North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Famitsu Famicom Tsūshin, is a line of Japanese video game magazines published by Enterbrain, Inc. and Tokuma. Famitsu is published in both weekly and monthly formats as well as in the form of special topical issues devoted to only one console, video game company, or other theme. Shūkan Famitsū, the original Famitsū publication, is considered the most read and respected video game news magazine in Japan. From October 28, 2011 Enterbrain began releasing the digital version of the magazine on BookWalker weekly; the first issue of Famitsū was published on June 1986 as Famicom Tsūshin. It was published semiregularly thereafter, going through periods of monthly and quarterly publication. On July 19, 1991 the magazine was renamed to Shūkan Famicom Tsūshin and issues were published weekly thereafter. Alongside the weekly magazine, a monthly version called Gekkan Famicom Tsūshin was published. At the start of 1996 the magazines underwent another name change, truncating their titles to Shūkan Famitsū and Gekkan Famitsū.
The magazine was published by ASCII from its founding through March 2000 when it was sold to Enterbrain, Inc. The name Famitsū is a portmanteau abbreviation of Famicom Tsūshin; the first issue was published on June 6, 1986. Today, Shūkan Famitsū features multi-platform coverage. Shūkan Famitsū is a weekly publication concentrating on video game news and reviews, is published every Thursday with a circulation of 500,000 per issue. Gekkan Famitsū is published monthly. Famitsū magazine covers alternately feature pop idols or actresses on even-numbered issues and the Famitsū mascot, Necky the Fox in odd-numbered issues. Year-end and special editions all feature Necky dressed as popular contemporary video game characters. Necky is the cartoon creation of artist Susumu Matsushita, he takes the form of a costumed fox; the costumes worn by Necky reflect current popular video games. Necky's name was chosen according to a reader poll, it derives from a complex Japanese pun: "Necky" is the reverse of the Japanese word for fox, キツネ, his original connection to Famicom Tsūshin is intended to evoke the bark of the fox, the Japanese onomatopoeia of, コンコン.
Necky makes a cameo appearance in Super Mario Maker. Famitsū publishes other magazines dedicated to particular consoles. In circulation are: Entamikusu is written for an older audience and covers retrogaming, it has been published monthly since November 2010. Famitsū Connect! On reports on online gaming. Famitsū DS+Wii reports on Nintendo platforms; the magazine was known as Famitsū 64 and Famitsū Cube based on whatever platforms Nintendo was producing games for at the time. Famitsū GREE reports on mobile gaming via GREE. Famitsū Mobage reports on mobile gaming via Mobage. Famitsū spin-offs that are no longer in circulation include: Famitsū Bros. was written for younger audiences and concentrated on video game hints and strategy. It was published monthly and went defunct in September 2002. Famicomi was a comic and manga magazine published irregularly between 1992 and 1995. Famitsū DC covered the Dreamcast. Previous incarnations of this magazine included Sega Saturn Tsūshin which covered the Sega Saturn, with earlier issues covering earlier Sega platforms.
Famitsū Sister covered bishōjo games. Satellaview Tsūshin covered the Satellaview, it was published monthly and ran for only 12 issues from May 1995 to May 1996. Its inaugural issue was the May 1995 issue of Gekkan Famicom Tsūshin. Virtual Boy Tsūshin covered the Virtual Boy. Only one issue was published in 1995. Famitsū PS began publication in May 1996, reported on Sony platforms news, it was known as Famitsū PS2 and Famitsū PSP+PS3 before being discontinued in March 2010. Famitsū Wave DVD covered events and previews; each magazine included a DVD disc with video game footage. It was published monthly and went defunct in May 2011. Famitsū Xbox 360 reported on Xbox 360 news, it went defunct in 2013. Video games are graded in Famitsū via a "Cross Review" in which a panel of four video game reviewers each give a score from 0 to 10; the scores of the four reviewers are added up for a maximum possible score of 40. From the twenty-four games awarded with a perfect score as of 2017, three are for the Nintendo DS and five are for the Wii.
The PlayStation 3 has five games with a perfect score and the Xbox 360 has four, with both consoles having four titles in common. The others are for different platforms with only one title each. Franchises with multiple perfect score winners include The Legend of Zelda with four titles, Metal Gear with three titles, Final Fantasy with two titles; the most recent game to receive a perfect score is Dragon Quest XI. As of 2016, all but two games with perfect scores are from Japanese companies, nine being published/developed by Nintendo, four by Square Enix, three by Sega, three by Konami and one by Capcom; as of 2016, the only two foreign games to achieve a perfect score are The Elder Scrolls V: Skyrim by Bethesda Softworks and Grand Theft Auto V, from Rockstar Games. Other foreign games that have achieved near-perfect scores are L. A. Noire, Red Dead Redemption and Grand Theft Auto IV – all three of which came from Rockstar Games.
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
A shuriken is a Japanese concealed weapon, used as a hidden dagger or metsubushi to distract or misdirect. Shuriken came in a variety of forms; the edges of shuriken were sharpened, so they could be used to penetrate skin or open arteries. They are known as throwing stars or ninja stars, although they were designed in many different shapes; the major varieties of shuriken are the hira shuriken or shaken. Shuriken were supplementary weapons to the sword or various other weapons in a samurai's arsenal, although they had an important tactical effect in battle; the art of wielding the shuriken is known as shurikenjutsu and was taught as a minor part of the martial arts curriculum of many famous schools, such as Yagyū Shinkage-ryū, Tenshin Shōden Katori Shintō-ryū, Ittō-ryū, Kukishin-ryū, Togakure-ryū. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike four-sided but sometimes round or octagonal in section; some examples have points on both ends. The length ranges from the average weight from 35 to 150 grams.
They should not be confused with the kunai, a thrusting and stabbing implement, sometimes thrown. Bo-shuriken were constructed from a wide variety of everyday items, hence there were many shapes and sizes; some derived their names from the materials of which they were made, such as kugi-gata, hari-gata and tantō-gata. The bo-shuriken is thrown in a number of ways, such as overhead, underarm and rearwards, but in each case the throw involves the blade sliding out of the hand through the fingers in a smooth, controlled flight; the major throwing methods are the jiki da-ho, the han-ten da-ho. These two are technically different, in that the former does not allow the blade to spin before it hits the target, while the latter requires that the blade should spin. Other items such as hairpins and chopsticks were thrown in the same way as bo-shuriken although they are not associated with any particular school of shurikenjutsu; the origins of the bo-shuriken in Japan are still unclear despite continuing research.
This is because shurikenjutsu was a secret art and due to the fact that throughout early Japanese history there were many independent exponents of the skill of throwing long, thin objects. The earliest-known reference to a school teaching shurikenjutsu is to Ganritsu Ryu, active during the 17th century; this school utilized a long, thin implement with a bulbous head, thought to be derived from the arrow. Surviving examples of blades used by this school appear to combine an arrow's shape with that of a needle traditionally used in Japanese leatherwork and armor manufacture. There are earlier mentions in written records, such as the Osaka Gunki, of the standard knife and short sword being thrown in battle. Miyamoto Musashi is said to have won a duel by throwing his short sword at his opponent, killing him. Hira-shuriken resemble the popular conception of shuriken, they are constructed from thin, flat plates of metal derived from a variety of sources including hishi-gane, kugi-nuki and senban. They have a hole in the center and possess a thin blade sharpened at the tip.
The holes derive from their source in items that had holes – old coins and nail-removing tools. This proved convenient for the shuriken user as the weapons could be strung on a string or dowel in the belt for transport, the hole had aerodynamic and weighting effects that aided the flight of the blade. There are a wide variety of forms of hira-shuriken and they are now identified by the number of points the blades possess; as with bo-shuriken, the various shapes of hira-shuriken were representative of a particular school or region that preferred the use of such shapes and it is therefore possible to identify the school by the type of blade used. Contrary to popular belief, shuriken were not intended as killing weapons, but rather in a secondary role as a nuisance or distraction. Targets were the more exposed parts of the body: the eyes, hands, or feet; the shuriken would sometimes be thrown in a way that slashed the opponent in a glancing blow and travelled on, becoming lost, leaving him confused about the cause of the wound.
Shuriken hira-shuriken, were used in novel ways—they could be embedded in the ground, injuring those who stepped on them, wrapped in fuse to be lit and thrown to cause fire, or wrapped in a cloth soaked in poison and lit to cover an area with a cloud of poisonous smoke. They could be used as a handheld weapon in close combat. There are reports of shuriken being coated with poison, intended either as a throwing weapon or to be left in a conspicuous place for a victim to pick up. Other reports indicate that shuriken may have been buried in dirt or animal feces and allowed to harbor the bacterium Clostridium tetani—if the point penetrated a victim enough, the bacteria transferred into the wound could cause a then-incurable tetanus infection. Shuriken are simple weapons, but their historical value
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
Electronic Gaming Monthly
Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content, product reviews; the magazine was founded in 1988 as U. S. National Video Game Team's Electronic Gaming Monthly under Sendai Publications. In 1994, EGM spun off EGM ², which focused on expanded tricks, it became Expert Gamer and the defunct GameNOW. After 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher; until January 2009, EGM only covered gaming on console software. In 2002, the magazine's subscription increased by more than 25 percent; the magazine was discontinued by Ziff Davis in January 2009, following the sale of 1UP.com to UGO Networks. The magazine's February 2009 issue was completed, but was not published. In May 2009, EGM founder Steve Harris purchased its assets from Ziff Davis; the magazine was relaunched in April 2010 by Harris' new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets.
Notable contributors to Electronic Gaming Monthly have included Martin Alessi, Ken Williams, "Trickman" Terry Minnich, Andrew "Cyber-Boy" Baran, Danyon Carpenter, Marc Camron, Mark "Candyman" LeFebvre, Todd Rogers, Mike Weigand a.k.a. Major Mike, Al Manuel, Howard Grossman, Arcade Editor Mark "Mo" Hain, Mike "Virus" Vallas, Jason Streetz, Ken Badziak, Scott Augustyn, Chris Johnston, Che Chou, Dave Ruchala, Crispin Boyer, Greg Sewart, Jeanne Trais, Jennifer Tsao, artist Jeremy Norm Scott, Shawn "Shawnimal" Smith, West Coast Editor Kelly Rickards, Kraig Kujawa, Dean Hager, Jeremy Parish, Mark Macdonald. Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, James Mielke, artist Jeremy "Norm" Scott, Seanbaby. In addition, writers of EGM's various sister publications – including GameNow, Computer Gaming World/Games for Windows: The Official Magazine, Official U. S. PlayStation Magazine – would contribute to EGM, vice versa; the magazine is known for making April Fools jokes.
Its April 1992 issue was the source of the Sheng Long hoax in Street Fighter II: The World Warrior. The magazine includes the following sections: Insert Coin Letter from the editor - the editorial Login - Letters from readers and replies by the magazine Press Start This section contains a general article about video gaming EGM RoundTable - discussions around video games The Buzz - industry rumors The EGM Hot List - background information about a critically acclaimed game Features - feature articles The EGM Interview - interview with a person from the gaming industry Cover Story - preview of the game featured on the magazine cover Next Wave - previews of upcoming games Launch Point - short previews of upcoming games Review Crew - review section Review Recap - recapitulation of the review scores from the preceding issue Game Over - Commentary articles on video gaming related topics EGM's current review scale is based on a letter grade system in which each game receives a grade based on its perceived quality.
Games are reviewed by one member, except for "the big games", which were reviewed by one of a pool of editors known as "The Review Crew." They each write a few paragraphs about their opinion of the game. The magazine makes a strong stance. Towards the top of the scale, awards are given to games that average a B- or higher from the three individual grade: "Silver" awards for games averaging a grade of B- to B+; the current letter grade system replaced a long-standing 0–10 scale in the April 2008 issue. In that system, Silver went to a game with an average rating from 8 to 9, Gold to a game reviewed at 9 to 10, Platinum to a game that received nothing but 10 ratings; until 1998, as a matter of editorial policy, the reviewers gave scores of 10, never gave a Platinum Award. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, with an editorial announcing the shift. In addition, they gave the game with the highest average score for that issue a "Game of the Month" award.
If a "Game of the Month" title receives a port to another console, that version is disqualified from that month's award, such as with Resident Evil 4, which won the award for the Nintendo GameCube version and subsequently received the highest scores for the PlayStation 2 port months and Tony Hawk's Pro Skater 2, which won the Platinum award for two separate versions of the game. In 2002, EGM began giving games; as there is not always such a game in each issue, this award is only given out when a game qualifies. A team of four editors reviewed all the games; this process was dropped in favor of a system that added more reviewers to the staff so that no one person reviewed all the games for the month. Though the scores ranged from 0–10 on the previous numerical scale, the score of zero was never utilized, with exceptions being Mortal Kombat Advance, The Guy Game, Ping Pals. EGM en Español was released in Mexico in November 2002, it is edited by a different staff. Sometimes the content was more focused to
Project X Zone 2
Project X Zone 2, known in Japan as Project X Zone 2: Brave New World, is a crossover tactical role-playing game for the Nintendo 3DS developed by Monolith Soft and published by Bandai Namco Entertainment. Despite the game being the official sequel to Project X Zone, the plot is an homage to the events of its spiritual predecessor, Namco × Capcom, whilst retaining a standalone story; the game is a crossover between various franchises from Bandai Namco Entertainment, Capcom and Nintendo. The title was released in Japan in November 2015, worldwide in February 2016. Like its predecessor, Project X Zone is a tactical role-playing game in which players strategically maneuver their characters across a field to battle with the enemy. Characters are paired up into Pair Units, with Solo Units consisting of a single character able to assist them when linked together. In battle, players use well-timed attacks and combos to do as much damage to the opponent as possible before their turn ends. Like its predecessor, Project X Zone 2 features pairs of characters from all four participating companies, as well as solo characters who can provide assist attacks during combat.
The game features Nintendo characters for the first time. Notes Unlike its predecessor, none of the rivals are playable. On April 8, 2015, Famitsu.com launched a teaser website with a countdown that would expire in five days, revealing a secret project from Bandai Namco Entertainment. Before its expiration, Project X Zone 2 was announced early to attendees of Bandai Namco's "Level Up" press event in Milan, Italy on April 10, prematurely posted on Italian news website E-duesse before being retracted; the game was revealed to the public three days later. It was confirmed in an interview that the game will address the criticisms of the original and that there will be some "surprise" announcements; the game was going to have a simultaneous worldwide release, but the North American and European releases were delayed to early 2016. Unlike the previous game, the western versions will feature no altered content from the Japanese version and will be in multiple languages. Project X Zone 2 received mixed to positive reviews, receiving a score of 73/100 on Metacritic, with critics praising the game's cast of characters and improvements to issues present in the first game, but criticizing the game's easy difficulty and the fact that many assets were reused from the first game.
The game received a 32/40 from Famitsu. Hardcore Gamer gave the game a 4/5 saying, "Project X Zone 2 is a funny and amusing title, it sets out to entertain video game fans of all stripes and allows the player to jump from world to world to get a taste of other titles they may have been missing. Just based on the built-in “Crosspedia” encyclopedia database, the stack of games that I want to try out has grown. It's not challenging; the gameplay is the vehicle to deliver the true focus of this title: dumb fun. Players who don’t need everything to bristle with a dark malevolence will find a great time in this one." The game sold 37,000 copies in Japan on its first week. The game made the #2 spot in the UK 3DS sales charts. In an interview with Nintendo Life, Kensuke Tsukanaka stated that he would like to continue the series. Hideki Kamiya of PlatinumGames has stated he was approached about having Sega character Bayonetta included in this game, to which he refused as he wanted Bayonetta and Dante from Devil May Cry to meet "on his own terms".
However, he has stated he has come to regret this decision due to realizing how the fans would have loved the two interacting, that if there is a Project X Zone 3 he would be all for Bayonetta's inclusion. Official website