
In many religious and philosophical traditions, there is a belief that a soul is "the immaterial aspect or essence of a human being". Etymology The Modern English noun ''soul'' is derived from Old English ''sāwol, sāwel''. The earliest attestations reported in the ''Oxford English Dictionary'' are from the 8th century. In King Alfred's translation of ''De Consolatione Philosophiae'', it is used to refer to the immaterial, spiritual, or thinking aspect of a person, as contrasted with the person's physical body; in the Vespasian Psalter 77.50, it means "life" or "animate existence". The Old English word is cognate with other historical Germanic terms for the same idea, including Old Frisian ''sēle, sēl'' (which could also mean "salvation", or "solemn oath"), Gothic ''saiwala'', Old High German ''sēula, sēla'', Old Saxon ''sēola'', and Old Norse ''sāla''. Present-day cognates include Dutch ''ziel'' and German ''Seele''. Religious views In Judaism and in some Christian d ...
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Best Video Games
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'' – 2000 ...
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List Of Game Of The Year Awards
Game of the Year (GotY) is an award given by various award events and media publications to a video game that they feel represented the pinnacle of gaming that year. Events and ceremonies British Academy Games Awards (BAFTA Games Awards) The British Academy Games Awards are an annual British awards ceremony honoring "outstanding creative achievement" in the video game industry. First presented in 2004 following the restructuring of the BAFTA Interactive Entertainment Awards, the awards are presented by the British Academy of Film and Television Arts (BAFTA), and are thus commonly referred to as the BAFTA Games Awards. Czech Game of the Year Awards The Czech Game of the Year Awards are annual awards that recognize accomplishments in video game development. D.I.C.E. Awards The D.I.C.E. Awards are awarded by the Academy of Interactive Arts & Sciences (AIAS), a non-profit organization of industry professionals. The awards were previously known as the Interactive Ach ...
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Metacritic
Metacritic is a website that review aggregator, aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted arithmetic mean, weighted average). Metacritic was created by Jason Dietz, Marc Doyle, and Julie Doyle Roberts in 1999. The site provides an excerpt from each review and hyperlinks to its source. A color of green, yellow or red summarizes the critics' recommendations. It is regarded as the foremost online review aggregation site for the video game industry. Metacritic's scoring converts each review into a percentage, either mathematically from the mark given, or what the site decides subjectively from a qualitative review. Before being averaged, the scores are weighted according to a critic's popularity, stature, and volume of reviews. The website won two Webby Awards for excellence as an aggregation website. Criticism of the site has focused on the assessment system, the ass ...
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Genre
Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other forms of art or entertainment, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions. Some genres may have rigid, strictly adhered-to guidelines, while others may show great flexibility. Genre began as an absolute classification system for ancient Greek literature, a ...
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Arcade Game
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, Pinball machines, electro-mechanical games, redemption games or merchandisers. Types Broadly, arcade games are nearly always considered games of skill, with only some elements of games of chance. Games that are solely games of chance, like slot machines and pachinko, often are categorized legally as gambling devices and, due to restrictions, may not be made available to minors or without appropriate oversight in many jurisdictions. Arcade video games Arcade video games were first introduced in the early 1970s, with ''Pong'' as the first commercially successful game. Arcade video games use electronic or computerized circuitry to take input from the player and translate that to an electronic display such as a monitor or telev ...
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Home Console
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage. There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. As of 2021, there have been nine console generations, with the current leading manufactures b ...
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