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.hack (/ d ɒ t h æ k /) is a series of single-player action role-playing video games developed by CyberConnect2 and published by Bandai for the PlayStation 2.The four games, .hack//Infection, .hack//Mutation, .hack//Outbreak, and .hack//Quarantine, all feature a "game within a game", a fictional massively multiplayer online role-playing game (MMORPG) called The World which does not require ...
Half-Life: Full Life Consequences is a 4-episode Machinima series animated within the video game Garry's Mod and published on the video sharing website YouTube.Based on a fan fiction work of the same name, the series follows the exploits of the character "John Freeman", the unknown brother of Gordon Freeman from the Half-Life video game series.
Half-Life 2: Episode Two is a 2007 first-person shooter game developed and published by Valve. Following Episode One (2006), it is the second of two shorter episodic games that continue the story of Half-Life 2 (2004). Players control Gordon Freeman, who travels through the mountains surrounding City 17 to a resistance base with his ally Alyx ...
The Nintendo Switch version, developed by Engine Software was released digitally on November 19 and is scheduled for retail release on January 28, 2025. [8] Players who pre-ordered the Ultimate Edition of the game received early access to the first two chapters, starting from October 15, 2024.
Pogo.com released two Command & Conquer online games, Command & Conquer: Attack Copter and Command & Conquer: Armored Attack, which are adventure games where you control a helicopter and tank respectively. You have different objectives in the missions, such as destroying buildings. It is based on Command & Conquer: Generals. Electronic Arts ...
Finally, a year after the original release, on 28 January 2021 a second episode was released, which showcased impacts of certain decisions in previous chapters and was released together with an hour-long documentary titled "Not for Broadcast: Lights, Camera, Lockdown," about how the development team behind the game reveals how they managed to ...
By April 1995, Trilobyte planned to launch The 11th Hour with a shipment of 250,000 copies. [31] However, by December, retailers in the United States had ordered 500,000 units of the game. [32] According to Geoff Keighley, "The 11th Hour had the biggest ship-out of a PC game up until that point - nearly half a million units". [33]
After the game's release, Rohrer stated that the game had been in development for three years and that he had at least two more years of work left. [8] During this time he aims to create craftable objects until the game has 10 000 of them. To accomplish this, Rohrer created a program that automatically traces sprites from scanned images. [6]