The term mecha may refer to both scientific ideas and science fiction genres that center on giant robots or machines controlled by people. Mechas are depicted as humanoid mobile robots; these machines vary in size and shape, but are distinguished from vehicles by their humanoid or biomorphic appearance and size—bigger than a human. Different subgenres exist, with varying connotations of realism; the concept of Super Robot and Real Robot are two such examples found in Japanese anime. The term may refer to real world piloted humanoid or non-humanoid robotic platforms, either in existence or still on the drawing board. Alternatively, in the original Japanese context of the word, "mecha" may refer to mobile machinery/vehicles in general, manned or otherwise; the word "mecha" is an abbreviation, first used in Japanese, of the word "mechanical". In Japanese, mecha encompasses all mechanical objects, including cars, guns and other devices, the term "robot" or "giant robot" is used to distinguish limbed vehicles from other mechanical devices.
Outside of this usage, it has become associated with large humanoid machines with limbs or other biological characteristics. Mechs differ from robots in that they are piloted from a cockpit located in the chest or head of the mech. While the distinction is hazy, mecha does not refer to form-fitting powered armor such as Iron Man's suit, they are much larger than the wearer, like Iron Man's enemy the Iron Monger, or the mobile suits depicted in the Gundam series. In most cases, mecha are depicted as fighting machines, whose appeal comes from the combination of potent weaponry with a more stylish combat technique than a mere vehicle, they are the primary means of combat, with conflicts sometimes being decided through gladiatorial matches. Other works represent mecha as one component of an integrated military force, supported by and fighting alongside tanks, fighter aircraft, infantry, functioning as a mechanical cavalry; the applications highlight the theoretical usefulness of such a device, combining a tank's resilience and firepower with infantry's ability to cross unstable terrain and a high degree of customization.
In some continuities, special scenarios are constructed to make mecha more viable than current-day status. For example, in Gundam the fictional Minovsky particle inhibits the use of radar, making long-range ballistic strikes impractical, thus favouring close range warfare of Mobile Suits. However, some stories, such as the manga/anime series Patlabor and the American wargame BattleTech universe encompass mecha used for civilian purposes such as heavy construction work, police functions or firefighting. Mecha see roles as transporters, advanced hazmat suits and other R and D applications. Mecha have been used in fantasy settings, for example in the anime series Aura Battler Dunbine, The Vision of Escaflowne, Panzer World Galient and Maze. In those cases, the mecha designs are based on some alternative or "lost" science-fiction technology from ancient times. In case of anime series Zoids, the machines resemble dinosaurs and animals, have been shown to evolve from native metallic organisms; the 1868 Edward S. Ellis novel The Steam Man of the Prairies featured a steam-powered, back piloted, mechanical man.
The 1880 Jules Verne novel La Maison à vapeur featured a steam-powered, mechanical elephant. One of the first appearances of such machines in modern literature was the tripods of H. G. Wells' famous The War of the Worlds; the novel does not contain a detailed description of the tripods' mode of locomotion, however it is hinted at: "Can you imagine a milking stool tilted and bowled violently along the ground? That was the impression, but instead of a milking stool imagine it a great body of machinery on a tripod stand." Ōgon Bat, a kamishibai that debuted in 1931, featured the first piloted humanoid giant robot, Dai Ningen Tanku, but as an enemy rather than a protagonist. The first humanoid giant robot piloted by the protagonist appeared in the manga Nuclear Power Android in 1948; the manga and anime Tetsujin 28-Go, introduced in 1956, featured a robot, controlled externally by an operator via remote control. The manga and anime Astro Boy, introduced in 1952, with its humanoid robot protagonist, was a key influence on the development of the giant robot genre in Japan.
The first anime featuring a giant mecha being piloted by the protagonist from within a cockpit was the Super Robot show Mazinger Z, written by Go Nagai and introduced in 1972. Early uses of mech-like machines in the United States include Kimball Kinnison's battle suit in E. E. "Doc" Smith's Lensman novel Galactic Patrol, the Mobile Infantry battle suits in Robert Heinlein's Starship Troopers, the film The King and the Mockingbird. In Japan, "robot anime" is one of the oldest genres in anime. Robot anime is tied in with toy manufacturers. Large franchises such as Zoids and Gundam have hundreds of different model kits; the size of mecha can vary according to the story and concepts involved. Some of them may not be taller than a tank, some may be a few stories tall, others can be as tall as a skyscraper, some are big enough to contain an entire city, some the s
Third-person shooter is a subgenre of 3D shooter games in which the player character is visible on-screen during gaming, the gameplay consists of shooting. A third-person shooter is a game structured around shooting, in which the player can see the avatar on-screen in a third-person view. Third-person shooter is a game where instead of seeing the games through the main character’s eyes, you see the main character moving and shooting in the game and the game is focused on shooting, it is a 3D genre, that has grown to prominence in recent years on consoles. It combines the shooting elements of the first-person shooter with the jumping and climbing elements of puzzle-based games and brawlers. Third-person shooter games always incorporate an aim-assist feature, since aiming from a third-person camera is difficult. Most have a first-person view, which allows precise shooting and looking around at environment features that are otherwise hidden from the default camera. In most cases, the player must stand still to use first-person view, but newer titles allow the player to play like a FPS.
These games are related to first-person shooters, which tie the perspective of the player to an avatar, but the two genres are distinct. While the first-person perspective allows players to aim and shoot without their avatar blocking their view, the third-person shooter shows the protagonist from an "over the shoulder shot" or "behind the back" perspective. Thus, the third-person perspective allows the game designer to create a more characterized avatar and directs the player's attention as in watching a film. In contrast, a first-person perspective provides the player with greater immersion into the game universe; this difference in perspective affects gameplay. Third-person shooters allow players to see the area surrounding the avatar more clearly; this viewpoint facilitates more interaction between the character and their surrounding environment, such as the use of tactical cover in Gears of War, or navigating tight quarters. As such, the third-person perspective is better for interacting with objects in the game world, such as jumping on platforms, engaging in close combat, or driving a vehicle.
However, the third-person perspective can interfere with tasks. Third-person shooters sometimes compensate for their distinct perspective by designing larger, more spacious environments than first-person shooters; the boundaries between third-person and first-person shooters are not always clear. For example, many third-person shooters allow the player to use a first-person viewpoint for challenges that require precise aiming; the first-person shooter Halo: Combat Evolved was designed as a third-person shooter, but added a first-person perspective to improve the interface for aiming and shooting. The game switches to a third-person viewpoint when the avatar is piloting a vehicle, this combination of first-person for aiming and third-person for driving has since been used in other games. Metroid Prime is another first-person shooter that switches to a third-person perspective when rolling around the environment using the morph ball. Alexander R. Galloway writes that the "real-time, over-the-shoulder tracking shots of Gus Van Sant's Elephant evoke third-person shooter games like Max Payne, a close cousin of the FPS".
2D third-person shooters have existed since the earliest days of video games, dating back to Spacewar!. Arcade shooters with a 3D third-person perspective include Nintendo's Radar Scope, Atari's Tempest, Nihon Bussan's Tube Panic, Sega's Space Harrier, Atari's Xybots, Square's 3-D WorldRunner. and JJ Third-person shooters for home computers include Dan Gorlin's Airheart and Paul Norman's Beyond Forbidden Forest. Konami's run & gun shooter Contra featured several third-person shooter levels where the player trudges through indoor enemy bases. Konami's Devastators is a third-person shooter where, rather than moving forward automatically, the player walks forward by holding the Up direction, as the background scales toward the screen. Devastators featured various obstacles that could be used to take cover from enemy fire, as well as two-player cooperative gameplay. A similar shooter released that same year was Cabal, which inspired many of its own "Cabal clones," such as NAM-1975 and Wild Guns.
Kurt Kalata of Hardcore Gaming 101 cites Sega's Last Survivor, released for arcades and ported to the FM Towns and FM Towns Marty, featuring eight-player deathmatch. He notes that it has a perspective and split-screen similar to Xybots, but with different gameplay and controls. In 1993, Namco released a two-player competitive 3D third-person shooter vehicle combat game, Cyber Sled. A year Elite Systems Ltd. released Virtuoso on the 3DO. This was an early example of a home console third-person shooter which featured a human protagonist on-foot, as opposed to controlling a vehicle, made use of polygonal 3D graphics along with sprites in a 3D environment. Fade to Black was a 3D third-person shooter released around this time, but as well as featuring an on-foot protagonist rather than a vehicle, utilised polygonal 3D graphics. Tomb Raider by Eidos Interactive is claimed by some commentators as a third-person shooter, Jonathan S. Harbour of the University of Advancing Technology argues that it's "largely responsible for the popularity of th
Official U.S. PlayStation Magazine
Official U. S. PlayStation Magazine is a now-defunct monthly video game magazine, published by Ziff Davis Media, it was a sister publication of Electronic Gaming Monthly. The magazine focused on PlayStation hardware and culture, covering the original PlayStation, PlayStation 2, PlayStation 3 and PlayStation Portable; the most famous aspect of the magazine was the inclusion each month of a disc that contained playable demos and videos of PlayStation games. The magazine was produced for nearly ten years, from October 1997 to the final issue in January 2007. One month after OPM was discontinued in January 2007, the independent PlayStation magazine PSM became PlayStation: The Official Magazine, replacing OPM as the official magazine focusing on Sony game consoles; the final incarnation of the OPM staff included: Editor-in-chief – Tom Byron Managing editor – Dana Jongewaard Senior editor – Joe Rybicki Previews editor – Thierry "Scooter" Nguyen News editor – Giancarlo Varanini Art director – Ryan Vulk Associate art director – Alejandro Chavetta Disc editor – Logan Parr Editorial director – John DavisonPast members included: Senior Art Director - Bob Conlon Managing editor – Gary Steinman Managing editor – Din Perez Managing editor – Dan Peluso Reviews editor – Chris Baker Associate editor – Mark MacDonald Editor-in-chief – Wataru Maruyama Editor-in-chief – Kraig Kujawa Editor-in-chief – John Davison OPM was the first gaming magazine to include a disc that featured playable demos of PlayStation games.
Beginning with issue one, each magazine came with a disc containing playable PlayStation game demos and non-playable video footage. Interviews, industry event coverage, video walkthroughs of games would be included on the discs. Beginning with issue 49, the magazine came with a PlayStation 2 demo disc, though for a time it would still be alternated with original PlayStation demo discs. Issues 50, 52, 54 were the last issues to include demo discs for the original PlayStation. All of the demo discs were developed by Inc.. OPM had released Killzone Liberation, it was available only with the purchase of retail copies rather than subscription issues. The magazine was discontinued before making the assumed transition to PlayStation 3 demo discs. OPM demo discs for PS1 and PS2 were listed in order: Official U. S. PlayStation Magazine Issue #1 First PS1 OPM Official U. S. PlayStation Magazine Issue #2 Official U. S. PlayStation Magazine Issue #3 Official U. S. PlayStation Magazine Issue #4 Official U. S. PlayStation Magazine Issue #5 Official U.
S. PlayStation Magazine Issue #6 Official U. S. PlayStation Magazine Issue #7 Official U. S. PlayStation Magazine Issue #8 Official U. S. PlayStation Magazine Issue #9 Official U. S. PlayStation Magazine Issue #10 Official U. S. PlayStation Magazine Issue #11 Official U. S. PlayStation Magazine Issue #12 Official U. S. PlayStation Magazine Issue #13 Official U. S. PlayStation Magazine Issue #14 Official U. S. PlayStation Magazine Issue #15 Official U. S. PlayStation Magazine Issue #16 Official U. S. PlayStation Magazine Issue #17 Official U. S. PlayStation Magazine Issue #18 Official U. S. PlayStation Magazine Issue #19 Official U. S. PlayStation Magazine Issue #20 Official U. S. PlayStation Magazine Issue #21 Official U. S. PlayStation Magazine Issue #22 Official U. S. PlayStation Magazine Issue #23 Official U. S. PlayStation Magazine Issue #24 Official U. S. PlayStation Magazine Issue #25 Official U. S. PlayStation Magazine Issue #26 Official U. S. PlayStation Magazine Issue #27 Official U. S. PlayStation Magazine Issue #28 - Robot in the City Section Official U.
S. PlayStation Magazine Issue #29 Official U. S. PlayStation Magazine Issue #30 Official U. S. PlayStation Magazine Issue #31 Official U. S. PlayStation Magazine Issue #32 - Atlantis Section Official U. S. PlayStation Magazine Issue #33 Official U. S. PlayStation Magazine Issue #34 Official U. S. PlayStation Magazine Issue #35 Official U. S. PlayStation Magazine Issue #36 - Future City Section Official U. S. PlayStation Magazine Issue #37 Official U. S. PlayStation Magazine Issue #38 Official U. S. PlayStation Magazine Issue #39 Official U. S. PlayStation Magazine Issue #40 - Dr. Evil Fish Section Official U. S. PlayStation Magazine Issue #41 Official U. S. PlayStation Magazine Issue #42 Official U. S. PlayStation Magazine Issue #43 Official U. S. PlayStation Magazine Issue #44 Official U. S. PlayStation Magazine Issue #45 Official U. S. PlayStation Magazine Issue #46 - Orb Crystal Section Official U. S. PlayStation Magazine Issue #47 Official U. S. PlayStation Magazine Issue #48 Official U. S. PlayStation Magazine Issue #49 First PS2 OPM Official U.
S. PlayStation Magazine Issue #50 PS1 OPM- Square lines Section /Galaxy Map Section Official U. S. PlayStation Magazine Issue #51 Official U. S. PlayStation Magazine Issue #52 PS1 OPM Official U. S. PlayStation Magazine Issue #53 (Februar
Future plc is a British media company founded in 1985. It publishes more than 50 magazines in fields such as video games, films, photography and knowledge, it is a constituent of the FTSE Fledgling Index. The company owns the US company Future US; the company was founded as Future Publishing in Somerton, Somerset in 1985 by Chris Anderson with the sole magazine Amstrad Action. An early innovation was the inclusion of free software on magazine covers, the first company to do so. In the 1990s, the company published Arcane, a magazine which focused on tabletop games. Anderson sold Future to Pearson PLC for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and Apax Venture Partners, for £142m. In 2001, Anderson left Future. In 2007, the State of Texas filed a lawsuit against Future plc for violating the Children's Online Privacy Protection Act; the lawsuit alleges that the Future plc owned website GamesRadar "failed to include necessary disclosures and obtain parental consent before collecting personal information from children."
The owner of the other websites settled in March 2008, though the final disposition against Future plc is not public record. In November 2009, Future reported a fall in profits from £9.5 million to £3.7 million in the fiscal year that ended 30 September 2009. Future attributed this to problems with their US market, hit by a fall in the general advertising market. In March 2010, Future announced that it was exploring the possibility of reviving its GamesMaster brand on television; the video games show had run from 1992 until 1998 but while the spin-off magazine continued to be published for a further 20 years, its last issue hit the newsstands on 1 November 2018. Future won the Association of Online Publishers Consumer Digital Publisher of the Year Award for the third year in a row in 2010. Future published the official magazines for the consoles of all three major games console manufacturers; the company had a period of shuttering print media properties in favour of digital media, closing many titles and selling off others.
In January 2012, Future sold its U. S. consumer music magazines, including Guitar World and Revolver, to NewBay Media for $3 million. In April 2013, it completed the sale of major components of its UK media-music brands for £10.2 million to Team Rock Ltd. In September 2013 – but bought these back for £800,000 in 2017 after Team Rock went into administration. In August 2013, Future acquired two Australian computing titles, APC and TechLife from Bauer Media Group. Future announced it would cut 55 jobs from its UK operation as part of a restructuring to adapt "more to the company's rapid transition to a digital business model." The company announced in March 2014 that it would close all of its U. S.-based print publications and shift U. S. print support functions such as consumer marketing and editorial leadership for Future's international print brands to the UK. In 2014, Future sold its sport and craft titles to Immediate Media, its auto titles to Kelsey Media. In 2016, Future started to expand its web portfolio through a series of acquisitions.
It bought Blaze Publishing to diversify into the shooting market and acquired Noble House Media to increase its interest in telecoms media. Future completed the purchase of rival specialist magazine publisher Imagine on 21 October 2016 after receiving approval from the Competition and Markets Authority. In 2018, Future made further major acquisitions, it bought the What Hi-Fi?, FourFourTwo, Practical Caravan and Practical Motorhome brands from Haymarket. Future acquired NewBay Media, publisher of numerous broadcast, professional video, systems integration trade titles, as well as several consumer music magazines.. It intends to complete the acquisition of U. S. B2C publisher Purch for $132m by September 2018. Future purchased nextmedia computing and tech assets in the same month and incorporating PC PowerPlay articles into the online versions of PC Gamer. In January 2019, Future sold some B2B brands to Datateam Media Group. In February 2019, Future acquired Mobile Nations including Android Central, iMore, Windows Central and Thrifter.
In March 2014, it was announced that the company's CFO Zillah Byng-Maddick would become the company's fourth CEO in nine years on 1 April 2014 after Mark Wood, CEO since 2011, stepped down. Richard Huntingford is chairman. Official website
The PlayStation 2 is a home video game console, developed by Sony Computer Entertainment. It is the successor to the original PlayStation console and is the second iteration in the PlayStation lineup of consoles, it was released in 2000 and competed with Sega's Dreamcast, Nintendo's GameCube and Microsoft's Xbox in the sixth generation of video game consoles. Announced in 1999, the PlayStation 2 offered backwards compatibility for its predecessor's DualShock controller, as well as for its games; the PlayStation 2 is the best-selling video game console of all time, selling over 155 million units, with 150 million confirmed by Sony in 2011. More than 3,874 game titles have been released for the PS2 since launch, more than 1.5 billion copies have been sold. Sony manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. In 2006, Sony announced and launched its successor, the PlayStation 3. With the release of its successor, the PlayStation 2 remained popular well into the seventh generation and continued to be produced until January 4, 2013, when Sony announced that the PlayStation 2 had been discontinued after 12 years of production – one of the longest runs for a video game console.
Despite the announcement, new games for the console continued to be produced until the end of 2013, including Final Fantasy XI: Seekers of Adoulin for Japan, FIFA 13 for North America, Pro Evolution Soccer 2014 for Europe. Repair services for the system in Japan ended on September 7, 2018. Though Sony has kept details of the PlayStation 2's development secret, work on the console began around the time that the original PlayStation was released. Insiders stated that it was developed in the U. S. West Coast by former members of Argonaut Software. By 1997 word had leaked to the press that the console would have backwards compatibility with the original PlayStation, a built-in DVD player, Internet connectivity. Sony announced the PlayStation 2 on March 1, 1999; the video game console was positioned as a competitor to Sega's Dreamcast, the first sixth-generation console to be released, although the main rivals of the PS2 were Nintendo's GameCube and Microsoft's Xbox. The Dreamcast itself launched successfully in North America that year, selling over 500,000 units within two weeks.
Soon after the Dreamcast's North American launch, Sony unveiled the PlayStation 2 at the Tokyo Game Show on September 20, 1999. Sony showed playable demos of upcoming PlayStation 2 games including Gran Turismo 2000 and Tekken Tag Tournament – which showed the console's graphic abilities and power; the PS2 was launched in March 2000 in Japan, October in North America, November in Europe. Sales of the console and accessories pulled in $250 million on the first day, beating the $97 million made on the first day of the Dreamcast. Directly after its release, it was difficult to find PS2 units on retailer shelves due to manufacturing delays. Another option was purchasing the console online through auction websites such as eBay, where people paid over a thousand dollars for the console; the PS2 sold well on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation – another major selling point over the competition.
Sony added new development kits for game developers and more PS2 units for consumers. The PS2's built-in functionality expanded its audience beyond the gamer, as its debut pricing was the same or less than a standalone DVD player; this made the console a low cost entry into the home theater market. The success of the PS2 at the end of 2000 caused Sega problems both financially and competitively, Sega announced the discontinuation of the Dreamcast in March 2001, just 18 months after its successful launch; the PS2 remained as the only active sixth generation console for over 6 months, before it would face competition from newer rivals. Many analysts predicted a close three-way matchup among the three consoles. While the PlayStation 2 theoretically had the weakest specification of the three, it had a head start due to its installed base plus strong developer commitment, as well as a built-in DVD player. While the PlayStation 2's initial games lineup was considered mediocre, this changed during the 2001 holiday season with the release of several blockbuster games that maintained the PS2's sales momentum and held off its newer rivals.
Sony countered the Xbox by temporarily securing PlayStation 2 exclusives for anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty. Sony cut the price of the console in May 2002 from US$299 to $199 in North America, making it the same price as the GameCube and $100 less than the Xbox, it planned to cut the price in Japan around that time. It cut the price twice in Japan in 2003. In 2006, Sony cut the cost of the console in anticipation of the release of the PlayStation 3. Sony, unlike Sega with its Dreamcast placed little emphasis on online gaming during its first few years, although that changed upon the launch of the online-capable Xbox. Coinciding with the release of Xbox Live, Sony released the PlayStation Network Adapter in late 2002, with several online first–party titles released alongside it, such as SOCOM: U. S. Navy SEALs to demon
The DualShock is a line of gamepads with vibration-feedback and analog controls developed by Sony Interactive Entertainment for the PlayStation family of systems. The DualShock was introduced in Japan in November 1997 and launched in the North American market in May 1998. First introduced as a secondary peripheral for the original PlayStation, an updated version of the PlayStation console included the controller. Sony subsequently phased out the digital controller, included with the console, as well as the Sony Dual Analog Controller; as of 2008, over 28 million DualShock controllers have been sold under the brand's name, excluding bundled controllers. The DualShock Analog Controller, a controller capable of providing vibration feedback, was based on the onscreen actions taking place in the game, as well as analog input through two analog sticks, its name derives from its use of two vibration motors. These motors are housed within the handles of the controller, with the left one being larger and more powerful than the one on the right, so as to allow for varying levels of vibration.
The DualShock differs from the Nintendo 64's Rumble Pak in this respect as the Rumble Pak only uses a single motor. The Rumble Pak uses batteries to power the vibration function while all corded varieties of the DualShock use power supplied by the PlayStation; the rumble feature of the DualShock is similar to the one featured on the first edition of the Japanese Dual Analog Controller, a feature, removed shortly after that controller was released. The DualShock, like its predecessor the Dual Analog controller, has two analog sticks. Unlike the earlier controller, the DualShock's analog sticks feature textured rubber grips rather than the smooth plastic tips with recessed grooves found on the Dual Analog controller; the DualShock features two additional buttons when compared to the Dual Analog, L3 and R3, which are triggered by depressing the analog sticks. Other differences between Dual Analog and the DualShock include the longer grips/handles and different L2/R2 buttons; the DualShock controller was supported.
Some games designed for the Dual Analog's vibration capability, such as Porsche Challenge and Crash Bandicoot 2 work. Many games took advantage of the presence of two motors to provide vibration effects in stereo including Gran Turismo and the PlayStation port of Quake II. Released in 1999, the PlayStation hit Ape Escape became the first game to explicitly require DualShock/Dual-Analog-type controllers, with its gameplay requiring the use of both analog sticks. In 2000, when the PS one was released with the redesigned DualShock Controller, similar to the first one, except its color is white instead of gray, in the middle of the controller has the "PS one" logo, instead of the "PlayStation" naming, most of the buttons, analog sticks and the cord are brighter than the previous one, the connector is more of a semi-circle shape than having round edge, it came in colors; the DualShock is compatible with the PlayStation 2, as they use the same connector and protocol. However, certain PS2 games that utilize the DualShock 2's analog buttons, such as The Bouncer, are not compatible with the DualShock.
The DualShock is forwards compatible with the PlayStation 2 when that console is used to play PlayStation games. When the PlayStation 2 computer entertainment system was announced, the DualShock 2 Analog Controller included with it was exactly the same externally as the previous DualShock analog controller. There were however a few minor cosmetic changes, it has one fewer screw. A blue DualShock 2 logo was added to the top of the controller, the connector is more square than the DualShock, both the cable and connector are black rather than grey; the standard controller is black as with the original DualShock. The analog sticks are noticeably stiffer than on the original DualShock. Internally, the DualShock 2 was lighter and all of the buttons were readable as analog values; the DualShock 2 has been made available in various colors: black, satin silver, ceramic white, slate grey, ocean blue, emerald green, crimson red, candy pink. The original PlayStation is forward compatible with the DualShock 2.
The PlayStation 3 is backward compatible with the DualShock and DualShock 2 by the use of third party peripherals, which connect the controller to the console via a USB port. However, the DualShock and DualShock 2 will not work properly with games that require Sixaxis functionality, such as Heavy Rain. Announced at the 2007 Tokyo Game Show, the DualShock 3 wireless controller is a gamepad for the PlayStation 3, it replaces the Sixaxis wireless controller released with earlier versions of the console. The DualShock 3 is nearly identical to the previous Sixaxis version but adds the haptic feedback – known as force feedback – capabilities found in the DualShock and DualShock 2. Sony settled a patent infringement lawsuit with Immersion in March 2007 following a lengthy legal battle; the settlement cleared the way
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres