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The Video Games Portal

A video game, sometimes further qualified as a computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer (PC) games; the latter also encompass LAN games, online games, and browser games. More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. (Full article...)

  Featured articles are displayed here, which represent some of the best content on English Wikipedia.

  • Image 5 Grim Fandango is a 1998 adventure game directed by Tim Schafer and developed and published by LucasArts for Microsoft Windows. It is the first adventure game by LucasArts to use 3D computer graphics overlaid on pre-rendered static backgrounds. As with other LucasArts adventure games, the player must converse with characters and examine, collect, and use objects to solve puzzles. Grim Fandango is set in the Land of the Dead and the retro-futuristic version of the 1950s, through which recently departed souls, represented as calaca-like figures, travel before they reach their final destination. The story follows travel agent Manuel "Manny" Calavera as he attempts to save new arrival Mercedes "Meche" Colomar, a virtuous soul, on her journey. The game combines elements of the Aztec afterlife with film noir style, with influences including The Maltese Falcon, On the Waterfront and Casablanca. Grim Fandango received praise for its art design and direction. It was selected for several awards and is often listed as one of the greatest video games of all time. However, it was a commercial failure and contributed towards LucasArts' decision to end adventure game development and the decline of the adventure game genre. (Full article...)
    Grim Fandango is a 1998 adventure game directed by Tim Schafer and developed and published by LucasArts for Microsoft Windows. It is the first adventure game by LucasArts to use 3D computer graphics overlaid on pre-rendered static backgrounds. As with other LucasArts adventure games, the player must converse with characters and examine, collect, and use objects to solve puzzles.

    Grim Fandango is set in the Land of the Dead and the retro-futuristic version of the 1950s, through which recently departed souls, represented as calaca-like figures, travel before they reach their final destination. The story follows travel agent Manuel "Manny" Calavera as he attempts to save new arrival Mercedes "Meche" Colomar, a virtuous soul, on her journey. The game combines elements of the Aztec afterlife with film noir style, with influences including The Maltese Falcon, On the Waterfront and Casablanca.

    Grim Fandango received praise for its art design and direction. It was selected for several awards and is often listed as one of the greatest video games of all time. However, it was a commercial failure and contributed towards LucasArts' decision to end adventure game development and the decline of the adventure game genre. (Full article...)
  • Image 6 Tony Hawk's Underground is a 2003 skateboarding video game and the fifth entry in the Tony Hawk's series, following Tony Hawk's Pro Skater 4. It was developed by Neversoft and published by Activision for the GameCube, PlayStation 2, Xbox, and Game Boy Advance. In 2004, it was published for Windows in Australia and New Zealand as a budget release. Underground is built upon the skateboarding formula of previous Tony Hawk's games: the player explores levels and completes goals while performing tricks. It features a new focus on customization; the player, instead of selecting a professional skater, creates a custom character. Underground adds the ability for players to dismount their boards and explore on foot. The plot follows the player character and their friend Eric Sparrow as the two become professionals and grow apart. Underground was developed with a theme of individuality which was manifested in the extensive character customization options, the presence of a narrative, and the product's characterization as an adventure game. Real world professional skateboarders contributed their experiences to the plot. Underground was a major critical and commercial success, with reviewers praising its wide appeal, soundtrack, customization, multiplayer, and storyline. The graphics and the controls for driving vehicles and walking were less well received. Underground's PlayStation 2 version had sold 2.11 million copies in the United States by December 2007. A sequel, Tony Hawk's Underground 2, followed in 2004. (Full article...)
    Tony Hawk's Underground is a 2003 skateboarding video game and the fifth entry in the Tony Hawk's series, following Tony Hawk's Pro Skater 4. It was developed by Neversoft and published by Activision for the GameCube, PlayStation 2, Xbox, and Game Boy Advance. In 2004, it was published for Windows in Australia and New Zealand as a budget release.

    Underground is built upon the skateboarding formula of previous Tony Hawk's games: the player explores levels and completes goals while performing tricks. It features a new focus on customization; the player, instead of selecting a professional skater, creates a custom character. Underground adds the ability for players to dismount their boards and explore on foot. The plot follows the player character and their friend Eric Sparrow as the two become professionals and grow apart.

    Underground was developed with a theme of individuality which was manifested in the extensive character customization options, the presence of a narrative, and the product's characterization as an adventure game. Real world professional skateboarders contributed their experiences to the plot. Underground was a major critical and commercial success, with reviewers praising its wide appeal, soundtrack, customization, multiplayer, and storyline. The graphics and the controls for driving vehicles and walking were less well received. Underground's PlayStation 2 version had sold 2.11 million copies in the United States by December 2007. A sequel, Tony Hawk's Underground 2, followed in 2004. (Full article...)
  • Image 7 System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless security hacker, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN. System Shock's 3D engine, physics simulation and complex gameplay have been cited as both innovative and influential. The developers sought to build on the emergent gameplay and immersive environments of their previous games, Ultima Underworld: The Stygian Abyss and Ultima Underworld II: Labyrinth of Worlds, by streamlining their mechanics into a more "integrated whole"; it is considered one of the defining examples of an immersive sim. Critics praised System Shock and hailed it as a major breakthrough in its genre. It was later placed on multiple hall of fame lists. The game was a moderate commercial success, with sales exceeding 170,000 copies, but Looking Glass ultimately lost money on the project. A sequel, System Shock 2, was released by Looking Glass Studios and offshoot developer Irrational Games in 1999. The 2000 game Deus Ex (produced and directed by Spector), the 2007 game BioShock, and the 2017 game Prey are spiritual successors to the two games. A remake by Nightdive Studios was released on 30 May 2023. (Full article...)
    System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless security hacker, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN.

    System Shock's 3D engine, physics simulation and complex gameplay have been cited as both innovative and influential. The developers sought to build on the emergent gameplay and immersive environments of their previous games, Ultima Underworld: The Stygian Abyss and Ultima Underworld II: Labyrinth of Worlds, by streamlining their mechanics into a more "integrated whole"; it is considered one of the defining examples of an immersive sim.

    Critics praised System Shock and hailed it as a major breakthrough in its genre. It was later placed on multiple hall of fame lists. The game was a moderate commercial success, with sales exceeding 170,000 copies, but Looking Glass ultimately lost money on the project. A sequel, System Shock 2, was released by Looking Glass Studios and offshoot developer Irrational Games in 1999. The 2000 game Deus Ex (produced and directed by Spector), the 2007 game BioShock, and the 2017 game Prey are spiritual successors to the two games. A remake by Nightdive Studios was released on 30 May 2023. (Full article...)
  • Image 8 Myst III: Exile is the third title in the Myst series of graphic adventure puzzle video games. While the preceding games in the series, Myst and Riven, were produced by Cyan Worlds and published by Broderbund, Exile was developed by Presto Studios and published by Ubi Soft. The game was released on four compact discs for both Mac OS and Microsoft Windows on May 8, 2001; versions for the Xbox and PlayStation 2 were released in late 2002. A single-disc DVD version was later released for Windows and Mac OS. The player assumes the role of a friend of Atrus. A member of the D'ni race, Atrus can create links to other worlds called Ages by writing descriptive books. In Exile, Atrus has written an Age for the D'ni to live on while rebuilding their civilization. The book is stolen by a mysterious figure; the player pursues the thief in an attempt to reclaim Atrus' tablet. The creators of the Myst franchise gave the task of creating the third Myst game to Presto Studios, known for its adventure game series The Journeyman Project. Presto sought to develop a diverse and logical approach to puzzles and Ages, and worked to make the villain sympathetically multifaceted. The developers hired Jack Wall to develop a musical style different from earlier composer Robyn Miller but still recognizable as a Myst game. The project required millions of U.S. dollars and more than two years to complete. (Full article...)
    Myst III: Exile is the third title in the Myst series of graphic adventure puzzle video games. While the preceding games in the series, Myst and Riven, were produced by Cyan Worlds and published by Broderbund, Exile was developed by Presto Studios and published by Ubi Soft. The game was released on four compact discs for both Mac OS and Microsoft Windows on May 8, 2001; versions for the Xbox and PlayStation 2 were released in late 2002. A single-disc DVD version was later released for Windows and Mac OS.

    The player assumes the role of a friend of Atrus. A member of the D'ni race, Atrus can create links to other worlds called Ages by writing descriptive books. In Exile, Atrus has written an Age for the D'ni to live on while rebuilding their civilization. The book is stolen by a mysterious figure; the player pursues the thief in an attempt to reclaim Atrus' tablet.

    The creators of the Myst franchise gave the task of creating the third Myst game to Presto Studios, known for its adventure game series The Journeyman Project. Presto sought to develop a diverse and logical approach to puzzles and Ages, and worked to make the villain sympathetically multifaceted. The developers hired Jack Wall to develop a musical style different from earlier composer Robyn Miller but still recognizable as a Myst game. The project required millions of U.S. dollars and more than two years to complete. (Full article...)
  • Image 9 Thief II: The Metal Age is a 2000 stealth video game developed by Looking Glass Studios and published by Eidos Interactive. Like its predecessor Thief: The Dark Project, the game follows Garrett, a master thief who works in and around a steampunk metropolis called the City. The player assumes the role of Garrett as he unravels a conspiracy related to a new religious sect. Garrett takes on missions such as burglaries and frameups, while trying to avoid detection by guards and automated security. Thief II was designed to build on the foundation of its predecessor. In response to feedback from players of Thief, the team placed a heavy focus on urban stealth in the sequel, and they minimized the use of monsters and maze-like levels. The game was made with the third iteration of the Dark Engine, which had been used previously to develop Thief and System Shock 2. Thief II was announced at the 1999 Electronic Entertainment Expo, as part of an extended contract between Looking Glass and Eidos to release games in the Thief series. Looking Glass neared bankruptcy as the game was developed, and the company was kept running by advances from Eidos. Thief II received positive reviews from critics, and its initial sales were stronger than those of its predecessor. However, the game's royalties were processed slowly, which compounded Looking Glass's financial troubles. As a result, the company closed in May 2000, with plans for Thief III cancelled. The third game in the series, entitled Thief: Deadly Shadows, was developed by Ion Storm and published by Eidos in 2004. Thief 2X: Shadows of the Metal Age, a widely praised expansion mod for Thief II, was released in 2005. In 2014, Square Enix published a reboot of the series, developed by Eidos Montréal. (Full article...)
    Thief II: The Metal Age is a 2000 stealth video game developed by Looking Glass Studios and published by Eidos Interactive. Like its predecessor Thief: The Dark Project, the game follows Garrett, a master thief who works in and around a steampunk metropolis called the City. The player assumes the role of Garrett as he unravels a conspiracy related to a new religious sect. Garrett takes on missions such as burglaries and frameups, while trying to avoid detection by guards and automated security.

    Thief II was designed to build on the foundation of its predecessor. In response to feedback from players of Thief, the team placed a heavy focus on urban stealth in the sequel, and they minimized the use of monsters and maze-like levels. The game was made with the third iteration of the Dark Engine, which had been used previously to develop Thief and System Shock 2. Thief II was announced at the 1999 Electronic Entertainment Expo, as part of an extended contract between Looking Glass and Eidos to release games in the Thief series. Looking Glass neared bankruptcy as the game was developed, and the company was kept running by advances from Eidos.

    Thief II received positive reviews from critics, and its initial sales were stronger than those of its predecessor. However, the game's royalties were processed slowly, which compounded Looking Glass's financial troubles. As a result, the company closed in May 2000, with plans for Thief III cancelled. The third game in the series, entitled Thief: Deadly Shadows, was developed by Ion Storm and published by Eidos in 2004. Thief 2X: Shadows of the Metal Age, a widely praised expansion mod for Thief II, was released in 2005. In 2014, Square Enix published a reboot of the series, developed by Eidos Montréal. (Full article...)
  • Image 10 Tunic is a 2022 action-adventure game developed by Isometricorp Games and published by Finji. It is set in a ruined fantasy world, where the player controls an anthropomorphic fox on a journey to free a fox spirit trapped in a crystal. The player discovers the gameplay and setting by exploring and finding in-game pages of a manual that offers clues, drawings, and notes. The backstory is obscured; most text is given in a constructed writing system that the player is not expected to decipher. Tunic's isometric perspective hides numerous pathways and secrets. Designer Andrew Shouldice developed Tunic, his first major game, over seven years. He began work on it as a solo project in 2015, wanting to combine challenging gameplay with gentle visual and audio design. He was inspired by his childhood experiences playing Nintendo Entertainment System games like The Legend of Zelda (1986) and trying to understand game manuals for which he lacked context. Shouldice was joined during development by composers Terence Lee and Janice Kwan, audio designer Kevin Regamey, developer Eric Billingsley, and producer Felix Kramer. Publisher Finji joined the project in 2017 and announced Tunic at E3 2017. Tunic was released for macOS, Windows, Xbox One, and Xbox Series X/S in March 2022, followed by ports for Nintendo Switch, PlayStation 4, and PlayStation 5 in September. It received positive reviews, especially for its aesthetics, design, and gameplay, but drew some criticism for uneven difficulty and potential for players to feel stuck. Tunic won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards. (Full article...)
    Tunic is a 2022 action-adventure game developed by Isometricorp Games and published by Finji. It is set in a ruined fantasy world, where the player controls an anthropomorphic fox on a journey to free a fox spirit trapped in a crystal. The player discovers the gameplay and setting by exploring and finding in-game pages of a manual that offers clues, drawings, and notes. The backstory is obscured; most text is given in a constructed writing system that the player is not expected to decipher. Tunic's isometric perspective hides numerous pathways and secrets.

    Designer Andrew Shouldice developed Tunic, his first major game, over seven years. He began work on it as a solo project in 2015, wanting to combine challenging gameplay with gentle visual and audio design. He was inspired by his childhood experiences playing Nintendo Entertainment System games like The Legend of Zelda (1986) and trying to understand game manuals for which he lacked context. Shouldice was joined during development by composers Terence Lee and Janice Kwan, audio designer Kevin Regamey, developer Eric Billingsley, and producer Felix Kramer. Publisher Finji joined the project in 2017 and announced Tunic at E3 2017.

    Tunic was released for macOS, Windows, Xbox One, and Xbox Series X/S in March 2022, followed by ports for Nintendo Switch, PlayStation 4, and PlayStation 5 in September. It received positive reviews, especially for its aesthetics, design, and gameplay, but drew some criticism for uneven difficulty and potential for players to feel stuck. Tunic won the Outstanding Achievement for an Independent Game award at the 26th Annual D.I.C.E. Awards, and the Artistic Achievement and Debut Game awards at the 19th British Academy Games Awards. (Full article...)
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    September 12, 2024 – 2023–2024 video game industry layoffs
    Microsoft announces that it will lay off 650 Microsoft Gaming employees as part of cuts to its workforce. (Variety)
    August 15, 2024 –
    American video game magazine Game Informer discontinues publication after 33 years. The magazine's website is also shut down. (BBC News)
    May 24, 2024 – Uvalde school shooting
    Families in Uvalde, Texas, U.S., file a lawsuit against Daniel Defense and Activision Blizzard for creating the DDM4 V7 gun and promoting the weapon through the game Call of Duty, respectively. They also sue Meta Platforms for owning Instagram, which was used by the gunman. (AP)

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