![]() In addition, the mobile game Dragon Ball Z: Dokkan Battle has exceeded 300 million downloads and grossed over $3 billion. The Dragon Ball Xenoverse series sold a further 14 million units between 20, Dragon Ball FighterZ sold over 8 million and Dragon Ball Z: Kakarot sold over 2 million units, bringing software sales to over 64 million units sold. ![]() īy December 2014, over 40 million video games based on the franchise had been sold worldwide. However, with the expiration of the Atari deal in 2009, Namco Bandai Games assumed the North American and European distribution rights, starting with the 2009 releases of Dragon Ball Z: Attack of the Saiyans, Dragon Ball: Raging Blast and Dragon Ball: Revenge of King Piccolo. Dragon Ball was Atari's top-earning licensed property, earning $85 million in 2005 and accounting for over 49% of their annual revenue in 2008. In 2008, Atari announced that over 12.7 million video game units based on the series had been sold since May 2002. In January 2004, Atari paid $10 million for the exclusive US rights until January 2010. With the release of their first two titles in the franchise, 2002's Dragon Ball Z: The Legacy of Goku and Dragon Ball Z: Budokai, Infogrames more than doubled their sales. In 2000, Infogrames acquired the license to produce and release Dragon Ball games for the North American and international market. Up until 1994’s Dragon Ball Z, none of the Dragon Ball games were localized for the North American market, with the exception of Dragon Power which was graphically altered due to the lack of a license for the franchise. Most of the games from the 16-bit and 32-bit eras were also localized and released in European countries like France, Spain and Portugal because of the strong following the series already had in those countries. Since 1986, many video games based on the property have been released in Japan, with the majority being produced by Bandai. Toriyama himself personally designed some of the video game original characters, such as Android 21 for Dragon Ball FighterZ, Mira and Towa for Dragon Ball Online, and Bonyū for Dragon Ball Z: Kakarot. The games are of various genres, most prominently fighting games as well as role-playing and platform games. The series follows the adventures of Goku as he trains in martial arts and explores the world in search of the seven wish-granting orbs known as the Dragon Balls. ![]() The Dragon Ball video game series are based on the manga and anime series of the same name created by Akira Toriyama. Super Cassette Vision, Nintendo Entertainment System, Super Nintendo Entertainment System, Sega Genesis, Playdia, PC Engine, Sega Saturn, PlayStation, PlayStation 2, GameCube, PlayStation 3, PlayStation 4, Xbox, Xbox 360, Xbox One, Wii, PlayStation Vita, Game Boy, Game Boy Color, Game Boy Advance, WonderSwan Color, Nintendo DS, Nintendo 3DS, Nintendo Switch, PlayStation Portable, LCD game, Mobile Phone, Android, iOS. Bandai, Banpresto, Infogrames, Atari SA, Bandai Namco Entertainment
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![]() ![]() Although Adobe Animate is moving towards web-standard file formats, Flash (.swf) and Air (.air) formats are still officially supported. The first version under the new name was released February 8, 2016. The move comes as part of an effort to disassociate the program from Adobe Flash Player, acknowledging its increased use for authoring HTML5 and video content, and an effort to begin discouraging the use of Flash Player in favor of web standards-based solutions. On December 1, 2015, Adobe announced that the program would be renamed Adobe Animate on its next major update. It was included as part of the Creative Suite of products from CS3 to CS6, until Adobe phased out the Creative Suite lineup in favor of Creative Cloud (CC). Adobe Systems acquired Macromedia in 2005, and re-branded the product Adobe Flash Professional to distinguish it from the player, Adobe Flash Player. In December 1996, Macromedia bought FutureWave and rebranded the product as Macromedia Flash, a brand name that continued for 8 major versions. (At that time, the only way to deploy such animations on the web was through the use of Java.) The FutureSplash animation technology was used on websites such as MSN, The Simpsons website and Disney Daily Blast of The Walt Disney Company. ![]() In 1995, the company decided to add animation abilities to their product and to create a vector-based animation platform for World Wide Web hence FutureSplash Animator was created. With the implosion of the pen-oriented operated systems, it was ported to Microsoft Windows as well as Apple Inc.'s Classic Mac OS. FutureSplash Animator was developed by FutureWave Software, a small software company whose first product, SmartSketch, was a vector-based drawing program for pen-based computers. The first version of Adobe Flash/Adobe Animate was FutureSplash Animator, a vector graphics and vector animations program released in May 1996. It was renamed Adobe Animate in 2016 to more accurately reflect its market position then, since over a third of all content created in Animate uses HTML5. It served as the main authoring environment for the Adobe Flash platform, vector-based software for creating animated and interactive content. It was first released in 1996 as FutureSplash Animator, and then renamed Macromedia Flash upon its acquisition by Macromedia. The developed projects also extend to applications for Android, iOS, Windows Desktop and MacOS. Animations may be published for HTML5, WebGL, Scalable Vector Graphics (SVG) animation and spritesheets, and legacy Flash Player (SWF) and Adobe AIR formats. The program also offers support for raster graphics, rich text, audio video embedding, and ActionScript 3.0 scripting. Īnimate is used to design vector graphics and animation for television series, online animation, websites, web applications, rich web applications, game development, commercials, and other interactive projects. Windows 10 version 1703 and later, macOS 10.12 Sierra and laterĪdobe Animate (formerly Adobe Flash Professional, Macromedia Flash, and FutureSplash Animator) is a multimedia authoring and computer animation program developed by Adobe Inc. C++, ActionScript, JavaScript, Haxe, Python ![]() He also eventually unlocks his own runic attacks, also detailed in the skills menu. You can upgrade to four shots and shorter cooldowns at blacksmiths and in the skills section. Kratos' son starts with three shots from his quiver and each shot has a cooldown. Pressing square will have Atreus shoot an arrow at wherever or whoever you're looking at it. Kratos can also roll and strife away from attacks by using the x button.Ītreus is one of the best partners in gaming and because he's invincible and can help at a moment's notice. This input can be remapped in the options menu. HUD indicators during battle will warn you of incoming danger so quick turns become essential for good defense. Pressing the down directional button will cause Kratos to make a quick 180 degree turn. You can also trip enemies by aiming for their legs. Bringing it back to Kratos will deal more damage when it's dislodged. A good habit to have is to use the axe throw to hit a target, which deals damage and lodges itself into the enemy. When you need it back, simply press triangle again and it'll return to you from anywhere. Aim for your target and tap the triangle button to launch it. Holding L2 will allow Kratos to throw his axe. These special skills will be covered more in a later section but holding L1 and pressing either the R1, R2 or circle button will unleash a special attack. While holding L1, Runic Attacks will be made available. You can also double tap L1 to parry attacks and take down the enemy's guard, but it also has another function. Holding L1 will allow Kratos to bring out his shield to take attacks. ![]() R1 will unleash weak strikes from Kratos' hands or axe while R2 is for stronger, and slower, attacks. The triangle button will also cause Kratos to take out his axe. The Resources section shows you what items you've collected.Īs for battling, Kratos can sheathe and unsheathe his Leviathan Axe by simply pressing the right directional pad. The Codex section acts like an encyclopedia that gives descriptions on the types of enemies you've encountered as well as the various lore and stories you learn on your journey. It's also a place where players can pin a certain quest so your compass can guide you to those objectives. If you need a refresher as to what you are doing, see this section. The Goals section is where your main journey and side quests are stored. It will also show you where you are supposed to go next on your journey. The Map section is just that, it'll show you the areas of the realm you've traveled to with pins to important landmarks. You'll be upgrading them frequently throughout the game so make sure to see if you've unlocked anything new anytime you encounter one of the dwarven blacksmiths. Pressing the options button will give players a look at Kratos and Atreus' weapons, armor and skills. The basic controls in 'God of War' PlayStation There are also times when the square button is a prompt that causes Kratos to instruct Atreus to do something like transcribe or translate a set of Viking runes or throw down a chain for Kratos to climb. It refills a small amount of health and Kratos takes virtually no damage while pummeling enemies while it's active (press R3 + 元 when the meter is full).Ĭlimbing obstacles requires the circle button, a prompt usually appears so keep an eye out for it. The red bar is Kratos' Spartan Rage mode, which when filled will allow the god to enter a berserker mode that increases his strength and attack speed for a short amount of time. You have a green health bar in the bottom left corner and a red bar underneath that. You can press 元 to have Kratos sprint, which opens up options during battle (we'll get into that in a bit). You move around using the left analog and turn the camera using the right. The controls for God of War are simple enough. We've come up with a handy beginner's guide to help players navigate and fight through the world of God of War. There's a ton of features that newcomers and some veterans may not be familiar with like the inclusion of your son, Atreus, who helps in battles with his own ways to fight. The God of War franchise has been around for more than a decade but this latest installment ramps up the exploration and battle aspects of the series. ![]() Social unrest caused several groups to demand access to weapons. The presence of weapons, as well as lack of population control measures, led to failure in the 23rd century. The armory was deliberately provided with an overabundance of weapons and ammunition, in addition to not being provided with a proper locking mechanism. By 2281, only a handful of the Vault's residents remained. Eventually, a riot damaged the Vault's reactor, leading to flooding and radiation that caused ghoulification for many dwellers. A group that became the Boomers left the Vault several decades before its failure. This Vault was located on the West Coast, and housed the children of affluent parents. Survivors of the outbreak abandoned the Vault and headed to Zion Valley, spreading the spores across the wastes. However, an experiment with a parasitic fungus turned on the scientists, leading to the destruction of the Vault. The Vault was equipped with the latest in biological and agricultural technologies, with the objective of developing plants that could be readily cultivated in the absence of natural light. Most of the Vault was subsequently filled with concrete, while the top floor was converted into a novelty hotel run by Sarah Weintraub. The Vault was taken over by Robert House after winning a game of blackjack where the wager was the entire Vault. The Vault was designed to study the evolution of a society where all conflict was resolved through pure chance, i.e. The Vault was abandoned by the time escaped convicts from the NCR Correctional Facility found it. Subliminal messages were routinely sent over to each side, causing mistrust among the inhabitants. The groups lived in separate sections of the Vault and were governed by two overseers. The Vault was segregated into two groups, Red and Blue. Its inhabitants were taken prisoner and subsequently turned into super mutants. The Vault was raided by the Unity in 2155. Its residents emerged in 2097, eventually forming three raider groups: the Khans, Jackals, and Vipers, and Shady Sands, which would become the New California Republic. The Vault was intended to stay closed for 50 years and include people of radically diverse ideologies. The Vault Dweller emerged from here in 2161, in search of a replacement water chip for the Vault. The Vault was intended to stay closed for 200 years as a study of prolonged isolation, or until the Vault's residents were needed by the Enclave. This resulted in Necropolis and its large population of ghouls. ![]() In order to study the effects of radiation on the selected population, the Vault door was designed not to close properly. However, they were merely congratulated for not killing anybody. The survivors decided to face the punishment of not selecting a person to sacrifice: death. Eventually, an overseer made the selection process random instead of a vote and a huge riot ensued. After the vault door was closed, it was revealed to the residents that they were required to sacrifice one person each year. This Vault was a social experiment testing human nature, most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life. Upon opening early after receiving the all-clear signal in 2079, the residents established Vault City with the help of their GECK. Ī control Vault that was intended to open and recolonize the surface after 10 years. All of the Vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the Vault door. Sometime in the 23rd century, an unexpected water leak forced the Vault dwellers to open in hopes of trading with the outside. Ī control Vault that stayed closed due to the wishes of its inhabitants. The USA government commissioned Vault-Tec to build more than 100 Vaults across the country.
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![]() Thankfully, he’s not a Hollywood star, but a handful of white, pink and yellow pixels – and that’s a good thing. If the Prince were a real live hero, he’d probably be feeling a little tired and creaky by now, heaving his widening midriff over ledges and huffing wearily through closing gates, like Harrison Ford in that belated Indiana Jones sequel we won’t dwell on here. Regardless of age or hardware, there’s something timeless about Prince Of Persia a kind of videogaming X factor, an atmosphere and drama that is entirely unique. Only yesterday, Nintendo announced that it will soon make the Game Boy Color and Super Nintendo ports available to download for the 3DS and Wii respectively.įor a game created more than 20 years ago by a single programmer, that enduring popularity might seem rather surprising – that is, until you go back and play it again, on almost any system you care to choose. A graphically enhanced remake of Prince Of Persia appeared on Xbox Live Arcade and the PlayStation Network a couple of years ago. Only the other day, I noticed someone playing it on their iPhone. And just to add to the tension, the game would end automatically after an hour, meaning that a few simple mistakes would make the end of the game impossible to reach. Total concentration and pixel-perfect accuracy were required if the player was to survive the numerous leaps and sword-fights – a single mistake would send the Prince back to the beginning of the stage. This sense of drama may explain why Prince Of Persia has continued to endure, despite its astonishingly cruel difficulty level. It didn’t matter that the levels themselves were a comparatively sparse amalgam of grey walls, blue tiles and white spikes – when the Prince hung by his fingertips above a precipice, or leapt through a closing gate with barely a second to spare, the experience was akin to stepping into the shoes of Indiana Jones or Luke Skywalker.Īnd like all great blockbusters, Prince Of Persia was full of unforgettable set-pieces – who could forget their fist encounter with a skeleton warrior, as it formed, Harryhausen-like, from a pile of dusty old bones? Or the surreal moment where the Prince leaps through a mirror, only for another, identical (and decidedly mischievous) version of himself to emerge from the other side? But unlike the many, many other platform games available at the time, Prince Of Persia was the first that could accurately be described as cinematic far from a gimmick, the smooth, realistic character animation absorbed players into this digital Persian world. ![]() Against the diminishing sands of time, players had to guide the Prince out of his captivity, across 13 levels of chasms, traps and enemies, to the palace tower where the evil Jaffar has the princess held captive. ![]() The game itself was a comparatively straightforward platform adventure. Back when motion capture was unheard of in the games industry, Mechner spent months scanning and manipulating the live action footage of his brother, and turning it into the agile character who would become known simply as the Prince. It’s remarkable, in fact, just how effective Mechner’s deployment of such a simple technique was. Mechner had explored the possibilities of rotoscoping in videogames before – his fighting game Karateka was released in 1984, while he was still studying psychology at university – but the extraordinarily lifelike characters in 1989’s Prince Of Persia were unparalleled at the time. It’s now well over 20 years since US programmer Jordan Mechner took some video images of his brother leaping, running, and climbing up walls in a local park, and turned them into the seminal Prince Of Persia. ![]() Our goal is to provide high-quality video, TV streams, music, software, documents or any other shared files for free! 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