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Shadows Die Twice
is a 2019 action-adventure game developed by FromSoftware and published by Activision. The game follows a shinobi known as Wolf, who attempts to take revenge on a samurai clan that imprisoned him and kidnapped his lord. The gameplay is focused on stealth, exploration, and combat, with a particular emphasis on boss battles. It takes place in a fictionalized Japan during the Sengoku period and makes strong references to Buddhist mythology and philosophy. ''Sekiro'' was released for PlayStation 4, Windows, and Xbox One in March 2019, and for Stadia in October 2020. Lead director Hidetaka Miyazaki wanted to create a new intellectual property (IP) that marked a departure from their ''Dark Souls'' series, looking at games such as ''Tenchu'' for inspiration. ''Sekiro'' was praised by critics, who complimented its gameplay and setting, and compared it to ''Dark Souls'', although opinions on its difficulty were mixed. It won several year-end awards and sold over five million copies by J ...
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FromSoftware
FromSoftware, Inc. is a Japanese video game development and publishing company based in Tokyo. Founded by Naotoshi Zin in November 1986, the company developed business software before releasing their first video game, '' King's Field'', for the PlayStation in 1994. Its success shifted FromSoftware to focus fully on video games, with them producing two more '' King's Field'' games before creating the mecha combat series ''Armored Core'' (1997), one of their flagship franchises. By the 2000s, the company's lineup also included the '' Echo Night'', '' Shadow Tower'', ''Lost Kingdoms'', ''Otogi'', and '' Another Century's Episode'' series. FromSoftware would achieve breakout success in the 2010s, spurred by '' Demon's Souls'' (2009) and '' Dark Souls'' (2011), the latter being the first entry in a trilogy whose success led to the creation of a subgenre of action role-playing games known as Soulslikes. These include ''Dark Souls II'' (2014), '' Bloodborne'' (2015), '' Dark Soul ...
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Tenchu
is an action-adventure stealth video game series, originally developed by Japanese developer Acquire, where the player assumes the role of a ninja in 16th-century Japan. The title in Japanese literally translates in English as "Divine Retribution", with 天 (ten) meaning heaven and 誅 (chū) meaning death penalty (another translation of this phrase, ''Wrath of Heaven'', is the title of the first PlayStation 2 entry in the series). Plot The series takes place in 16th-century feudal Japan. The original story (''Stealth Assassins'') revolves around two ninjas, Rikimaru and Ayame, who have both been members of the Azuma Ninja Clan since childhood. The two ninjas serve the benevolent Lord Gohda and work for him as his secret spies to root out corruption and gather intelligence in his province. However, the evil demonic sorcerer Lord Mei-Oh sought to destroy Lord Gohda, and using his demon warrior Onikage, wreaked havoc throughout Lord Gohda's province. Although Lord Mei-Oh was kill ...
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Prosthesis
In medicine, a prosthesis (plural: prostheses; from grc, πρόσθεσις, prósthesis, addition, application, attachment), or a prosthetic implant, is an artificial device that replaces a missing body part, which may be lost through trauma, disease, or a condition present at birth (congenital disorder). Prostheses are intended to restore the normal functions of the missing body part. Amputee rehabilitation is primarily coordinated by a physiatrist as part of an inter-disciplinary team consisting of physiatrists, prosthetists, nurses, physical therapists, and occupational therapists. Prostheses can be created by hand or with computer-aided design (CAD), a software interface that helps creators design and analyze the creation with computer-generated 2-D and 3-D graphics as well as analysis and optimization tools. Types A person's prosthesis should be designed and assembled according to the person's appearance and functional needs. For instance, a person may need a trans ...
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Respawning
In video games, spawning is the live creation of a character, item or NPC. Respawning is the recreation of an entity after its death or destruction, perhaps after losing one of its lives. Despawning is the deletion of an entity from the game world. All player characters typically spawn at the start of a round, whereas some objects or mobs may spawn after the occurrence of a particular event or delay. When a player character respawns, they generally do so in an earlier point of the level and get some kind of penalty. The term was coined by id Software within the context of its game, ''Doom''. Spawn points ''Spawn points'' are areas in a level where players spawn. In levels designed for team play, these points are usually grouped so that each team spawns in their own tight area of the level. Spawn points are typically reserved for one team at any time and often have the ability to change hands to the other team. Some games even allow spawn points to be created by players; usin ...
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Life (gaming)
In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest or a continue particularly in all-ages games, to avoid the morbid insinuation of losing one's "life". Generally, if the player loses all their health, they lose a life. Losing all lives usually grants the player character "game over", forcing them to either restart or stop playing. The number of lives a player is granted varies per game type. A finite number of lives became a common feature in arcade games and action games during the 1980s, and mechanics such as checkpoints and power-ups made the managing of lives a more strategic experience for players over time. Lives give novice players more chances to learn the mechanics of a video game, while allowing more advanced players to take more risks. History Lives may have originated fr ...
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Grappling Hook
A grappling hook or grapnel is a device that typically has multiple hooks (known as ''claws'' or ''flukes'') attached to a rope; it is thrown, dropped, sunk, projected, or fastened directly by hand to where at least one hook may catch and hold onto objects. Generally, grappling hooks are used to temporarily secure one end of a rope. They may also be used to dredge for submerged objects. The device was invented by the Romans in approximately 260 BC. The grappling hook was originally used in naval warfare to catch ship rigging so that it could be boarded. Design A common design has a central shaft with a hole ("eye") at the shaft base to attach the rope, and three or four equally spaced hooks at the end, arranged so that at least one is likely to catch on some protuberance of the target. Some modern designs feature folding hooks to resist unwanted attachment. Most grappling hooks are thrown by hand, but some used in rescue work are propelled by compressed air (e.g., the Plu ...
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Stealth Game
A stealth game is a type of video game in which the player primarily uses ''stealth'' to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers. Elements of "stealth" gameplay, by way of avoiding confrontation with enemies, can be attributed to a diverse range of games, including ''Pac Man'' (1980). Early maze games have been credited with spawning the genre, including ''Manbiki Shounen'' (1979), '' Lupin III'' (1980), '' Castle Wolfenstein'' (198 ...
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Katana
A is a Japanese sword characterized by a curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. Developed later than the '' tachi'', it was used by samurai in feudal Japan and worn with the edge facing upward. Since the Muromachi period, many old '' tachi'' were cut from the root and shortened, and the blade at the root was crushed and converted into ''katana''. The specific term for ''katana'' in Japan is ''uchigatana'' (打刀) and the term ''katana'' (刀) often refers to single-edged swords from around the world. Etymology and loanwords The word ''katana'' first appears in Japanese in the '' Nihon Shoki'' of 720. The term is a compound of ''kata'' ("one side, one-sided") + ''na'' ("blade"), in contrast to the double-sided '' tsurugi''. See more at the Wiktionary entry. The ''katana'' belongs to the ''nihontō'' family of swords, and is distinguished by a blade length (''nagasa'') of more than 2 '' shaku'', approximately . ...
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Health Points
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 usual ...
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Multiplayer
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. '' World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's ''Pong''), ...
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Character Creation
Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a fictional setting may include traits such as race, class, or species. Games with a more contemporary or narrower setting may limit customization to physical and personality traits. This is usually used in Role-playing games. Role-playing games Character creation is typically the first step taken by the players (as opposed to the gamemaster) in preparation for a game. The result of character creation is a '' direct characterization'' that is recorded on a character sheet. In its most comprehensive form it includes not only a game-specific representation of the character's physical, mental, psychological and social properties in terms of statistics, but also often less formal descriptions of the character's physical appearance, personali ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminolog ...
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