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Dark Fall
''Dark Fall'' is a 2002 first-person psychological horror/adventure game developed and independently published for Microsoft Windows by Jonathan Boakes, under the XXv Productions label. After the independent release proved a success, with the game selling well and generating good word-of-mouth, The Adventure Company purchased the rights, releasing it worldwide in 2003 under the title ''Dark Fall - The Journal''. The game was re-released twice in 2009. Firstly, by Boakes' own company, Darkling Room, in a limited "Pins & Needles" edition, and later by Iceberg Interactive, as part of their ''Adventures in Terror: British Horror Collection''. The game was made available on Steam in December 2013. The game tells the story of an unnamed protagonist who receives a frightened message from his brother asking for help. Encountering an ancient evil known as the Dark Fall, which traps souls between the realm of the living and the dead and feeds off their pain, the protagonist must attem ...
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The Adventure Company
The Adventure Company was a Canadian video game developer and a former publishing division of DreamCatcher Interactive. It was sold to THQ Nordic GmbH in 2011 following DreamCatcher's parent ( JoWooD Entertainment) assets being sold after entering administration. History The Adventure Company was first launched in January 2002 as a division and brand of DreamCatcher Interactive to distribute their adventure games titles under. The first title released under the new brand was '' The Cameron Files: Secret at Loch Ness'' which was released at the end of January 2002. The Adventure Company has worked with many developers including: Kheops Studio, THQ, Microïds, and Cryo Interactive. In 2006, DreamCatcher Interactive became a wholly owned subsidiary of the Austrian video game publisher JoWooD Entertainment. In 2011, Nordic Games acquired JoWooD, its products and brands and some of the companies' subsidiaries. Following the acquisition JoWood and the Adventure Company became pub ...
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Lost Souls
Lost Souls or The Lost Souls may refer to: Film, television, and radio * ''Lost Souls'' (1980 film), a Hong Kong film produced by Shaw Brothers * ''The Lost Souls'' (film), a 1991 Hong Kong film produced by Golden Harvest * ''Lost Souls'' (1998 film), an American television film directed by Jeff Woolnough * ''Lost Souls'' (2000 film), an American film directed by Janusz Kamiński * "Lost Souls" (''Arrow''), a 2015 television episode * "Lost Souls" (''Supergirl''), a 2021 television episode * "Lost Souls", a 1998 episode of ''Voltron: The Third Dimension'' * "Lost Souls" (''Torchwood''), a 2008 radio episode of the BBC TV series * The Lost Souls of Syria, https://fr.wikipedia.org/wiki/Les_%C3%82mes_perdues_(film,_2023) Games * ''Lost Souls'' (MUD), a text-based online role-playing game * ''Lost Souls'' (role-playing game), a 1991 pen and paper role-playing game * '' Dark Fall: Lost Souls'', the 2009 third installment in the ''Dark Fall'' adventure game series * '' Earth 2 ...
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Train Station
A train station, railroad station, or railway station is a railway facility where trains stop to load or unload passengers, freight, or both. It generally consists of at least one platform, one track, and a station building providing such ancillary services as ticket sales, waiting rooms, and baggage/freight service. Stations on a single-track line often have a passing loop to accommodate trains travelling in the opposite direction. Locations at which passengers only occasionally board or leave a train, sometimes consisting of a short platform and a waiting area but sometimes indicated by no more than a sign, are variously referred to as "stops", " flag stops", " halts", or "provisional stopping places". The stations themselves may be at ground level, underground, or elevated. Connections may be available to intersecting rail lines or other transport modes such as buses, trams, or other rapid transit systems. Terminology ''Train station'' is the terminology typic ...
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Architect
An architect is a person who plans, designs, and oversees the construction of buildings. To practice architecture means to provide services in connection with the design of buildings and the space within the site surrounding the buildings that have human occupancy or use as their principal purpose. Etymologically, the term architect derives from the Latin , which derives from the Greek (''-'', chief + , builder), i.e., chief builder. The professional requirements for architects vary from location to location. An architect's decisions affect public safety, and thus the architect must undergo specialised training consisting of advanced education and a ''practicum'' (or internship) for practical experience to earn a Occupational licensing, license to practice architecture. Practical, technical, and academic requirements for becoming an architect vary by jurisdiction though the formal study of architecture in academic institutions has played a pivotal role in the development of the p ...
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Puzzle Box
A puzzle box (also called a secret box or trick box) is a box that can be opened only by solving a puzzle. Some require only a simple move and others a series of discoveries. Modern puzzle boxes developed from furniture and jewelry boxes with secret compartments and hidden openings, known since the Renaissance. Puzzle boxes produced for entertainment first appeared in Victorian England in the 19th century and as tourist souvenirs in the Interlaken region in Switzerland and in the Hakone region of Japan at the end of the 19th and the beginning of the 20th century. Boxes with secret openings appeared as souvenirs at other tourist destinations during the early 20th century, including the Amalfi Coast, Madeira, and Sri Lanka, though these were mostly 'one-trick' traditions. Chinese cricket boxes represent another example of intricate boxes with secret openings. Interest in puzzle boxes subsided during and after the two World Wars. The art was revived in the 1980s by three pioneers ...
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Encryption
In Cryptography law, cryptography, encryption (more specifically, Code, encoding) is the process of transforming information in a way that, ideally, only authorized parties can decode. This process converts the original representation of the information, known as plaintext, into an alternative form known as ciphertext. Despite its goal, encryption does not itself prevent interference but denies the intelligible content to a would-be interceptor. For technical reasons, an encryption scheme usually uses a pseudo-random encryption Key (cryptography), key generated by an algorithm. It is possible to decrypt the message without possessing the key but, for a well-designed encryption scheme, considerable computational resources and skills are required. An authorized recipient can easily decrypt the message with the key provided by the originator to recipients but not to unauthorized users. Historically, various forms of encryption have been used to aid in cryptography. Early encryption ...
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Puzzle Video Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, Sequence, sequence solving, Spatial ability, spatial recognition, and word completion. Many puzzle games involve a real-time element and require quick thinking, such as ''Tetris'' (1985) and ''Lemmings (video game), Lemmings'' (1991). History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional thinking games such as Hangman (game), Hangman and Bulls and Cows (commercialized as ''Mastermind (board game), Mastermind''), were popular targets for computer implementation. In Universal Entertainment's ''Space Panic'', released in arcades in 1980, the player digs holes in platforms to trap creatures. It is a precursor to puzzle-platform games such as ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Dok ...
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Gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and the pattern of player behavior defined through the game's rules. History Arising alongside game development, video game development in the 1980s, the term ''gameplay'' was initially used solely within the context of video games, though now it is also used for tabletop games. Definition of term There is no consensus on the precise definition of gameplay. It has been differently defined by different authors, but all definitions refer to player interaction with a game. For example: * "The structures of player interaction with the game system and with other players in the game." * "Gameplay here is seen as the interactive gaming process of the player with the game." Theorists also agree that video game gameplay is distinct from graphics and ...
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Cursor (user Interface)
In human–computer interaction, a cursor is an indicator used to show the current position on a computer monitor or other display device that will respond to input, such as a text cursor or a mouse pointer. Etymology ''Cursor'' is Latin for 'runner'. A cursor is a name given to the transparent slide engraved with a hairline used to mark a point on a slide rule. The term was then transferred to computers through analogy. On 14 November 1963, while attending a conference on computer graphics in Reno, Nevada, Douglas Engelbart of Augmentation Research Center (ARC) first expressed his thoughts to pursue his objective of developing both hardware and software computer technology to ''augment'' human intelligence by pondering how to adapt the underlying principles of the planimeter to inputting X- and Y-coordinate data, and envisioned something like the cursor of a mouse he initially called a ''bug'', which, in a 3-point form, could have a "drop point and 2 orthogonal wheels". He w ...
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GameSpy
GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1999 by Mark Surfas. After the release of a multiplayer server browser for Quake, QSpy, Surfas licensed the software under the GameSpy brand to other video game publishers through a newly established company, GameSpy Industries, which also incorporated his Planet Network of video game news and information websites, and GameSpy.com. GameSpy merged with IGN in 2004; by 2014, its services had been used by over 800 video game publishers and developers since its launch. In August 2012, the GameSpy Industries division (which remained responsible for the GameSpy service) was acquired by mobile video game developer Glu Mobile. IGN (then owned by News Corporation) retained ownership of the GameSpy.com website. In February 2013, IGN's new owner, Ziff Davis, shut down IGN's "secondary" sites, including GameSpy's network. This was followed by the announcement in April 2014 that ...
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Pre-rendering
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real- ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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