Infinity Blade
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Infinity Blade
''Infinity Blade'' was an action role-playing game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. It was the first iOS video game to run on Unreal Engine 3. In the game, the unnamed player character fights a series of one-on-one battles in a derelict castle to face the immortal God King. When in battle, players swipe the screen to attack and parry, and tap the screen to dodge and block enemy attacks. Upon defeat, the player restarts the game as the character's descendant with the same items and experience level. The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. ''Infinity Blade'' was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the combat of '' Karateka'' and ''Prince of Persia'' with the loneliness of '' Shadow of the Colossus''. The game received four free expansions that added new equipment, endings, ...
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Infinity Blade III
''Infinity Blade III'' is an action role-playing game for iOS, developed by Chair Entertainment and Epic Games. It was the third game in the '' Infinity Blade'' series. It was released on the App Store on September 18, 2013. The game was removed from the App Store on December 10, 2018, alongside '' Infinity Blade'' and ''Infinity Blade II'' due to difficulties in updating the game for newer hardware, with no plans for re-release. This app is no longer downloadable on one's purchased history as of August 28, 2020 due to Apple having terminated Epic Games’ developer account on that date. Gameplay Combat in the game is similar to the first two installments. The player controls their character's actions by swiping and tapping the screen. Players can avoid attacks by dodging, blocking with shields or heavy weapons, or parrying the attack by swiping in the opposite direction of the attack. All three options can temporarily stun the enemy after a string of successful defenses, all ...
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Chair Entertainment
Chair Entertainment Group, LLC (stylized as ChAIR) is an American video game developer based in Salt Lake City. The company was acquired by Epic Games in 2008. History Chair Entertainment was formed in 2005 by Donald Mustard and Geremy Mustard, CEO Ryan Holmes, and other key ''Advent Rising'' core design team members Bert Lewis, Orlando Barrowes, Nathan Trewartha, Cameron Dayton and Jared Trulock. Soon after, Chair licensed the literary rights to its ''Empire'' property to best-selling author Orson Scott Card. The novel ''Empire (2006 novel), Empire'' was published by Tor Books and debuted as a New York Times Best-Seller in November 2006. Card has since released the literary sequel ''Hidden Empire'' and committed to writing additional novels for the series. Chair also secured an option with Joel Silver and Warner Bros. for the ''Empire'' movie, which is currently in development. Additionally, Chair has retained the rights to produce future video games and comic books based on it ...
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Shadow Of The Colossus
''Shadow of the Colossus'' is a 2005 action-adventure game developed and published by Sony Computer Entertainment for the PlayStation 2. It takes place in a fantasy setting and follows Wander, a young man who enters an isolated and abandoned region of the realm seeking the power to revive a girl named Mono. The player assumes the role of Wander as he embarks on a mission that might entail Mono's resurrection: to locate and destroy the colossi, sixteen massive beings spread across the forbidden land, which the protagonist traverses by horseback and on foot. The game was directed by Fumito Ueda and developed at Sony Computer Entertainment's International Production Studio 1, also known as Team Ico, the same development team responsible for the acclaimed PlayStation 2 title '' Ico'', to which the game is considered a spiritual successor. Сonceived as an online multiplayer game titled ''NICO'' directly after ''Ico''s completion, ''Shadow of the Colossus'' underwent a lengthy prod ...
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Health (gaming)
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. 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 have more health and armor. In many gam ...
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Counterattack
A counterattack is a tactic employed in response to an attack, with the term originating in "Military exercise, war games". The general objective is to negate or thwart the advantage gained by the enemy during attack, while the specific objectives typically seek to regain lost ground or destroy the attacking enemy (this may take the form of an opposing sports team or Military organization#Commands.2C formations.2C and units, military units). A counter-offensive is a broad-scale counterattack. The counter-offensive is executed after exhausting the enemy's front line, frontline troops and after the enemy Military reserve, reserves had been committed to combat and proven incapable of breaching defenses, but ''before'' the enemy has had the opportunity to assume new defensive positions. Sometimes the counter-offensive can be of a more limited operational maneuver nature, with more limited objectives rather than those seeking attainment of a Strategic goal (military), strategic goal. ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pace (narrative), pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendering, pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "full-motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting wi ...
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Panning (camera)
In cinematography and photography, panning means swivelling a still or video camera horizontally from a fixed position. This motion is similar to the motion of a person when they turn their head on their neck from left to right. In the resulting image, the view seems to "pass by" the spectator as new material appears on one side of the screen and exits from the other, although perspective lines reveal that the entire image is seen from a fixed point of view. The term ''panning'' is derived from ''panorama'', suggesting an expansive view that exceeds the gaze, forcing the viewer to turn their head in order to take everything in. Panning, in other words, is a device for gradually revealing and incorporating off-screen space into the image. Using panning in still photography When photographing a moving subject, the panning technique is achieved by keeping the subject in the same position of the frame for the duration of the exposure. The exposure time must be long enough to a ...
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Infinity Blade Gameplay
Infinity is something which is boundless, endless, or larger than any natural number. It is denoted by \infty, called the infinity symbol. From the time of the ancient Greeks, the philosophical nature of infinity has been the subject of many discussions among philosophers. In the 17th century, with the introduction of the infinity symbol and the infinitesimal calculus, mathematicians began to work with infinite series and what some mathematicians (including l'Hôpital and Bernoulli) regarded as infinitely small quantities, but infinity continued to be associated with endless processes. As mathematicians struggled with the foundation of calculus, it remained unclear whether infinity could be considered as a number or magnitude and, if so, how this could be done. At the end of the 19th century, Georg Cantor enlarged the mathematical study of infinity by studying infinite sets and infinite numbers, showing that they can be of various sizes. For example, if a line is viewed as ...
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