The Order (Deus Ex)
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The Order (Deus Ex)
''Deus Ex: Invisible War'' is a 2003 action role-playing video game developed by Ion Storm and published by Eidos Interactive for Microsoft Windows and Xbox. It is the second game in the '' Deus Ex'' series. The gameplay—combining first-person shooter, stealth, and role-playing elements—features exploration and combat in environments connected to multiple city-based hubs, in addition to quests that can be completed in a variety of ways and flexible character customization. Conversations between characters feature a variety of responses, with options in conversations at crucial story points affecting how some events play out. ''Invisible War'' takes place twenty years after '' Deus Ex''. The game follows a scenario whereby the first game's events led to a period of war and economic depression dubbed the "Collapse", which resulted in several factions attaining power and influence across the world. The player character, Alex D, is evacuated from Chicago to Seattle following ...
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Ion Storm
Ion Storm, L.P. was an American video game developer founded by video game industry veterans John Romero and Tom Hall, both formerly of id Software. Despite an impressive pedigree and high expectations, the company only produced one commercial and critical success, 2000's ''Deus Ex (video game), Deus Ex''. The company was founded in Dallas, Texas in November 1996; a branch in Austin, Texas was opened in 1997. In April 1999, Eidos Interactive acquired 51% of the company in exchange for advances to the developers. The Dallas studio closed in July 2001, leaving the Austin studio as the new headquarters. After financial struggles at Eidos Interactive, the Austin studio followed with its own closure in February 2005. History Formation Ion Storm was founded by John Romero, Tom Hall, Todd Porter and Jerry O'Flaherty on November 15, 1996, with its headquarters in Dallas, Texas. Hall came up with the name, the "Storm" part coming from Porter's first project for the company. The co ...
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Cyberpunk
Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction. Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel ''Neuromancer'' helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Other influential cyberpunk ...
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Quest (video Games)
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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Non-playable 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-pla ...
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Item (game Terminology)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Health (game Terminology)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Difficulty Level
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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Action Role-playing Game
An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu-based combat while still having a focus on character's Stats in order to determine relative strength and abilities. These games often use action game combat systems similar to hack and slash or shooter games. Action role-playing games may also incorporate action-adventure games, which include a mission system and role-playing game mechanics, or MMORPGs with real-time combat systems. History 1970s and early 1980s Allgame listed the following games released prior to 1984 as action RPGs: ''Temple of Apshai'' (1979) and its sequel ''Gateway to Apshai'' (1983), ''Beneath the Pyramids'' for the Apple II (1980), '' Bokosuka Wars'' (1983), and '' Sword of Fargoal'' (1983). Je ...
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Eidos Montréal
Eidos may refer to: * Eidos (philosophy), a Greek term meaning "form" "essence", "type" or "species". See Plato's theory of forms and Aristotle's theory of universals * Eidos plc, a British software company, which created video game publisher Eidos Interactive ** Eidos Hungary, a defunct Hungarian development studio formerly of Eidos Interactive ** Eidos-Montréal, a Canadian development studio of Embracer Group ** Eidos-Shanghai, a Chinese development studio of Square Enix Europe * EidosMedia, an Italian software house * Eidos, an Italian menswear brand owned by Isaia Isaia is an Italian menswear brand founded in Naples in 1920. The brand is recognized by its tiny red coral logo, which is a good-luck charm in Naples. Gianluca Isaia is the chief executive officer. Its brother brand is Eidos (είδος meani ... See also * Eido (other) {{disambiguation ...
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Human Revolution
Human Revolution may refer to: * '' Deus Ex: Human Revolution'', a 2011 video game in the ''Deus Ex'' series * '' The Human Revolution'', a multi-volume novel by Daisaku Ikeda, and adaptations * The Human Revolution (human origins), the sudden emergence of language, consciousness and culture in our species * Human evolution (origins of society and culture), the physical emergence of Homo sapiens as a distinct species * Neolithic Revolution The Neolithic Revolution, or the (First) Agricultural Revolution, was the wide-scale transition of many human cultures during the Neolithic period from a lifestyle of hunting and gathering to one of agriculture and settlement, making an incre ..., the wide-scale transition from hunting and gathering to agriculture * Origins of society, the emergence of distinctively human social organizations {{disambiguation ...
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Artificial Intelligence (video Games)
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes is ...
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