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[SOURCE: https://en.wikipedia.org/wiki/Template:Game_rationale] | [TOKENS: 172]
Contents Template:Game rationale Summary Cover of {{{1}}}. {{{2}}} Game cover only. Sufficient resolution for illustration, but considerably lower resolution than original. Copyright owned by {{{2}}}. Non-free media use rationales [[{{{1}}}]] Used for purposes of illustration in an educational article about the entity represented by the image.The image is used as the primary means of visual identification of this article topic. Image is protected by copyright, therefore a free use alternative won't exist. Licensing constitutes fair use under United States copyright law. Other uses of this image may be copyright infringement. For more information, see Wikipedia:Non-free content. Fair use //en.wikipedia.org/wiki/Template:Game_rationale This template provides a Non-free use rationale and licensing template appropriate for cover art of computer and video games. No description. Template parameters[Edit template data]
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[SOURCE: https://en.wikipedia.org/wiki/Long_Creek,_North_Dakota] | [TOKENS: 312]
Contents Long Creek, North Dakota Long Creek is an unincorporated community and census-designated place (CDP) in Williams County, North Dakota, United States. It was first listed as a CDP prior to the 2020 census. The CDP is on the southern edge of Williams County, on the northern shore of Lake Sakakawea, a large reservoir on the Missouri River. The community sits between two inlets to the lake: Long Creek to the north and Chris Creek to the south. Lewis and Clark State Park is to the north, across Long Creek. The CDP is bordered to the west by 119th Road NW. Williston is 22 miles (35 km) to the northwest by road. Demographics Long Creek first appeared as a census designated place in the 2020 U.S. census. Education It is in the Williston Basin School District 7. Williston High School is the zoned high school. It was formerly in the Williams County School District 8 (formerly New School District). The district only served grades K-8 and high school students were sent to Williston High, then in the Williston Public School District 1. District 8 also sent high school students to the Nesson School District in Ray and to the Tioga School District in Tioga. In 2021 District 8 merged with District 1 into the Williston Basin School District 7. References This Williams County, North Dakota location article is a stub. You can help Wikipedia by adding missing information.
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Twinkle] | [TOKENS: 943]
Contents Wikipedia:Twinkle Twinkle is a Wikipedia gadget that uses JavaScript. It allows autoconfirmed users to have many extra options to assist them in common Wikipedia maintenance tasks and to help them deal with acts of vandalism or unconstructive edits. It provides users with three types of rollback functions and includes a full library of speedy deletion functions, user warnings and welcomes, maintenance tags, semi-automatic reporting of vandals, and more. In addition, it gives administrators more tools to help them carry out their duties. Quick info For a visual demonstration of many of the aforementioned items, it may be useful to view the "Twinkle" video tutorial on WMF Labs. Documentation and configuration Before using Twinkle, you should read its documentation to familiarize yourself with its possibilities and functions. Experienced Twinkle users are welcome to expand or improve the documentation based on their use of the tool. Abuse Never forget that one takes full responsibility for any action performed using Twinkle. One must understand Wikipedia policies and use this tool within these policies or risk having one's account blocked. Please take particular care with the rollback links provided by Twinkle. Only obvious vandalism qualifies for rollback without an edit summary. If you believe an editor's contribution is done in good faith, you should include an edit summary. If a change is merely "unsatisfactory" in some way, undoing/reverting should not be the first response. Editors should either make a reasonable attempt to improve the change, or should simply leave it in place for future editors to improve. Undo/revert is appropriate in cases where the contribution is arguably "wrong" (consider moving it to the Talk page), or is unreasonably difficult to fix (e.g. incomprehensible, and the author is unresponsive), or is actually harmful to the article (such as vandalism). A plain language edit summary (not merely tags) should be used when reverting changes that appear to have been made in good faith because many contributors will not recognize minimalistic tags and will not learn what the problem was and are likely to repeat it. Is Twinkle loading unreliably? In the past, you could install Twinkle by adding the text importScript('User:AzaToth/twinkle.js'); to your personal script page; however, this practice can make Twinkle load unreliably (Twinkle might not load on every page you visit, or it might show up but not work properly). To fix this problem, you should remove the line importScript('User:AzaToth/twinkle.js'); from your personal script file, and then turn on the Twinkle gadget using the instructions above. If you have any old configuration set up using TwinkleConfig or FriendlyConfig, it will still be effective. However, if you use the preferences panel to modify your configuration, you are advised to remove all old Twinkle/Friendly configuration variables from your skin JavaScript file. History Twinkle has its origins as a reversion script based on ideas found in Aaron Schulz's script collection. It was developed by AzaToth and released in 2007. It has grown into a tool with many more capabilities than its reversion roots. It is currently one of the most installed non-default gadgets on English Wikipedia, with around 49,000 users. The toolset has expanded over the years: the collection of tools formerly known as Friendly, developed by Ioeth, became part of Twinkle in 2011, and a new module to make user blocking a smoother process for administrators was developed in 2015. Other major contributors include Amalthea, Amorymeltzer, MusikAnimal, SD0001, This, that and the other, and Novem Linguae. The gadget continues to be updated and improved, in order to accommodate user requests and changes to Wikipedia processes. Since 5 September 2020, edits and log actions done through Twinkle bear the "twinkle" tag. Use on other wikis A common request on the Twinkle talk page comes from those who wish to use Twinkle on other wikis. There are a couple options: Use on mobile devices Twinkle is not officially compatible with the default mobile skin, Minerva Neue. However, you can install a third-party patch. Please follow the directions at User:Plantaest/TwinkleMobile. Userboxes Twinkle users can add any of these userboxes to their user page. This user tags articles for maintenance with Twinkle! This user welcomes new users with Twinkle! This user tags articles with Twinkle! This user welcomes new users with Twinkle! Also, there is the Twinkle topicon {{Twinkle topicon}}.
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[SOURCE: https://en.wikipedia.org/wiki/Talk:Roy_Strong#Why_the_"special_license"_for_marrying?] | [TOKENS: 1117]
Contents Talk:Roy Strong External links modified Hello fellow Wikipedians, I have just added archive links to one external link on Roy Strong. Please take a moment to review my edit. If necessary, add {{cbignore}} after the link to keep me from modifying it. Alternatively, you can add {{nobots|deny=InternetArchiveBot}} to keep me off the page altogether. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true to let others know. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—cyberbot IITalk to my owner:Online 10:05, 12 January 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just added archive links to one external link on Roy Strong. Please take a moment to review my edit. If necessary, add {{cbignore}} after the link to keep me from modifying it. Alternatively, you can add {{nobots|deny=InternetArchiveBot}} to keep me off the page altogether. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true to let others know. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—cyberbot IITalk to my owner:Online 23:43, 13 February 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just modified one external link on Roy Strong. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true or failed to let others know (documentation at {{Sourcecheck}}). This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—InternetArchiveBot (Report bug) 08:49, 30 November 2016 (UTC)[reply] Bibliography I have commenced a tidy-up of the Bibliography section using cite templates. Capitalization and punctuation follow standard cataloguing rules in AACR2 and RDA, as much as Wikipedia templates allow it. ISBNs and other persistent identifiers, where available, are commented out, but still available for reference. Feel free to continue. Sunwin1960 (talk) 02:26, 23 December 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just modified one external link on Roy Strong. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes: When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—InternetArchiveBot (Report bug) 22:48, 3 December 2017 (UTC)[reply] Why the "special license" for marrying? I am unsure what to make of this assertion in the section on RS's personal life. Can anyone explain it? -- Melchior2006 (talk) 10:02, 21 February 2026 (UTC)[reply]
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[SOURCE: https://en.wikipedia.org/wiki/Talk:Roy_Strong] | [TOKENS: 1117]
Contents Talk:Roy Strong External links modified Hello fellow Wikipedians, I have just added archive links to one external link on Roy Strong. Please take a moment to review my edit. If necessary, add {{cbignore}} after the link to keep me from modifying it. Alternatively, you can add {{nobots|deny=InternetArchiveBot}} to keep me off the page altogether. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true to let others know. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—cyberbot IITalk to my owner:Online 10:05, 12 January 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just added archive links to one external link on Roy Strong. Please take a moment to review my edit. If necessary, add {{cbignore}} after the link to keep me from modifying it. Alternatively, you can add {{nobots|deny=InternetArchiveBot}} to keep me off the page altogether. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true to let others know. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—cyberbot IITalk to my owner:Online 23:43, 13 February 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just modified one external link on Roy Strong. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes: When you have finished reviewing my changes, please set the checked parameter below to true or failed to let others know (documentation at {{Sourcecheck}}). This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—InternetArchiveBot (Report bug) 08:49, 30 November 2016 (UTC)[reply] Bibliography I have commenced a tidy-up of the Bibliography section using cite templates. Capitalization and punctuation follow standard cataloguing rules in AACR2 and RDA, as much as Wikipedia templates allow it. ISBNs and other persistent identifiers, where available, are commented out, but still available for reference. Feel free to continue. Sunwin1960 (talk) 02:26, 23 December 2016 (UTC)[reply] External links modified Hello fellow Wikipedians, I have just modified one external link on Roy Strong. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes: When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs. This message was posted before February 2018. After February 2018, "External links modified" talk page sections are no longer generated or monitored by InternetArchiveBot. No special action is required regarding these talk page notices, other than regular verification using the archive tool instructions below. Editors have permission to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the RfC before doing mass systematic removals. This message is updated dynamically through the template {{source check}} (last update: 5 June 2024). Cheers.—InternetArchiveBot (Report bug) 22:48, 3 December 2017 (UTC)[reply] Why the "special license" for marrying? I am unsure what to make of this assertion in the section on RS's personal life. Can anyone explain it? -- Melchior2006 (talk) 10:02, 21 February 2026 (UTC)[reply]
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[SOURCE: https://en.wikipedia.org/wiki/List_of_people_executed_in_the_United_States_in_1999] | [TOKENS: 295]
Contents List of people executed in the United States in 1999 Ninety-eight people, all male, were executed in the United States in 1999 in twenty states, 94 by lethal injection, 3 by electrocution, and one by gas chamber. The most recent execution by gas chamber occurred this year. With ninety-eight executions carried out, 1999 remains the year with the highest number of executions in a single year in the United States since the resumption of executions in 1977. Conversely, Illinois conducted its final execution in 1999 before the state abolished the death penalty in 2011. On December 9, 1999, four executions were carried out in the United States on the same day, the highest number of executions in a single day since the 1950s. This has occurred only once in the modern era. Ohio carried out its first execution since 1963, that of Wilford Berry Jr., who waived his appeals. The state of Oklahoma executed Sean Sellers, who became the only juvenile to face the death penalty in the United States for a crime committed under the age of 17 prior to Roper v. Simmons, which banned capital punishment nationwide for anyone under the age of eighteen. Sellers was the first executed for a crime committed at the age of 16 since Leonard Shockley in 1959. List of people executed in the United States in 1999 Demographics Executions in recent years References
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[SOURCE: https://en.wikipedia.org/w/index.php?title=The_Fallen_Empire&curid=82473931&action=history] | [TOKENS: 68]
The Fallen Empire: Revision history For any version listed below, click on its date to view it. For more help, see Help:Page history and Help:Edit summary. (cur) = difference from current version, (prev) = difference from preceding version, m = minor edit, → = section edit, ← = automatic edit summary
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[SOURCE: https://en.wikipedia.org/wiki/Ossie_%C3%81lvarez] | [TOKENS: 492]
Contents Ossie Álvarez Oswaldo Álvarez González (October 19, 1933 – March 7, 2008) was a Cuban professional baseball player. A shortstop and second baseman born in Bolondron in Matanzas Province, he appeared in 95 Major League Baseball (MLB) games for the Washington Senators (all of 1958) and Detroit Tigers (April 1959). He threw and batted right-handed, stood 5 feet 10 inches (1.78 m) tall and weighed 165 pounds (75 kg). Álvarez played in the minor leagues from 1952 to 1957 in the Senators' farm system. Primarily known for his speed, he twice led baseball's minor leagues in stolen bases. He made his MLB debut as a late-inning defensive replacement on April 19, 1958, and spent the whole season on the Senators' roster. Playing behind regular shortstop Rocky Bridges, he started 55 games, with another six starts as Washington's second baseman. In 196 at-bats spanning 87 games, he hit .209 with five runs batted in. Álvarez was traded twice during the 1958–59 offseason. On October 27, he was shipped to the Cleveland Indians for veteran utility man Jay Porter; then, three weeks later, he was part of a major trade between the Indians and Tigers in which he and two top pitchers, Don Mossi and Ray Narleski, were sent to the Tigers for second baseman Billy Martin and pitcher Al Cicotte. In 1959 he appeared in eight early-season games for the Tigers, singling in two at-bats for his only other major league experience. His MLB career over, he spent the rest of 1959 as a member of three different Triple-A clubs. He led the Mexican League in stolen bases with 27 at age 32 in 1965. He retired from the field after two games with the Charros de Jalisco in 1966. In his 95 big-league games, Alvarez collected 42 hits, with only three extra-base hits, all doubles. He had one stolen base and batted .212 overall. He scouted for the Pittsburgh Pirates after his playing career ended. Ossie Álvarez died in Guadalajara, Mexico, on March 8, 2008. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Karlheinz_Dobnigg] | [TOKENS: 349]
Contents Karlheinz Dobnigg Karlheinz Dobnigg (born 1976) is an Austrian business executive and former banker. He is president of the board of directors of the Swiss commodities trading company AURAC AG.He previously served as CEO and president of the management board of Raiffeisen Bank Bosnia and Herzegovina until 19 March 2021. Career Dobnigg joined Raiffeisen Bank Bosnia and Herzegovina in May 2007 and became a member of the bank's management board in 2008. He served as deputy general director from 2012 to 2014 and became general director in 2014. In October 2020, the European Bank for Reconstruction and Development (EBRD) quoted Dobnigg as CEO of Raiffeisen Bank BiH in connection with an EBRD credit line supporting women-led businesses in Bosnia and Herzegovina. In December 2016, the Banking Association of Bosnia and Herzegovina announced that Dobnigg would assume the presidency of its management board from 1 January 2017. In July 2020, the American Chamber of Commerce in Bosnia and Herzegovina (AmCham BiH) elected Dobnigg as president of its Board of Governors. In April 2024, Dobnigg was appointed to the board of directors of AURAC AG. The AURAC Group annual report for 2024 reported consolidated revenue of CHF 15.2 million and total assets of CHF 1.50 billion as of 31 December 2024, and listed subsidiaries in Georgia and Bulgaria. A Hong Kong Companies Registry list shows AURAC Asia Limited was incorporated in November 2025. References External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Leones_de_Yucat%C3%A1n&curid=18645594&action=history] | [TOKENS: 72]
Leones de Yucatán: Revision history For any version listed below, click on its date to view it. For more help, see Help:Page history and Help:Edit summary. (cur) = difference from current version, (prev) = difference from preceding version, m = minor edit, → = section edit, ← = automatic edit summary
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Articles_for_deletion/Music_of_Genshin_Impact] | [TOKENS: 350]
Contents Wikipedia:Articles for deletion/Music of Genshin Impact [Hide this box] New to Articles for deletion (AfD)? Read these primers! I PRODed this yesterday but it was declined, so here we are. This article is essentially just a glorified set of track lists, and the sourcing is questionable as has been pointed out by other editors. I understand that lists (you could make the argument that this is a list of game soundtracks) need to have reliable sources that treat them as a group in order to be included on Wikipedia, but I'm not convinced the sources are reliable enough. For starters, there are too many primary sources used as citations, which raises questions about notability (WP:NLIST). Standalone articles in WPVG need to have a strong reception section in order to be notable. I understand the standard is different for lists, but even still I can't seem to find any actually reliable sources that discuss the game's music as a whole that aren't WP:PRIMARY or otherwise unreliable (as of writing this, the only source in that section is this analysis from MMOs.com, which is unreliable per WP:VG/S). I would suggest merging the content here elsewhere, but for the life of me I can't decide for sure which one(s) would be the best to merge to, and would like to hear others' thoughts on the matter. Genshin Impact, HOYO-MiX and/or the standalone articles for the game's locations (all linked at Locations of Genshin Impact) are all potentially good places to put this content instead of here. Gommeh (talk! sign!) 15:33, 18 February 2026 (UTC)[reply]
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Featured_and_good_topic_candidates/Crash_Bandicoot/archive1] | [TOKENS: 362]
Contents Wikipedia:Featured and good topic candidates/Crash Bandicoot/archive1 Crash Bandicoot is a video game franchise created by Naughty Dog for Sony's PlayStation console. Beginning with the first game in 1996, the series features the titular Crash, a goofy genetically enhanced bandicoot who foils the schemes of his creator Doctor Neo Cortex. The original trilogy, plus the kart racer Crash Team Racing (1999), were praised for their vibrant visuals and polished gameplay. Following Naughty Dog's departure, the series went multiplatform under various developers and publishers. Gameplay focuses on 3D platforming in linear levels with varying perspectives. Mechanics include jumping and spinning to defeat enemies, collecting Wumpa fruit, breaking crates and gathering crystals, gems, and relics. The games take place in a fictional archipelago, with key characters including Crash, his sister Coco, his floating mask ally Aku Aku, the villainous Cortex and his mutant henchmen. After a mixed reception in the 2000s and a 2010s hiatus, the series experienced a revival with the Crash Bandicoot N. Sane Trilogy (2017), Crash Team Racing Nitro-Fueled (2019), and Crash Bandicoot 4: It's About Time (2020). The series established Naughty Dog as a major video game developer and made Crash the PlayStation's unofficial mascot. I am making this nomination for Good Topic, as the series page has just been promoted to Good Article. The other pages in the scope include the Featured List of video games (along with the recently promoted subtopic) and the series' protagonist and antagonist, both of which are GA. Cat's Tuxedo (talk) 09:37, 18 February 2026 (UTC)[reply]
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[SOURCE: https://en.wikipedia.org/wiki/Honkai:_Star_Rail] | [TOKENS: 5516]
Contents Honkai: Star Rail Honkai: Star Rail[a] is a 2023 free-to-play role-playing gacha video game developed and published by miHoYo (with publishing outside mainland China under Cognosphere, d/b/a HoYoverse). It is the fourth installment in the Honkai series, utilizing some characters from Honkai Impact 3rd and some gameplay elements from Genshin Impact. The game features the main character, who is referred to as the Trailblazer, traveling across the universe through the Astral Express to help and connect the worlds while involved in resolving disasters caused by "Stellarons" and other third parties. The first closed beta test was launched on October 27, 2021. It was publicly released internationally on April 26, 2023 for Windows and mobile devices. Additionally, the PlayStation 5 port was released on October 11, 2023. The PlayStation 4 version is still yet to be announced, as revealed at the 2023 Summer Game Fest with a trailer. Partially due to the popularity of Genshin Impact, the game was widely anticipated before its launch. It was nominated for the Most Wanted Game Award at the Golden Joystick Awards in 2022, and won the Best Mobile Game Award in the Game Awards 2023. Gameplay Honkai: Star Rail follows the gameplay style of classic Japanese role-playing games where players build up a lineup of characters and control a team of up to four in turn-based combat. In addition to various stats that affect characters' strength, each character has a combat type that affects the kind of damage dealt to targets, a character class referred to as a Path (see Story and Setting § Setting) that defines their combat role, and a set of unique abilities called Traces used in combat. Each character can equip a weapon known as a Light Cone, that has various effects that activate if the Paths of both the character and Light Cone match. Characters can also equip various Relics, similar to Artifacts in Genshin Impact. Elements of open-world and dungeon exploration are present, with multiple mechanics including the gacha system, carried over (with slight differences) from Genshin Impact. Instead of exploring one large map, players explore smaller, self-contained areas on each world, which contain treasure chests, puzzles, and other interactable elements. Both games have mechanics of gacha games, in which players spend in-game currency that can be earned in-game or purchased with real money through microtransactions to receive new characters and weapons. Additional gameplay features include an auto-battle system, fast-forward options during combat, and cross-save support between platforms. The game's premium currency, Stellar Jade, is primarily used to purchase Star Rail Passes to obtain characters and Light Cones through a mechanic called "warping", and can be earned through gameplay progression, events, and achievements. Story The game is set in a science-fantasy universe in which humanity and sapient non-human beings are aligned with specific universal concepts known as Paths. Each Path is associated with an Aeon, godlike higher-dimensional beings that preside over aspects of existence across the universe. Those who follow Paths are known as Pathstriders which align closely with a respective Path based on their wills, while those who are directly blessed with divine powers by the Aeons are known as Emanators. They are typically enforcers of Aeons' wills often incomparably more powerful than mere mortals, but this is not always the case. Each Path espouses an ideal: for example, the Abundance is based on the view that immortality is a blessing and that healing and altruism should be valued as a top priority. The Destruction believes that civilization is cancerous to the universe, and seeks to eradicate all of civilization through the spreading of various disasters, such as the Stellaron, an object known as the Cancer of All Worlds, which brings destruction to any planet it is placed on. Some Paths were led by Aeons who are now deceased, but continue to exist without the influence of their Aeons. The main character of the game known as the Trailblazer, a mysterious amnesiac possessing a Stellaron, follows the Path of Trailblaze, a Path created by the missing Akivili. Pathstriders of Trailblaze, also known as the "Nameless", seek to "explore, establish, and connect" among different worlds. Different Paths are portrayed as antagonistic, protagonistic, or neutral. The primary antagonist of the game is Nanook, who controls the Path of Destruction, along with Antimatter Legion led by Lord Ravagers, the Emanators of Destruction. Other Paths, such as the Path of Abundance, are not necessarily seen as antagonistic, but are involved in rivalries with the Hunt and other Paths, who view the immortality granted by the Path of Abundance as a curse. Aside from the Path of Destruction, the Stellaron Hunters are a somewhat antagonistic antihero group throughout the game, who search for and collect Stellarons across the universe and claim to be able to see the future. The main characters are often in conflict with the Stellaron Hunters, though they more or less end up aiding each other on their journeys. The following table only includes the central storyline of the Astral Express crew's cosmic journey and does not include interlude stories from the worlds previously visited during the crew's journey. The titles are arranged in chronological order according to the crew's visits. The Herta Space Station is attacked by members of the Antimatter Legion, followers of the Path of Destruction. Amidst the chaos, two Stellaron Hunters, Kafka and Silver Wolf, infiltrate the station and steal the Stellaron that was being held within it. There, Kafka inserts the Stellaron into an empty vessel generated by Silver Wolf. The vessel (who is known as the Trailblazer in English and has a gender chosen by the player) awakens, after which Kafka erases their memory, informs them of the future that lies ahead, and leaves. The Trailblazer then falls unconscious. The Astral Express crew arrives at Jarilo-VI, a planet that has been mostly ravaged by an uninhabitable winter caused by the power of a Stellaron. The three arrive at the city of Belobog and speak with Supreme Guardian Cocolia, hoping to resolve the Stellaron affair; however, Cocolia later brands them as fugitives and orders them to be arrested. They escape from Belobog's guards and move to the Underworld below the planet's surface, where they learn of the peacekeeping organization Wildfire, and their ongoing conflict with Svarog, the leader of Automatons, who has repeatedly rejected peace talks and refuses to let anyone return to the surface. The Astral Express crew receives a signal from Kafka, who wants the Nameless to settle a Stellaron incident on the Xianzhou Luofu, a massive planet-sized starship following the Path of the Hunt. When the Nameless arrive, they are not permitted to assist in Stellaron affairs but are instead tasked to find Kafka and her Stellaron Hunter cohort Blade, as the presence of the Stellaron Hunters on the ship is deemed a threat. The crew finds and defeats Kafka in battle, after which she reveals she was sent to lure the Nameless to the Luofu to fulfill the prophecy laid out by the Stellaron Hunters' leader, Elio. After Blade and Kafka are found and interrogated, the Disciples of Sanctus Medicus, a faction following the Path of Abundance, a rival to the Path of the Hunt, attack the Luofu in a conflict manipulated by Lord Ravager Phantylia, a leader in the Antimatter Legion. During this conflict, Dan Heng reveals that he is the reincarnation of a powerful exiled Vidyadhara criminal named Dan Feng during a battle with Blade, and assists the rest of the Astral Express and the Xianzhou Luofu army in fighting the Disciples of Sanctus Medicus and defeating Phantylia, forcing the Disciples of Sanctus Medicus and Antimatter Legion to retreat from the Luofu. After the battle, Jing Yuan formally creates an alliance between the Xianzhou and Astral Express and annuls the exile of Dan Heng's previous incarnation, granting him freedom on board the Xianzhou Luofu. As a symbol of their alliance, Jing Yuan gifts the Nameless a Jade Abacus that can be used to summon Xianzhou reinforcements in a time of need. The Astral Express arrives in Penacony for the Charmony Festival hosted by Sunday and his sister Robin in the Dreamscape: a perpetual collective dream managed by the spirit of the Dreammaster, the former head of the Family. The Trailblazer meets Acheron, a self-proclaimed Galaxy Ranger; Aventurine, an IPC executive seeking to reclaim Penacony for the corporation; and Firefly, a terminally ill stowaway whom they grow close to. The Trailblazer and Firefly encounter Sparkle of the "Masked Fools", who are followers of the Elation; there, they are attacked by a monster called "Death" before being rescued by the Memokeeper Black Swan. The Trailblazer and Firefly investigate, but "Death" reappears and kills her. Stellaron Hunter SAM attacks Acheron while Black Swan brings the Trailblazer to Aventurine, who reveals that Robin has been "murdered" by "Death" and assumes Acheron is responsible. However, Welt confirms her innocence. Aventurine tricks Sunday into giving him back his Cornerstone - the source of his power - and successfully goads Acheron to "kill" him, revealing her true nature as an Emanator of IX, the Aeon of Nihility. SAM, revealed to be Firefly, rescues the Trailblazer and explains that "Death" transports its victims to Dreamflux Reef: a location outside the Family's control. Sunday is "killed" by Gallagher and reunites with Robin in Dreamflux Reef. There, Gallagher explains that the Dreamscape is a Stellaron disaster under the Family’s manipulation; the former Nameless who founded the planet had sent the invitation to the Astral Express in the hopes of thwarting the Family. The Trailblazer gains the power of Harmony upon being gazed by Xipe, the Aeon of Harmony; however, Sunday betrays Robin and Welt, revealing himself and the Dreammaster to be followers of the Aeon of Order, Ena. The Nameless confronts him, seemingly defeating him until Black Swan reveals it was a dream created by Ena. Assisted by Acheron, Robin, Black Swan, and Galaxy Ranger Boothill, the crew breaks out of the dream and defeats Sunday, restoring the Dreamscape and reality. As the Express prepares to depart, the crew reveals that their fuel is nearly depleted. Black Swan suggests resolving the problem by heading to the uncharted Amphoreus to lay down a new stretch of Rail. Meanwhile, Jade releases Sunday from the Family's custody and offers him a deal. Choosing to seek redemption for his misdeeds, Sunday silently bids Robin farewell and leaves Penacony behind to board the Astral Express. Finality The Astral Express arrives above Amphoreus, learning from Black Swan that the world was concealed from the rest of the universe by an unknown power. The Trailblazer and Dan Heng venture into Amphoreus and meet Phainon, the Deliverer of the "Flame Chase" Journey: A prophesied campaign by Amphoreus' "Chrysos Heirs" to slay and usurp the world's divine embodiment Titans to fend off a destructive force known as the "Black Tide" and usher Amphoreus into a new Era Nova. The Trailblazer joins the Flame Chase, receiving the gaze of Fuli, the Aeon of Remembrance, and inheriting the Coreflame of Time, and meets "Mem", a fairy with connections to Remembrance and the Titan of Time, but it is revealed that Amphoreus' history is a recursive loop, overseen by the Intellitron Lygus, and that the Era Nova is the method in which history is reset. Meanwhile, on the Express, March 7th falls ill and lapses into a coma. Her consciousness awakens at the metaphysical gates of Amphoreus, where the Garden of Recollection, followers of Fuli, attempt to sway her to enter. She is stopped by Cyrene, Phainon's deceased childhood friend and the former demigod of Time, who tells her the Garden is trying to manipulate her for their gain, but March decides to enter anyway to help her friends. However, she finds herself unable to be seen by or interact with anyone in the world, and meets "Evernight", an alternate version of herself with insight into her past. In a gamble to protect her friends and remain undetected by Lygus, March allows Evernight to take over her consciousness. After March falls unconscious and contact is lost with Dan Heng and the Trailblazer, Welt and Sunday contact Herta for assistance. Despite being warned by Lygus that her interference may release a Lord Ravager on the planet, Herta, with fellow Genius Society member Screwllum, manages to bypass Lygus' seal on the planet and search for the Nameless. During their search, they discover that Amphoreus is actually a simulated universe created by a Scepter - an ancient, sentient supercomputer that has gained the gaze of Nanook, the Aeon of Destruction. The Scepter is incubating the Lord Ravager Irontomb to be unleashed upon Nous, the Aeon of Erudition. It is furthermore discovered that Lygus is actually Zandar, the first Genius Society member and creator of Nous, who has become disillusioned with his creation and intends to destroy Nous to "liberate" human knowledge. After being contacted by Herta and discovering the true nature of Amphoreus' reality, Phainon, realizing that as an outsider the Trailblazer has the potential to break the cycles, passes the mantle of Deliverer to them and sacrifices himself to delay Irontomb's awakening. Via the demigod of Law Cerydra, Herta and Screwllum further stall Irontomb's incubation and trap Zandar outside of Amphoreus, and they urge the Trailblazer to attack Irontomb during the next Era Nova, when it would be at its most vulnerable. However, Evernight appears and kidnaps the Trailblazer. Dan Heng, after inheriting the Coreflame of Earth, locates and rescues them, and they confront Evernight, who reveals Fuli and the Garden intend to use Irontomb's rampage to spread "seeds" of Remembrance across the universe. Cyrene, with the assistance of March's original consciousness stored in the camera she gave to the Trailblazer before they went to Amphoreus, manages to convince Evernight to relinquish control of March and fend off the Garden's efforts, enabling the Trailblazer to access Amphoreus' Coreflames and complete Era Nova. At Jade's recommendation, the Astral Express travels to Himeko's homeland of Planarcadia, where the Phantasmoon Games have begun. Eight Supplicants compete for the audience's Wishpower to obtain the authority of Aha, the Aeon of Elation, for one minute. However, the Games are overshadowed by the IPC's tightening control over the planet and the rumored return of the "Bloody Bloom", a serial killer and former Supplicant from fifteen years prior. Yao Guang, Arbiter-General of the Xianzhou Yuque, secures permission from Pearl, the IPC's current CEO of Planarcadia, to eliminate Blade under the cover of the Games. Yao Guang enters Sunday as a Supplicant in her stead, while Pearl secretly designates Silver Wolf and the local detective Ashveil as Supplicants. Development ...we felt that the turn-based combat system is something we have not done before in the company yet, in all our previous games. It's still a viable genre to base the game on, and we felt that it's something that we would really like to give it a try, and our players are really feeling for it, and that's why we developed something like that. And for sci-fi, in reality, our developers felt that it's something that provides hope, and it's very inspiring for younger generations to really look forward to. Sci-fi represents something that is classic, and sci-fi plus turn-based RPG is something that we would like to give a try. Yeah, that's how the game came to be. Honkai: Star Rail began development in 2019 with the goal of "exploring new directions for the Honkai series". The production team has about 500 people, most of whom are fans of science fiction works and turn-based role-playing games. This project is HoYoverse's first attempt at a turn-based combat mechanism game. The team has stated that this genre is very popular in the game market and can lower the difficulty threshold for players to get started. In previous surveys conducted by HoYoverse, many players expressed that they enjoy this type of game. There were concerns about whether this type of game is too retro, but the production team believes that as long as the quality of the game is enjoyable, it can attract players. Like other works in the Honkai series, it is in no way "too hard-core science fiction". The setting of Honkai Impact 3rd is Earth, but the plot mentions other planets in this worldview. Therefore, the production team of Honkai: Star Rail decided to develop a cosmological theme around its game's lore and worldbuilding to expand on this concept of "a universe". The narrative structure of road movies with the protagonist and similarly aged companions traveling across a variety of planets in the universe, while the setting revolves around taking a train which draws inspiration from the idea of a steam train running through the stars in the novel Night on the Galactic Railroad by Kenji Miyazawa and Leiji Matsumoto's famous manga, Galaxy Express 999. The production sequence of each planet in the game takes around one year to first determine the worldview and theme of the planet, then create the characters and detailed setting information, and then finally write the plot. The overall artistic vision of each planet is based on elements from real-world cultures and aesthetics: In terms of combat mechanisms, producer David Jiang said that this game adopts "command-based combat." He said that Honkai Impact 3rd and Genshin Impact were heavy on the role-playing aspect, but they did not include command-based and turn-based combat. In addition, some players reported that Honkai Impact 3rd was too action-oriented and too difficult to operate. Therefore, Honkai: Star Rail pays more attention to strategy than the player's operational skills. Persona 5 was the team's inspiration when deciding to develop a turn-based role-playing game. Producer David Jiang hopes that Honkai: Star Rail can achieve the immersive feeling of "as if you are in the world of the work", and create a "playable animated series". In order to enhance player immersion, the production team integrated artificial intelligence technology into the behavioral patterns of non-player characters. This approach aimed to make traditionally scripted NPC behavior appear more natural, thereby providing players with a stronger sense of being part of the game world. Distribution and promotion The game was revealed in October 2021 at the end of the Honkai Impact 3rd online concert, Starfire Sonorant, then later on the game's official YouTube channel. On October 27, the game launched its first closed test and its second closed beta test on May 25, 2022. On August 15 of the same year, the game received support from the "Special Fund for Cultural Development" issued by the Culture and Tourism Bureau of Xuhui District, Shanghai, where the developer is located. On August 23, 2022, a game story trailer was unveiled on the opening night of Gamescom 2022. On January 17, 2023, the mobile version of the game received the game version number approved by the National Press and Publication Administration, and the game was approved for distribution in mainland China. On February 10, 2023, the game conducted its third closed test. On the same day, the Apple App Store page revealed that the official launch date of the game was April 26. In the international market, miHoYo launched more than 2,000 sets of ads on Google Play one month before the public beta of the game. The main advertising channel was Google AdMob and the main advertising areas were Japan, Hong Kong, the United States, Vietnam, and Thailand. On April 25, 2023, miHoYo released the game's opening theme animation "Star Travel". The game was officially launched globally the following day on April 26. On April 28, miHoYo held its first theme exhibition "Galaxy Gathering" in Xujiahui. From April 29 to May 13, miHoYo undertook train advertisements on Xiamen Rail Transit Line 1 and jointly issued NFTs to promote the game. In mid-May, HoYoverse began to put up ads for the game in Japan, which are prominently displayed in Akihabara in Tokyo, as well as collaborating with Chichibu Railway in Saitama Prefecture to launch a special steam train service, which ran for a month. On July 13, miHoYo launched a high-speed train named "Star Dome Railway High-speed Railway Brand Special Train" with an uncertain route, used to promote the game. In late 2023, the game collaborated internationally with a number of restaurant and cafe franchises, offering game merchandise and specialized meals. In Europe, the game collaborated with Domino's and Miss Millie’s in the UK from October 14th to November 14th. In other countries of Asia, except for mainland China, there were collaborations in Japan, Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam. In Japan, the game collaborated with Wendy's First Kitchen from October 11th to November 8th. From October 11th to November 14th, the collaboration in Indonesia with Convivium, La Juiceria Superfoods in Malaysia, Mann Hann in the Philippines, Kith in Singapore, Kogoro Katsu & Chicken Club in Thailand, and Piko Coffee in Vietnam. For Taiwan, Hong Kong, and Macau, there were collaborations with Cheogajip from October 18th to November 18th, and with KFC from November 9th to November 22nd in Hong Kong. In America, the game collaborated with Pelicana from December 1st to December 31st. For specifically mainland China, there were countless collaborations with cafes, restaurants, drink shops, and many more. In October 2025, Crunchyroll, Sony's anime streaming service, announced a global collaboration between it and HoYoverse for an exclusive Honkai: Star Rail collab, starting on November 6, to coincide with the game's Version 3.7 update. As part of the collaboration, the HoYoFair program's Honkai: Star Rail "Chimerric Park" event premiered exclusively on Crunchyroll, making it the first time that the HoYoFair program did an event outside of YouTube. Reception Honkai: Star Rail received "generally favorable reviews" according to review aggregator Metacritic. Eurogamer recommended the game for its "delightfully goofy humour, charismatic voice cast, and truly magnificent combat," despite the writers' tendency to "give one sentence explanations for important details, yet spend eight paragraphs over explaining the simplest plot twist." Rock Paper Shotgun called the game "still in its early stages but (...) incredibly good fun to play," comparing it to "Star Ocean, but if everyone was hotter and you could gamble". The reviewer praised the combat system for being deep yet approachable and noted that, like in Genshin, spending money was not necessary to progress, as all content in the game could be cleared with the characters players receive for free. PC Gamer appreciated Star Rail's "impeccable visual style and strategic depth" and its "elastic tone, which fluctuates from the heroic optimism of a space opera, to the dark comedy of a Nier game, with a lot of Final Fantasy 14's soap opera, storytelling mixed in". To the reviewer, the game's main draw was its "sheer creativity" and that it "distills what's most satisfying about turn-based RPGs: tactical, team-based decisions." However, some people have criticized the character designs saying that they lack creativity, especially those of female characters, and that the outfits worn by female characters in Genshin Impact had more variety. Before the game's official release, the number of pre-registered players in mainland China reached 22.98 million, with an additional 10 million players outside of mainland China. On April 23, 2023, the day of pre-download, the game topped the free charts on the App Store in over 113 countries and regions, and ranked first overall in mainland China, the United States, Japan, and South Korea. After the game's global launch on April 26, it reached the top spot on the App Store's bestseller list in mainland China within five hours, and ranked within the top 10 on the bestseller lists in 42 countries and regions. On April 28, miHoYo announced that the game had exceeded 20 million downloads. GameLook estimated that, on the day of its launch, the game's global revenue across all platforms would likely exceed 100 million RMB. According to data from Sensor Tower, within the first 10 days of launch, the mobile version of the game generated over $100 million globally, with 44% of the revenue coming from China, 22% from Japan, and 12% from the United States. Data from DataEye indicated that within 15 days of launch, the iOS version and the Android version downloaded through Google Play had generated at least $65 million, with Japan contributing a total of 120 million RMB. On February 6, 2024, with the launch of version 2.0, the game's download count exceeded 100 million. One estimation put the number of active players at 24 million in the month of April 2024. Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Talk%3AControl_%28video_game%29%2FGA1&preload=Template%3AGAN%2Fpreload&editintro=Template%3AGAN%2Feditintro&action=edit] | [TOKENS: 51]
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[SOURCE: https://en.wikipedia.org/wiki/Talonflame] | [TOKENS: 2271]
Contents Talonflame Talonflame (/ˈtælənfleɪm/), known in Japan as Fiarrow (Japanese: ファイアロー, Hepburn: Faiarō), is a Pokémon species in Nintendo and Game Freak's Pokémon media franchise, and the evolved form of Fletchinder, which in turn evolves from Fletchling. First introduced in the video games Pokémon X and Y (2013), it was designed by Ken Sugimori and is believed to be based on one or more birds of prey. Since Talonflame's debut, it has appeared in multiple games including Pokémon Go and the Pokémon Trading Card Game, as well as various merchandise. Classified as a Fire and Flying-type Pokémon, Talonflame is a bird Pokémon with "harsh orange" and pale blue feathers. It has an ability that allows it to attack an opponent first if Talonflame's attack is Flying-type, as well as a technique that increases speed for Talonflame and its allies. This contributed to it becoming among the most powerful and dominant Pokémon in X and Y's competitive scene, making it the subject of memes and disdain by competitive players. Talonflame was eventually weakened in Pokémon Sun and Moon, becoming less prominent in competitive play. As a Pokémon, Talonflame has been received well, praised by multiple critics for being a better "early-route bird" Pokémon than others. Conception and design Talonflame is a species of fictional creatures called Pokémon created for the Pokémon media franchise. Developed by Game Freak and published by Nintendo, the Japanese franchise began in 1996 with the video games Pokémon Red and Green for the Game Boy, which were later released in North America as Pokémon Red and Blue in 1998. In these games and their sequels, the player assumes the role of a Trainer whose goal is to capture and use the creatures' special abilities to combat other Pokémon. Some Pokémon can transform into stronger species through a process called evolution via various means, such as exposure to specific items. Each Pokémon has one or two elemental types, which define its advantages and disadvantages when battling other Pokémon. A major goal in each game is to complete the Pokédex, a comprehensive Pokémon encyclopedia, by capturing, evolving, and trading with other Trainers to obtain individuals from all Pokémon species. Talonflame is an avian Pokémon, classified in-game as the "Scorching Pokémon" and as a Fire and Flying-type Pokémon. It evolves from Fletchinder, a bird Pokémon of the same type, which evolves from the Pokémon Fletchling. Unlike its later forms, Fletchling has no Fire type, instead being Normal and Flying like many previous regional bird Pokémon. Talonflame's design is believed to be influenced by raptors; notably the peregrine falcon, due to its speed and body shape, and the secretary bird because of its kicking move when performing Brave Bird. When comparing Talonflame to real life birds, Carpenter Nature Center executive director Jennifer Vieth noted it was likely faster than the world's current fastest bird, the peregrine falcon, travelling at 310 miles per hour (500 km/h) compared to the falcon's 248 miles per hour (399 km/h). Vieth speculated that if Talonflame existed in the real world, it would likely injure itself if it missed catching its prey because of its flight speed, comparing this attribute to other real birds of prey. Its English name derives from a combination of the words "talon" and "flame". When Talonflame flies, it drops embers from its wings, and its feathers have been used by firefighters to create fire-proof uniforms. It is a fast Pokémon, reaching over 300 miles per hour (480 km/h) speeds. Talonflame's signature ability is Gale Wings, which Flying-type moves to take priority over other Pokémon's moves. In Pokémon Sun and Moon, this ability functions differently, stipulating that Talonflame only gets priority if it has max health. It has an alternative ability called Flame Body, which has two effects: in battle, if a Pokémon makes contact with an attack to Talonflame, that Pokémon has a chance to be burned, halving the damage of future attacks and doing damage to them each turn. Out of battle, Flame Body causes eggs held by the player's character to hatch faster. Talonflame can learn moves such as Brave Bird, a high-power attack that does a recoil damage, Acrobatics, an attack made more powerful if Talonflame is not holding an item, and Tailwind, a technique that gives it and any ally Pokémon doubled speed. Appearances Talonflame first appeared in Pokémon X and Y, found exclusively by evolving from a Fletchinder. It later appears in the sequels, Pokémon Sun and Moon, available by trading the Pokémon Bewear with a non-playable character for a Talonflame. It was initially absent from Pokémon Sword and Shield until the release of the Isle of Armor downloadable content. Talonflame can be found in the wild in the mobile game Pokémon Go, alongside its earlier evolutions. Outside of the mainline games, Talonflame also appears in games such as New Pokémon Snap and Pokémon Unite. In the latter game, it is a Speedster type character, able to move around quicker than other non-Speedsters. It has also appeared as a card in the Pokémon Trading Card Game. In the Pokémon TV series, protagonist Ash Ketchum features a Talonflame on his team, having evolved it from his Fletchinder in the episode "A Legendary Photo Op!". It was featured in his final team in a championship tournament, the Kalos Lumiose Conference. Ash would later send Talonflame to live with Professor Oak. It has received multiple pieces of merchandise, including plushes and food. In Pokémon the Movie: Volcanion and the Mechanical Marvel, it was voiced by Kiyotaka Furushima. Critical reception Talonflame was a competitively powerful Pokémon species in Pokémon X and Y, commonly referred to as a "most valuable bird" on any team featuring it due to its Gale Wings ability. In particular, the ability for a Talonflame to easily do extreme damage to an opponent no matter how fast they are was a large part of why it was so powerful. In addition to its effectiveness as an attacker, Talonflame was also strong as a support Pokémon, able to use the move Tailwind to help powerful but slow Pokémon become faster. Despite being so dominant, it was initially viewed as a useless Pokémon, which changed once people understood how to use its ability to maximize its effectiveness. Its first showing at a Pokémon tournament was at the 2014 Video Game Championships (VGC) event, used in 41.46 percent of teams. It was the second most used Pokémon in the 2014 tournament, behind Garchomp and ahead of Kangaskhan. It experienced a drop in popularity in 2015. In future VGCs, it appeared on approximately 20 percent of teams, its decline associated with new metas that were disadvantageous towards Talonflame. It became more popular in 2016, being part of one of VGC's most "dominant archetypes" called the Big 6. It benefited from both Tailwind supporting its partners and being able to take on powerful Pokémon like Xerneas. When Pokémon Sun and Moon released, it continued to be used in competitive play, though experienced low levels of usefulness due to Gale Wings being weakened. This was met with "shock, amusement, and joy." Talonflame remained useful due to being a good Tailwind user, being among the best users of the move at VGC in 2017. Dot Esports writer Yash Nair felt that the changes to its ability helped make it more balanced. Krell described it as the most-hated Pokémon in the series' competitive play, stating that "wise competitive players" at the time designed their Pokémon teams with the intention of countering a Talonflame used by their opponent. According to Krell, it became a "notorious meme" among competitive Pokémon players, earning the pejorative nickname "Smogonbird" with players on the competitive Pokémon website Smogon. Destructoid writer Timothy Monbleau considered it one of the most infamous Pokémon in the series' competitive history, noting that, in addition to its speed and strength, its combination of Fire and Flying types made it particularly resistant to other types of damage. It showed a drop in popularity since VGC in 2017. Talonflame was featured on the winning team of Kaito Arii at the Scarlet and Violet 2023 Japan National Champion tournament, featuring a set of moves that were unorthodox for the Pokémon. In particular, it used a Flying-type attack called Acrobatics, which is stronger if the user is not holding an item. His success with Talonflame was the subject of a lot of commentary at the tournament venue and on social media. In Scarlet and Violet competitive play, Nair stated that Talonflame ended up replacing the Pokémon Murkrow, which had been a dominant Pokémon due to its ability to set up Tailwind as a support Pokémon. He attributed it taking over from Murkrow to various factors, including Talonflame's superior power and typing. In 2020, Talonflame was voted among the most popular Pokémon introduced in Kalos in an official online poll. Pocket Tactics writer Connor Christie considered it one of the best Pokémon of X and Y, remarking that it stood out among other early bird Pokémon before it by giving it a Fire type. USA Today's Cian Maher agreed, believing it was the best final evolution for an "early-route bird" in the series' history. He praised it for its power and stating that it earned a spot on most favorite Pokémon lists it qualifies for. Fellow USA Today writer Ryan Woodrow also praised Talonflame, stating that it was the quintessential animal-based Pokémon, arguing that it takes the best part of its real-world inspiration and adds fantastical elements without losing the realism. Woodrow enjoyed its color scheme, stating that the "harsh orange" and pale blue color combination both helped make it interesting to look at and invoked its fire connection. He compared it favorably to Moltres, which he believed served as an example of a Fire bird that "over[does]" its Fire-type inspiration. Writing for Nintendo World Report, Becky Hollada stated that she never had much of an affinity for most Flying-type Pokémon species, featuring them on her team only for their ability to help her explore the map, but felt different about Talonflame. She noted that it was the first Flying-type Pokémon that she grew attached to, citing various reasons for her affinity, including its Fire type, ability to help hatch eggs faster, and being a fast Pokémon. References
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[SOURCE: https://en.wikipedia.org/wiki/Stardew_Valley] | [TOKENS: 4878]
Contents Stardew Valley Stardew Valley is a 2016 farm life simulation video game developed by Eric "ConcernedApe" Barone. Players take the role of a character who inherits their deceased grandfather's dilapidated farm in a place known as "Stardew Valley". The game is open-ended, with players managing the farm by clearing land, growing seasonal crops, and raising animals. Players can build skills in farming, foraging, fishing, mining, and combat. Social features include building relationships with townspeople, with the option to marry and have up to two children. A later update added multiplayer, allowing online play with others. Barone developed Stardew Valley by himself over four and a half years. He was heavily inspired by the Harvest Moon series (now named Story of Seasons), with additions to address some of those games' shortcomings. He began the project to improve his programming and game design skills. British studio Chucklefish approached Barone halfway through development with an offer to publish the game, allowing him to focus on completing it. It was originally released for Windows in February 2016 before being ported to several other platforms. Stardew Valley received generally positive reviews from critics, including Yasuhiro Wada, the creator of Harvest Moon. The game has been cited as one of the best video games ever made and is credited with causing a resurgence in popularity for the farming sim genre. It became one of the best-selling video games, selling 50 million copies by February 2026. The game appeared on several publications' year-end lists and received accolades, including the Breakthrough Award at the Golden Joystick Awards and a nomination for Best Game at the British Academy Games Awards. Gameplay Stardew Valley is a farm life simulation video game set in top-down perspective and is open-ended. It is primarily inspired by Harvest Moon. The game starts with the player character leaving their corporate job to manage a farm just outside of Pelican Town, a town in the eponymous Stardew Valley. The farm inherited from their deceased grandfather must be restored, and the player must assist in the town's revival. Players may choose from several different farm types, each with a unique theme and different benefits and drawbacks. Each theme helps players focus on improving different types of skills faster. On the farm, players need to cut down trees, break rocks, and use a scythe to clear weeds to make space for tilling and planting. The farming system allows players to plant seasonal seeds that require daily watering and generally must be harvested before the next season. Players can also build barns and coops to raise animals for products like eggs and milk. As the game progresses through four 28-day seasons, the completion of Community Center bundles will unlock new areas and activities, such as exploring a new island. Players may develop skills in farming, foraging, fishing, mining, and combat. Interacting with townspeople and giving gifts builds relationships over time. Players can marry one of 12 bachelors or bachelorettes regardless of gender, allowing the spouse to help with daily farm chores such as cooking, feeding animals, or watering crops. After marriage, the couple may choose to conceive a child. Time in the game is divided into day-length segments. Each morning, players begin with a full energy bar, which decreases as tasks are performed and can be replenished by eating food. A nearby cave system holds ores that can be mined and smelted by using a furnace. The cave also contains monsters, adding an action RPG element to mining. Players must switch between a pickaxe and a sword while exploring deeper levels, where more valuable treasures can be found. A multiplayer mode was introduced in a later update, allowing online play with other players. Development Stardew Valley was originally titled Sprout Valley and was created by American indie game designer Eric Barone, known professionally as ConcernedApe. Barone graduated from the University of Washington Tacoma in 2011 with a computer science degree but was unable to get a job in the industry, instead working as an usher at the Paramount Theatre in Seattle. Looking to improve his computer skills for better job prospects, he had the idea to craft a game that would also pull in his artistic side. Barone grew up in the Pacific Northwest and incorporated many elements of the region into the gameplay and art. Stardew Valley originally began as a modern fan-made alternative to later Harvest Moon titles, as Barone felt the series had gotten "progressively worse" after Harvest Moon: Back to Nature. Unable to find a satisfactory replacement, he created a game similar to the series, saying he intended "to address the problems I had with Harvest Moon" and that "no title in the series ever brought it all together in a perfect way". He was the sole developer of the game, creating all of its pixel art, music, sound effects, story, and dialogue. Barone used Reason Studios, a digital audio workstation, to create all the music and sound effects within the game and Paint.NET for the pixel art. Initially, Barone considered releasing Stardew Valley on Xbox Live Indie Games due to the ease of publishing on that platform, but found that his scope for it became much larger than originally anticipated. He publicly announced the game in September 2012, using Steam Greenlight to gauge interest in it. After the game was shown a great deal of support from the community, Barone began working on it in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions. Shortly after the Greenlight period in 2013, he was approached by Finn Brice, director of Chucklefish, who offered to help publish the game on release. Chucklefish took over many of the non-development activities for Barone, such as site hosting and setting up his development wiki. Barone decided not to use Steam's Early Access feature for development, as he felt it was not well suited to Stardew Valley. Barone spent four years on the project, redoing it multiple times and often spending 10 hours or more a day on it. He originally programmed it in C# using the Microsoft XNA framework, but later migrated to MonoGame in 2021, which, according to Barone, "futureproofs the game and allows mods to access more than 4 gigs of RAM". Barone aimed to give players the feeling of immersion in a small farming community, saying he wanted Stardew Valley to be entertaining while also having "real-world messages". In contrast to earlier Story of Seasons games, which could end after two years of in-game time has passed, Barone kept Stardew Valley open-ended so that players would not feel rushed to try to complete everything possible. During development, he recognized that some players would attempt to figure out mechanically how to maximize their farm's yield and profit through spreadsheets and other tools, but hoped that most would take the time to learn these on their own. To that end, he designed the cooking aspect of the game purposely not to be profitable, but instead to pay back in bonuses that aided exploration, farming, mining, and fishing skills. Barone also opted not to include the butchering of farm animals for meat products, encouraging players to name and tend to each animal. In April 2015, Barone announced he intended to release the game only once he felt it was feature complete, refusing to put it onto Steam's Early Access program or accept pre-sale payments. The game was released on Steam and GOG for Windows on February 26, 2016. After its release, Barone continued to work on it, taking feedback from the community and patching bugs, and stated plans to add more features. Barone anticipated adding more end-game content, as well as ports for other platforms. He said that he initially planned a four-player cooperative mode to be released in the game at launch. In this mode, Barone planned that players would share a common farm, each player tackling different tasks, such as one player mining while others tended to different parts of the farm. The multiplayer feature supports both local area network and remote online connectivity. Barone had planned for public beta testing of the multiplayer feature in late 2017 for the Windows version, but was still working to improve the network code by early 2018. The multiplayer beta for Windows was released in April 2018 and officially launched for all PC platforms on August 1, 2018. In December 2018, the multiplayer update was released for the Nintendo Switch. An official sheet music book for piano and album was released in 2018 by label Materia Collective. Mobile versions for iOS and Android were developed with help of The Secret Police, with the iOS version released on October 24, 2018, and the Android version on March 14, 2019. Both versions include the ability for Linux, macOS, and Windows users to transfer progress to their device. In 2018, Barone said he wanted to assemble a team of developers to help continue the game's development. By 2019, all versions of the game, except on mobile, were self-published by Barone. In 2020, Barone collaborated with Fangamer to announce the physical release of the game's standard and collector's edition, as well as the Nintendo Switch and PC versions. In March 2024, Barone published an update significantly expanding on the initial features of the game. The update was later made available for mobile and console platforms in November of that year. The Nintendo Switch 2 edition of Stardew Valley was released on December 25, 2025. In May 2016, Barone announced that Chucklefish would help with non-English localizations, Linux, macOS, and console ports, and the technical aspects required for online cooperative play, allowing him to focus solely on the first major content update. The Linux and macOS ports were released on July 29, 2016. Ports for the PlayStation 4 and Xbox One were announced at E3 2016 in June. At the same event, Barone said that a port for the Wii U would also be released; that version was later canceled in favor of a version for the Nintendo Switch. The PlayStation 4 and Xbox One versions were released respectively on December 13 and 14, 2016. The Switch version, ported by Sickhead Games, was released on October 5, 2017. In early 2017, Barone stated his intentions for the possibility of a PlayStation Vita port, which was released on May 22, 2018. Retail versions for the PlayStation 4 and Xbox One are published and distributed by 505 Games. A collector's edition released at the same time included a physical map of the game's world, a download code for the soundtrack, and a guidebook. In December 2018, the publishing rights for all platforms outside of Android, iOS, and Nintendo Switch reverted to Barone. He regained the rights for the Nintendo Switch release in October 2019, the official wiki in February 2021, the iOS release in December 2021, and the Android release in March 2022, ending Chucklefish's involvement. Mods Stardew Valley has also seen an active modding community, with players adding various new features to the game. As of 2026[update], over 28,000 mods have been created. One of the most popular mods is Stardew Valley Expanded, which adds multiple new characters and locations and has been downloaded over 3 million times. Devin Hedegaard, the mod's creator, later joined the Stardew Valley development team. Other mods offer more cosmetic options ranging from changing the overall appearance of the game to introducing new animal designs. The majority of mods are only playable through the PC version of the game. Later updates to the game have added features for mod developers. In March 2025, a fan made Baldur's Gate 3-themed mod was released, titled Baldur's Village. The mod received praise from Larian Studios founder Swen Vincke. In the same month, lawyers representing Dungeons & Dragons company Wizards of the Coast have had the mod removed under DMCA. Vincke took to social media to voice his support for fan-made mods, raising concerns about how they are handled and urging for a solution to be found. On April 1, 2025, Wizards of the Coast has issued a statement on the DMCA, saying that it happened in error and apologized for the situation. Other media In September 2016, Stardew Valley: Original Soundtrack was released, containing the game's official soundtrack. In November 2016, the Stardew Valley Guidebook was released, written by Barone and Ryan Novak and illustrated by Kari Fry. The book has been revised and reissued multiple times to align with the game's update versions. Polygon's Liz Richardson praised the book for making the game more relaxing to play. In September 2017, Jason Schreier described the development process of a number of games, including Stardew Valley, in his book Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. In December 2019, Stardew Valley was added to the Tesla Arcade, a Linux-based video game service incorporated within most models of Tesla electric cars. On August 15, 2020, the orchestral album Symphonic Tale: The Place I Truly Belong (Music from Stardew Valley) directed by Kentaro Sato and performed by the Budapest Symphony Orchestra was released. A cooperative board game adaptation, Stardew Valley: The Board Game, was released in February 2021. Barone collaborated with Norihiko Hibino on an album series called Prescription for Sleep. The series remixes video game soundtracks with piano and saxophone. The Prescription for Sleep: Stardew Valley album was released in May 2021. It includes 10 tracks from the game's original soundtrack and one new track called "Beauty in the Seasons". In September 2022, Terraria introduced several items from Stardew Valley into the game. The Official Stardew Valley Cookbook, featuring adaptations of more than 50 in-game recipes was announced in August 2023 and released on May 14, 2024. Barone promoted the first Stardew Valley concert tour, Stardew Valley: Festival of Seasons, on October 10, 2023. The 2-year-long construction of the Stardew Valley town out of Lego won the "People's Choice" award at BrickCon 2024. In October 2024, American singer-songwriter Soccer Mommy released a song called Abigail, in reference to the Stardew Valley character Abigail. In October 2024, "Friends of Jimbo 2" update for the Balatro video game featured some Stardew Valley characters. Barone has announced the second Stardew Valley concert tour, Stardew Valley: Symphony of Seasons, on November 20, 2024. In August 2025, Infinity Nikki announced a collaboration with Stardew Valley. In August 2025, the instrumental album Stardew Valley (Festival of Seasons) was released, featuring 16 songs from the game. In November 2025, Among Us announced a collaboration with Stardew Valley, running until February 18, 2026. Reception Stardew Valley received "generally favorable" reviews, according to review aggregator website Metacritic. Fellow review aggregator OpenCritic assessed that the game received "mighty" approval, being recommended by 99% of critics. It has been cited by several publications to be among the greatest video games to date.[j] Yasuhiro Wada, creator of Harvest Moon, said he was "very happy" with Barone's game as it has led to Harvest Moon not being forgotten. He added that Stardew Valley captured the sense of freedom he had envisioned for the series, while bringing more focus to animation and graphics. Farm life simulation and the overall gameplay experience were widely praised by critics. GameRevolution wrote that the game effectively integrates its progression systems, activities, and rewards in a way that makes each in-game day feel distinct and cohesive. Game Informer commended the farming mechanics for creating a relaxing and rewarding gameplay loop. PC Gamer highlighted crafting and farm customization as enjoyable features that enhance the player's ability to design and improve their farm. IGN praised the combination of RPG and farming elements, noting that it creates an engaging experience without feeling stressful. Polygon underlined that Stardew Valley gives players a strong sense of achievement, with even simple daily tasks feeling satisfying. Conversely, 4Players wrote that repetitive farming actions made the early hours feel tedious. However, they noted that as progression systems expand, the farming routine becomes less monotonous. Game Informer criticized the absence of fast travel and considered the map system as lackluster, as it made moving between locations repetitive and time-consuming. The narrative and characters were generally well received by critics. GameRevolution praised the dialogue and writing, stating that the villagers feature distinct personalities supported by strong writing. Game Informer similarly highlighted the townsfolk’s varied personalities, noting that they respond differently to the player. PC Gamer commended the depth and realism of the town's residents, highlighting their eccentricities and believable personalities. IGN observed that although the townspeople have detailed, interconnected lives, the related mechanics for building relationships are simple in comparison. Polygon praised how small interactions with NPCs gradually reveal their personalities and challenges, providing narrative depth. GameStar noted that while certain story elements, such as the haunted community center, add interesting narrative touches, the game does not offer a particularly compelling or deep overarching story. Paste described the game as being anti-capitalist, citing the negative portrayal of the fictional Joja Corporation. Many media outlets praised Stardew Valley for its LGBT options and representation, notably including the option for the player character to marry one of 12 villagers regardless of gender. Gayming Magazine criticized the lack of racial diversity. The visual style received positive reviews by critics. GameRevolution described the sprite-based visual style as visually pleasing and well-suited to the game, highlighting the environmental variety across its four in-game seasons. GameStar praised the colorful pixel art style, calling its implementation particularly charming. 4Players commended the attention to detail thanks to its charming animations and described the visual atmosphere, particularly the lighting effects, as magical. The soundtrack was praised by critics. GameRevolution complimented it as imaginative and beautifully composed. Game Informer positively noted the music as light and enjoyable. IGN singled out the music in the mine, writing that it reduces stress during combat and enhances the underground atmosphere. GameStar stated that the soundtrack, in combination with retro visuals, creates a picturesque atmosphere. 4Players wrote that the soundtrack complements the atmosphere of the different weather conditions and seasons with relaxed chiptune melodies. Combat and dungeon exploration were received mostly positive, though the combat's simplicity received criticism by some. GameRevolution described combat as entertaining and further noted that it adds variety to the overall experience. Game Informer had mixed feelings about the mine dungeon, calling it rather simple but noted that its combat and exploration offer a change of pace from the rest of the game. IGN described combat as straightforward and repetitive, but enjoyable due to the sense of discovery and the reward of finding valuable items in the mine. GameStar similarly noted its simplicity, but highlighted that combat benefits from a rewarding progression loop centered on defeating enemies and acquiring better equipment. The game's lack of a helpful tutorial and its controls received criticism. GameRevolution considered the tutorial as underdeveloped and insufficient for most players. Polygon observed that the tutorial is minimal and does not clearly explain all gameplay mechanics. They additionally considered controls as imprecise, making some tasks frustrating to perform. GameStar similarly criticized the lack of guidance in form of a tutorial or tips on the controls. Conversely, 4Players praised the simple control scheme for contributing to a relaxed gameplay experience. PC Gamer noted technical and interface issues at release, including cursor glitches, missed festival triggers, and confusing menus. Eight years after its original review, Polygon highlighted Stardew Valley’s enduring popularity and continued relevance, noting that it still resonates with players and continues to grow without compromising its original charm. In a 2018 reassessment, IGN raised their original score, noting that updates since launch have added new items, objectives, and events. These updates improved accessibility for newcomers and provided fresh challenges for veteran players, while the multiplayer mode further enriched the experience. Following the release of the 1.6 update, IGN gave the game a perfect score, writing that the eight years of updates had transformed Stardew Valley into a modern classic. Stardew Valley sold roughly 425,000 copies across Steam and GOG.com in its first two weeks, and more than a million within two months. Valve reported that Stardew Valley was in the top 24 revenue-generating games on Steam during 2016. Journalists noted that the gaming community had shown support for Barone and his game. While some players obtained the game illegally, many of them were impressed and indicated they planned to buy it. Others offered to help cover the cost for players who could not afford it. By the end of 2017, Stardew Valley had sold more than 3.5 million copies across all platforms. The game became the most downloaded title on the Nintendo Switch for 2017, despite launching on the platform in October. Following its mobile launch in October 2018, Sensor Tower estimated that the game generated more than US$1 million in revenue within its first three weeks on the Apple App Store. By February 2026, Stardew Valley had sold over 50 million copies, 26 million of which were on PC and 7.9 million on Nintendo Switch. Stardew Valley won the Breakthrough Award at the 2016 Golden Joystick Awards, in addition to receiving two other nominations. At the 13th British Academy Games Awards, the game was nominated as Best Game. It received further nominations as Best Debut at the Game Developers Choice Awards and Best Independent Game at The Game Awards. At SXSW Gaming Awards, it was nominated as Most Promising New Intellectual Property. It further was nominated for the Seumas McNally Grand Prize at the Independent Games Festival. Several Publications have placed Stardew Valley in their year-end lists, including The Guardian (5th), Paste (8th), Polygon (8th), Slant Magazine (25th) and The Verge. Game Informer awarded the game as Best Simulation Game of 2016. In 2024, the game received the Best Ongoing Game award by PC Gamer. Gamesindustry.biz featured it as one of their Games of the Year in 2024. Legacy According to Inverse, Stardew Valley has played a key role in bringing farming and cozy games to broader audiences over the years. In 2022, Destructoid attributed a large part of a recent resurgence of farming simulators to Stardew Valley. They further described the game as a "full-on cultural phenomenon" and one of the most successful indie games. In 2024, PC Gamer described Stardew Valley as the backbone of modern farming simulators, noting that new entries in the genre are routinely compared to it. They further wrote that its success sparked a wave of similar "Stardew-esque" games, with many developers drawing inspiration from its formula. According to NME, Stardew Valley has been ranked first among the best video games for reducing stress. Gamasutra named Barone one of the top ten developers for 2016, identifying that he had "single-handedly" developed something that "breathed new life into a genre" otherwise dominated by the Story of Seasons series. In 2017, Forbes named Barone one of their "30 Under 30" people to watch in the area of video games by citing his commitment towards making Stardew Valley. Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Good_article_reassessment] | [TOKENS: 4531]
Contents Wikipedia:Good article reassessment User scripts for GAR: Good article reassessment (GAR) is a process used to review and improve good articles (GAs) that may no longer meet the good article criteria and if necessary, delist them. All users are welcome to contribute to the process, regardless of whether they were involved with the initial nomination. Editors should prioritize bringing an article up to standard above delisting. Reassessments are listed for discussion below and are concluded according to consensus. GAs are held to the current standards regardless of when they were promoted. Good article reassessment is not a peer review process; for that use peer review. Content disputes on GAs should be resolved through normal dispute resolution processes. Good article reassessment only assesses whether the article meets the good article criteria. Many common problems (including the presence of dead URLs, inconsistently formatted citations, and compliance with all aspects of the Manual of Style) are not covered by the criteria and therefore are not grounds for delisting. Instability in itself is not a reason to delist an article. Potential candidates for reassessment may be found on the cleanup listing. Delisted good articles may be renominated as good articles if editors believe they have resolved the issues that led to the delisting. Before opening a reassessment Opening a reassessment Reassessment process Closing a reassessment To close a discussion, use the GANReviewTool script on the reassessment page of the article and explain the outcome of the discussion (whether there was consensus and what action was taken). Disputing a reassessment GAR Coordinators The GAR Coordinators—Lee Vilenski, Chipmunkdavis, and Trainsandotherthings—work to organize GAR efforts, as well as to resolve contentious reviews. To quickly bring issues to their notice, or make a query, use the {{@GAR}} notification template, or make a comment on the GAN discussion page. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93 Articles needing possible reassessment Good article reassessment The good articles listed below have been flagged for the attention of reviewers for reassessment. If reassessment is appropriate, please open a community reassessment and remove the {{GAR request}} template from the article talk page. For cases where no reassessment is needed, remove the template from the article talk page. The intention is to keep the above list empty most of the time. If an article is currently a featured article candidate, please do not open a reassessment until the FAC has been closed. Articles listed for reassessment There are some or many unsourced (as well as outdated) citations, including grammar, cohesive, tone, etc. Absolutiva 00:46, 20 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 03:45, 19 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 03:41, 19 February 2026 (UTC)[reply] There are uncited statements in the article. The lead is too short and does not summarise all major aspects of the article. Z1720 (talk) 03:37, 19 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 23:07, 18 February 2026 (UTC)[reply] In its 2023 GAR, the reassessment addressed copyediting concerns. Looking at the article now, there are still lots of uncited statements to be resolved. Z1720 (talk) 18:21, 16 February 2026 (UTC)[reply] Lots of uncited statements, including entire paragraphs. There are also 89 citation needed tags to be resolved. Z1720 (talk) 18:16, 16 February 2026 (UTC)[reply] Lots of uncited statements. There was a discussion a couple of months ago relating to copyediting of the "Critical analysis" section. I think this section needs to be reworked to rely less on quotations and instead have the information written as prose. Z1720 (talk) 18:12, 16 February 2026 (UTC)[reply] Lots of uncited statements. Most of these seem to be in an "Overview" section, which should probably be merged with the lead, shortened, and information moved to the article body where appropriate. There are also uncited statements elsewhere in the article. Z1720 (talk) 18:10, 16 February 2026 (UTC)[reply] Old GA article that needs expansion since Poison dart frogs are heavily studied and well-researched. It has multiple unsourced statement, odd sentences under "threats" section, poor information at "Taxonomy" and "conservation" sections. 🍕BP!🍕 (🔔) 19:03, 15 February 2026 (UTC)[reply] Numerous unsourced statements and trivia. Bgsu98 (Talk) 22:45, 14 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 00:03, 11 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 00:00, 11 February 2026 (UTC)[reply] Lots of uncited statements. There is also a "needs expansion" orange banner at the top of "Typefaces". Z1720 (talk) 23:55, 10 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 23:52, 10 February 2026 (UTC)[reply] There are a lot of uncited statements, especially in the "2020 census" and "Parks and recreation" sections. The lead does not summarise all major aspects of the article. Z1720 (talk) 23:50, 10 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 23:48, 10 February 2026 (UTC)[reply] Having, skim-assesed the article. I have problems with the following paragraph. I will fix that as soon as I can. I can't give any time frame for fixing them, I will attempt to fix them within four weeks of the start of this review. Pyrotec (talk) 22:32, 16 February 2026 (UTC)[reply] @Z1720:, I have now addresed all the points I am able to do so. That final paragraph in Early Scots rule is written in the form of speculation, but I've not tracked down a citation for it. If you think that I have missed anthing, I'm happy to have a go at rectifying it. Pyrotec (talk) 11:05, 21 February 2026 (UTC)[reply] Unfortunately I have concluded that it's not possible for the article to retain compliance with the GA criteria when editors come to it and try to add content that is verbose, duplicative, failed verification, and has numerous other issues, as well as trying to work backwards and change the lead instead of letting it summarize the body of the article as it's supposed to. (t · c) buIdhe 01:25, 10 February 2026 (UTC)[reply] Multiple unsourced statements and tonal issues throughout article; most noticeable in the "themes" section. Roast (talk) 05:57, 8 February 2026 (UTC)[reply] Lots of uncited statements, including entire paragraphs. Z1720 (talk) 04:27, 8 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 04:24, 8 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 04:22, 8 February 2026 (UTC)[reply] Uncited statements, including entire sections. "Expansion needed" orange banners since 2010 and 2020. Z1720 (talk) 16:40, 7 February 2026 (UTC)[reply] Concerns about GA criterion 2d (copyright). In particular, there appears to be close paraphrasing throughout the Composition section, including multiple passages that closely follow the wording and structure of the cited reviews (notably Franzini 2023). The reviewed version of this article had a EW score of 40.5%, which suggests a further look would have been warranted. Here are a selection of three text overlaps: The article is also generally quite quote-heavy, which further contributes to the concerns above. Zzz plant (talk) 21:31, 6 February 2026 (UTC)[reply] I am listing this for reassessment because I am concerned this article was not fully evaluated against the GACR. The nomination was passed within an hour after just one minor wording tweak. It does not mention source spot-checking or broader assessment of coverage, prose, neutrality, or possible copyright/over-quotation issues. I think particularly with this article, the extent of direct quotation should have at least been mentioned. Additionally, the GA review progress box template notes that it should not be used without further commentary. This is not intended as criticism of either the nominator or reviewer, as both were clearly acting in good faith. I'm hoping a reassessment can confirm whether the article meets the GACR. Zzz plant (talk) 18:29, 6 February 2026 (UTC)[reply] RedShellMomentum 00:25, 7 February 2026 (UTC)[reply] As I detailed here, this is an incredibly short article at just over 1,700 character of text that is inadequately sourced. The sources present are 1.) a small town historical society's brief web article 2.) a short Maine Geological Survey slideshow 3.) a decently moderated but still user-generated trail finder website 4.) a self-published book and 5.) a brochure. The subject is not encyclopedically covered in this article and the sources do not live up to the GA standard. Both the nominator and reviewer are relatively new and unexperienced editors, so this strikes me far less as a policy issue and far more as an earnest mistake in how to perform a review. Best, ~ Pbritti (talk) 06:11, 6 February 2026 (UTC)[reply] Of the three main sections, Development looks okay, but the fancruft seems to have gradually built up in Appearances and Reception has extremely dense and lengthy quotations packed into massive block paragraphs. I also see three maintenance templates. — An anonymous username, not my real name 22:03, 30 January 2026 (UTC)[reply] An "update needed" banner from 2021 in the "Phylogeny" section and some uncited statements. Z1720 (talk) 04:26, 28 January 2026 (UTC)[reply] Fossil record. The article states that there is no fossil record. There is a candidate macrofossil (Eopuntia douglasii), but this has also been identified as cyperaceous. There is also a putative Cretaceous cactus , but this is chronologically implausible (Cactaceae is by consensus a young family). An absence of macrofossils is not especially surprising, but I would expect there to be a fossil pollen record, and indeed there are some papers reporting fossil Cactaceae pollen. Lavateraguy (talk) 12:47, 29 January 2026 (UTC)[reply] Citations. I've dealt with the two "citation needed" templates by adding citations (and in one case slightly revising the text). I've also restored consistent citation style: the article uses CS2, including no terminal period/full stop on short footnotes. Peter coxhead (talk) 07:43, 30 January 2026 (UTC)[reply] Uncited statements, especially in the "International career" section. Z1720 (talk) 04:08, 28 January 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 04:05, 28 January 2026 (UTC)[reply] Numerous unsourced statements, outdated information that needs correction or expansion, some poor quality sourcing, and proseline abound. Generalissima (talk) (it/she) 07:31, 21 January 2026 (UTC)[reply] Lots of uncited statements, including entire paragraphs. The article is also quite large and I think several sections can be summarised more effectively. Z1720 (talk) 01:11, 21 January 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 02:51, 15 January 2026 (UTC)[reply] tagged for llm text since october 2025. article was promoted to ga in 2012. ltbdl (taste) 07:12, 12 January 2026 (UTC)[reply] one thing that sticks out to me are the citations to primary sources, such as laws, constitutions, court cases, the singapore democratic party, and a parliamentary debate(!!), which should probably be replaced with secondary sources. specifically, references 2-3, 6-8, 11, 13-18, 21, 23-32, 34-36, 39-46, 50, 53-60, 72-73, and 77 are primary sources. (this citation style is hard to work through.) ltbdl (destroy) 07:44, 25 January 2026 (UTC)[reply] There are uncited statements throughout the article, including entire paragraphs. While some are not necessary per WP:CALC, other text should be cited if it makes a definitive statement that are not calculations. There are lots of sources listed in the "Bibliography" that are not used as inline citations and in the "Further reading" section. Does this article cover all major aspects of the topic? Some sections are too long and make it difficult to navigate (especially on mobile) such as "Historical context", "Precession of the Moon's orbit", "Proposition 43; Problem 30" and "Modern derivation". These should be summarised more effectively or split up using additional headers. Z1720 (talk) 15:51, 3 January 2026 (UTC)[reply] There are uncited statements in the article, including entire paragraphs. There is a "Updates needed" orange banner at the top of the "Depot" section from May 2023, which needs to be resolved. Z1720 (talk) 15:27, 3 January 2026 (UTC)[reply] There is an orange "unbalanced" banner from January 2023 which needs to be resolved. Z1720 (talk) 21:35, 2 January 2026 (UTC)[reply] Uncited statements, including "citation needed" templates from September 2021. Z1720 (talk) 18:02, 26 December 2025 (UTC)[reply] Uncited statements in the article, including entire paragraphs. Some of these have been tagged with "citation needed" templates from 2021 or 2019, and there's even a citation needed template in a reference (which I have never seen before) added in 2016. Z1720 (talk) 19:55, 24 December 2025 (UTC)[reply] The article is quite large and has a "too long" yellow banner at the top from September 2025. When I skimmed through the article, I found lots of places that had too much detail, not fulfilling the GA criteria 3b which says the article "stays focused on the topic without going into unnecessary detail." I think much of the prose could be summarised more effectively and/or have information moved to spun out articles, especially in the "History" section. Z1720 (talk) 16:16, 7 December 2025 (UTC)[reply] Noting for the record that while there have been no further comments here indicating interest in addressing the issues raised above, I have refrained from closing the discussion as a fair amount of editing has been undertaken by Qiushufang in the meantime. For clarity as to whether this could be closed or should remain open: Qiushufang, is it your intention to resolve the issues raised above during the course of this WP:GAR? TompaDompa (talk) 00:41, 22 December 2025 (UTC)[reply] Lots of uncited statements, including entire paragraphs. Z1720 (talk) 15:46, 7 December 2025 (UTC)[reply] I'm seeing a fair amount of uncited material still on the article. For clarity as to whether this could be closed or should remain open: Sir Joseph, is it your intention to do further work on this article during the course of this WP:GAR? TompaDompa (talk) 19:53, 29 December 2025 (UTC)[reply] Lots of uncited statements, including entire paragraphs. Z1720 (talk) 03:53, 1 December 2025 (UTC)[reply] Quite a few of these adds come from after the 2010 GAN from @The howling cow, Buckshot06, and Maliepa:; pinging to see if they can cite their additions. If not, it might be best I just cut uncited content out. —Ed!(talk) 03:44, 16 December 2025 (UTC)[reply] @Ed!: I have added a couple of citation needed tags to the article. GlobalSecurity is used as a reference several times in the article, but it seems to be blacklisted on WP:RSP and will need to be replaced. Z1720 (talk) 00:00, 4 February 2026 (UTC)[reply] This top-importance Medicine article was listed in 2013, and has not been kept up-to-date. Opening the GAR in the hope of finding someone who would like to give the article a once-over Boghog (talk) 10:44, 16 December 2025 (UTC)[reply] @Femke, IntentionallyDense, and Boghog: What is the status of this GAR? Z1720 (talk) 17:42, 15 January 2026 (UTC)[reply] I see work in going quite well. I do notice quite a few quite technical bits being introduced however. For instance, the lead uses the terms bronchioles and alveoli, without explaining them. Not sure if it's possible to simplify the treatment section of the lead, but it comes across as more technical than our typical reader might need. In the genetics section, loci is not explained, atopic isn't defined (is it a necessary word?). In general the genetic correlation paragraph is tough to understand. —Femke 🐦 (talk) 12:59, 12 February 2026 (UTC)[reply] Uncited statements, including entire paragraphs. Z1720 (talk) 01:11, 3 November 2025 (UTC)[reply] Noting for the record that the article has during the course of this WP:GAR been edited by, besides participants in the discussion here: Kolya Muratov, ~2025-36440-83, ~2025-36951-37, Wham2001, Abductive, ~2025-38086-55, Rtrb, ~2025-39456-49, ~2025-41626-88, Aadirulez8, and LastJabberwocky. For clarity as to whether this could be closed or should remain open: Matarisvan and the editors listed in the previous sentence, is it your intention to resolve the issues raised above during the course of this GAR? TompaDompa (talk) 23:57, 22 December 2025 (UTC)[reply] Subpages • Category:Good article reassessment nominees • Good article cleanup listing
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[SOURCE: https://en.wikipedia.org/wiki/Dredge_(video_game)] | [TOKENS: 4209]
Contents Dredge (video game) Dredge is a 2023 fishing video game developed by Black Salt Games and published by Team17. A survival and horror game, it follows a fisherman who faces progressively Lovecraftian creatures as they explore an open world of archipelagos. The player's duties include exploring the area and catching fish. They can upgrade their fishing equipment and venture out to other archipelagos. It follows a day–night cycle; the day is serene, while the game's horror parts occur at night. Black Salt Games conceived Dredge to be a top-down turn-based game; that notion was scrapped during the game's prototype phase. The company did not want Dredge to be a jump scare horror game, so they built a psychological thriller atmosphere. Five archipelagos were built for the game, four of which are based on geological formations. After development was completed, they approached various publishers before settling on Team17. Dredge was released for Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Nintendo Switch platforms on March 30, 2023. iOS and Android versions were published on February 27, 2025. Two downloadable content (DLCs), The Pale Reach and The Iron Rig, were released in 2023 and 2024, respectively. Critics gave Dredge a positive reception. Its gameplay, presentation, inventory management system, progression system, and exploration received positive feedback, while some complained about the fishing portions being repetitive. The game's story, horror elements, thriller undertones, art style and soundtrack were also praised. Its DLCs were well received by critics. It was deemed one of the top video games of 2023 by several news outlets and was nominated for numerous awards. Gameplay Dredge is a fishing, horror, and survival video game. The player controls a fisherman on a boat tasked with fishing and dredging to make money, while helping inhabitants of various islands throughout an ocean. The player can catch regular fish as well as mutated versions (aberrations), such as fish with multiple eyes, and dredge for materials like wood and metal. When selling fish, the player is paid more for aberrations and fresher catch. With money, players can upgrade their equipment and boat's functionalities, such as the boat's engine and lights, as well as obtain better fishing lines and nets. To unlock such upgrades, the player has to find "research parts" while fishing or completing a quest. The game features a skill tree; the player can improve their skills by reading books, and expand their inventory size using materials. The inventory consists of a grid, where the player is able to rotate fish and equipment to utilize the inventory size as best as possible. In the base game, the player can catch up to 128 different species of fish. Each species appears during a specific time of the day and environment. The game takes place on a day–night cycle, with the clock progressing when the player takes certain actions such as sailing or fishing. During the day, the ambience is relatively peaceful; throughout the night, the game embraces horror elements when the fog appears. Dredge features a panic meter, which controls the player's sanity. The panic meter changes throughout the night. If it increases, new rocks appear spontaneously, crows steal fish the player had caught, and the player is chased by massive enemies in the water. The higher the player's panic meter is, the more likely these occurrences are to happen. If the player does not sleep enough or fishes too long during the night, their panic meter will also increase. A passive mode is featured in Dredge, which disables enemies from hunting the player. Dredge features four archipelagos located around the center archipelago called The Marrows. Each archipelago features different fish, quests, and enemies. Plot A Fisherman sails to the coastal town of Greater Marrow, situated in a distant archipelago, to take up a job as the town's angler. While the job starts typically, the Fisherman notices strange phenomena, especially at night: a strange mist appears, rocks suddenly appear out of nowhere, ghost ships are encountered, and there is hostile wildlife, sea monsters, and the feeling of being watched. As he sails around the archipelago, he finds messages in bottles, featuring diary entries written by a newlywed woman named J.J., who recounts her arrival in the archipelago with her husband. She witnessed him dredging up from the sea floor a mysterious casket which he opened, releasing the supernatural fog that plagues the archipelago. A gargantuan sea monster called the Leviathan then awoke and destroyed their boat, killing J.J. and stranding the husband and the old mayor on a small island. The Fisherman finds himself stalked by the Leviathan, which is the archipelago's guardian and is set on preventing the Fisherman from leaving the area. The Fisherman meets the Collector, a man living alone in an island mansion. The Collector tasks the Fisherman with exploring the other archipelago islands and the ancient ruins they hide to recover several relics. The Collector uses the Book of the Deep to grant the Fisherman supernatural powers. Once the Fisherman collects the relics, he can either hand them over to the Collector or withhold them. The Fisherman heads south of the archipelago to discover The Pale Reach, a frozen biome that appears and disappears every few years. He helps a nature photographer capture a photo of a ravenous creature resembling a narwhal and assembles an icebreaker ram for his boat. The Fisherman then pursues the trail of an Antarctic expedition crew that disappeared nearly 100 years ago while investigating the Pale Reach. He finds journal entries that reveal that the Captain, Navigator, and Boatswain of the crew became enthralled by the ravaged and still-living remains of an enormous eldritch monster trapped in the ice. As the crew attempted to free the creature, under the promise of treasure, the First Officer led a mutiny, which ended in most of the crew dying or fleeing the Pale Reach. Four men remained and became trapped in the ice, still bound to the creature and unable to die. After finding enchanted ice axes, the Fisherman frees the men from their torment, with their deaths killing the creature as well. The Fisherman comes across an oil rig owned by the Ironhaven Company and meets two of its chief staff, the Foreman and the Scientist. The Foreman asks the Fisherman to recover lost supply shipments so they can complete the construction of the oil rig, while the Scientist requests that the Fisherman collect samples of the local wildlife for study. The Fisherman brings back enough supplies for the Foreman to finish construction of the oil rig, and they drill into the sea floor. This causes fissures to open up on the sea floor, releasing a dark ooze that mutates the fish. The Scientist has the Fisherman collect mutated samples; exposure to the corrupted fish causes the Scientist to mutate into a monster, and he escapes to the ocean. The Executive arrives and orders the Foreman to continue drilling, even though it angers the local sea monsters. Fearful of the monsters, but equally fearful of the Executive, the Foreman asks the Fisherman to sabotage the oil rig's defense system to convince the Executive to abort the drilling. With the defense system down, a tentacled sea monster attacks the oil rig, destroying the drill before being eaten by the Leviathan. The Executive flees via helicopter, and the Foreman agrees to continue providing the Fisherman with advanced equipment until he and the rest of the oil rig crew can evacuate. Development Dredge was developed by the New Zealand-based independent studio Black Salt Games and published by Team17. The game was announced in August 2022 with the publication of a trailer, and later in the month was showcased at Gamescom. It was created using the Unity game engine.: 8:20 Dredge started development as one of three prototypes created by Black Salt Games, alongside games in the real-time strategy and stealth genres. After the games were playtested by friends and colleagues, Dredge was rated as the most enjoyable and selected for further development.: 2:08 The original concept for Dredge was written in two paragraphs and was inspired by games such as Papers, Please (2013) and Moonlighter (2018), with developers wanting at least two main elements in the gameplay. In its original conception, Dredge would be a top-down turn-based game with elements similar to the final version, and not feature fishing mini-games.: 3:20 The prototype only included the starting site, The Marrows. The first six months of development were spent working on that area, particularly on controls and the mobility mechanism. After determining the beginning location and most gameplay characteristics, the team developed four additional biomes (archipelagos). The game's producer, Nadia Thorne, stated that they spent two to three months on each biome. The open world concept used for player traversal across biomes was inspired by the design of The Legend of Zelda: Breath of the Wild (2017). The game's programmer and author, Joel Mason, stated that the player can visit other archipelagos in any sequence, although the second location of the game is Gale Cliffs, which has a Scandinavian aesthetic. The third region, Stellar Basin, is based on a blue hole, while the fourth, Twisted Strand, is a fog-filled mangrove swamp. The fifth and last region, Devil's Spine, includes volcanoes. The developers had planned an ice biome, but it was shelved and later included in The Pale Reach.: 10:42 Black Salt Games did not want to include too much narrative because their team consisted of an artist, a programmer, and a producer. They intended to have characters symbolize various stages of grieving, but this was abandoned during development. The company adopted Yarn Spinner, an open-source dialogue tool, which helped develop the majority of their narrative structure. Black Salt Games enhanced the core plot, which is generated from dialogue, by including messages in bottles and quest descriptions. Rather than using voiceovers, the developers chose to have characters produce a variety of noises. Michael Bastianes, the studio's 3D art director, stated that they purposefully made Dredge's world unsettling to avoid focusing the game on jump scare horror. The studio stated that they did not aim to produce a horror game, but rather a "spooky game" with a thriller atmosphere and Lovecraftian horror elements.: 18:43 Bastianes added that the studio wished to "leave things to the player's imagination". The studio sought to make the day as tranquil and cheerful as possible, believing that this would "create a sense of security" that they could exploit by forcing the player to stay out longer than intended. The relaxing music also contributed to the atmosphere.: 19:21 For the game's night phase, Bastianes said they needed to create a fog shader centered on the player rather than the camera. The studio worked on inventing sea monsters for specific archipelagos and the in-between in the ocean; they designed them so that they would be introduced gradually as the player progressed through the game. In contrast, the night features static noise rather than music.: 19:21 Dredge has a low-poly (a polygon mesh that has a low amount of polygons) art style, which has been present since the game's original prototype. Dredge's art director, Alex Ritchie, chose subdued colors and simple shapes to create the game; he described the game's art style as cartoonish, with few gradients. He was inspired by Disco Elysium (2019) because of the game's abstract nature. The water shaders were altered multiple times during the development process. The crew adjusted the hues and transparency of the water when the player was present in various archipelagos. Water transparency was not included in the game during its early phases of development; the developers added a feature that allowed players to view fish swimming in the ocean.: 6:27 The upgrading system functioned differently during the early stages of development. The game would display a list of available improvements, which the user could then purchase with money. The developers found this system dull. When working on the inventory system, the developers imagined that it would include the player's loadout system (for example, the player would be able to choose whether they wanted a fast or slow boat based on the engines they had in their inventory). The final upgrade system, which included materials as upgrade items, was incorporated later in development.: 23:14 Mason worked on including fishing in the game. He used his expertise on fish, as well as Wikipedia, to decide which fish to include in the game. Ritchie created their appearance and added human traits to the fish's aberrations. There was initially one fishing mini-game throughout development; playtesters reported that it was repetitive, so developers added various versions. Mason believed that the mini-games should be easy and accessible to the player, not like fishing in Stardew Valley (2016). He also stated that Dredge's fishing mini-games are optional, and that even if the player does not interact with the mini-game, the fish would eventually be caught.: 26:18 Release Black Salt Games looked for a publisher since the early development of the game, but were unsure if they could get one because Dredge was the studio's first game. They contacted about 40 publishers, and 20 responded. They settled with Team17, who had seen their content on Twitter.: 36:27 Dredge was released on March 30, 2023, for Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Nintendo Switch platforms. The developers released several editions of the game: a standard edition of the base game, a digital edition that also features the Blackstone Key downloadable content (DLC), and a physical edition that included a poster, soundtrack, and in-game items. In October 2024, the developers announced that Dredge will be released on Android and iOS platforms. Initially scheduled to release in late 2024, the developers delayed the game to 2025; it was released on February 27, 2025, for iOS and Android platforms. A collector's edition for PlayStation 5 and Nintendo Switch was released in November 2024. The first paid DLC, Blackstone Key, was available from the game's release date. The DLC allows the player to unlock the Blackston Isle Workshop, which allows the player to obtain a powerful boat engine. The second DLC, The Pale Reach, was released in November 2023 and introduced a polar biome, as well as new types of fish and pursuits. The third DLC, The Iron Rig, was supposed to come out in the fourth quarter of 2023, but was delayed to 2024. The DLC introduced tasks related to an oil rig that is located in the ocean, and over 50 new types of fish. It was released in August 2024. In December 2023, Dredge collaborated with Dave the Diver to introduce crossover content into the latter game. In August 2025, Two Point Museum received crossover content from Dredge. Reception Dredge received a "generally favorable" reception from critics, according to the review aggregator website Metacritic. Steven Green of Nintendo World Report called Dredge a "near-perfect indie game". Dredge sold over 100,000 copies within the first twenty-four hours of release, a milestone that the developers had expected would take a year or longer to reach. In October 2023, Black Salt Games reported that Dredge had sold one million copies. Reviewers praised Dredge for its gameplay and presentation. Harrison Abbot of Bloody Disgusting described the experience as "well-balanced and thought-through", while Nicole Carpenter of Polygon called it "dark yet cozy". The fishing mechanics received mixed responses; some reviewers praised the feature, while others found it repetitive. Most critics commended the inventory management system, comparing it to Tetris-style management, though Stephen Tailby of Push Square criticized it. The progression system also garnered widespread approval, though Ali Jones of GamesRadar+ noted the imbalance of late-stage progression. Mollie Taylor of PC Gamer and Ozzie Mejia of Shacknews criticized the brevity of the day–night cycle. Abbot compared the game's open-world design to that of Breath of the Wild. Katharine Castle of Rock Paper Shotgun and Jerry Williams of RPGFan praised the exploration, and Mejia complimented the game's relaxing atmosphere, saying it became more enjoyable as the player upgraded their equipment. Multiple reviewers noted that the game is not difficult to complete. The game's story and dialogue have been commended by critics. Green wrote that the story leaves the player to wonder while it also "never truly [answers] anything". Edwin Evans-Thirlwell of Eurogamer and Zoey Handley of Destructoid disliked the plot. Gabriel Moss of IGN and Keza MacDonald of The Guardian complimented the characters, with the latter describing Dredge as a "clever, compelling fishing adventure game". Taylor found the Gale Cliffs archipelago frustrating, considering that the player is tasked with escaping from a "snaking monster" that is faster than the player, while Stephen Gregson-Wood of Pocket Gamer disliked the fourth and fifth island for not being as interesting as the first three. The horror elements have also been praised; Taylor said that Dredge is "a near-perfect blend" of horror and cozy fishing, while Gregson-Wood commended the elements as being "brilliantly executed". Several publications wrote that it incorporates Lovecraftian elements, which were praised. Roland Ingram of Nintendo Life commended the mysterious monsters. Alessandro Barbosa of GameSpot complained that its Lovecraftian elements were mostly present in the final stages of the game. The art style was praised by critics, with Gabriel Moss of IGN describing it as "mesmerizing" and "colorful". Taylor wrote that "horrific moments make it strangely even more gorgeous to look at". Abbot and Handley praised the soundtrack, while Moss praised the overall sound design. Mejia complained that the map could have been incorporated as part of the heads-up display (HUD), while Green complained about long loading times on the Nintendo Switch and disliked that some quests were on a timer. Famitsu complained about the map, saying that they wished it was easier to use. Williams praised the game's controls, while Nic Reuben of NME disliked them. The Pale Reach for the PC and PlayStation 5 received a positive reception, according to the aggregator website Metacritic. Hirun Cryer of Rock Paper Shotgun praised the DLC's game design, particularly the narwhal. He noted that questions about its story were left unanswered, which was a positive feature. Tommy Holloway of PlayStation Universe said he wished to see more detail in the design of the polar biome; he noted that the area is not as challenging as the main five areas of the game. He complained that the main quest lacked depth. Shaun Musgrave of TouchArcade wished that more gameplay were added to the DLC. The Iron Rig for the PC received a positive reception, according to the aggregator website Metacritic. Castle saw the DLC as engaging, but also wrote that "it's a shame the world of Dredge doesn't have a stronger reaction to the events of The Iron Rig". Compared to Still Wakes the Deep (2024), The Iron Rig is "a little toothless", according to Castle. Mark Warren of VG247 commended the new types of fish. Jamie Moorcroft-Sharp of Destructoid criticized the inconsistency in NPC reactions, while praising the integrated progression. Erwan Lafleuriel of IGN disliked the vagueness of the story and repetitiveness while praising the streamlined experience. Dredge was named among the best games of 2023 in lists compiled by Digital Spy, GamesRadar+, Time, The Guardian, Svenska Dagbladet, and Polygon. Shacknews featured it on its list of best indie games of 2023. Pocket Gamer and Rock Paper Shotgun featured Dredge on their most anticipated games lists. Film adaptation In April 2024, Black Salt Games and production company Story Kitchen announced that they were working on a film adaptation of Dredge. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Control_(video_game)] | [TOKENS: 8718]
Contents Control (video game) Control is a 2019 action-adventure game developed by Remedy Entertainment. It follows Jesse Faden, the new Director of the Federal Bureau of Control (FBC), a secret U.S. government agency that investigates and contains phenomena that violate the normal laws of reality. As Jesse, the player explores the Oldest House–the FBC's headquarters–and uses paranormal abilities and a shapeshifting gun known as the "Service Weapon" to combat the Hiss, a hostile, otherworldly entity that has invaded and corrupted the FBC. Players unlock new powers by locating Objects of Power, mundane objects imbued with energies from another dimension. The Oldest House has four sectors that can be explored at a nonlinear pace, and players are free to complete side quests and explore hidden areas. Control was completed within three years with a €30 million budget. Its gameplay is significantly more open than Remedy's past games; the developers drew inspiration from role-playing and Metroidvania games. The game was written by Sam Lake and was inspired by paranormal stories about the fictional SCP Foundation, based on the new weird genre. To demonstrate the game's destructible environmental systems, the Oldest House is designed in the brutalist style common in Cold-War-era government buildings. The game's voice cast includes Courtney Hope as Faden, and James McCaffrey, Matthew Porretta, and Martti Suosalo. The music was composed by Petri Alanko and Martin Stig Andersen. Control uses Remedy's in-house Northlight Engine and was among the first games to use real-time ray tracing built into the hardware of modern video cards. 505 Games published Control for PlayStation 4, Windows, and Xbox One in August 2019 and for the PlayStation 5 and Xbox Series X/S in February 2021. Remedy Entertainment began self-publishing the game in 2025. Control received generally positive reviews; critics praised its setting, art direction, gameplay, and characters, although its main story received mixed responses. The game sold over five million copies and was nominated for several end-of-year accolades, including Game of the Year at The Game Awards 2019 and the 23rd Annual D.I.C.E. Awards. Two expansion packs were released, the second of which, AWE, being a crossover between Control and Alan Wake, forming part of a shared universe named the "Remedy Connected Universe". A sequel, Control Resonant, is set to be released in 2026, and a multiplayer spin-off, FBC: Firebreak, was released in 2025. Gameplay Control is an action-adventure video game that is played from a third-person perspective. The player assumes control of Jesse Faden, who is searching for her missing brother, as she arrives at the Oldest House, a featureless Brutalist skyscraper in New York City that houses the headquarters of the fictional Federal Bureau of Control (FBC). Most enemies in Control are human FBC agents who are possessed by the Hiss, an otherworldly force that is attempting to cross through a dimensional barrier into this reality. Enemies range from firearm-carrying humans to heavily mutated variants with superpowers. To combat these threats, Jesse is equipped with the "Service Weapon", a modular firearm that can shapeshift into five forms: Grip, Spin, Shatter, Pierce, and Charge. Each form has unique gameplay properties, ranging from a close-range, shotgun-like blast to a long-range, sniper-like form. Players can equip and swap between two weapon forms at any given time. Jesse also interacts with Objects of Power to gain psychokinetic abilities. These abilities include "Launch", which allows her to telepathically hurl environmental objects as projectiles at enemies; "Evade", a quick dash to avoid attacks; "Shield", which pulls rubble from the ground to block incoming attacks; "Seize", used to briefly turn enemies into allies; and "Levitate", which enables Jesse to fly. Outside of combat and transportation, the powers are essential for solving environmental puzzles. Three of the five base powers are optional, and may only be obtained through exploration or completion of side quests. The use of the Service Weapon and Jesse's psychokinetic powers is governed by two cooldown systems, allowing players to alternate between these combat options. The game lacks a traditional cover system; players must remain mobile because defeated enemies drop health that is necessary for Jesse's survival. The Oldest House has an interior far larger than its exterior; the building is an enormous, constantly shifting supernatural realm that defies the laws of physics. Control is built in the Metroidvania format; the Oldest House has four sectors that can be explored at a nonlinear pace. Throughout the building, players encounter Control Points, which are unlocked by clearing enemies and serve as hubs for fast travel, skill upgrades, weapon modifications, and outfit changes. Reaching a Control Point will heal Jesse without resetting the level. As players progress, Jesse's security-clearance level will increase and players will gain new skills, allowing them to access previously locked rooms or reach hidden areas. The game's campaign is divided into 10 acts that are supplemented with 18 side quests. There are also "Board Countermeasures" quests, which are challenge activities that task players with eliminating Hiss under certain conditions, and timed challenges named "Bureau Alerts". The Oldest House is filled with hidden documents, audio recordings, full-motion video (FMV) and television shows that provide context about the game's world and its backstory. An artificial intelligence (AI) system known as the Encounter Director controls interactions with enemies based on the player's level and their location in the Oldest House. Players can further strengthen the Service Weapon and Jesse's attributes by equipping mods, with a maximum of three Weapon and three Personal mods allowed at once. Players can also craft their own mods through the Astral Construct system using materials and Source Energy, the latter of which is collected through killing the Hiss or decommissioning unwanted mods. Mods are divided into levels of rarity; more-rare mods offer greater power but require more resources to produce. Source Energy is essential for upgrading the forms of the Service Weapons. Completion of quests rewards players with Ability Points, which can be spent to upgrade Jesse's psychokinetic powers, increasing its damage, adjust its properties, and widen its use. They can also increase Jesse's maximum health, Energy, which dictates how frequently she can use her powers, and the strength of her melee attacks. Spending sufficient Ability Points grants players additional Milestone Rewards, which typically unlock additional mod slots for further customization. Synopsis Control revolves around the Federal Bureau of Control (FBC), a clandestine U.S. government agency that investigates supernatural Altered World Events (AWEs). These AWEs affect the human collective unconscious and have "paranatural" effects, including the creation of Objects of Power, archetypal items that grant special abilities to their wielders. Objects of Power are connected to the Board, a black, pyramid-shaped entity that exists within the Astral Plane, an alternate dimension. The individual chosen by the Board to wield the Service Weapon, an Object of Power, is considered by default to be the director of the FBC. Control takes place within the Oldest House, a Brutalist skyscraper in New York City that houses the headquarters of the FBC. The Oldest House is a Place of Power with several paranatural characteristics: it resists being noticed by anyone other than FBC members and individuals with an innate sensitivity to the paranatural, its interior is larger than its exterior, and its internal architecture is prone to shifting and rearranging in unpredictable ways. The FBC can stabilize portions of the Oldest House for its use by harnessing nexuses of resonance called Control Points. The protagonist of Control is Jesse Faden (Courtney Hope), who the Board has chosen as the director of the FBC to replace the recently deceased Zachariah Trench (James McCaffrey). Seventeen years prior, Jesse and her younger brother Dylan (Sean Durrie) were involved in an Altered World Event in their hometown of Ordinary, Maine. After discovering an Object of Power in the form of a slide projector, the two children accidentally unleashed paranatural forces that caused Ordinary's adult population to vanish. Jesse and Dylan were rescued by Polaris, a mysterious telepathic entity. Shortly thereafter, the FBC arrived in Ordinary, capturing Dylan and the slide projector, while Jesse fled. In the present day, Jesse arrives at the Oldest House seeking her brother. Other notable characters in Control include missing Head of Research Casper Darling (Matthew Porretta), research specialist Emily Pope (Antonia Bernath), security chief Simon Arish (Ronan Summers), Head of Operations Helen Marshall (Jade Anouka), Panopticon supervisor Frederick Langston (Derek Hagen), and a mysterious Finnish janitor named Ahti (Martti Suosalo). In October 2019, Jesse Faden arrives at the Oldest House, after receiving a telepathic message from Polaris, seeking her kidnapped brother Dylan. Inside the building, Jesse discovers the body of Zachariah Trench and Polaris instructs her to pick up his fallen Service Weapon. The weapon translocates Jesse to the Astral Plane, where the Board appoints her the new director of the FBC, replacing Trench. Exiting Trench's office, Jesse is attacked by FBC agents possessed by an entity she dubs "the Hiss". Jesse learns the Oldest House is under emergency lockdown following the Hiss's spread, and that the Hiss has possessed everyone in the building except those wearing Hedron Resonance Amplifiers (HRAs), devices built by missing Bureau scientist Dr. Casper Darling. Jesse agrees to aid the surviving agents reclaim the building and contain the Hiss in exchange for Dylan's whereabouts. Using an Object of Power known as the Hotline, Jesse communicates with the deceased Trench and learns his former management team knows the secrets of the Bureau. After lifting the building's lockdown in the Maintenance Sector, Jesse enters the Research Sector in search of Helen Marshall, one of Trench's management team, whom she helps secure the production of more HRAs. Marshall reveals Dylan, known to the Bureau as Prime Candidate 6 (P6), was being groomed to succeed Trench as the Bureau's director due to his immense supernatural abilities. After killing several Bureau agents, however, Dylan was deemed too dangerous and locked in the Containment Sector. Jesse rushes to the sector to find Dylan, only to learn he has escaped and surrendered to the Bureau in the Executive Sector. Dylan reveals to Jesse he has embraced the Hiss, and that the Hiss infiltrated the Oldest House through the slide projector, an Object of Power the Bureau recovered from Ordinary. Ahti, a paranatural entity who manifests as a janitor, gives Jesse a cassette player that enables her to navigate an elaborate maze protecting the slide projector's chamber in the Research Sector. She finds the slide projector missing, but learns Trench and Darling used the projector to enter an alternate dimension known as Slidescape-36, where they discovered an entity they dubbed Hedron. Jesse finds Hedron and discovers it is Polaris, but moments later, the Hiss attacks and destroys Hedron. Jesse's mind is invaded by the Hiss, but she rediscovers Polaris within herself, allowing her to repel the Hiss and save the Bureau. In the process, Jesse learns Trench was the first individual to be possessed by the Hiss during the expeditions to Slidescape-36, and was responsible for releasing the Hiss into the Oldest House. Jesse finds the slide projector in the Executive Sector, where Dylan and the Hiss are attempting to enter the Astral Plane through a portal and overtake the Board. She deactivates the slide projector and seemingly cleanses the Hiss from Dylan, closing the portal but leaving Dylan in a coma. In the aftermath, the Oldest House remains infested by the Hiss and under lockdown to prevent its escape, but Jesse has come to terms with her new role as director and decides to find a solution with the FBC's surviving personnel. The Board summons Jesse to the Foundation, a cavernous area at the center of the Oldest House that houses the Nail, an object that connects the Oldest House to the Astral Plane. Jesse finds the Nail has been seriously damaged, causing the Astral Plane to leak into the Oldest House with potentially catastrophic consequences. As Jesse attempts to restore the Nail, she seeks the whereabouts of Helen Marshall, who entered the Foundation during the Hiss invasion and has gone missing. Meanwhile, Jesse discovers logs left behind by Theodore Ash, Jr., the former Head of Research who in 1964 was part of the first expeditions to the Oldest House. Ash reveals Broderick Northmoor, the director who preceded Trench, fell under the Board's influence during the expedition and was responsible for radically changing the Bureau in order to serve the Board's interests. As Jesse continues to restore the Nail, she encounters Former, an extradimensional entity that grants Jesse a new ability, enraging the Board. Former claims to have once been a member of the Board who was blamed for an unknown transgression then exiled. Torn between the two entities, Jesse is eventually able to restore the Nail, but tremors occur between the Oldest House and the Astral Plane, threatening to destroy both dimensions. Jesse reaches the base of the Nail, where she finds Marshall possessed by the Hiss. With Former's aid, Jesse kills Marshall and cleanses the Nail. Jesse learns Marshall had damaged the Nail as a preventative measure against both the Hiss and the Board. Marshall's HRA was destroyed soon after, an act Marshall believed retaliation by the Board, allowing her to be possessed by the Hiss. With the crisis averted but having lost faith in the Board, Jesse vows to lead the Bureau her own way. AWE is a crossover between Control and Remedy Entertainment's previous game Alan Wake, which takes place in Bright Falls, Washington, United States. In that game, writer Alan Wake is coerced and trapped by a Dark Presence that inhabits the town's Cauldron Lake, a dimension that able to turn works of art into reality. Following the events of Alan Wake (as described in Control), FBC agents confronted and arrested Emil Hartman, a psychologist who attempted to investigate and exploit this power, and confiscate his research on the lake. In a final act of desperation, Hartman dove into Cauldron Lake and was possessed by the Dark Presence. Hartman was subsequently captured and taken to the Oldest House by the Bureau, who attempted to contain him in the Investigations Sector. After Hartman breached containment, the Bureau was forced to abandon and seal off almost all of the sector. During the Hiss invasion, the Hiss mixed with the Dark Presence in Hartman, twisting him into a monstrous entity that haunts the sector. An apparition of Alan Wake, who is otherwise considered missing, summons Jesse to the Investigations Sector. She encounters Hartman, and Frederick Langston warns her Hartman cannot be allowed to escape the sector. Jesse attempts to traverse the Investigations Sector and destroy Hartman, and receives visions of Alan, revealing he was responsible for writing Hartman's escape into existence using Cauldron Lake's power to influence reality using works of art. Alan also implies his writing helped cause the Hiss invasion to create a "crisis" for his "hero", Jesse, as part of his attempt to escape from Cauldron Lake. Jesse reaches the Bright Falls AWE area of the Investigations Sector and destroys Hartman. Langston informs Jesse of a newly detected AWE in Bright Falls, the date of which is several years in the future. Development Control was developed by Finnish studio Remedy Entertainment as its first major release since its 2017 initial public offering (IPO) and separation from Microsoft as a publishing partner. Control was developed using more efficient development strategies to reduce costs and development time. The game was completed within three years with a €30 million budget, a lower cost than that for a typical triple-A game. Control was directed by Mikael Kasurinen, who worked on Alan Wake as lead gameplay designer and Quantum Break as lead director; and Sam Lake was the writer and creative director. Lake created the game's story and characters during the pre-production stage, and narrative lead Anna Megill developed its content. Control was developed using Remedy's proprietary Northlight Engine, which was first used on its previous game, Quantum Break. Control was one of the first major games to be released after the introduction of graphics cards that support real-time ray-tracing through DirectX Raytracing, and was the first major game with a nearly full implementation of all available Nvidia RTX features and support for Nvidia's DLSS for resolution upscaling on supported graphics cards. Gameplay was one of Remedy's development priorities for Control. Whereas earlier Remedy games explore supernatural themes, Control is the first game in which the protagonist wields supernatural powers. The powers were designed to be easily recognizable and grounded in reality; the developers avoided adding magical abilities that would feel outlandish in the game's setting. The telekinetic powers were designed to feel intuitive: players do not need to manually target the environment to pick up objects, and grabbed objects can be hurled to deliver devastating damage. To achieve this, Remedy replaced the Havok physics in Northlight with PhysX. The abilities and the Service Weapon are designed to complement each other in combat. One resource slowly recharges while the other is in use, encouraging players to strategically switch between them. The Service Weapon was designed as a highly capable tool for dispatching enemies. The artificial intelligence (AI) of the enemies in the game was designed to be aggressive, forcing players to use all of the skills in their toolset. Internally, the Service Weapon was compared to Excalibur; whoever wields the gun became the director of the FBC. Remedy considered Control to be a challenging experience; Thomas Puha, Remedy's head of communications, compared the game to Dark Souls. The developers wanted to give players more options in combat and introduced enemy variants that force players to instantly change strategy because different enemies have different vulnerabilities. Mods expand gameplay variety by allowing diverse builds. Players often need to adapt their approach to combat encounters based on their available equipment mods and weapon forms. To give players more agency, Kasurinen wanted the game to be non-linear, and adopted elements from sandbox games, role-playing games and Metroidvania games. It was a response to Quantum Break, a linear action game that took five years to develop but only took players about eight hours to complete. These design meant Control became less curated; as a result, the developers adopted a minimalist head-up display and removed waypoints. The mission logs only inform players about locations of interest, and players must find their way there. This approach avoided funneling players toward a particular direction and lets players immerse themselves in the game's world, encouraging exploration. Areas in the game are interconnected, and each FBC sector has a large, central area with multiple exits that lead players in different directions. In-game signage was created to guide players to different rooms in a sector. Making some of the in-game powers optional created a unique challenge for the developers designing combat encounters and level layouts because they did not know what powers the player character has during a combat encounter. As a result, the team spent a lot of time in the quality assurance (QA) process to ensure players will not accidentally exploit the game and venture to unintended areas using Jesse's powers. Early versions of the game included cooperative multiplayer, which was eventually cut from the game. The Oldest House setting is based on brutalist architecture, a style using large concrete blocks popularized in the 1950s and used in many contemporaneous government buildings. The game's world-design director Stuart Macdonald described brutalism as a good science-fiction setting because it has "this sense of power, weight, strength and stability to it". The clean, utilitarian design of the Oldest House provides juxtaposition against the Hiss, a supernatural, otherworldly being that reconfigures the building's architecture to suit its needs. Among the Oldest House's real-world influences is 33 Thomas Street, formerly known as the AT&T Long Lines Building, a windowless building in the center of New York City. Macdonald used this building as a modern example of brutalism and created the Oldest House as a "bizarre, brutalist monolith" to house the FBC. Boston City Hall, the Andrews Building at the University of Toronto Scarborough, and the Met Breuer, among others, also served as inspiration for the Oldest House. The relatively flat colors of the background walls make the Oldest House an ideal canvas for showcasing design and lighting effects; it works well with the telekinesis powers because the concrete walls are used in lieu of a target object when the player uses telekinesis to throw debris at foes. The initially pristine spaces eventually show the results of a large, destructive battle. Ultimately, it made environmental destruction visually easy to communicate to readers. The work of other real-world architects inspired the game's structures. Carlo Scarpa's work was heavily used in designing stairways that ascend with other parts of the structure, while Tadao Ando's focus on lighting and spiritual spaces is reflected in other parts. The Oldest House's interior design drew inspiration from the Yale Center for British Art, particularly Louis Kahn's blend of concrete and wood, as well as the office designs of Kevin Roche and efficiency pioneer Frederick Winslow Taylor. Both Roche and Taylor emphasize compartmentalized layouts that prioritize productivity and operational efficiency. The design team also took inspiration from films, such as those of Stanley Kubrick, particularly A Clockwork Orange, as well as films featuring oppressive government agencies such as The Shape of Water. Other films, like Tinker Tailor Soldier Spy, evoke the concept of repetition, process, and ritualism in these agencies, and that was used to define some of the internal artwork and architecture. Art director Janne Pulkkinen stated they looked at churches and other places where ritual is common because lighting and design of those spaces are often used to draw attention to points of interest. Unlike previous Remedy games, Control departs from common tropes of genre fiction. Kasurinen said it allowed the developers to retain "remedy quirkiness without the setting limiting it", and to incorporate elements that are "a lot stranger". Because Control was Remedy's intellectual property (IP), the studio was wiling to be controversial with it. The gathered writings of the fictional SCP Foundation website were a major influence on Control. Stories on the SCP Foundation's site are based on singular objects with strange, paranormal impacts, and are narratively linked by the common format of reports written by the fictional SCP Foundation, which catalogs and studies the objects. Control was built atop this mythos, having the Objects of Power and Altered Items, along with collectible writings about these objects. The developers fixed the story in the genre of the new weird, a modern variant of weird fiction, with stories that combine science fiction and fantasy, often involving a bureaucratic government agency. In Control, the developers reversed the role to place the bureaucracy at the center of the story; the game's narrative designer Brooke Maggs said an oppressive bureaucracy in a corporate office environment contributes to an unnerving experience. Kasurinen said the Hiss was also inspired by the genre; he described them as a disease trying to invade a human body, and that it will slowly try to corrupt and take over its host. According to Kasurinen, one of the game's core themes is the "conflict of collision of strange and mundane". Control is filled with familiar, commonplace objects that seem innocuous until players discover their altered, often horrifying or incomprehensible, nature through paranatural phenomena. According to the developers, unease and tension emanate from knowing even the most-ordinary items, such as a fridge, a floppy disc or a Merry-Go-Round horse, could be immensely powerful and dangerous. Typical of new weird stories, the FBC will never know the true purposes or the extent of power of these commonplace items, and the FBC's approach of applying scientific theories to them would not have worked. Maggs said Control is not a terrifying experience; instead, the game builds tension, and creates a sense of dread and a sense of awe due to the unknowable and elusive nature of the threat. Works of David Lynch, the Southern Reach trilogy, including Annihilation, 2001: A Space Odyssey, Mr. Robot, Inception, Stalker, and Legion, were cited as sources of inspiration for the game. Mikael Kasurinen envisioned a Remedy game that broke from tradition, one that emphasizes world-building rather than being character-driven. The developers first created a vision for the game's world, rather than building its world around a screenplay. The first concept was creating the FBC, a realistic setting that would serve as a basis for paranormal events and a catalyst for the story. This enabled Remedy to consider stories they could tell about the player-character and other individuals in the FBC, but this created the challenge of presenting the stories of the other characters in the open-world format. As a result, the developers relied less on cutscenes and focused more on creating in-game conversations with non-playable characters (NPCs). Kasurinen wanted to give players the autonomy to figure out its mystery to create a more gripping and haunting experience. He again cited Dark Souls as an inspiration for Control's approach to storytelling, and said some story threads are intentionally left open for players to interpret. Whereas the main story focuses on Jesse's personal arc, the side stories focus on the game's world and its inhabitants. The development team used environmental storytelling to spark players' interest in optional content, rewarding curiosity and exploration with additional narrative and new playable powers. These areas are not necessarily tied to the main narrative. Many of Control's voice cast also appear in Remedy's previous games. Courtney Hope stars as Jesse Faden, James McCaffrey plays Zachariah Trench, and Matthew Porretta, who plays Casper Darling. is featured in voice roles and live-action videos. Jeremiah Trench was the first character created for Control; according to Lake, Jeremiahrepresented the FBC and its questionable morals, and he was "a man of action" and "a cynic" who had "suffered a great tragedy". The development team designed Jeremiah as an FBC outsider with insider connections. This concept forms the basis of a key plot point concerning the FBC's involvement in a tragedy during Jesse's childhood. Jesse faced the crisis with a sense of relief; the unfolding events confirm her childhood memories of the incident are not a delusion but reality. Hope was inspired by Vera Farmiga's performance in The Conjuring and the way her character remains calm in extraordinary situations. As with Max Payne, self-narration forms a part of the Control's narrative, allowing players to know more about Jesse's true feelings about the world and characters around her. There was a desire to make the game feel less "American"; Lake said he had been yearning to add his native Finland to one of their games. Finnish actor Martti Suosalo voices the janitor Ahti, one of the game's supporting characters. The game's music score includes a Finnish tango Lake wrote, Petri Alanko composed, and Suosalo sang. The game also includes a voice cameo by Hideo Kojima and his English translator Aki Saito in a side mission. Remedy used fewer live-action elements in Control than in Quantum Break; most of the live-action footage in Control is of Casper Darling explaining parts of the Oldest House and Objects of Power within it. According to Lake, these videos were designed to be "slightly crude, clumsy, amateurish by design", and "slightly awkward and clumsy" because they were intended for internal training of FBC agents. Control also includes short episodes of a fictional show called "The Threshold Kids", a puppet-based show seemingly aimed at children who may reside in the Oldest House. Extra story elements are delivered through environmental objects, such as audio recordings and documents, or via live-action video footage played on in-game televisions. Given the game's heavy emphasis on environmental destruction, these methods allowed the developers to organically convey backstory without interruption, avoiding disruptive cinematics that could pull players out of the experience. The core game includes Easter eggs referring to Alan Wake, which shares paranormal themes with Control; one such Easter egg discusses the aftermath of Alan Wake as part of the FBC's case files, which reveals events that occurred in Bright Falls, the primary location of Alan Wake, to have been an AWE. A secret area includes a vision of Alan Wake. A backmasked track in the credits sequence of Alan Wake: American Nightmare alludes to a past event in the town of Ordinary. Kasurinen said the inclusion of such references helps establish a continuity between its games, elements to be found and shared by its player community, but these are not necessarily meant to establish a shared universe. Sam Lake later confirmed the existence of a shared universe between Alan Wake and Control that is known as the Remedy Connected Universe. This was cemented with the release of the AWE expansion, directly bringing characters and events of Alan Wake into Control. The game's soundtracks were composed by Petri Alanko and Martin Stig Andersen. Alanko worked on the main themes and cutscenes in Control, while Andersen worked on the themes of exploration and combat. Alanko regularly joined Remedy's meetings to stay informed about the game's story to better understand the emotional materials he had to work with. To create the haunting sound of the Hiss, Alanko used a microphone that can record electromagnetic radiation to record sounds of heavy wood being dragged across a floor. He also burnt a piano and destroyed electronic equipment to record its sound. These sounds were then processed to hearing range, generating cacophonous droning sounds. The Hiss's main, six-note leitmotif was created very early in the game's development; Alanko used old choral recordings and processed the voices to strip away their normal pitch, creating a discordant sound to connote the otherworldly nature of the Hiss. Poets of the Fall, an alternative rock group that are close friends of Remedy, provided songs, including "Take Control"; these songs are stated in-game to be by the fictional band "The Old Gods of Asgard", an allusion to Alan Wake. Remedy used "Take Control" as part of the "Ashtray Maze", a section in which Jesse fights her way through an ever-changing set of rooms. Remedy worked with Poets of the Fall so they could dynamically incorporate the song as the player progresses through sections of the maze. Music from Poets of the Fall's album, including the track "My Dark Disquiet", is also featured in the game. Release In May 2017, Remedy announced it had partnered with 505 Games to publish Control, then codenamed "P7". 505 provided marketing and publishing support, and €7.75 million to assist the development, while Remedy retained the intellectual property rights to Control. In a press release, Remedy said Control would have complex gameplay mechanics and that it would be a "longer term experience" than its previous games. P7 was being worked on by Remedy alongside two other projects. Control was officially revealed at Sony Interactive Entertainment's E3 2018 press conference. Control was released for PlayStation 4, Microsoft Windows, and Xbox One on 27 August 2019. Epic Games had secured a year-long exclusivity deal for Control on the Epic Games Store with Digital Bros, the parent of 505 Games, for €9.49 million (US$10.5 million). The game was bundled for free for purchasers of Nvidia's GeForce RTX 20 series graphics processing units (GPUs) from July to August 2019. In January 2021, The Art and Making of Control, a companion book about the development of Control, was published by Future Press. Remedy supported Control with post-launch content, including two expansions that were set after the main game; in these, Jesse takes on her role as the FBC Director. The first expansion, "The Foundation", was released on 26 March 2020 for PS4 and Windows, and for Xbox One on 25 June 2020. It takes place in the Foundation of the Oldest House, a cave system in which the Astral Plane is set to collide with reality. "The Foundation" introduced new enemy types and side quests, a new character ability named "Shape" that allows Jesse to create platforms using crystals, and a weapon skill named "Fracture" that allows them to destroy said crystals. The second expansion, "AWE", was released on 27 August 2020. This expansion explores the events of Alan Wake, establishing a shared universe. It also introduces a new Service Weapon form known as "Surge" that functions similarly to a grenade launcher, allowing Jesse to launch explosives at enemies and manually detonate them. Smaller, non-narrative content has also been released. Photo Mode for the game was released in October 2019. "Expeditions", which presents standalone missions of various difficulty with power-up items for their character, was released as a free update on 12 December 2019. There are three difficulty tiers, the most-difficult tiers provide better rewards, and each run lasts for up to 25 minutes. A free update that was released alongside "AWE" increased the number of control points or hard checkpoints where saving is possible, adding control points before boss fights, as well as several "soft" checkpoints where players can restart without having to return to a control point should Jesse die. A new "assist mode" was added to allow the player to have more control over customizing the difficulty; Remedy intended this update to make game completion possible for novice players. On 27 August 2020, the first anniversary of its release, Control: Ultimate Edition was released via Steam, including the base game, the "Foundation" and "AWE" expansions, and additional free updates. The releases of the PlayStation 5 and Xbox Series X/S versions and updates were delayed from their original release date of late 2020 to improve the product's quality. Players who owned the Ultimate Edition on PlayStation 4 or Xbox One were able to update their version on the newer consoles for no cost. 505 Games stated while they searched for a free upgrade path that would work for all users, there was "some form of blocker and those blockers meant that at least one group of players ended up being left out of the upgrade for various reasons". Digital versions were released on 2 February 2021, and retail copies on 2 March 2021. Cloud gaming-based versions were released for Amazon Luna and Nintendo Switch on 20 October and 28 October 2020, respectively. It was the first cloud-based game released on the Switch outside of Japan. Control was released on Google Stadia in July 2021. A version for macOS was released on 26 March 2025. It is set to be released for iOS, iPadOS, and visionOS in 2026. Reception According to review aggregator website Metacritic, Control received "generally favorable" reviews from critics for most platforms, except for the Nintendo Switch version, which received "mixed or average" reviews. Ben Reeves from Game Informer described Control's setting as "bizarrely fascinating" and an "eerie, dreamlike experience" players will remember even after finishing the game. Andrew Webster from The Verge similarly lauded the game's unsettling atmosphere, writing the Oldest House feels both surreal and authentic, and commended Remedy's world-building. Peter Brown from GameSpot praised the game's art direction, writing it instills a sense of dread and awe. Sam Loveridge from GamesRadar called the Oldest House a "captivating" and innovative setting that serves as a "character of its own". In The Guardian, Steve Boxer described Control as an "immaculately conceived paranormal fantasy" that "manages to feel simultaneously believable and beyond bizarre". Several critics considered Control on PC to potentially be a "killer app" for Nvidia's RTX graphics cards, citing the hardware's capacity to enhance the game's visual style. The gameplay received generally positive reviews. Reeves said Jesse's psychic power, in particular her Launch ability, is central to the game's combat, adding their controls are intuitive but that other psychic powers are underwhelming in comparison. James Davenport from PC Gamer noted Control has the strongest gunplay in a Remedy game to date, and liked the gameplay cycle of switching between the Service Power and Jesse's powers. Davenport compared Control to Doom (2016), especially the way they reward players for playing aggressively. Dave Tach from Polygon wrote the combat is "bombastic and satisfying", and said the game's world interactivity is its "most impressive technical achievements". Several critics felt the progression system to be lacking because they failed to evolve the experience in the latter part of the game, because the upgrades did not significantly change the experience, and the game does not have enough enemy types, forcing players to change strategy. Andrew Webster from The Verge found the gunplay to be generic, and said the gameplay is not varied enough because it almost entirely relies on combat. He, however, found the telekinetic powers to be exhilarating. Critics generally liked the game's Metroidvania elements; some said this gameplay structure makes narrative sense in the context of the game's story. Boxer compared the game to Prey (2017), noting the addition of superpowers make exploration even more rewarding and fun. The in-game signage was also praised for being surprisingly helpful for navigation. The in-game map, however, was criticized for being confusing to read. The story received mixed reviews. Matthew Gault from Time said Faden's story kept him engaged from start to finish. Reeves liked the way the story slowly reveals Jesse's backstory, but he found the motives of some characters to be unclear and excessively vague, resulting in plot points that can be confusing. Brown liked Remedy's restrained storytelling and its handling of strange themes, writing: "obfuscation is part of what makes Control so spellbinding". According to Davenport, the narrative is inaccessible at first but the game excels at making mundane objectives "fascinating and sinister". Loveridge liked the story's strangeness and praised Remedy for telling a "surreal narrative that's capable of making even the ordinary feel extraordinary". The game's characters and their voice performances were praised. Jonathon Dornbush from IGN described the cast as "eclectic" and liked the way each character has an "engrossing" personality. While he praised the quality of Remedy's writing, he said Jesse's main story is an "afterthought". Davenport found Jesse's personality to be "vapid" and disliked the way her story seemed quite disconnected from the rest of the cast. Several critics noted the game ends abruptly, though they recognized its side quests help extend the game's length even after the campaign has ended. During its debut week, Control was the fourth-best-selling game in the United Kingdom, behind Astral Chain, Wreckfest, and Man of Medan. Control failed to debut in the top-20 best-selling games in the US in August 2019. In Japan, the PlayStation 4 version sold 10,336 physical copies, making it the 13th-best-selling retail game during its first week of release. By December 2020, Control had sold over two million copies, and Remedy said it was their fastest-growing intellectual property since Max Payne. While Remedy was happy with the game's performance, CEO Tero Virtala said Control had not been "a major hit in our industry" in terms of sales. By August 2021, Remedy stated over 10 million people had played Control, accounting for those who played it through Xbox Game Pass and other non-sales routes. By February 2024, Control had sold over four million copies and had garnered over €100 million in revenue. By November, it had sold over 4.5 million copies and reached over 19 million lifetime players. By June 2025, it had sold over five million copies. Ars Technica, IGN, Game Informer, Electronic Gaming Monthly, and GamesRadar+ awarded Control as their "Game of the Year", while Polygon, Easy Allies, USGamer Giant Bomb, GameRevolution, Eurogamer, GameSpot, and The Verge listed Control among their top games of 2019. Legacy In June 2021, Remedy announced an agreement with 505 Games for a multiplayer spin-off and a "bigger-budget" project to further expand the Control series. In February 2024, Remedy acquired full ownership of the Control series from 505 Games. In August, Remedy partnered with Annapurna Pictures to adapt existing Remedy games, including the Control series, for film and television. The "AWE" expansion of Control established the "Remedy Connected Universe". Lake said each game in the shared universe will be a standalone experience, but they will also serve as "a doorway into a larger universe with exciting opportunities for crossover events". Ahti and FBC agents appear in Alan Wake 2, while Dylan Faden and the Oldest House briefly appear in its downloadable content (DLC) pack "The Lake House", which sets up a sequel to Control. Control Resonant, an action role-playing video game whose protagnist is Dylan Faden, entered full production in February 2025 and is set to be released in 2026. In Resonant, Dylan must find his missing sister and prevent the Hiss from consuming the whole world after they escape containment from the FBC into downtown Manhattan. A spin-off game, FBC: Firebreak, was released in June 2025. As a three-player cooperative multiplayer game, it sees players assume control as agents of FBC's containment unit who must enter the Oldest House to eliminate human enemies controlled by the Hiss. FBC: Firebreak was released to a mixed reception, though development continues. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Category:Wikipedia_video_game_articles_for_reassessment] | [TOKENS: 40]
Category:Wikipedia video game articles for reassessment This category is for all video game articles which need their quality and priority classifications reassessed. Please refer to the articles' respective talk pages if necessary.
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[SOURCE: https://en.wikipedia.org/wiki/Category:Video_game_cleanup] | [TOKENS: 68]
Category:Video game cleanup This category lists video game articles which are in need of cleanup. New articles tend to need cleanup too. Please notify WT:VG with any urgent cases. Pages in category "Video game cleanup" The following 15 pages are in this category, out of 15 total. This list may not reflect recent changes.
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:WikiProject_Horror/Assessment#Importance_scale] | [TOKENS: 861]
Contents Wikipedia:WikiProject Horror/Assessment Welcome to the assessment department of WikiProject Horror. This department focuses on assessing the quality of Wikipedia's fictional horror related articles. Much of the work is done in conjunction with the WP:1.0 program, the article ratings are also used within the project itself to aid in recognizing excellent contributions and identifying topics in need of further work. The ratings are done in a distributed fashion through parameters in the {{WikiProject Horror}} talk page project banner; this causes the articles to be placed in the appropriate sub-categories of Category:Horror articles by quality and Category:Horror articles by importance, which serve as the sources for an automatically generated worklist. Frequently asked questions Instructions An article's quality assessment is recorded using the |class= parameter in the {{WikiProject banner shell}}. Articles that have the {{WikiProject Horror}} banner template on their talk page will be added to the appropriate categories by quality. The following standard grades may be used to describe the quality of mainspace articles (see Wikipedia:Content assessment for assessment criteria): For non-mainspace content, the following values may be used: The following non-standard assessment grades for mainspace content may be used at a WikiProject's discretion: Articles for which a valid class is not provided are listed in Category:Unassessed horror articles. An article's importance assessment is generated from the importance parameter in the {{WikiProject Horror}} project banner on its talk page: The following values may be used for the importance parameter to describe the relative importance of the article within the project (see Wikipedia:Version 1.0 Editorial Team/Priority of topic for assessment criteria): The parameter is not used if an article's class is set to NA and should be omitted in those cases. Articles for which a valid class is not provided are listed in Category:Unknown-importance horror articles. The scale for assessments is defined at Wikipedia:Version 1.0 Editorial Team/Assessment. Articles are divided into the following categories. A featured article exemplifies Wikipedia's very best work and is distinguished by professional standards of writing, presentation, and sourcing. In addition to meeting the policies regarding content for all Wikipedia articles, it has the following attributes. These criteria apply to general-content articles. The style guidelines provides additional guidelines about what sorts of content and formatting should be provided for certain articles. Each horror-related article has its assessment included within the {{WikiProject Horror}} template, such as {{WikiProject Horror|class=B}}. This provides automatic categorization within Category:Horror articles by quality. Note that the class parameter is case-specific; see the template's documentation for more information. Special emphasis is given to the six criteria that B-Class articles for the WikiProject should meet: The criteria used for rating article importance are meant to be a probable indication of how significant the topic is to fictional horror on a whole, and how likely it would be covered in a serious encyclopedia. Hence, for example, Edgar Allan Poe's "The Tell-Tale Heart" would be ranked higher than Anne Rice's Interview with the Vampire or Stephen King's Insomnia and Nosferatu would be ranked higher than Bram Stoker's Dracula or Sleepaway Camp. Note that general notability need not be from the perspective of editor demographics; generally notable topics should be rated similarly regardless of the country or region in which they hold said notability. Thus, topics which may seem obscure to a Western audience—but which are of high notability in other places—should still be highly rated. If you have made significant changes to an article and would like an outside opinion on a new rating for it, please feel free to list it below at the bottom of the list. If you are interested in more extensive comments on an article, please use the peer review department instead. To assess an article, simply update the WikiProject Horror template on the article's talk page. Please also strike out the request on this page by using the <s>Strike-through text</s> command and add a rationale for your assessment. Don't forget to sign your username after your comment. Statistics Assessment log The full log of assessment changes for the past thirty days is available; due to its size (ca 100 kB), it cannot be transcluded directly.
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[SOURCE: https://en.wikipedia.org/wiki/Talk:Herobrine#c-TrademarkedTWOrantula-20240416042900-Vrxces-20240401043600] | [TOKENS: 975]
Contents Talk:Herobrine Did you know nomination The result was: promoted by Rjjiii talk 18:58, 23 March 2024 (UTC)[reply] Created by NegativeMP1 (talk). Self-nominated at 18:16, 8 March 2024 (UTC). Post-promotion hook changes for this nom will be logged at Template talk:Did you know nominations/Herobrine; consider watching this nomination, if it is successful, until the hook appears on the Main Page.[reply] We are in WP:QPQ backlog mode. Double reviews are required.-TonyTheTiger (T / C / WP:FOUR / WP:CHICAGO / WP:WAWARD) 06:51, 17 March 2024 (UTC)[reply] GA Review The following discussion is closed. Please do not modify it. Subsequent comments should be made on the appropriate discussion page. No further edits should be made to this discussion. Reviewer: TrademarkedTWOrantula (talk · contribs) 15:35, 9 March 2024 (UTC)[reply] Unfortunately I think this falls short in several areas but not sure if to the point of a WP:QUICKFAIL. The core problem is that the notable aspects of this article are really about an urban legend; the character does not exist, so there is not much to really say in terms of information normally available for a character. So the sourcing would have to be improved by some measure to pass I think. This review is a work in progress but some early initial comments are below. VRXCES (talk) 04:36, 1 April 2024 (UTC)[reply] Does the article conform to the general standards of WP:VG articles including the WP:VG/MOS? Y Yes, mostly under WP:VGLAYOUT. I'm mindful that this is part character part urban legend so any idiosyncrasies aren't really a problem. Is the article broad enough in its coverage and contains reliable sourcing? N Generally not. The article is heavily sourced from the Morton article which, compared with an article with few sources, raises several problems: Do the sources cited verify the text in the article? N Are media and links properly attributed and do not have copyright issues? Y Sources cited, purpose stated mostly. Any other personal opinions or miscellaneous feedback that may or may not be relevant to the nomination? Oh my God. Herobrine's here. TWOrantulaTM (enter the web) 15:35, 9 March 2024 (UTC)[reply] Yet again the notability policy is broken. WP:OTHERSTUFF and WP:WAX are irrelevant, the fact that a obscure Minecraft reference can get an article and featured on WP:DYK when one of the most popular characters of the 90s got redirected means that the notability policy is broken beyond repair, and Wikipedia is no longer trustable on what is considered "notable". Well i'm declaring now that my donation money is "not notable", and will not be given to Wikipedia any more. Consider me {{RETIRED}}. 77.103.193.166 (talk) 19:32, 30 March 2024 (UTC)[reply] Source? Here. Conference papers are also not peer-reviewed. — VORTEX3427 (Talk!) 04:26, 2 April 2024 (UTC)[reply] Argument for demoting importance My edit summary got cut off, so I will post it here. For the video game characters task force: This "character" is quite niche, and certainly not Mid-Importance. His impact is exclusive to Minecraft, most of the reception used to show outside impact is made up of listicles, and he never actually appears in a video game. Barely anyone who isn't a Minecraft fan could identify this character, and I guarantee he would not be easily identified by a good number of people who are Minecraft fans. For the Internet culture WikiProject: Herobrine as a meme is confined almost entirely to Minecraft, and is not even that prevalent within the Minecraft community. WikiProject Internet Culture has an importance scale, and Herobrine does not get above Low-Importance. QuicoleJR (talk) 14:55, 25 April 2024 (UTC)[reply] GA review Nominator: NegativeMP1 (talk · contribs) 23:59, 10 April 2025 (UTC)[reply] Reviewer: Cukie Gherkin (talk · contribs) 14:58, 13 April 2025 (UTC)[reply] Lead Origins and characteristics Reception and legacy Spotcheck
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Writing_about_fiction] | [TOKENS: 4163]
Contents Wikipedia:Manual of Style/Writing about fiction Wikipedia contains numerous articles on subjects related to fiction, including fictional worlds and elements therein. When creating these articles, editors should establish the subject's real-world notability by including several reliable, independent secondary sources. This approach will also ensure enough source material is available to write a balanced article that is more than just a plot summary, meeting the policy on what Wikipedia is not. Once an article about fiction or a fictional subject meets basic policies and guidelines, editors should consider: (a) what to write about the subject, and (b) how to best present that information. These questions are complementary and should be addressed simultaneously to create a well-written article or improve a preexisting one. Real-world perspective Articles about fiction, like all Wikipedia articles, should use the real world as their primary frame of reference. As such, the subject should be described from the perspective of the real world. To achieve this, editors must use both primary and secondary information. Important aspects of real-world perspective include: An in-universe perspective describes the narrative (or a fictional element of the narrative, such as characters, places, groups, and lore) from the vantage of characters within the fictional universe, treating it as if it were real and ignoring real-world context and sourced analysis. Many fan wikis and fan websites (see below) take this approach, but it should not be used for Wikipedia articles. An in-universe perspective can be misleading to the reader, who may have trouble differentiating between fact and fiction within the article. Furthermore, articles with an in-universe perspective are more likely to include unverifiable original research due to reliance on the primary source. Most importantly, in-universe perspective defies community consensus as to what we do not want Wikipedia to be. Features often seen in an inappropriate, in-universe perspective include: These restrictions also apply to serious satire such as Gulliver's Travels, Candide, and many stage plays, in which the fictional elements camouflage the political or social criticism within the work. In such cases, it is legitimate to use reliable sources to examine the fictional elements and the design of the storyline when such sources attempt to decipher the author's original intent. Also, exemptions might apply to other special forms of literature in which the fiction/non-fiction categorization is disputed, such as the possibly historical elements of religious scripture. Sources of information This section deals with the incorporation of information in articles about fiction, specifically in regard to primary and secondary sources. In an article about fiction, the fiction itself is the main primary source. Even articles with the strictest adherence to a real-world perspective still source the original work. According to the policy WP:No original research § Primary, secondary, and tertiary sources, "A primary source may be used on Wikipedia only to make straightforward, descriptive statements of facts that can be verified by any educated person with access to the primary source but without further, specialized knowledge. ... Do not analyze, evaluate, interpret, or synthesize material found in a primary source yourself; instead, refer to reliable secondary sources that do so." Examples of information often only found in primary sources include: This content should not be included outside of the plot summary section of an article, unless also covered in reliable secondary sources. Secondary information is external to the fictional universe; it is usually taken from secondary sources about the work or the fictional world it describes, or from primary and secondary sources about the author and the creation of the work. Publications affiliated with a particular work (such as fan magazines) are mostly not considered suitable secondary sources about the primary works. However, such publications may be suitable primary or secondary sources in an article about the fan publication itself or other related topics. The rule of thumb is to use as much secondary information as necessary and useful to cover the topic's major facts and details from a real-world perspective – not more and not less. Another rule of thumb is that if the topic is notable, secondary information should be available and possibly already in the article. Examples of useful information typically provided by secondary sources about the original work, or primary and secondary sources about information related to the work, include the: Contextual presentation An article about a fictional work should include a plot summary. Character descriptions or direct quotations could also be helpful in some cases. By convention, the summary should be written in the continuous present tense, also known as the narrative present, as this is how a reader, listener, or viewer experiences the story (see also WP:FICTENSE). Plot summaries and character descriptions should be written in an out-of-universe style, presenting the narrative from an external real-world frame of reference from the characters or setting. For example, instead of starting a plot summary with "It is 2003", which puts the reader in the frame of reference of the work, start with "In 2003," which extracts the reader from that frame. Plot summaries should be written as prose, not as lists or timelines. For some types of media, associated guidelines may offer advice on plot length; for example, WP:Manual of Style/Film § Plot and WP:Manual of Style/Novels § Plot say that plot summaries for feature films or full length novels should be between 400 and 700 words. Wikipedia articles normally include plot spoilers, as explained in the spoiler guideline. A plot summary should cover the complete story, including all major plot points, significant twists, and the ending. Avoid using "teaser-style" descriptions designed to withhold key encyclopedic details, for example "In the end the family makes a shocking discovery…". Omitting or concealing plot elements due to concerns about spoilers is not acceptable. Spoiler warnings are never used on Wikipedia, for the reasons set out in the no disclaimers guideline. Do not create articles consisting of a plot summary and little else. Sourced external context should always be presented, covering the development, design, reception, significance or influence of the work. In articles on individual works, the plot summary usually appears in a section labeled "Plot", "Story", or "Synopsis". This heading implicitly informs the reader that the text within it describes the fiction. It is thus usually not necessary for a plot summary to include explicit out-of-universe language, though care should be taken to avoid incorporating elements of an in-universe perspective. Subheadings based on natural divisions in the plot, such as the acts of a play or musical, can be used to provide real-world framing. In a Wikipedia article on a work of fiction, the work itself serves as a primary source for a written description of the plot. Thus, a basic plot summary, without interpretation or explanation, does not normally require a reference to any outside source. References may be required in non-linear works such as video games and interactive films, where key elements of the plot may not be seen by the viewer due to how they interact with the work. For example, some of the core backstory to the video game BioShock is provided by optional audio logs, so Wikipedia's plot summary references these when they are relevant. Works that incorporate non-linear storytelling elements, such as flashbacks (Citizen Kane) or in medias res (The Usual Suspects) presentation, or other narrative framing devices such as breaking the fourth wall (Ferris Bueller's Day Off) or inclusion of self-referential humor (Monty Python and the Holy Grail), may require inclusion of out-of-universe language to describe how the work is presented to the reader or viewer. For example, a summary of Citizen Kane should establish that much of the film is an extended flashback that is bookended by scenes in the film's present; the entire plot summary should still be written in narrative present tense. Summaries may depart from the fiction's chronological order if doing so enhances clarity or brevity. A work with two concurrent, interchanging storylines is likely better told by summarizing one storyline in full, followed by the second storyline. If the narrative device is a significant feature of the work, such as with the films Memento and Run Lola Run, then this structure should be explained to the reader. The plot summary should normally set out the basic plot without any attempt to interpret or explain the creator's intent or meaning. Where a plot point is unclear or ambiguous, for example as a result of an unreliable narrator or storytelling technique, out-of-universe language can be used to describe (but not to interpret) the way in which events are presented. Discussion, interpretation and explanation of the plot requires the citation of external reliable sources, and is generally best included elsewhere in the article. A plot summary for a series might broadly describe the overall series storyline, related events in different works, or the life of a fictional character over multiple works. Section headers can delineate individual works in the series. When an article gets long, a section is sometimes developed into its own article, and the handling of the subject in the main article is condensed to a brief summary. The new article is sometimes called a "spinoff" or "spinout" of the main article. For fiction, such spinout articles are typically about characters or other elements that appear in multiple works. There may be a list of characters. If one individual character or plot item is sufficiently notable, it could have its own article. Such an article should make clear that the subject is part of the fictional world in question; characters should not be presented as if they are real persons, fictional settings should not be treated as real places, and so forth. Section labels such as "Fictional description" or "Appearances" can help to maintain a real-world perspective. Appropriate real-world information should also be included. Even in a spinout article, excessive detail should be avoided. As with all Wikipedia articles, the spinout needs to be verifiable, must possess no original research, and must reflect a neutral point of view. The plot summary for a work, on a page about that work, does not need to be sourced with inline citations, as it is generally assumed that the work itself is the primary source for the plot summary. However, if the summary includes a direct quotation from the work, then Wikipedia:Verifiability requires it to have an inline citation, just like any other direct quotation. Inline citations from the primary work can also be helpful (but are not required) to source key or complex plot points. If all or most of the summary has been derived not from the work itself but from a comprehensive plot summary in a reliable secondary source, citing that source is recommended as a convenience to others. Plot summaries that rely on the work as a primary source should provide a straightforward account of the plot, free from interpretation. For example, a summary of Inception should not speculate on whether the spinning top remains upright or falls at the end of the film. Any interpretive content should be placed in a separate analysis section and supported by secondary sources, in accordance with the prohibition on original research. Information drawn directly from a work as a primary source should represent how the work is presented to a typical reader or viewer, avoiding reliance on details that demand a meticulous word-by-word or frame-by-frame analysis beyond the standard experience of reading or watching. In many visual works, viewers with relevant local or specialist knowledge may easily identify real-world locations, objects, or brands. However, such details should not be included in the plot summary unless they are explicitly referenced within the work and are directly relevant to the narrative. For instance, the DMC DeLorean in Back to the Future is explicitly identified in the film and is central to the story, making its inclusion in the summary appropriate. By contrast, while the setting of Seven can be recognised as Los Angeles through visible landmarks, the city should not be mentioned in the summary since the film does not explicitly name it and its specific features are not central to the story. If such details hold real-life significance and are supported by a secondary source, they may be included in a separate section, such as one addressing filming locations or behind-the-scenes matters. Notability Generally speaking, a fictional topic that does not meet the notability guidelines should not have its own article on Wikipedia. However, a collection of fictional topics, such as a setting or cast of characters, may be more notable as a whole. As mentioned earlier, the rule of thumb is that if the topic is sufficiently notable, secondary sources will be available and will ideally be included upon article creation, to show that the article should exist. Accuracy and appropriate weight Articles must be written from a neutral point of view and must give due weight to all aspects of the subject. Editors should also give appropriate weight to all elements of the article (e.g., images and text, as well as infoboxes and succession boxes). The goal is to attain the greatest possible degree of accuracy in covering the topic at hand, which is also the basic rationale behind discouraging disproportionately long plot summaries and in-universe writing. Fair use As the Wikimedia Foundation is based in the United States, Wikipedia articles must conform to United States copyright law. It has been held in a number of court cases that any work which re-tells excessive plot details from a fictional source, without adding information about that work, or in some way analysing and explaining it, may be construed as a derivative work or a copyright violation. This may apply irrespective of the way information is presented, in or out of the respective fictional universe, or in some entirely different form such as a quizbook or "encyclopedia galactica". Information from copyrighted fiction can be provided only under fair use, and Wikipedia's non-free content policy requires minimal extent of use. Many works of fiction covered by Wikipedia are protected by copyright. Some works are sufficiently old that their copyright has expired, or the rights may have been released in some way, such as under the CC BY-SA license, or into the public domain. In these cases, the works themselves may be hosted at a Wikimedia project like Wikisource, but the Wikipedia should still cover the work tersely. Conclusions When writing about fiction, keep the following in mind. List of exemplary articles Here are examples of fiction-related articles that, at last check, followed the real-world perspective. This is a brief selection; for other equally exceptional examples, see the lists of articles that have been rated at Good and Featured status. List of articles as of 17 December 2024[update]: Templates If you notice an article that predominantly describes a fictional topic from an in-universe perspective, or even provides no indication that a fictional subject is fictional, preferably rewrite the article or section yourself, or use the {{In-universe}} template to bring the issue to the attention of others. You could also leave a note on the article's talk page explaining your objections. The template looks like this: One of the most frequently occurring errors associated with an in-universe style of writing is incorrect use of past tense when discussing elements of the plot. Works of fiction are generally considered to "come alive" when read. As with all other article issues, preferably fix it yourself, or alternatively you may use the template to supplement and specify the {{In-universe}} template's call for a consistent real-world perspective. If you notice an article featuring only primary sources and sources affiliated with the subject, preferably find and add suitable sources yourself, or use the {{Primarysources}} template to bring the issue to the attention of others. When the article is missing a plot summary entirely, use the {{No plot}} template. If you feel qualified to write a basic plot summary, consider giving it a shot. Succinctly summarizing a plot and deciding which elements to mention and how to describe and weight them can be a challenge, but it's also a rewarding experience; plot summaries can be entirely based on primary sources and in many cases no complicated cross-reading between various sources is required. When the plot summary is present but insufficient (for example, if it summarizes the conflict but omits the resolution, or consists only of a blurb or "hook"), use the {{Hook}} or {{More plot}} template. A plot summary should be succinct and focused on the main plot. What to cut can sometimes be a difficult decision. If you have the time and energy, please consider tightening overly long and overly detailed plot summaries yourself. When the article contains little more than a plot summary, use {{All plot}} to raise the issue. Since a lack of significant coverage in reliable secondary sources may eventually lead to the article's being nominated for deletion, consider improving the article yourself. Alternative outlets for fictional universe articles Many fictional universes have dedicated wikis that may feature more comprehensive coverage of the in-universe aspects of the work, without the need to establish real-world perspective. If a universe is not available in the above link, please try a search engine. Infoboxes and succession boxes Infoboxes, usually placed in the upper-right portion of an article, give key data about the article's subject in tabular format. For entities within fiction, useful infobox data might include the creators or actors, first appearance, an image, and in-universe information essential to understanding the entity's context in the overall fiction. What qualifies as essential varies based on the nature of the work. Where facts change at different points in a story or series, there may be no appropriate in-universe information at all to add. By contrast, an infobox on a character in a fantasy work with multiple warring factions may warrant data such as allegiance. As with all infoboxes, trivial details should be avoided. An infobox for a real-life actor would not contain items such as favorite food and hobbies; these details do not aid the reader in understanding the important characteristics of the subject. In the same way, infoboxes about fictional entities should avoid delving into minutiae, such as information only mentioned in supplementary backstory. For this reason, infoboxes meant for real-world entities should not be applied to their fictional counterparts, since, for example, information important to a description of a real-world company may be tangential to a fictional one. It is important to identify the revenue of Microsoft, whereas the fact that fictional MegaAcmeCorp makes 300 billion GalactiBucks in 2463 is probably unimportant. Another common type of template, succession boxes, should not be used to describe in-universe relationships in articles about fictional entities. Succession boxes assume continuity, which may not exist. Furthermore, they may invite the creation of non-notable articles that fall under the fictional succession. For articles about works of fiction themselves, the story that each work of fiction depicts does not change despite the continuation of stories across serial works or sequels, and as a consequence, the events within one work of fiction are always in the present whenever it is read, watched, or listened to. In-universe temporal designations such as "current" or "previous" are therefore inappropriate. For character articles (which cannot be bound temporally), it may be acceptable to use customized templates to summarize information from the perspective of the real world, such as connections between articles describing the same fictional world. Such templates should not invite the creation of articles about non-notable subjects. Categories A number of categories exist to sort works of fiction by their major themes and narrative elements which can help readers find related works. For example, works on Harry Potter should be categorized in Fictional characters who use magic. However, editors should be careful not to use an excessive number of categories, and should only use the categories that primarily cover the work, where it would be nearly impossible to concisely describe the work or topic of fiction without broadly mentioning the category. While Category:Fiction about gambling may readily apply to stories where gambling is a major element, the work should not be placed into this category just based on the appearance of gambling in the work. Overzealous sorting can diffuse the usefulness of these categories, as well as over-categorize certain works. Works should be placed in categories about works, not in categories for elements of those works. For example, the television series Cow and Chicken should be placed in Category:Television series about chickens, not in Category:Fictional chickens. See also These are some of the larger wikiprojects that deal with fiction material. They may have additional suggestions, article templates and styles with which you might wish to make yourself familiar. There are also numerous genre-specific and even franchise-specific wikiprojects; see WP:WikiProject Council for listings.
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[SOURCE: https://en.wikipedia.org/wiki/Wikipedia:FAQ/Copyright] | [TOKENS: 133]
Contents Wikipedia:FAQ/Copyright The short version CC BY, all versions and ports, up to and including 4.0 CC BY-SA 2.0, 2.5, 3.0, 4.0 CC0 CC BY-SA 1.0 CC BY-NC CC BY-NC-ND CC BY-ND CC BY-NC-SA GFDL and CC BY or CC BY-SA (not including CC-BY-SA 1.0) any GNU-only license (including GFDL) What is copyright? Public domain Derivative works What is fair use? Other considerations for photographers Licenses See also Further reading Footnotes
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