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The Ascent (video Game)
''The Ascent'' is a cyberpunk-themed action role-playing video game developed by Swedish indie game studio Neon Giant and published by Curve Digital for Microsoft Windows, Xbox Series X/S and Xbox One on 29 July 2021. It was developed using Unreal Engine 4 by a team of 12 people and is Neon Giant's debut in the industry. The game received positive reviews from critics upon its release, with praise for its visuals, combat, and soundtrack, but criticism for the emphasis on grinding. Gameplay ''The Ascent'' is presented from an isometric view overlooking the character(s). It is a twin-stick shooter. It includes the ability to aim both high and low on enemy targets, allowing the player to differentiate between shooting enemies closer or further away. This mechanic is key to the game's cover system, allowing the player to aim at enemies over the top of the props in the environment. The player can fully customize their character's appearance, and can augment their character with cyberw ...
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Neon Giant
Neon Giant AB is a Swedish video game developer headquartered in Uppsala, Sweden. It was founded by Tor Frick, Arcade Berg, Jonathan Heckley and Erik Gloersen in 2018. History Neon Giant was founded in April 2018 as an independent venture by former AAA employee game developers; Tor Frick, Arcade Berg, Jonathan Heckley and Erik Gloersen. With the support of investor company Goodbye Kansas (now known as Amplifier Game Invest), Neon Giant received an initial investment of 1,000,000 kr (approximately $110,000). Upon investing in the company, Amplifier Game Invest CEO, Per-Arne Luundberg said — "Neon Giant consists of a real dream team that not only has enormous experience, they also have an incredibly efficient working process —I'm convinced that their first release will be a milestone in Swedish game development". The founders had previously worked on popular games such as ''Bulletstorm'', ''Far Cry 3'', '' Gears of War'', '' Wolfenstein'' and ''Doom''. On June 28, 2018, ...
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Isometric Video Game Graphics
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", " 2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especiall ...
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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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Epic Games
Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, Maryland. Following its first commercial video game release, '' ZZT'' (1991), the company became Epic MegaGames, Inc. in early 1992 and brought on Mark Rein, who has been its vice president since. After moving the headquarters to Cary in 1999, the studio changed its name to Epic Games. Epic Games develops Unreal Engine, a commercially available game engine which also powers their internally developed video games, such as ''Fortnite'' and the ''Unreal'', '' Gears of War'' and ''Infinity Blade'' series. In 2014, Unreal Engine was named the "most successful videogame engine" by ''Guinness World Records''. Epic Games owns the game developers Chair Entertainment, Psyonix, Mediatonic and Harmonix, as well as cloud-based software developer Clou ...
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Dystopia
A dystopia (from Ancient Greek δυσ- "bad, hard" and τόπος "place"; alternatively cacotopiaCacotopia (from κακός ''kakos'' "bad") was the term used by Jeremy Bentham in his 1818 Plan of Parliamentary Reform (Works, vol. 3, p. 493). or simply anti-utopia) is a speculated community or society that is undesirable or frightening. It is often treated as an Opposite (semantics), antonym of ''utopia'', a term that was coined by Sir Thomas More and figures as the title of his best known work, published in 1516, which created a blueprint for an ideal society with minimal crime, violence and poverty. The relationship between utopia and dystopia is in actuality not one simple opposition, as many utopian elements and components are found in dystopias as well, and ''vice versa''. Dystopias are often characterized by rampant fear or distress , tyrannical governments, environmental disaster, or other characteristics associated with a cataclysmic decline in society. Distinct th ...
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Futurism
Futurism ( it, Futurismo, link=no) was an artistic and social movement that originated in Italy, and to a lesser extent in other countries, in the early 20th century. It emphasized dynamism, speed, technology, youth, violence, and objects such as the car, the airplane, and the industrial city. Its key figures included the Italians Filippo Tommaso Marinetti, Umberto Boccioni, Carlo Carrà, Fortunato Depero, Gino Severini, Giacomo Balla, and Luigi Russolo. Italian Futurism glorified modernity and according to its doctrine, aimed to liberate Italy from the weight of its past. Important Futurist works included Marinetti's 1909 ''Manifesto of Futurism'', Boccioni's 1913 sculpture ''Unique Forms of Continuity in Space'', Balla's 1913–1914 painting '' Abstract Speed + Sound'', and Russolo's ''The Art of Noises'' (1913). Although Futurism was largely an Italian phenomenon, parallel movements emerged in Russia, where some Russian Futurists would later go on to found groups of their o ...
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Arcology
Arcology, a portmanteau of "architecture" and "ecology",. is a field of creating architectural design principles for very densely populated and ecologically low-impact human habitats. The term was coined in 1969 by architect Paolo Soleri, who believed that a completed arcology would provide space for a variety of residential, commercial, and agricultural facilities while minimizing individual human environmental impact. These structures have been largely hypothetical, as no arcology, even one envisioned by Soleri himself, has yet been built. The concept has been popularized by various science fiction writers. Larry Niven and Jerry Pournelle provided a detailed description of an arcology in their 1981 novel ''Oath of Fealty''. William Gibson mainstreamed the term in his seminal 1984 cyberpunk novel ''Neuromancer'', where each corporation has its own self-contained city known as arcologies. More recently, authors such as Peter Hamilton in '' Neutronium Alchemist'' and Paolo Baciga ...
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Mission (video Gaming)
A quest, or mission, is a task in video games that a player-controlled character, party, or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games. Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in the character's experience in order to learn new skills and abilities, or any combination of the above. Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have. Many types of quests are referred to as ...
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Loot (video Games)
In video games, loot is the collection of items picked up by the player character that increase their power or level up their abilities, such as currency, spells, equipment and weapons. Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities. Functions Early computer role-playing games such as SSI's ''Gold Box'' series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or procedurally generate loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the roguelike genre of games and made mainstream through Blizzard Entertainment's '' Diablo'' which was based on roguelike design principles. Fixed items, determined essential for game progres ...
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Fast Travel
Fast travel or teleportation is a video game mechanic used in open world titles that allows a player character to instantaneously travel between previously discovered locations (teleport waypoints or fast travel points) without having to traverse that distance in real time. It is a type of warp that is specifically used to traverse the game's world rather than the inside of a level. Sometimes in-game time passes while fast traveling, while in other cases the travel is simply implied or the player is teleported by magical or technological means. While typically used as a means of providing convenience to the player, fast travel has been criticized as detracting from games' design, as some worlds or quests are designed to incorporate it at the expense of depth, memorability or realism. Characteristics Fast travel is usually performed from an in-game menu upon accessing either a map of the overworld or an object such as a vehicle or save point. The player is immediately transported ...
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Cyberdeck
The Sprawl trilogy (also known as the Neuromancer, Cyberspace, or Matrix trilogy) is William Gibson's first set of novels, composed of '' Neuromancer'' (1984), ''Count Zero'' (1986), and ''Mona Lisa Overdrive'' (1988). The novels are all set in the same fictional future, and are subtly interlinked by shared characters and themes (which are not always readily apparent). The Sprawl trilogy shares this setting with Gibson's short stories "Johnny Mnemonic" (1981), " Burning Chrome" (1982), and "New Rose Hotel" (1984), and events and characters from the stories appear in or are mentioned at points in the trilogy. Setting and story arc The novels are set in a near-future world dominated by corporations and ubiquitous technology, after a limited World War III. The events of the novels are spaced over 16 years, and although there are familiar characters that appear, each novel tells a self-contained story. Gibson focuses on the effects of technology: the unintended consequences as it fi ...
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