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
Broadcasting is the distribution of audio or video content to a dispersed audience via any electronic mass communications medium, but one using the electromagnetic spectrum, in a one-to-many model. Broadcasting began with AM radio, which came into popular use around 1920 with the spread of vacuum tube radio transmitters and receivers. Before this, all forms of electronic communication were one-to-one, with the message intended for a single recipient; the term broadcasting evolved from its use as the agricultural method of sowing seeds in a field by casting them broadly about. It was adopted for describing the widespread distribution of information by printed materials or by telegraph. Examples applying it to "one-to-many" radio transmissions of an individual station to multiple listeners appeared as early as 1898. Over the air broadcasting is associated with radio and television, though in recent years, both radio and television transmissions have begun to be distributed by cable; the receiving parties may include the general public or a small subset.
The field of broadcasting includes both government-managed services such as public radio, community radio and public television, private commercial radio and commercial television. The U. S. Code of Federal Regulations, title 47, part 97 defines "broadcasting" as "transmissions intended for reception by the general public, either direct or relayed". Private or two-way telecommunications transmissions do not qualify under this definition. For example and citizens band radio operators are not allowed to broadcast; as defined, "transmitting" and "broadcasting" are not the same. Transmission of radio and television programs from a radio or television station to home receivers by radio waves is referred to as "over the air" or terrestrial broadcasting and in most countries requires a broadcasting license. Transmissions using a wire or cable, like cable television, are considered broadcasts but do not require a license. In the 2000s, transmissions of television and radio programs via streaming digital technology have been referred to as broadcasting as well.
The earliest broadcasting consisted of sending telegraph signals over the airwaves, using Morse code, a system developed in the 1830s by Samuel F. B. Morse, physicist Joseph Henry and Alfred Vail, they developed an electrical telegraph system which sent pulses of electric current along wires which controlled an electromagnet, located at the receiving end of the telegraph system. A code was needed to transmit natural language using only these pulses, the silence between them. Morse therefore developed the forerunner to modern International Morse code; this was important for ship-to-ship and ship-to-shore communication, but it became important for business and general news reporting, as an arena for personal communication by radio amateurs. Audio broadcasting began experimentally in the first decade of the 20th century. By the early 1920s radio broadcasting became a household medium, at first on the AM band and on FM. Television broadcasting started experimentally in the 1920s and became widespread after World War II, using VHF and UHF spectrum.
Satellite broadcasting was initiated in the 1960s and moved into general industry usage in the 1970s, with DBS emerging in the 1980s. All broadcasting was composed of analog signals using analog transmission techniques but in the 2000s, broadcasters have switched to digital signals using digital transmission. In general usage, broadcasting most refers to the transmission of information and entertainment programming from various sources to the general public. Analog audio vs. HD Radio Analog television vs. Digital television WirelessThe world's technological capacity to receive information through one-way broadcast networks more than quadrupled during the two decades from 1986 to 2007, from 432 exabytes of information, to 1.9 zettabytes. This is the information equivalent of 55 newspapers per person per day in 1986, 175 newspapers per person per day by 2007. There have been several methods used for broadcasting electronic media audio and video to the general public: Telephone broadcasting: the earliest form of electronic broadcasting.
Telephone broadcasting began with the advent of Théâtrophone systems, which were telephone-based distribution systems allowing subscribers to listen to live opera and theatre performances over telephone lines, created by French inventor Clément Ader in 1881. Telephone broadcasting grew to include telephone newspaper services for news and entertainment programming which were introduced in the 1890s located in large European cities; these telephone-based subscription services were the first examples of electrical/electronic broadcasting and offered a wide variety of programming. Radio broadcasting. Radio stations can be linked in radio networks to broadcast common radio programs, either in broadcast syndication, simulcast or subchannels. Television broadcasting, experimentally from 1925, commercially from t
A television show is any content produced for broadcast via over-the-air, cable, or internet and viewed on a television set, excluding breaking news, advertisements, or trailers that are placed between shows. Television shows are most scheduled well ahead of time and appear on electronic guides or other TV listings. A television show might be called a television program if it lacks a narrative structure. A television series is released in episodes that follow a narrative, are divided into seasons or series – yearly or semiannual sets of new episodes. A show with a limited number of episodes may be called serial, or limited series. A one-time show may be called a "special". A television film is a film, broadcast on television rather than released in theaters or direct-to-video. Television shows can be viewed as they are broadcast in real time, be recorded on home video or a digital video recorder for viewing, or be viewed on demand via a set-top box or streamed over the internet; the first television shows were experimental, sporadic broadcasts viewable only within a short range from the broadcast tower starting in the 1930s.
Televised events such as the 1936 Summer Olympics in Germany, the 1937 coronation of King George VI in the UK, David Sarnoff's famous introduction at the 1939 New York World's Fair in the US spurred a growth in the medium, but World War II put a halt to development until after the war. The 1947 World Series inspired many Americans to buy their first television set and in 1948, the popular radio show Texaco Star Theater made the move and became the first weekly televised variety show, earning host Milton Berle the name "Mr Television" and demonstrating that the medium was a stable, modern form of entertainment which could attract advertisers; the first national live television broadcast in the US took place on September 4, 1951 when President Harry Truman's speech at the Japanese Peace Treaty Conference in San Francisco was transmitted over AT&T's transcontinental cable and microwave radio relay system to broadcast stations in local markets. The first national color broadcast in the US occurred on January 1, 1954.
During the following ten years most network broadcasts, nearly all local programming, continued to be in black-and-white. A color transition was announced for the fall of 1965, during which over half of all network prime-time programming would be broadcast in color; the first all-color prime-time season came just one year later. In 1972, the last holdout among daytime network shows converted to color, resulting in the first all-color network season. Television shows are more varied than most other forms of media due wide variety formats and genres that can be presented. A show may non-fictional, it may be historical. They could be instructional or educational, or entertaining as is the case in situation comedy and game shows. A drama program features a set of actors playing characters in a historical or contemporary setting; the program follows their adventures. Except for soap opera-type serials, many shows before the 1980s, remained static without story arcs, the main characters and premise changed little.
If some change happened to the characters' lives during the episode, it was undone by the end. Because of this, the episodes could be broadcast in any order. Since the 1980s, there are many series that feature progressive change to the plot, the characters, or both. For instance, Hill Street Blues and St. Elsewhere were two of the first American prime time drama television series to have this kind of dramatic structure. While the series, Babylon 5 is an extreme example of such production that had a predetermined story running over its intended five-season run. In 2012, it was reported that television was growing into a larger component of major media companies' revenues than film; some noted the increase in quality of some television programs. In 2012, Academy-Award-winning film director Steven Soderbergh, commenting on ambiguity and complexity of character and narrative, stated: "I think those qualities are now being seen on television and that people who want to see stories that have those kinds of qualities are watching television."
When a person or company decides to create a new series, they develop the show's elements, consisting of the concept, the characters, the crew, cast. They "pitch" it to the various networks in an attempt to find one interested enough to order a prototype first episode of the series, known as a pilot. Eric Coleman, an animation executive at Disney, told an interviewer, "One misconception is that it's difficult to get in and pitch your show, when the truth is that development executives at networks want much to hear ideas, they want much to get the word out on what types of shows they're looking for."To create the pilot, the structure and team of the whole series must be put together. If audiences respond well to the pilot, the network will pick up the show to air it the next season. Sometimes they save it for mid-season, or father review. Other times, they pass forcing the show's creator to "shop it around" to other networks. Many shows never make it past the pilot stage; the show hires a stable of writers, who usually
Autodesk 3ds Max
Autodesk 3ds Max 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models and images. It is produced by Autodesk Media and Entertainment, it has modeling capabilities and a flexible plugin architecture and can be used on the Microsoft Windows platform. It is used by video game developers, many TV commercial studios and architectural visualization studios, it is used for movie effects and movie pre-visualization. For its modeling and animation tools, the latest version of 3ds Max features shaders, dynamic simulation, particle systems, normal map creation and rendering, global illumination, a customizable user interface, new icons, its own scripting language; the original 3D Studio product was created for the DOS platform by Gary Yost and the Yost Group, published by Autodesk. The release of 3D Studio made Autodesk's previous 3D rendering package AutoShade obsolete. After 3D Studio DOS Release 4, the product was rewritten for the Windows NT platform, renamed "3D Studio MAX".
This version was originally created by the Yost Group. It was released by Kinetix, at that time Autodesk's division of media and entertainment. Autodesk purchased the product at the second release update of the 3D Studio MAX version and internalized development over the next two releases; the product name was changed to "3ds max" to better comply with the naming conventions of Discreet, a Montreal-based software company which Autodesk had purchased. When it was re-released, the product was again branded with the Autodesk logo, the short name was again changed to "3ds Max", while the formal product name became the current "Autodesk 3ds Max". MAXScript MAXScript is a built-in scripting language that can be used to automate repetitive tasks, combine existing functionality in new ways, develop new tools and user interfaces, much more. Plugin modules can be created within MAXScript. Character Studio Character Studio was a plugin which since version 4 of Max is now integrated in 3D Studio Max; the system works using a character rig or "Biped" skeleton which has stock settings that can be modified and customized to fit the character meshes and animation needs.
This tool includes robust editing tools for IK/FK switching, Pose manipulation and Keyframing workflows, sharing of animation data across different Biped skeletons. These "Biped" objects have other useful features that help accelerate the production of walk cycles and movement paths, as well as secondary motion. Scene Explorer Scene Explorer, a tool that provides a hierarchical view of scene data and analysis, facilitates working with more complex scenes. Scene Explorer has the ability to sort and search a scene by any object type or property. Added in 3ds Max 2008, it was the first component to facilitate. NET managed code in 3ds Max outside of MAXScript. DWG import 3ds Max supports both linking of DWG files. Improved memory management in 3ds Max 2008 enables larger scenes to be imported with multiple objects. Texture assignment/editing 3ds Max offers operations for creative texture and planar mapping, including tiling, decals, rotate, blur, UV stretching, relaxation; the texture workflow includes the ability to combine an unlimited number of textures, a material/map browser with support for drag-and-drop assignment, hierarchies with thumbnails.
UV workflow features include Pelt mapping, which defines custom seams and enables users to unfold UVs according to those seams. General keyframing Two keying modes — set key and auto key — offer support for different keyframing workflows. Fast and intuitive controls for keyframing — including cut and paste — let the user create animations with ease. Animation trajectories may be edited directly in the viewport. Constrained animation Objects can be animated along curves with controls for alignment, velocity and looping, along surfaces with controls for alignment. Weight path-controlled animation between multiple curves, animate the weight. Objects can be constrained to animate with other objects in many ways — including look at, orientation in different coordinate spaces, linking at different points in time; these constraints support animated weighting between more than one target. All resulting constrained animation can be collapsed into standard keyframes for further editing. Skinning Either the Skin or Physique modifier may be used to achieve precise control of skeletal deformation, so the character deforms smoothly as joints are moved in the most challenging areas, such as shoulders.
Skin deformation can be controlled using direct vertex weights, volumes of vertices defined by envelopes, or both. Capabilities such as weight tables, paintable weights, saving and loading of weights offer easy editing and proximity-based transfer between models, providing the accuracy and flexibility needed for complicated characters; the rigid bind skinning option is useful for animating low-polygon models or as a diagnostic tool for regular skeleton animation. Additional modifiers, such as Skin Wrap and Skin Morph, can be used to drive meshes with other meshes and make targeted weighting adjustments in tricky areas. Skeletons and inverse kinematics Characters can be rigged with custom skeletons using 3ds Max bones, IK solvers, rigging tools powered by Motion Capture Data. All animation tools — including
Ravensburger AG is a German game and toy company and market leader in the European jigsaw puzzle market. The company was founded by Otto Robert Maier with seat in Ravensburg, a town in Upper Swabia in southern Germany, he began publishing in 1883 with his first author contract. He started publishing instruction folders for craftsmen and architects, which soon acquired him a solid financial basis, his first board game appeared in 1884, named "Journey around the world". At the turn of the 20th century, his product line broadened to include picture books, children’s activity books, Art Instruction manuals, non-fiction books, reference books as well as children’s games, Happy Families and activity kits. In 1900, the Ravensburger blue triangle trademark was registered with the Imperial Patent office; as of 1912, many board and activity games had an export version, distributed to Western Europe, the countries of the Danube Monarchy as well as Russia. Before the First World War, Ravensburger had around 800 products.
The publishing house was damaged during the Second World War and continued to produce games in the years of the reconstruction. The company focused on children's games and books and specialized books for art and hobbies, from 1962 grew strongly; the company started to produce jigsaw puzzle games in 1964, in the same year opened subsidiaries in Austria, Italy, the Netherlands and the United Kingdom. In 1977 the company split into a game publishing arm. Today there are 1,800 available books and 850 games as well as puzzles, hobby products and CD-ROM titles at Ravensburger and its subsidiaries, which include Alea for "hobby and ardent game players" and FX Schmid for games and children's books. Ravensburger products are exported to more than fifty countries. Ravensburger expanded to video games in the late 1990s by forming Ravensburger Interactive, which they sold in May 2002 to JoWooD Productions. In September 2010, Ravensburger broke Educa's record for the world's largest jigsaw puzzle of 24,000 pieces.
Ravensburger's new puzzle design by late pop artist Keith Haring titled, "Keith Haring: Double Retrospect" breaks the Guinness Book of World Records measuring 17' × 6' built from 32,256 pieces and comes with its own dolly cart for toting. The largest commercial puzzles are Educa's "Around The World" with 42000 pieces and Ravensburger's "Memorable Disney Moments" with 40,320 pieces. Swedish toy train company BRIO was acquired by the Ravensburger Group on 8 January 2015. In 2017, Ravensburger acquired American game company Wonder Forge. Games sold under the "Ravensburger" imprint: Labyrinth Dingbats Emoji Enchanted Forest Havannah Java Journey through Europe Malefiz Make'n' Break Mexica Nobody is perfect Quest Reversi Scotland Yard Star Wars Take It Easy Tikal Top Secret Spies Rivers and Rails What Do You Hear? TactilGames sold under the "Alea" imprint: Puerto Rico Ra San Juan Princes of Florence Chinatown Castles of Burgundy Broom ServiceGames sold under the "FX Schmid" imprint: Auf Achse TorresGames sold under the "Ravensburger Digital" label: Memory Editions: Classic, Kids, My Photos - App Store Official website Ravensburger, Alea and FX Schmid at BoardGameGeek
Computer animation is the process used for digitally generating animated images. The more general term computer-generated imagery encompasses both static scenes and dynamic images, while computer animation only refers to the moving images. Modern computer animation uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, faster real-time renderings. Sometimes, the target of the animation sometimes film as well. Computer animation is a digital successor to the stop motion techniques using 3D models, traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations are more controllable than other more physically based processes, constructing miniatures for effects shots or hiring extras for crowd scenes, because it allows the creation of images that would not be feasible using any other technology, it can allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props.
To create the illusion of movement, an image is displayed on the computer monitor and replaced by a new image, similar to it, but advanced in time. This technique is identical to how the illusion of movement is achieved with television and motion pictures. For 3D animations, objects are built on the computer monitor and 3D figures are rigged with a virtual skeleton. For 2D figure animations, separate objects and separate transparent layers are used with or without that virtual skeleton; the limbs, mouth, etc. of the figure are moved by the animator on key frames. The differences in appearance between key frames are automatically calculated by the computer in a process known as tweening or morphing; the animation is rendered. For 3D animations, all frames must be rendered. For 2D vector animations, the rendering process is the key frame illustration process, while tweened frames are rendered as needed. For pre-recorded presentations, the rendered frames are transferred to a different format or medium, like digital video.
The frames may be rendered in real time as they are presented to the end-user audience. Low bandwidth animations transmitted via the internet use software on the end-users computer to render in real time as an alternative to streaming or pre-loaded high bandwidth animations. To trick the eye and the brain into thinking they are seeing a smoothly moving object, the pictures should be drawn at around 12 frames per second or faster. With rates above 75-120 frames per second, no improvement in realism or smoothness is perceivable due to the way the eye and the brain both process images. At rates below 12 frames per second, most people can detect jerkiness associated with the drawing of new images that detracts from the illusion of realistic movement. Conventional hand-drawn cartoon animation uses 15 frames per second in order to save on the number of drawings needed, but this is accepted because of the stylized nature of cartoons. To produce more realistic imagery, computer animation demands higher frame rates.
Films seen in theaters in the United States run at 24 frames per second, sufficient to create the illusion of continuous movement. For high resolution, adapters are used. Early digital computer animation was developed at Bell Telephone Laboratories in the 1960s by Edward E. Zajac, Frank W. Sinden, Kenneth C. Knowlton, A. Michael Noll. Other digital animation was practiced at the Lawrence Livermore National Laboratory. In 1967, a computer animation named "Hummingbird" was created by James Shaffer. In 1968, a computer animation called "Kitty" was created with BESM-4 by Nikolai Konstantinov, depicting a cat moving around. In 1971, a computer animation called "Metadata" was created. An early step in the history of computer animation was the sequel to the 1973 film Westworld, a science-fiction film about a society in which robots live and work among humans; the sequel, used the 3D wire-frame imagery, which featured a computer-animated hand and face both created by University of Utah graduates Edwin Catmull and Fred Parke.
This imagery appeared in their student film A Computer Animated Hand, which they completed in 1972. Developments in CGI technologies are reported each year at SIGGRAPH, an annual conference on computer graphics and interactive techniques, attended by thousands of computer professionals each year. Developers of computer games and 3D video cards strive to achieve the same visual quality on personal computers in real-time as is possible for CGI films and animation. With the rapid advancement of real-time rendering quality, artists began to use game engines to render non-interactive movies, which led to the art form Machinima; the first full length computer animated television series was ReBoot, which debuted in September 1994. The first feature-length computer animated film was Toy Story, made by Pixar, it followed an adventure centered around their owners. This groundbreaking film was the first of many computer-animated movies. In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, analogous to a skeleton or stick figure.
They are by default arranged into a default position known. The position of each segment of the skeletal model is defined by animation variables, or Avars for short. In human and animal characters, many parts of the skeletal mo
Dreamfall: The Longest Journey
Dreamfall: The Longest Journey is an adventure video game developed by Funcom for Microsoft Windows and Xbox platforms in April 2006. On 1 March 2007, a sequel entitled Dreamfall Chapters was announced, Funcom considered the idea of a massively multiplayer online game set in The Longest Journey universe; the game is the sequel to Funcom's The Longest Journey, released in 1999, takes place ten years after the events of the first game. The story focuses on three characters, Zoë Castillo, April Ryan, Kian Alvane, who live in two parallel worlds: technologically advanced Stark and magical Arcadia. April was the protagonist of the first game; the main storyline follows Zoë, a Stark resident whose investigation of her ex-boyfriend's disappearance and other mysterious occurrences lead her to April. Meanwhile in Arcadia, April battles the villainous Empire of Azadi while Kian, an elite Azadi soldier, is sent to assassinate her; the game features returning characters from its predecessor, such as Brian Westhouse and Gordon Halloway, but playing The Longest Journey is not a prerequisite to understanding its plot.
Throughout the game, the player alternately controls four player characters from a third-person perspective to explore various locations and combine items, solve puzzles. This advances the story, told through cut scenes rendered by the game engine and dialogue with non-player characters; the interface system is simplistic with no HUD aside from buttons which trigger various interactions when available. The player can either listen in via a remote system, it is possible to eavesdrop on certain conversations at a distance, although this is used in the overall plot. Conversations have six options at the most, portrayed on the screen in a vaguely circular fashion. Inventory is a scrolling list on the bottom, with the option to either select, examine, or return after selecting an item; the Longest Journey had established a game world consisting of two parallel "twin" worlds: technology-driven Stark and magic-driven Arcadia and kept apart from each other for over twelve millennia by a succession of godlike Guardians of the Balance.
The game was set in 2209 and focused on April Ryan, a Starkian with a rare ability to "Shift" between worlds, who learned that the villainous Vanguard cult had abducted the twelfth Guardian before the thirteenth could take his place, putting the Twin Worlds' existence in peril. In the course of her adventure, she had rescued the old Guardian and learned that she is a daughter of the ancient White Dragon and that the next Guardian is the Vanguard enforcer Gordon Halloway, pursuing her throughout the game. After convincing Gordon to assume the Guardian's duties, April left for Arcadia. In Dreamfall, many characters refer to the catastrophic "Collapse", which occurred in Stark after the events of TLJ; the Collapse is never described in-game, but supplemental materials and the official website indicate that it saw a complete failure of many advanced technologies, devastating the world's infrastructure. The Collapse coincided with the rise of the theocratic and industrial Empire of Azadi in Arcadia, which occupied the Arcadian Northlands and the city of Marcuria and began oppressing their non-human residents.
This spawned a resistance movement. The story of Dreamfall is presented as a narration of Zoë Castillo, a 20-year-old resident of Casablanca in 2219, who lies in coma and recounts the events that left her in that state, her account concerns Project Alchera, an international conspiracy led by the Japan-based toy manufacturer WatiCorp, inventors of a lucid dream-inducing technology that can be covertly used for mass brainwashing and murder. One byproduct of their research is a young girl named Faith, whom they used to test the hallucinogenic drug Morpheus as part of their DreamNet technology. After receiving a fatal overdose of Morpheus, Faith managed to transfer her consciousness to the DreamNet mainframe, from where she is able to enter Stark's digital networks, disrupting the worldwide infrastructure with massive amounts of white noise, referred as "static" in the game. Zoë's story begins when her journalist ex-boyfriend Reza Temiz disappears while investigating Project Alchera. At the same time, Faith starts to haunt her through television screens, urging her to find and to "save" April.
Zoë tracks Reza down to Newport, a fictional megapolis on the West Coast where a large part of TLJ took place. After learning about April from her friends, she is captured by Wati agents and forcibly attached to a dreamer console, which has an unexpected effect: when her body falls asleep in Stark, she gains a physical presence in Arcadia and can interact with people and objects there. In Marcuria, she locates and meets April, who refuses to get involved in her search for answers due to the loss of her Shifting powers and to her own obligations as an anti-Azadi resistance leader. Waking up in Newport, Zoë travels to Japan to meet Reza's contact inside Wati who explains Project Alchera to her. In Arcadia, April spies on Azadi officials' negotiations with a hooded figure known as "the Prophet", whom she pursues to the caves beneath Marcuria. There, she discovers a vortex of dreams stolen from Stark and leaves the city to seek advice from the White Dragon and Gordon Halloway, who assures her that the current events have nothing to do with her.
She returns to discover that Zoë was captured by the Azadi and encounters Kian Alvane, who has just arrived in Marcuria on a mis