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[SOURCE: https://en.wikipedia.org/wiki/Minecraft_Legends#cite_note-22] | [TOKENS: 1262]
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Contents Minecraft Legends Minecraft Legends is a 2023 real-time action-strategy video game developed by Mojang Studios and Blackbird Interactive and published by Xbox Game Studios. A spin-off of the 2011 sandbox game Minecraft, it was released on Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on April 18, 2023. The game would later cease development on January 10, 2024. The goal of the game is to defend the Overworld from an invasion of piglins, pig-like humanoid creatures from the Nether dimension, while the player gradually strengthens their structures and troops with resources harvested. The game received mixed reviews from critics, with its gameplay being both praised for its execution and criticized for its repetitive nature. Gameplay Minecraft Legends is set in the Minecraft Overworld, an earth-like dimension filled with various biomes and natural resources that is currently under attack from the piglin hordes from the Nether dimension. The Overworld contains friendly villages, hostile piglin outposts, and the Well of Fate (the player spawnpoint and fast-travel hub). Similarly to Minecraft, the Overworld is procedurally generated, resulting in a unique world for each playthrough of the game. Players collect resources to construct defenses, upgrade buildings, and summon troops. Players collect basic resources such as wood and stone by assigning friendly Allays to harvest them from deposits found in the Overworld. Other resources, such as redstone and lapis lazuli are used to build advanced structures and summon stronger troops but are locked behind Well of Fate upgrades. Prismarine, which is needed to construct some buildings, can only be collected by defeating piglin structures. The player can use resources they've collected to construct buildings and upgrade the Well of Fate. Defensive fortifications such as walls and turrets protect friendly villages and player outposts. Spawners summon friendly troops the players can recruit into their army. Offensive structures such as the redstone cannon, hurl explosive shells at targets from long range. Upgrading the Well of Fate unlocks more advanced buildings and troops. The primary goal of combat is to destroy piglin outposts and defend friendly villages from periodic piglin raids. Players use their summoned troops to assault and destroy piglin outposts. Players travel around the Overworld on their mount, from which they can issue various orders command their army on the battlefield. These commands include orders to rally, halt, and charge. Players can also use their sword to attack enemies directly. Players build their army by constructing spawner buildings that summon troops or recruiting troops from camps found throughout the Overworld. Minecraft Legends incorporates the same Minecoins currency as Minecraft Bedrock Edition. This currency is used to purchase additional skins and mounts within the game. The game is sold with an optional "Deluxe Skin Pack", which contains six additional in-game skins: one hero skin and five mount skins. Plot The game begins with the player mining in a cave when they are greeted by three beings: Action, Knowledge, and Foresight. These beings are called Hosts, caretakers of the Overworld. These three persuade the player to help them save their world, where a war has broken out between the Nether and the Overworld. The player is then transported to that world. After completing a tutorial, the player must save a few villages from being invaded by piglins from the Nether. Then, the player destroys three nether outposts that are preparing to invade villages. Subsequently, the player destroys nine Nether portals from three different world areas. In each of these three areas, the player has to defeat a piglin boss: "the Devourer," "the Beast," and "the Unbreakable". Once the player destroys all of the portals and defeats all of the bosses, the player fights the final boss: "the Great Hog." Just as the player defeats the Great Hog, it makes a last attempt at destroying the Well of Fate. This backfires and its army is swallowed by a portal that sends them back to the Nether. Then, the Great Hog finally dies. After the battle, there is a grand celebration in the Overworld of their win over the piglins. Not all is well, however. The warrior villagers, who fought alongside the hero, resent the pacifistic villagers who did not, which causes a rift between the two groups. In addition to this, the Hosts have left the world to the Hero's responsibility and moved on. Development Minecraft Legends began development in 2018. The game was announced during the Xbox and Bethesda Games Showcase on June 12, 2022. After the show, a trailer on the Minecraft YouTube channel confirmed additional platforms. It is developed by series creators Mojang Studios in collaboration with Blackbird Interactive, a team founded by former Relic Entertainment employees, who are best known for developing the real-time strategy video game series Homeworld. After the success of Minecraft Dungeons, another spin-off of Minecraft, Minecraft Legends was released on April 18, 2023. It was made available to play on Nintendo Switch, PlayStation 5, PlayStation 4, Steam, Windows 11|10, PC Game Pass, Xbox Game Pass, Xbox Series X/S, Xbox One, and Xbox Cloud Gaming. On January 10, 2024, Mojang announced that no more updates will be released for Minecraft Legends. Reception Reception of the game was generally mixed. According to the review aggregator Metacritic, Minecraft Legends received "mixed or average" reviews. Critics viewed the game as a solid addition to the Minecraft franchise but offered differing opinions on its execution. Destructoid writer Timothy Monbleau expressed newfound appreciation for both Minecraft and the strategy genre after playing the game, while Sarah Thwaites of Game Informer described the game as feeling "caught between the expected complexity of strategy games and the franchise’s approachable brand." Critics generally found the gameplay fun but repetitive and lacking in depth. They praised the game for its Minecraft-themed art style, resource gathering mechanics, and base-building gameplay. Critics also liked the multiplayer co-op and PvP modes. Some reviewers criticized the game's lack of strategic depth, poor AI, and tedious gameplay. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Steve%27s_Lava_Chicken#cite_note-sc_Canada_Jack_Black-17] | [TOKENS: 750]
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Contents Steve's Lava Chicken "Steve's Lava Chicken" is a song performed by Jack Black from the soundtrack for A Minecraft Movie (2025). It is used as a jingle for a scene where Black's character in the film, Steve, cooks a live chicken by pouring lava onto it. The song was co-written by Black and the film's director Jared Hess, and is 34 seconds long. The song broke several records—particularly in the United States and the United Kingdom—as the shortest song to chart on the Billboard Hot 100 and the UK Singles Chart respectively. It also charted in multiple other countries. It has been certified gold by the Recording Industry Association of America and silver by the British Phonographic Industry. Background and release "Steve's Lava Chicken" is used in a scene in A Minecraft Movie where Steve—a character portrayed in the film by Black—showcases a contraption he made that cooks live chickens in lava. The subject of the song is the cooked chicken resulting from the contraption. The song itself is about 34 seconds long, and was co-written by Black and the film's director Jared Hess. The soundtrack for A Minecraft Movie, including "Steve's Lava Chicken", was released on March 28, 2025, through WaterTower Music. A 50-second long clip from the film featuring the song, labeled by WaterTower as its official music video, was released on April 9, 2025. An EP by Black, I...Am Steve, featuring an extended version of "Steve's Lava Chicken" along with other songs from the film's soundtrack, was released on April 18, 2025. The extended version is 1 minute and 15 seconds long. A remix of the "Steve's Lava Chicken" instrumental was added to Minecraft in June 2025 as a music disc, with players able to obtain the disc by killing a chicken jockey. Commercial performance In the United States, "Steve's Lava Chicken" received over 2.5 million streams on the week of the film's release, a 1,973% increase in streams from the week prior to its release. The song later debuted at number 78 on the Hot 100 for the week dated May 3, 2025, breaking the record for the shortest song in the chart's history, surpassing Kid Cudi's "Beautiful Trip", which is 37 seconds long. "Steve's Lava Chicken" was certified gold by the Recording Industry Association of America in September 2025. In the United Kingdom, "Steve's Lava Chicken" peaked at number nine on the UK Singles Chart on May 2, 2025 ‒ for the week ending date May 8, 2025 ‒ during its third week on the chart. It broke the record for the shortest song to ever appear in the top 40 of the UK Singles Chart. The previous record holder was "The Ladies' Bras", a song by Jonny Trunk and Duncan Wisbey that was 36 seconds long. The song became Black's highest-charting song in Britain, surpassing "Peaches", a song from the soundtrack for The Super Mario Bros. Movie (2023). It was certified silver by the British Phonographic Industry in July 2025. Critical reception In a list article discussing the best and worst things to happen in 2025, Pitchfork placed the commercial performance records set by "Steve's Lava Chicken" as one of the low points of the year, assigning it a 1.9 out of 10 score on the scale. Charts Certifications ‡ Sales+streaming figures based on certification alone. References
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[SOURCE: https://en.wikipedia.org/wiki/Creeper_(Minecraft)#cite_note-33] | [TOKENS: 1209]
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Contents Creeper (Minecraft) Page version status This is an accepted version of this page A creeper is a fictional creature in the sandbox video game Minecraft. Creepers are hostile mobs (mobile non-player characters) that spawn in dark places. Instead of attacking the player directly, they creep up on the player and explode, destroying blocks in the surrounding area and potentially hurting or killing the player if they are within the blast radius. Their green camouflage and generally silent behavior aid in stealth attacks, making them one of the most dangerous mobs in Minecraft. Creepers were first added to Minecraft in a pre-alpha update to the game that was released on September 1, 2009. The creeper has become one of the most widely recognized icons of Minecraft. They have been referenced and parodied in popular culture, and they are featured prominently in Minecraft merchandising and advertising. Conception and design The character model that later became the creeper was first created on August 20, 2009, as a result of a coding error when creating the pig mob in the early pre-alpha stages of Minecraft's development. The game's creator, Markus Persson, accidentally mixed up the dimensions of the model, swapping the length and height. Instead of deleting the result, Persson instead stated "I'll keep it for a creepy creature", and later added a green texture based on the in-game leaves texture to the model, gave it an aggressive AI, and turned it into a hostile mob. The creeper was added to the game on September 1, 2009, on a pre-alpha version named 0.24_SURVIVAL_TEST. In Minecraft, the player exists in a large world made up of blocks. The world contains a number of enemies (hostile mobs), of which creepers are commonly encountered. A creeper is nearly silent until it comes near the player, at which point it emits a hiss and explodes after a short delay. The explosion destroys the creeper, can kill or injure the player, and also typically destroys surrounding blocks. In later updates, the Minecraft developers decided that creepers "weren't quite unpredictable enough", and added the ability for creepers to become "charged creepers" when struck by lightning. Charged creepers have amplified explosion power and can cause other specific mobs killed in the blast to drop their heads (creepers, zombies, skeletons, wither skeletons, and piglins). These heads can then be worn by the player, putting the head's model on them to look like that mob. Appearances The creeper originally appeared in Minecraft in an early pre-alpha update as a common hostile mob that silently approaches players, hisses, then explodes. It appeared later in Minecraft spin-off games such as Minecraft: Story Mode, Minecraft Dungeons, Minecraft Legends, the discontinued Minecraft Earth, and the film adaption A Minecraft Movie (2025). Outside of Minecraft, it also appeared in Terraria (2011), Torchlight II (2012), Borderlands 2 (2012), Octodad: Dadliest Catch (2014), and in Nintendo's crossover fighting game Super Smash Bros. Ultimate (2018), where the creeper has been featured as a Mii Brawler costume. A creeper is set to appear as a playable character in Sonic Racing: CrossWorlds. Promotion and reception The creeper image has been used on a wide variety of Minecraft merchandise, including clothing, bedding, and lamps. In July 2020, a joint partnership between Mojang Studios and Kellogg's led to the announcement of Minecraft Creeper Crunch, an official Minecraft-branded cereal prominently featuring a creeper on the packaging. It was set to be available for release in stores in the United States in August 2020. Every packet additionally includes a unique code which can be redeemed for a Minecraft cosmetic clothing item. The creeper is considered to be one of Minecraft's most iconic enemies and icons. The pixelated face of the creeper has been integrated into the letter "A" of the Minecraft logo, as well as being used in numerous Halloween costumes and cosplays. Guinness World Records Gamer's Edition listed the creeper as tenth in their list of "top 50 video game villains". The creeper has been featured in multiple Lego Minecraft sets and has been the main focus of one. In 2021, PC Gamer ranked creeper as 9th of "the 50 most iconic characters in PC gaming", stating that "The Creeper is the star of Minecraft, which is ironic considering that the Creeper's effectiveness hinges upon not being seen." In an article for Games and Culture, Daniel Dooghan characterized the creeper as "resistance personified", using its role in the game to draw comparison to real-world terrorism and how society reacts to such. More directly drawing parallels to real world suicide bombers through the ideology of "Self-annihilation is the ultimate form of resistance", its not human like appearance coupled with the semblance of a permanently scowling face further made it represent "otherness" in the game's world. While he acknowledged it was impossible to know the creature's actual motivations he felt it characterized the game world's rejection of the player, and impels them towards technological advancement and resource gathering due to frequent interaction and the consequences of such interaction. Creepers have been the subject of numerous pop culture references and parodies. In the season 25 episode "Luca$" of the animated sitcom The Simpsons, Moe Szyslak appears as a creeper and explodes at the end of the theme song's "couch gag". On August 19, 2011, Jordan Maron (also known as the YouTuber CaptainSparklez) released the song "Revenge", a parody of "DJ Got Us Fallin' in Love", depicting a Minecraft player seeking revenge against creepers. The song regained popularity as an internet meme around July 2019. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Creeper_(Minecraft)#cite_ref-1] | [TOKENS: 1209]
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Contents Creeper (Minecraft) Page version status This is an accepted version of this page A creeper is a fictional creature in the sandbox video game Minecraft. Creepers are hostile mobs (mobile non-player characters) that spawn in dark places. Instead of attacking the player directly, they creep up on the player and explode, destroying blocks in the surrounding area and potentially hurting or killing the player if they are within the blast radius. Their green camouflage and generally silent behavior aid in stealth attacks, making them one of the most dangerous mobs in Minecraft. Creepers were first added to Minecraft in a pre-alpha update to the game that was released on September 1, 2009. The creeper has become one of the most widely recognized icons of Minecraft. They have been referenced and parodied in popular culture, and they are featured prominently in Minecraft merchandising and advertising. Conception and design The character model that later became the creeper was first created on August 20, 2009, as a result of a coding error when creating the pig mob in the early pre-alpha stages of Minecraft's development. The game's creator, Markus Persson, accidentally mixed up the dimensions of the model, swapping the length and height. Instead of deleting the result, Persson instead stated "I'll keep it for a creepy creature", and later added a green texture based on the in-game leaves texture to the model, gave it an aggressive AI, and turned it into a hostile mob. The creeper was added to the game on September 1, 2009, on a pre-alpha version named 0.24_SURVIVAL_TEST. In Minecraft, the player exists in a large world made up of blocks. The world contains a number of enemies (hostile mobs), of which creepers are commonly encountered. A creeper is nearly silent until it comes near the player, at which point it emits a hiss and explodes after a short delay. The explosion destroys the creeper, can kill or injure the player, and also typically destroys surrounding blocks. In later updates, the Minecraft developers decided that creepers "weren't quite unpredictable enough", and added the ability for creepers to become "charged creepers" when struck by lightning. Charged creepers have amplified explosion power and can cause other specific mobs killed in the blast to drop their heads (creepers, zombies, skeletons, wither skeletons, and piglins). These heads can then be worn by the player, putting the head's model on them to look like that mob. Appearances The creeper originally appeared in Minecraft in an early pre-alpha update as a common hostile mob that silently approaches players, hisses, then explodes. It appeared later in Minecraft spin-off games such as Minecraft: Story Mode, Minecraft Dungeons, Minecraft Legends, the discontinued Minecraft Earth, and the film adaption A Minecraft Movie (2025). Outside of Minecraft, it also appeared in Terraria (2011), Torchlight II (2012), Borderlands 2 (2012), Octodad: Dadliest Catch (2014), and in Nintendo's crossover fighting game Super Smash Bros. Ultimate (2018), where the creeper has been featured as a Mii Brawler costume. A creeper is set to appear as a playable character in Sonic Racing: CrossWorlds. Promotion and reception The creeper image has been used on a wide variety of Minecraft merchandise, including clothing, bedding, and lamps. In July 2020, a joint partnership between Mojang Studios and Kellogg's led to the announcement of Minecraft Creeper Crunch, an official Minecraft-branded cereal prominently featuring a creeper on the packaging. It was set to be available for release in stores in the United States in August 2020. Every packet additionally includes a unique code which can be redeemed for a Minecraft cosmetic clothing item. The creeper is considered to be one of Minecraft's most iconic enemies and icons. The pixelated face of the creeper has been integrated into the letter "A" of the Minecraft logo, as well as being used in numerous Halloween costumes and cosplays. Guinness World Records Gamer's Edition listed the creeper as tenth in their list of "top 50 video game villains". The creeper has been featured in multiple Lego Minecraft sets and has been the main focus of one. In 2021, PC Gamer ranked creeper as 9th of "the 50 most iconic characters in PC gaming", stating that "The Creeper is the star of Minecraft, which is ironic considering that the Creeper's effectiveness hinges upon not being seen." In an article for Games and Culture, Daniel Dooghan characterized the creeper as "resistance personified", using its role in the game to draw comparison to real-world terrorism and how society reacts to such. More directly drawing parallels to real world suicide bombers through the ideology of "Self-annihilation is the ultimate form of resistance", its not human like appearance coupled with the semblance of a permanently scowling face further made it represent "otherness" in the game's world. While he acknowledged it was impossible to know the creature's actual motivations he felt it characterized the game world's rejection of the player, and impels them towards technological advancement and resource gathering due to frequent interaction and the consequences of such interaction. Creepers have been the subject of numerous pop culture references and parodies. In the season 25 episode "Luca$" of the animated sitcom The Simpsons, Moe Szyslak appears as a creeper and explodes at the end of the theme song's "couch gag". On August 19, 2011, Jordan Maron (also known as the YouTuber CaptainSparklez) released the song "Revenge", a parody of "DJ Got Us Fallin' in Love", depicting a Minecraft player seeking revenge against creepers. The song regained popularity as an internet meme around July 2019. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Xbox_Game_Studios#cite_note-23] | [TOKENS: 4459]
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Contents Xbox Game Studios Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher based in Redmond, Washington. It was established in March 2000, spun out from an internal Games Group, for the development and publishing of video games for Microsoft Windows. It has since expanded to include games and other interactive entertainment for the namesake Xbox platforms, other desktop operating systems, Windows Mobile and other mobile platforms, web-based portals, and other game consoles. Xbox Game Studios, alongside ZeniMax Media and Activision Blizzard, are part of the Microsoft Gaming division led by Phil Spencer, who is chief executive officer of the division. History Early in the history of Microsoft the software company published video games like Olympic Decathlon, but Steve Ballmer reportedly persuaded Bill Gates to deemphasize them to professionalize the company's image. By the early 1990s, Microsoft published subLOGIC's Microsoft Flight Simulator and several Microsoft Entertainment Pack compilations of minigames, but was best known for MS-DOS and Microsoft Windows. In 1992, the company began increasing its focus on games. It announced Microsoft Golf for Windows, based on Access Software's Links, and expanded the games division from two to six people with the intention of commissioning more products from other developers. Microsoft acquired FASA Interactive in 1999 for its MechWarrior game series, Access Software, and Aces Game Studio, which worked on Flight Simulator. The Games Group had also established long-term publishing deals with developers like Ensemble Studios (Age of Empires, Age of Mythology), and Digital Anvil (Starlancer). Under Microsoft, FASA Interactive was renamed FASA Studio, and Access Software became Salt Lake Games Studio. Microsoft transitioned the Games Group into a wholly separate division named Microsoft Games around March 2000, along with other consolidation of games-related projects within Microsoft. This came alongside the public announcement of the first Xbox console, with Microsoft Games to serve as a developer and publisher of titles for both Xbox and Windows. Robbie Bach, who held executive positions in Microsoft's entertainment divisions, was named senior vice-president while Ed Fries, a member of the former Games Group and instrumental for some of its acquisitions, was named as vice-president of the new division. Shane Kim served as the division's general manager. In 2001, the division was renamed Microsoft Game Studios (MGS). FASA Studio and Salt Lake Games Studio remained with Microsoft Game Studios. Digital Anvil and Ensemble Studios were acquired by Microsoft in 2000 and 2001, respectively. One of the first major studio acquisitions following the division's formation was Bungie in June 2000, in the midst of its development of Halo: Combat Evolved. With the acquisition, Halo, which had been planned for release on personal computers, became a Microsoft-published title as well as a launch title for the Xbox on its release in 2001. Turn 10 Studios was established in 2001 for work on the Forza series of racing games. In September 2002, Microsoft Game Studios acquired Rare, who had previously extensively developed for Nintendo platforms. In 2003, Microsoft recognized that the EA Sports label was in a far stronger position to develop sports games for the Xbox console, and among realignment steps, laid off about 78 employees within Microsoft Game Studios that were developing sports games in-house, and sold Salt Lake Games Studio, now named Indie Games to Take-Two Interactive in 2004, where it became Indie Built. Peter Moore was named in 2003 as vice-president of Microsoft's Home and Entertainment Division, which included MGS, the Xbox division, and Microsoft's home hardware market, reporting to Bach. In addition to pulling big publishers like Electronic Arts to the Xbox platform, Moore tried to push the Xbox in Japan by courting Japanese developers with support from MGS publishing. Such games included Phantom Dust and Blinx: The Time Sweeper. Around 2004, MGS established Carbonated Games as an internal studio for the development of casual games for Microsoft's web games portal MSN Games, on the chat client MSN Messenger, and on the Xbox Live platform. Kim and Fries were instrumental for securing MGS' publishing deal with Lionhead Studios for their 2004 game Fable, which would serve as the first major role-playing game on the Xbox platform. Subsequently, in 2006, MGS acquired Lionhead Studios along with the Fable properties, as it sought to secure a Fable sequel for the upcoming Xbox 360. MGS folded the staff of Digital Anvil into the larger studio in 2005, following the release of 2003's Brute Force, and closed down the studio entirely in 2006. FASA Studio was closed three-and-a-half months after the May 2007 release of their last game, Shadowrun. In 2007, MGS announced the opening of a European office in Reading, England, headed by general manager Phil Spencer. Moore opted to leave Microsoft in July 2007, so to move back to the San Francisco Bay area with his family and to rejoin Electronic Arts. Don Mattrick was named as his replacement as the new vice-president of the Xbox and Games Business, which included MGS. Later in 2007, Bungie amicably split from MGS to become a privately held independent company, with MGS retaining the rights to the Halo property. Bungie continued to develop two additional Halo games for MGS, Halo 3: ODST (2009) and Halo: Reach (2010). Simultaneously, MGS founded 343 Industries as an internal studio to develop future Halo games without Bungie. In 2008, MGS disbanded Carbonated Games and announced the formation of internal studio Xbox Live Productions to develop "high-quality digital content" for Xbox Live Arcade. Microsoft as a whole announced layoffs of up to 5,000 jobs across all divisions in January 2009 due to slowing sales of personal computers as a result of the Great Recession. Within MGS, the studio had already planned to disband Ensemble Studios after the completion of Halo Wars in early 2009, while the new layoffs led MGS to also disband Aces Game Studio. Microsoft acquired Vancouver-based BigPark in May 2009, using the studio to develop some of the first games for the upcoming Kinect sensor for the Xbox 360. Later in 2009, Phil Spencer was promoted to corporate vice-president of MGS, in order to replace the retiring Shane Kim. In 2010, MGS formed a mobile gaming studio, MGS Mobile Gaming, focused on developing gaming and entertainment multimedia for Windows Phone devices. It also expanded Rare with a second studio in Digbeth, Birmingham. By the Electronic Entertainment Expo 2011 in June 2011, Microsoft Game Studios was quietly renamed to Microsoft Studios. Later in 2011, Microsoft Studios acquired Twisted Pixel Games. In early December 2011, Microsoft Studios created Microsoft Casual Games, a division to revamp its past casual games for Windows (like Windows Solitaire and MSN Games) using more up-to-date software delivery platforms. In 2012, Phil Harrison, the former Sony worldwide studios head, joined Microsoft as head of Microsoft Studios Europe and IEB. Microsoft Studios acquired developer Press Play, known for developing Tentacles and Max & the Magic Marker. They also announced a new development studio in London, England. Later in 2012, Microsoft downsized Microsoft Game Studios Vancouver due to the cancellation of the Kinect family title Project Columbia and announced that the ongoing development of free-to-play title Microsoft Flight had been ceased due to portfolio evaluation. The reduced Vancouver studios were renamed to Black Tusk Studios and tasked with making similar franchise-building title as Halo. In 2013, Microsoft established European studio Lift London, a studio that would create cloud-based games for tablets, mobiles and TVs. Later, they created a new "Deep Tech" team inside its Developer and Platform Evangelism (DPE) unit; the new team is charged with working with top developers outside the company to build next-generation applications on top of Microsoft platforms. While Mattrick had overseen much of the development of Microsoft's next console, the Xbox One, he left in July 2013, prior to its release, to take over as CEO of Zynga. Mattrick was succeeded by Julie Larson-Green, who was named the president of the Devices and Studios Engineering Group, following a realignment of Microsoft's divisions, overseeing both the Xbox hardware divisions and Microsoft Studios. Satya Nadella became CEO of Microsoft in February 2014. At this time, Microsoft was facing strong competition in the consumer market, and within the gaming sector, the Xbox One (released in 2013) was more expensive than competitors and had too much focus on non-gaming functions. Under Nadella's direction, Phil Spencer was named the new head of Microsoft Studios to replace Jason Holtman, who had only been its lead for the prior six months. Spencer began looking for ways to expand Microsoft Studios to make it a profitable division for Microsoft, and began negotiations for the acquititions of Mojang, the developers behind Minecraft, in late 2014. Microsoft spent US$2.5 billion to acquire the studio, and upon the deal's completion in November, the studio's key founding personnel, Markus Persson, Jakob Porsér and Carl Manneh, departed Mojang. As a result, Persson became valued around US$1.3 billion. Microsoft Studios committed to keeping Minecraft available across multiple platforms, including rival PlayStation consoles. Matt Booty, the studio's corporate vice-president in 2020, said the acquisition of Mojang served as the template for later acquisitions, as Mojang was left to run as an "unplugged studio" with limited integration into the Microsoft corporation, minimizing the disruption of Mojang's normal day-to-day business matters nor impeding on the studio's freedom. Additional intellectual property (IP) acquisitions by Microsoft Studios in 2014 included a publishing contract with Undead Labs for their game State of Decay, the rights to the Gears of War series from Epic Games, and the Rise of IP (Rise of Nations and Rise of Nations: Rise of Legends) from Big Huge Games. Microsoft Studios assigned Gears of War to Black Tusk Studios, which was later rebranded in 2015 as The Coalition. In July 2014, it was announced that Xbox Entertainment Studios would be closed in the following months; the closure was completed by October 29. On March 4, 2015, Microsoft announced that they were merging UK-based studios, Lift London and Soho Productions for further games development, with the amalgam continuing to operate under the Lift London name. On March 7, Microsoft announced at the Game Developers Conference that HoloLens games were coming to Xbox One. On March 9, Microsoft announced that Kudo Tsunoda's role was expanding and that he would be the new studio team leader for studios such as Press Play, Lift London and a new internal studio called Decisive Games. Decisive Games was previously mentioned in job postings, saying that they were hiring for work on a "beloved strategy game" for Xbox One and PC, but this is the first public acknowledgement of the team's existence as a first-party studio. Twisted Pixel and Microsoft Studios agreed to split in September 2015. Kudo Tsunoda left the Xbox division in November 2015 for the development of HoloLens and Microsoft Edge, and other projects that could improve means of human interaction, including voice and gesture. Tsunoda's role was filled by Hanno Lemke and Shannon Loftis. In 2016, Microsoft was perceived as "unifying PC and Xbox One" platforms. In March 2016, Microsoft canceled development of two major projects: Lionhead's Fable Legends and Press Play's Project Knoxville, shuttering both studios in the following months. Around the same time, changes to Microsoft Studios' website indicated that further studios—BigPark, Good Science Studio, Leap Experience Pioneers (LXP), Function Studios and State of the Art (SOTA)—had been closed, Microsoft Studios clarified that all of them had been consolidated into other Microsoft Studios teams over the past several years. In September 2017, Spencer was promoted to the senior leadership team, gaining the title of "executive vice-president of gaming". At this point, Microsoft Studios directly reported to Nadella. In January 2018, Matt Booty was promoted from leader in the Minecraft games business to corporate vice-president of Microsoft Studios. On June 10, 2018, during the Electronic Entertainment Expo 2018, Microsoft announced the acquisitions of Ninja Theory, Playground Games, Undead Labs and Compulsion Games, as well as the opening of a new studio in Santa Monica, California, entitled The Initiative, which would be led by the former Crystal Dynamics studio head Darrell Gallagher. In November, Microsoft Studios announced further acquisitions with Obsidian Entertainment and inXile Entertainment. The studio rebranded itself on February 5, 2019, as Xbox Game Studios, as to reflect Microsoft's intent to use the Xbox brand to support gaming across all the devices it supports. At E3 2019, Xbox Game Studios announced it had acquired Double Fine, and established a new internal studio dedicated to Age of Empires headed by Shannon Loftis, bringing their total studio count to fifteen. This studio, later named World's Edge, does not directly develop any games, but oversees efforts from external studios, such as Relic Entertainment, Forgotten Empires and Tantalus Media, to assure the series is being developed in the right direction, according to creative director Adam Isgreen. Booty has stated that with studios like Obsidian, Ninja Theory, and Double Fine, which have traditionally supported multiplatform games, they will determine if it makes sense for their future products to be treated as Microsoft-exclusive content for Xbox and Windows computers, or to allow these to be published across multiple platforms. That decision will be based on a "network effect", whether having these games on other platforms will better support the franchise and thus worthwhile for Microsoft to help dedicate resources towards it, such as they had with Minecraft. Xbox Game Studios has allowed some of the content developed by its studios or that was previously published exclusively for the Xbox and Windows systems to be released on Nintendo systems, notably the Nintendo Switch versions of Cuphead from Studio MDHR and Ori and the Blind Forest from Moon Studios, and allowing for the titular characters from Rare's Banjo-Kazooie into Super Smash Bros. Ultimate. However, the division stated that these releases were generally "existing commitments to other platforms" that they allowed studios to honor, but they otherwise have "no plans to further expand our exclusive first party games to other consoles." Near the end of 2019, with the combined fifteen studios now under Xbox Game Studios, Booty stated that they now had more games than ever to handle, and were likely not going to acquire any additional studios in the near future, stating "we've been shifting our focus inside Xbox Game Studios from acquisition and growth, to a phase of execution and delivery". Additionally, as Microsoft started promotion of its fourth-generation of Xbox, including the Xbox Series X, Booty stated that titles developed by Xbox Game Studios in year or two following its release will not be exclusively for the new generation of consoles, but instead will support both Xbox One and the new console, with some games receiving enhanced performance when played on the new console lineup. Booty said that with the large number of studios they had recently acquired, as well as ongoing external partnerships and their Xbox Game Pass service, the Studios are able to support a "breadth of offerings in the portfolio" designed to attract a large number of players. Further, in an interview in November 2020, Phil Spencer said during an interview regarding the future of the Xbox brand that he intends to put more focus on outputting RPGs, which had to that point been underserved. Microsoft and ZeniMax Media announced on September 21, 2020, that Microsoft planned to acquire ZeniMax and its family of studios, which include Bethesda Game Studios, Arkane Studios, id Software, MachineGames, Tango Gameworks, and ZeniMax Online Studios, for over US$7.5 billion in cash. According to Spencer, the ZeniMax acquisition was intended to give Microsoft a large library of games known around the world, and to expand the library of Xbox Game Pass and XCloud. However, during 2023 hearings regarding the Federal Trade Commission's concern over the proposed acquisition of Activision Blizzard by Microsoft, Spencer said that Sony Interactive Entertainment had made sways at Bethesda to keep Starfield as a PlayStation-exclusive, further prompting Microsoft to purchase Zenimax. Both U.S. and European Union regulatory agencies approved the acquisition by early March 2021, and the acquisition was formally completed by March 9, 2021. The total price of the deal was $8.1 billion Bethesda Softworks, the primarily publisher for all of ZeniMax's games, remained as an operational unit under Microsoft with the acquisition and retained all its current leadership. With the acquisition, future games from the studios will be exclusive to Xbox consoles, but existing commitments to other platforms (such as Arkane Studios' Deathloop and Tango Gameworks' Ghostwire: Tokyo, which are contractually exclusive to PlayStation 5 for a period of 12 months before their release on Xbox Series X and Xbox Series S) will still be honored. Spencer stated that Game Pass was also fundamental driver for the acquisition. A preliminary injunction to block the acquisition had been sought in an ongoing class-action lawsuit that ZeniMax faced over Fallout 4, with the plaintiffs in the case arguing that Microsoft could shield ZeniMax's assets from damages should they be found liable after the acquisition. The ZeniMax Board of Directors was dissolved following the Microsoft purchase. On January 18, 2022, Microsoft announced its intent to acquire Activision Blizzard in an all-cash deal valued at $68.7 billion. Microsoft stated that this acquisition would make it the third-largest gaming company by revenue, following Tencent and Sony. With the announcement, Microsoft also announced a major change to its corporate structure, with Phil Spencer becoming CEO of the new division Microsoft Gaming, with Matt Booty leading Xbox Game Studios under it. Once approved, Activision Blizzard would then become a subdivision of Microsoft Gaming. The deal was cleared by various national regulators by October 13, 2023, with Microsoft closing the deal the same day. During litigation on the merger with the United States Federal Trade Commission, internal documents from Microsoft c. 2020 show strong interest in re-acquiring Bungie, or acquiring Sega's game development companies, Supergiant Games, Niantic, Inc., Thunderful Group, Zynga, IO Interactive, Scopely, or Playrix as part of Xbox Game Studios, as well as publisher Square Enix to help bolster its Asian presence and mobile market share. In January 2023, Microsoft laid off 10,000 employees, which represented about 5% of its global workforce. Included in those layoffs were many employees from 343 Industries, The Coalition, and Bethesda Game Studios. On October 26, 2023, Microsoft announced the promotion of several employees in the company, including Sarah Bond being promoted to president of Xbox, overseeing all Xbox platform, business, and hardware work, and Matt Booty promoted from president of Xbox to president of Game Content and Studios, including the new responsibility of overseeing ZeniMax and Bethesda, with Jamie Leder still running Zenimax as a limited integration entity, but now reporting to Matt. In the wake of Matt Booty's promotion, Alan Hartman, then the head of Turn 10, was subsequently promoted to head of Xbox Game Studios. On October 6, 2024, 343 Industries officially announced their rebranding as Halo Studios, additionally confirming that multiple Halo games were in development and that said projects would now use Unreal Engine 5 as opposed to the proprietary Slipspace Engine that powered Halo Infinite. On October 14, Rare creative lead Craig Duncan was announced to be succeeding Alan Hartman as head of Xbox Game Studios beginning in November 2024, with Hartman retiring after a three-decade tenure at Microsoft. In July 2025, Microsoft Gaming performed a business restructuring ahead of the new financial year, which resulted in layoffs at Xbox Game Studios Rare, Compulsion Games, Undead Labs and Turn 10 Studios. The latter, who conceived and developed the Forza Motorsport series, was reported to have lost almost half of its workforce and was anticipated to be restructured as a support studio for Motorsport's sister series Forza Horizon and developments for the ForzaTech engine, according to former content coordinator Fred Russell. In addition, Rare's action-adventure game Everwild ceased production, while Microsoft also canceled the Perfect Dark reboot and closed its developer The Initiative simultaneously. Alongside Everwild's cancelation, Rare veteran and designer Gregg Mayles also departed the company after 35 years, alongside producer Louise O'Connor. Over 2024 and 2025, a series of video games published by Microsoft Gaming divisions, most notably Xbox Game Studios' titles, were released on PlayStation and Nintendo consoles under an initiative to pivot focus from the Xbox series of consoles and eventually cease to produce exclusive titles for the consoles like Sega. Xbox Game Studios had also released Nintendo Entertainment System, Super Nintendo Entertainment System and Nintendo 64 video games on the Nintendo Switch Online service in 2024, all of whom were developed by Rare and in some cases, formerly published by Nintendo. Studios Games published References External links
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Contents Minecraft Legends Minecraft Legends is a 2023 real-time action-strategy video game developed by Mojang Studios and Blackbird Interactive and published by Xbox Game Studios. A spin-off of the 2011 sandbox game Minecraft, it was released on Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on April 18, 2023. The game would later cease development on January 10, 2024. The goal of the game is to defend the Overworld from an invasion of piglins, pig-like humanoid creatures from the Nether dimension, while the player gradually strengthens their structures and troops with resources harvested. The game received mixed reviews from critics, with its gameplay being both praised for its execution and criticized for its repetitive nature. Gameplay Minecraft Legends is set in the Minecraft Overworld, an earth-like dimension filled with various biomes and natural resources that is currently under attack from the piglin hordes from the Nether dimension. The Overworld contains friendly villages, hostile piglin outposts, and the Well of Fate (the player spawnpoint and fast-travel hub). Similarly to Minecraft, the Overworld is procedurally generated, resulting in a unique world for each playthrough of the game. Players collect resources to construct defenses, upgrade buildings, and summon troops. Players collect basic resources such as wood and stone by assigning friendly Allays to harvest them from deposits found in the Overworld. Other resources, such as redstone and lapis lazuli are used to build advanced structures and summon stronger troops but are locked behind Well of Fate upgrades. Prismarine, which is needed to construct some buildings, can only be collected by defeating piglin structures. The player can use resources they've collected to construct buildings and upgrade the Well of Fate. Defensive fortifications such as walls and turrets protect friendly villages and player outposts. Spawners summon friendly troops the players can recruit into their army. Offensive structures such as the redstone cannon, hurl explosive shells at targets from long range. Upgrading the Well of Fate unlocks more advanced buildings and troops. The primary goal of combat is to destroy piglin outposts and defend friendly villages from periodic piglin raids. Players use their summoned troops to assault and destroy piglin outposts. Players travel around the Overworld on their mount, from which they can issue various orders command their army on the battlefield. These commands include orders to rally, halt, and charge. Players can also use their sword to attack enemies directly. Players build their army by constructing spawner buildings that summon troops or recruiting troops from camps found throughout the Overworld. Minecraft Legends incorporates the same Minecoins currency as Minecraft Bedrock Edition. This currency is used to purchase additional skins and mounts within the game. The game is sold with an optional "Deluxe Skin Pack", which contains six additional in-game skins: one hero skin and five mount skins. Plot The game begins with the player mining in a cave when they are greeted by three beings: Action, Knowledge, and Foresight. These beings are called Hosts, caretakers of the Overworld. These three persuade the player to help them save their world, where a war has broken out between the Nether and the Overworld. The player is then transported to that world. After completing a tutorial, the player must save a few villages from being invaded by piglins from the Nether. Then, the player destroys three nether outposts that are preparing to invade villages. Subsequently, the player destroys nine Nether portals from three different world areas. In each of these three areas, the player has to defeat a piglin boss: "the Devourer," "the Beast," and "the Unbreakable". Once the player destroys all of the portals and defeats all of the bosses, the player fights the final boss: "the Great Hog." Just as the player defeats the Great Hog, it makes a last attempt at destroying the Well of Fate. This backfires and its army is swallowed by a portal that sends them back to the Nether. Then, the Great Hog finally dies. After the battle, there is a grand celebration in the Overworld of their win over the piglins. Not all is well, however. The warrior villagers, who fought alongside the hero, resent the pacifistic villagers who did not, which causes a rift between the two groups. In addition to this, the Hosts have left the world to the Hero's responsibility and moved on. Development Minecraft Legends began development in 2018. The game was announced during the Xbox and Bethesda Games Showcase on June 12, 2022. After the show, a trailer on the Minecraft YouTube channel confirmed additional platforms. It is developed by series creators Mojang Studios in collaboration with Blackbird Interactive, a team founded by former Relic Entertainment employees, who are best known for developing the real-time strategy video game series Homeworld. After the success of Minecraft Dungeons, another spin-off of Minecraft, Minecraft Legends was released on April 18, 2023. It was made available to play on Nintendo Switch, PlayStation 5, PlayStation 4, Steam, Windows 11|10, PC Game Pass, Xbox Game Pass, Xbox Series X/S, Xbox One, and Xbox Cloud Gaming. On January 10, 2024, Mojang announced that no more updates will be released for Minecraft Legends. Reception Reception of the game was generally mixed. According to the review aggregator Metacritic, Minecraft Legends received "mixed or average" reviews. Critics viewed the game as a solid addition to the Minecraft franchise but offered differing opinions on its execution. Destructoid writer Timothy Monbleau expressed newfound appreciation for both Minecraft and the strategy genre after playing the game, while Sarah Thwaites of Game Informer described the game as feeling "caught between the expected complexity of strategy games and the franchise’s approachable brand." Critics generally found the gameplay fun but repetitive and lacking in depth. They praised the game for its Minecraft-themed art style, resource gathering mechanics, and base-building gameplay. Critics also liked the multiplayer co-op and PvP modes. Some reviewers criticized the game's lack of strategic depth, poor AI, and tedious gameplay. References External links
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Contents Steve's Lava Chicken "Steve's Lava Chicken" is a song performed by Jack Black from the soundtrack for A Minecraft Movie (2025). It is used as a jingle for a scene where Black's character in the film, Steve, cooks a live chicken by pouring lava onto it. The song was co-written by Black and the film's director Jared Hess, and is 34 seconds long. The song broke several records—particularly in the United States and the United Kingdom—as the shortest song to chart on the Billboard Hot 100 and the UK Singles Chart respectively. It also charted in multiple other countries. It has been certified gold by the Recording Industry Association of America and silver by the British Phonographic Industry. Background and release "Steve's Lava Chicken" is used in a scene in A Minecraft Movie where Steve—a character portrayed in the film by Black—showcases a contraption he made that cooks live chickens in lava. The subject of the song is the cooked chicken resulting from the contraption. The song itself is about 34 seconds long, and was co-written by Black and the film's director Jared Hess. The soundtrack for A Minecraft Movie, including "Steve's Lava Chicken", was released on March 28, 2025, through WaterTower Music. A 50-second long clip from the film featuring the song, labeled by WaterTower as its official music video, was released on April 9, 2025. An EP by Black, I...Am Steve, featuring an extended version of "Steve's Lava Chicken" along with other songs from the film's soundtrack, was released on April 18, 2025. The extended version is 1 minute and 15 seconds long. A remix of the "Steve's Lava Chicken" instrumental was added to Minecraft in June 2025 as a music disc, with players able to obtain the disc by killing a chicken jockey. Commercial performance In the United States, "Steve's Lava Chicken" received over 2.5 million streams on the week of the film's release, a 1,973% increase in streams from the week prior to its release. The song later debuted at number 78 on the Hot 100 for the week dated May 3, 2025, breaking the record for the shortest song in the chart's history, surpassing Kid Cudi's "Beautiful Trip", which is 37 seconds long. "Steve's Lava Chicken" was certified gold by the Recording Industry Association of America in September 2025. In the United Kingdom, "Steve's Lava Chicken" peaked at number nine on the UK Singles Chart on May 2, 2025 ‒ for the week ending date May 8, 2025 ‒ during its third week on the chart. It broke the record for the shortest song to ever appear in the top 40 of the UK Singles Chart. The previous record holder was "The Ladies' Bras", a song by Jonny Trunk and Duncan Wisbey that was 36 seconds long. The song became Black's highest-charting song in Britain, surpassing "Peaches", a song from the soundtrack for The Super Mario Bros. Movie (2023). It was certified silver by the British Phonographic Industry in July 2025. Critical reception In a list article discussing the best and worst things to happen in 2025, Pitchfork placed the commercial performance records set by "Steve's Lava Chicken" as one of the low points of the year, assigning it a 1.9 out of 10 score on the scale. Charts Certifications ‡ Sales+streaming figures based on certification alone. References
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Contents Minecraft Legends Minecraft Legends is a 2023 real-time action-strategy video game developed by Mojang Studios and Blackbird Interactive and published by Xbox Game Studios. A spin-off of the 2011 sandbox game Minecraft, it was released on Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on April 18, 2023. The game would later cease development on January 10, 2024. The goal of the game is to defend the Overworld from an invasion of piglins, pig-like humanoid creatures from the Nether dimension, while the player gradually strengthens their structures and troops with resources harvested. The game received mixed reviews from critics, with its gameplay being both praised for its execution and criticized for its repetitive nature. Gameplay Minecraft Legends is set in the Minecraft Overworld, an earth-like dimension filled with various biomes and natural resources that is currently under attack from the piglin hordes from the Nether dimension. The Overworld contains friendly villages, hostile piglin outposts, and the Well of Fate (the player spawnpoint and fast-travel hub). Similarly to Minecraft, the Overworld is procedurally generated, resulting in a unique world for each playthrough of the game. Players collect resources to construct defenses, upgrade buildings, and summon troops. Players collect basic resources such as wood and stone by assigning friendly Allays to harvest them from deposits found in the Overworld. Other resources, such as redstone and lapis lazuli are used to build advanced structures and summon stronger troops but are locked behind Well of Fate upgrades. Prismarine, which is needed to construct some buildings, can only be collected by defeating piglin structures. The player can use resources they've collected to construct buildings and upgrade the Well of Fate. Defensive fortifications such as walls and turrets protect friendly villages and player outposts. Spawners summon friendly troops the players can recruit into their army. Offensive structures such as the redstone cannon, hurl explosive shells at targets from long range. Upgrading the Well of Fate unlocks more advanced buildings and troops. The primary goal of combat is to destroy piglin outposts and defend friendly villages from periodic piglin raids. Players use their summoned troops to assault and destroy piglin outposts. Players travel around the Overworld on their mount, from which they can issue various orders command their army on the battlefield. These commands include orders to rally, halt, and charge. Players can also use their sword to attack enemies directly. Players build their army by constructing spawner buildings that summon troops or recruiting troops from camps found throughout the Overworld. Minecraft Legends incorporates the same Minecoins currency as Minecraft Bedrock Edition. This currency is used to purchase additional skins and mounts within the game. The game is sold with an optional "Deluxe Skin Pack", which contains six additional in-game skins: one hero skin and five mount skins. Plot The game begins with the player mining in a cave when they are greeted by three beings: Action, Knowledge, and Foresight. These beings are called Hosts, caretakers of the Overworld. These three persuade the player to help them save their world, where a war has broken out between the Nether and the Overworld. The player is then transported to that world. After completing a tutorial, the player must save a few villages from being invaded by piglins from the Nether. Then, the player destroys three nether outposts that are preparing to invade villages. Subsequently, the player destroys nine Nether portals from three different world areas. In each of these three areas, the player has to defeat a piglin boss: "the Devourer," "the Beast," and "the Unbreakable". Once the player destroys all of the portals and defeats all of the bosses, the player fights the final boss: "the Great Hog." Just as the player defeats the Great Hog, it makes a last attempt at destroying the Well of Fate. This backfires and its army is swallowed by a portal that sends them back to the Nether. Then, the Great Hog finally dies. After the battle, there is a grand celebration in the Overworld of their win over the piglins. Not all is well, however. The warrior villagers, who fought alongside the hero, resent the pacifistic villagers who did not, which causes a rift between the two groups. In addition to this, the Hosts have left the world to the Hero's responsibility and moved on. Development Minecraft Legends began development in 2018. The game was announced during the Xbox and Bethesda Games Showcase on June 12, 2022. After the show, a trailer on the Minecraft YouTube channel confirmed additional platforms. It is developed by series creators Mojang Studios in collaboration with Blackbird Interactive, a team founded by former Relic Entertainment employees, who are best known for developing the real-time strategy video game series Homeworld. After the success of Minecraft Dungeons, another spin-off of Minecraft, Minecraft Legends was released on April 18, 2023. It was made available to play on Nintendo Switch, PlayStation 5, PlayStation 4, Steam, Windows 11|10, PC Game Pass, Xbox Game Pass, Xbox Series X/S, Xbox One, and Xbox Cloud Gaming. On January 10, 2024, Mojang announced that no more updates will be released for Minecraft Legends. Reception Reception of the game was generally mixed. According to the review aggregator Metacritic, Minecraft Legends received "mixed or average" reviews. Critics viewed the game as a solid addition to the Minecraft franchise but offered differing opinions on its execution. Destructoid writer Timothy Monbleau expressed newfound appreciation for both Minecraft and the strategy genre after playing the game, while Sarah Thwaites of Game Informer described the game as feeling "caught between the expected complexity of strategy games and the franchise’s approachable brand." Critics generally found the gameplay fun but repetitive and lacking in depth. They praised the game for its Minecraft-themed art style, resource gathering mechanics, and base-building gameplay. Critics also liked the multiplayer co-op and PvP modes. Some reviewers criticized the game's lack of strategic depth, poor AI, and tedious gameplay. References External links
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Contents Xbox Game Studios Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher based in Redmond, Washington. It was established in March 2000, spun out from an internal Games Group, for the development and publishing of video games for Microsoft Windows. It has since expanded to include games and other interactive entertainment for the namesake Xbox platforms, other desktop operating systems, Windows Mobile and other mobile platforms, web-based portals, and other game consoles. Xbox Game Studios, alongside ZeniMax Media and Activision Blizzard, are part of the Microsoft Gaming division led by Phil Spencer, who is chief executive officer of the division. History Early in the history of Microsoft the software company published video games like Olympic Decathlon, but Steve Ballmer reportedly persuaded Bill Gates to deemphasize them to professionalize the company's image. By the early 1990s, Microsoft published subLOGIC's Microsoft Flight Simulator and several Microsoft Entertainment Pack compilations of minigames, but was best known for MS-DOS and Microsoft Windows. In 1992, the company began increasing its focus on games. It announced Microsoft Golf for Windows, based on Access Software's Links, and expanded the games division from two to six people with the intention of commissioning more products from other developers. Microsoft acquired FASA Interactive in 1999 for its MechWarrior game series, Access Software, and Aces Game Studio, which worked on Flight Simulator. The Games Group had also established long-term publishing deals with developers like Ensemble Studios (Age of Empires, Age of Mythology), and Digital Anvil (Starlancer). Under Microsoft, FASA Interactive was renamed FASA Studio, and Access Software became Salt Lake Games Studio. Microsoft transitioned the Games Group into a wholly separate division named Microsoft Games around March 2000, along with other consolidation of games-related projects within Microsoft. This came alongside the public announcement of the first Xbox console, with Microsoft Games to serve as a developer and publisher of titles for both Xbox and Windows. Robbie Bach, who held executive positions in Microsoft's entertainment divisions, was named senior vice-president while Ed Fries, a member of the former Games Group and instrumental for some of its acquisitions, was named as vice-president of the new division. Shane Kim served as the division's general manager. In 2001, the division was renamed Microsoft Game Studios (MGS). FASA Studio and Salt Lake Games Studio remained with Microsoft Game Studios. Digital Anvil and Ensemble Studios were acquired by Microsoft in 2000 and 2001, respectively. One of the first major studio acquisitions following the division's formation was Bungie in June 2000, in the midst of its development of Halo: Combat Evolved. With the acquisition, Halo, which had been planned for release on personal computers, became a Microsoft-published title as well as a launch title for the Xbox on its release in 2001. Turn 10 Studios was established in 2001 for work on the Forza series of racing games. In September 2002, Microsoft Game Studios acquired Rare, who had previously extensively developed for Nintendo platforms. In 2003, Microsoft recognized that the EA Sports label was in a far stronger position to develop sports games for the Xbox console, and among realignment steps, laid off about 78 employees within Microsoft Game Studios that were developing sports games in-house, and sold Salt Lake Games Studio, now named Indie Games to Take-Two Interactive in 2004, where it became Indie Built. Peter Moore was named in 2003 as vice-president of Microsoft's Home and Entertainment Division, which included MGS, the Xbox division, and Microsoft's home hardware market, reporting to Bach. In addition to pulling big publishers like Electronic Arts to the Xbox platform, Moore tried to push the Xbox in Japan by courting Japanese developers with support from MGS publishing. Such games included Phantom Dust and Blinx: The Time Sweeper. Around 2004, MGS established Carbonated Games as an internal studio for the development of casual games for Microsoft's web games portal MSN Games, on the chat client MSN Messenger, and on the Xbox Live platform. Kim and Fries were instrumental for securing MGS' publishing deal with Lionhead Studios for their 2004 game Fable, which would serve as the first major role-playing game on the Xbox platform. Subsequently, in 2006, MGS acquired Lionhead Studios along with the Fable properties, as it sought to secure a Fable sequel for the upcoming Xbox 360. MGS folded the staff of Digital Anvil into the larger studio in 2005, following the release of 2003's Brute Force, and closed down the studio entirely in 2006. FASA Studio was closed three-and-a-half months after the May 2007 release of their last game, Shadowrun. In 2007, MGS announced the opening of a European office in Reading, England, headed by general manager Phil Spencer. Moore opted to leave Microsoft in July 2007, so to move back to the San Francisco Bay area with his family and to rejoin Electronic Arts. Don Mattrick was named as his replacement as the new vice-president of the Xbox and Games Business, which included MGS. Later in 2007, Bungie amicably split from MGS to become a privately held independent company, with MGS retaining the rights to the Halo property. Bungie continued to develop two additional Halo games for MGS, Halo 3: ODST (2009) and Halo: Reach (2010). Simultaneously, MGS founded 343 Industries as an internal studio to develop future Halo games without Bungie. In 2008, MGS disbanded Carbonated Games and announced the formation of internal studio Xbox Live Productions to develop "high-quality digital content" for Xbox Live Arcade. Microsoft as a whole announced layoffs of up to 5,000 jobs across all divisions in January 2009 due to slowing sales of personal computers as a result of the Great Recession. Within MGS, the studio had already planned to disband Ensemble Studios after the completion of Halo Wars in early 2009, while the new layoffs led MGS to also disband Aces Game Studio. Microsoft acquired Vancouver-based BigPark in May 2009, using the studio to develop some of the first games for the upcoming Kinect sensor for the Xbox 360. Later in 2009, Phil Spencer was promoted to corporate vice-president of MGS, in order to replace the retiring Shane Kim. In 2010, MGS formed a mobile gaming studio, MGS Mobile Gaming, focused on developing gaming and entertainment multimedia for Windows Phone devices. It also expanded Rare with a second studio in Digbeth, Birmingham. By the Electronic Entertainment Expo 2011 in June 2011, Microsoft Game Studios was quietly renamed to Microsoft Studios. Later in 2011, Microsoft Studios acquired Twisted Pixel Games. In early December 2011, Microsoft Studios created Microsoft Casual Games, a division to revamp its past casual games for Windows (like Windows Solitaire and MSN Games) using more up-to-date software delivery platforms. In 2012, Phil Harrison, the former Sony worldwide studios head, joined Microsoft as head of Microsoft Studios Europe and IEB. Microsoft Studios acquired developer Press Play, known for developing Tentacles and Max & the Magic Marker. They also announced a new development studio in London, England. Later in 2012, Microsoft downsized Microsoft Game Studios Vancouver due to the cancellation of the Kinect family title Project Columbia and announced that the ongoing development of free-to-play title Microsoft Flight had been ceased due to portfolio evaluation. The reduced Vancouver studios were renamed to Black Tusk Studios and tasked with making similar franchise-building title as Halo. In 2013, Microsoft established European studio Lift London, a studio that would create cloud-based games for tablets, mobiles and TVs. Later, they created a new "Deep Tech" team inside its Developer and Platform Evangelism (DPE) unit; the new team is charged with working with top developers outside the company to build next-generation applications on top of Microsoft platforms. While Mattrick had overseen much of the development of Microsoft's next console, the Xbox One, he left in July 2013, prior to its release, to take over as CEO of Zynga. Mattrick was succeeded by Julie Larson-Green, who was named the president of the Devices and Studios Engineering Group, following a realignment of Microsoft's divisions, overseeing both the Xbox hardware divisions and Microsoft Studios. Satya Nadella became CEO of Microsoft in February 2014. At this time, Microsoft was facing strong competition in the consumer market, and within the gaming sector, the Xbox One (released in 2013) was more expensive than competitors and had too much focus on non-gaming functions. Under Nadella's direction, Phil Spencer was named the new head of Microsoft Studios to replace Jason Holtman, who had only been its lead for the prior six months. Spencer began looking for ways to expand Microsoft Studios to make it a profitable division for Microsoft, and began negotiations for the acquititions of Mojang, the developers behind Minecraft, in late 2014. Microsoft spent US$2.5 billion to acquire the studio, and upon the deal's completion in November, the studio's key founding personnel, Markus Persson, Jakob Porsér and Carl Manneh, departed Mojang. As a result, Persson became valued around US$1.3 billion. Microsoft Studios committed to keeping Minecraft available across multiple platforms, including rival PlayStation consoles. Matt Booty, the studio's corporate vice-president in 2020, said the acquisition of Mojang served as the template for later acquisitions, as Mojang was left to run as an "unplugged studio" with limited integration into the Microsoft corporation, minimizing the disruption of Mojang's normal day-to-day business matters nor impeding on the studio's freedom. Additional intellectual property (IP) acquisitions by Microsoft Studios in 2014 included a publishing contract with Undead Labs for their game State of Decay, the rights to the Gears of War series from Epic Games, and the Rise of IP (Rise of Nations and Rise of Nations: Rise of Legends) from Big Huge Games. Microsoft Studios assigned Gears of War to Black Tusk Studios, which was later rebranded in 2015 as The Coalition. In July 2014, it was announced that Xbox Entertainment Studios would be closed in the following months; the closure was completed by October 29. On March 4, 2015, Microsoft announced that they were merging UK-based studios, Lift London and Soho Productions for further games development, with the amalgam continuing to operate under the Lift London name. On March 7, Microsoft announced at the Game Developers Conference that HoloLens games were coming to Xbox One. On March 9, Microsoft announced that Kudo Tsunoda's role was expanding and that he would be the new studio team leader for studios such as Press Play, Lift London and a new internal studio called Decisive Games. Decisive Games was previously mentioned in job postings, saying that they were hiring for work on a "beloved strategy game" for Xbox One and PC, but this is the first public acknowledgement of the team's existence as a first-party studio. Twisted Pixel and Microsoft Studios agreed to split in September 2015. Kudo Tsunoda left the Xbox division in November 2015 for the development of HoloLens and Microsoft Edge, and other projects that could improve means of human interaction, including voice and gesture. Tsunoda's role was filled by Hanno Lemke and Shannon Loftis. In 2016, Microsoft was perceived as "unifying PC and Xbox One" platforms. In March 2016, Microsoft canceled development of two major projects: Lionhead's Fable Legends and Press Play's Project Knoxville, shuttering both studios in the following months. Around the same time, changes to Microsoft Studios' website indicated that further studios—BigPark, Good Science Studio, Leap Experience Pioneers (LXP), Function Studios and State of the Art (SOTA)—had been closed, Microsoft Studios clarified that all of them had been consolidated into other Microsoft Studios teams over the past several years. In September 2017, Spencer was promoted to the senior leadership team, gaining the title of "executive vice-president of gaming". At this point, Microsoft Studios directly reported to Nadella. In January 2018, Matt Booty was promoted from leader in the Minecraft games business to corporate vice-president of Microsoft Studios. On June 10, 2018, during the Electronic Entertainment Expo 2018, Microsoft announced the acquisitions of Ninja Theory, Playground Games, Undead Labs and Compulsion Games, as well as the opening of a new studio in Santa Monica, California, entitled The Initiative, which would be led by the former Crystal Dynamics studio head Darrell Gallagher. In November, Microsoft Studios announced further acquisitions with Obsidian Entertainment and inXile Entertainment. The studio rebranded itself on February 5, 2019, as Xbox Game Studios, as to reflect Microsoft's intent to use the Xbox brand to support gaming across all the devices it supports. At E3 2019, Xbox Game Studios announced it had acquired Double Fine, and established a new internal studio dedicated to Age of Empires headed by Shannon Loftis, bringing their total studio count to fifteen. This studio, later named World's Edge, does not directly develop any games, but oversees efforts from external studios, such as Relic Entertainment, Forgotten Empires and Tantalus Media, to assure the series is being developed in the right direction, according to creative director Adam Isgreen. Booty has stated that with studios like Obsidian, Ninja Theory, and Double Fine, which have traditionally supported multiplatform games, they will determine if it makes sense for their future products to be treated as Microsoft-exclusive content for Xbox and Windows computers, or to allow these to be published across multiple platforms. That decision will be based on a "network effect", whether having these games on other platforms will better support the franchise and thus worthwhile for Microsoft to help dedicate resources towards it, such as they had with Minecraft. Xbox Game Studios has allowed some of the content developed by its studios or that was previously published exclusively for the Xbox and Windows systems to be released on Nintendo systems, notably the Nintendo Switch versions of Cuphead from Studio MDHR and Ori and the Blind Forest from Moon Studios, and allowing for the titular characters from Rare's Banjo-Kazooie into Super Smash Bros. Ultimate. However, the division stated that these releases were generally "existing commitments to other platforms" that they allowed studios to honor, but they otherwise have "no plans to further expand our exclusive first party games to other consoles." Near the end of 2019, with the combined fifteen studios now under Xbox Game Studios, Booty stated that they now had more games than ever to handle, and were likely not going to acquire any additional studios in the near future, stating "we've been shifting our focus inside Xbox Game Studios from acquisition and growth, to a phase of execution and delivery". Additionally, as Microsoft started promotion of its fourth-generation of Xbox, including the Xbox Series X, Booty stated that titles developed by Xbox Game Studios in year or two following its release will not be exclusively for the new generation of consoles, but instead will support both Xbox One and the new console, with some games receiving enhanced performance when played on the new console lineup. Booty said that with the large number of studios they had recently acquired, as well as ongoing external partnerships and their Xbox Game Pass service, the Studios are able to support a "breadth of offerings in the portfolio" designed to attract a large number of players. Further, in an interview in November 2020, Phil Spencer said during an interview regarding the future of the Xbox brand that he intends to put more focus on outputting RPGs, which had to that point been underserved. Microsoft and ZeniMax Media announced on September 21, 2020, that Microsoft planned to acquire ZeniMax and its family of studios, which include Bethesda Game Studios, Arkane Studios, id Software, MachineGames, Tango Gameworks, and ZeniMax Online Studios, for over US$7.5 billion in cash. According to Spencer, the ZeniMax acquisition was intended to give Microsoft a large library of games known around the world, and to expand the library of Xbox Game Pass and XCloud. However, during 2023 hearings regarding the Federal Trade Commission's concern over the proposed acquisition of Activision Blizzard by Microsoft, Spencer said that Sony Interactive Entertainment had made sways at Bethesda to keep Starfield as a PlayStation-exclusive, further prompting Microsoft to purchase Zenimax. Both U.S. and European Union regulatory agencies approved the acquisition by early March 2021, and the acquisition was formally completed by March 9, 2021. The total price of the deal was $8.1 billion Bethesda Softworks, the primarily publisher for all of ZeniMax's games, remained as an operational unit under Microsoft with the acquisition and retained all its current leadership. With the acquisition, future games from the studios will be exclusive to Xbox consoles, but existing commitments to other platforms (such as Arkane Studios' Deathloop and Tango Gameworks' Ghostwire: Tokyo, which are contractually exclusive to PlayStation 5 for a period of 12 months before their release on Xbox Series X and Xbox Series S) will still be honored. Spencer stated that Game Pass was also fundamental driver for the acquisition. A preliminary injunction to block the acquisition had been sought in an ongoing class-action lawsuit that ZeniMax faced over Fallout 4, with the plaintiffs in the case arguing that Microsoft could shield ZeniMax's assets from damages should they be found liable after the acquisition. The ZeniMax Board of Directors was dissolved following the Microsoft purchase. On January 18, 2022, Microsoft announced its intent to acquire Activision Blizzard in an all-cash deal valued at $68.7 billion. Microsoft stated that this acquisition would make it the third-largest gaming company by revenue, following Tencent and Sony. With the announcement, Microsoft also announced a major change to its corporate structure, with Phil Spencer becoming CEO of the new division Microsoft Gaming, with Matt Booty leading Xbox Game Studios under it. Once approved, Activision Blizzard would then become a subdivision of Microsoft Gaming. The deal was cleared by various national regulators by October 13, 2023, with Microsoft closing the deal the same day. During litigation on the merger with the United States Federal Trade Commission, internal documents from Microsoft c. 2020 show strong interest in re-acquiring Bungie, or acquiring Sega's game development companies, Supergiant Games, Niantic, Inc., Thunderful Group, Zynga, IO Interactive, Scopely, or Playrix as part of Xbox Game Studios, as well as publisher Square Enix to help bolster its Asian presence and mobile market share. In January 2023, Microsoft laid off 10,000 employees, which represented about 5% of its global workforce. Included in those layoffs were many employees from 343 Industries, The Coalition, and Bethesda Game Studios. On October 26, 2023, Microsoft announced the promotion of several employees in the company, including Sarah Bond being promoted to president of Xbox, overseeing all Xbox platform, business, and hardware work, and Matt Booty promoted from president of Xbox to president of Game Content and Studios, including the new responsibility of overseeing ZeniMax and Bethesda, with Jamie Leder still running Zenimax as a limited integration entity, but now reporting to Matt. In the wake of Matt Booty's promotion, Alan Hartman, then the head of Turn 10, was subsequently promoted to head of Xbox Game Studios. On October 6, 2024, 343 Industries officially announced their rebranding as Halo Studios, additionally confirming that multiple Halo games were in development and that said projects would now use Unreal Engine 5 as opposed to the proprietary Slipspace Engine that powered Halo Infinite. On October 14, Rare creative lead Craig Duncan was announced to be succeeding Alan Hartman as head of Xbox Game Studios beginning in November 2024, with Hartman retiring after a three-decade tenure at Microsoft. In July 2025, Microsoft Gaming performed a business restructuring ahead of the new financial year, which resulted in layoffs at Xbox Game Studios Rare, Compulsion Games, Undead Labs and Turn 10 Studios. The latter, who conceived and developed the Forza Motorsport series, was reported to have lost almost half of its workforce and was anticipated to be restructured as a support studio for Motorsport's sister series Forza Horizon and developments for the ForzaTech engine, according to former content coordinator Fred Russell. In addition, Rare's action-adventure game Everwild ceased production, while Microsoft also canceled the Perfect Dark reboot and closed its developer The Initiative simultaneously. Alongside Everwild's cancelation, Rare veteran and designer Gregg Mayles also departed the company after 35 years, alongside producer Louise O'Connor. Over 2024 and 2025, a series of video games published by Microsoft Gaming divisions, most notably Xbox Game Studios' titles, were released on PlayStation and Nintendo consoles under an initiative to pivot focus from the Xbox series of consoles and eventually cease to produce exclusive titles for the consoles like Sega. Xbox Game Studios had also released Nintendo Entertainment System, Super Nintendo Entertainment System and Nintendo 64 video games on the Nintendo Switch Online service in 2024, all of whom were developed by Rare and in some cases, formerly published by Nintendo. Studios Games published References External links
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Contents Creeper (Minecraft) Page version status This is an accepted version of this page A creeper is a fictional creature in the sandbox video game Minecraft. Creepers are hostile mobs (mobile non-player characters) that spawn in dark places. Instead of attacking the player directly, they creep up on the player and explode, destroying blocks in the surrounding area and potentially hurting or killing the player if they are within the blast radius. Their green camouflage and generally silent behavior aid in stealth attacks, making them one of the most dangerous mobs in Minecraft. Creepers were first added to Minecraft in a pre-alpha update to the game that was released on September 1, 2009. The creeper has become one of the most widely recognized icons of Minecraft. They have been referenced and parodied in popular culture, and they are featured prominently in Minecraft merchandising and advertising. Conception and design The character model that later became the creeper was first created on August 20, 2009, as a result of a coding error when creating the pig mob in the early pre-alpha stages of Minecraft's development. The game's creator, Markus Persson, accidentally mixed up the dimensions of the model, swapping the length and height. Instead of deleting the result, Persson instead stated "I'll keep it for a creepy creature", and later added a green texture based on the in-game leaves texture to the model, gave it an aggressive AI, and turned it into a hostile mob. The creeper was added to the game on September 1, 2009, on a pre-alpha version named 0.24_SURVIVAL_TEST. In Minecraft, the player exists in a large world made up of blocks. The world contains a number of enemies (hostile mobs), of which creepers are commonly encountered. A creeper is nearly silent until it comes near the player, at which point it emits a hiss and explodes after a short delay. The explosion destroys the creeper, can kill or injure the player, and also typically destroys surrounding blocks. In later updates, the Minecraft developers decided that creepers "weren't quite unpredictable enough", and added the ability for creepers to become "charged creepers" when struck by lightning. Charged creepers have amplified explosion power and can cause other specific mobs killed in the blast to drop their heads (creepers, zombies, skeletons, wither skeletons, and piglins). These heads can then be worn by the player, putting the head's model on them to look like that mob. Appearances The creeper originally appeared in Minecraft in an early pre-alpha update as a common hostile mob that silently approaches players, hisses, then explodes. It appeared later in Minecraft spin-off games such as Minecraft: Story Mode, Minecraft Dungeons, Minecraft Legends, the discontinued Minecraft Earth, and the film adaption A Minecraft Movie (2025). Outside of Minecraft, it also appeared in Terraria (2011), Torchlight II (2012), Borderlands 2 (2012), Octodad: Dadliest Catch (2014), and in Nintendo's crossover fighting game Super Smash Bros. Ultimate (2018), where the creeper has been featured as a Mii Brawler costume. A creeper is set to appear as a playable character in Sonic Racing: CrossWorlds. Promotion and reception The creeper image has been used on a wide variety of Minecraft merchandise, including clothing, bedding, and lamps. In July 2020, a joint partnership between Mojang Studios and Kellogg's led to the announcement of Minecraft Creeper Crunch, an official Minecraft-branded cereal prominently featuring a creeper on the packaging. It was set to be available for release in stores in the United States in August 2020. Every packet additionally includes a unique code which can be redeemed for a Minecraft cosmetic clothing item. The creeper is considered to be one of Minecraft's most iconic enemies and icons. The pixelated face of the creeper has been integrated into the letter "A" of the Minecraft logo, as well as being used in numerous Halloween costumes and cosplays. Guinness World Records Gamer's Edition listed the creeper as tenth in their list of "top 50 video game villains". The creeper has been featured in multiple Lego Minecraft sets and has been the main focus of one. In 2021, PC Gamer ranked creeper as 9th of "the 50 most iconic characters in PC gaming", stating that "The Creeper is the star of Minecraft, which is ironic considering that the Creeper's effectiveness hinges upon not being seen." In an article for Games and Culture, Daniel Dooghan characterized the creeper as "resistance personified", using its role in the game to draw comparison to real-world terrorism and how society reacts to such. More directly drawing parallels to real world suicide bombers through the ideology of "Self-annihilation is the ultimate form of resistance", its not human like appearance coupled with the semblance of a permanently scowling face further made it represent "otherness" in the game's world. While he acknowledged it was impossible to know the creature's actual motivations he felt it characterized the game world's rejection of the player, and impels them towards technological advancement and resource gathering due to frequent interaction and the consequences of such interaction. Creepers have been the subject of numerous pop culture references and parodies. In the season 25 episode "Luca$" of the animated sitcom The Simpsons, Moe Szyslak appears as a creeper and explodes at the end of the theme song's "couch gag". On August 19, 2011, Jordan Maron (also known as the YouTuber CaptainSparklez) released the song "Revenge", a parody of "DJ Got Us Fallin' in Love", depicting a Minecraft player seeking revenge against creepers. The song regained popularity as an internet meme around July 2019. References External links
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Contents Otaku Otaku (Japanese: おたく, オタク, or ヲタク) is a Japanese subculture of people with consuming interests in hobbies that lie at the juncture of science and fantasy, especially media, productions, and pastimes such as anime, manga, video games, virtual reality, and cosplay. It began forming in the 1960s, took on its name within the subculture in the 1970s, and was popularized by a 1983 essay by Akio Nakamori in Manga Burikko. Otaku subculture is a central theme of various anime, manga, documentaries, and academic research. The subculture took shape in the '60s with the release of the manga series Astro Boy and by the '70s led fans of anime such as Space Battleship Yamato to create their own manga, called doujinshi, which they began sharing at conventions such as Comic Market, addressing one another by the formal term otaku (you or your home). In the '80s, social changes promoted otaku traits even in Japanese schools, including juku, but increasingly left otaku resigned to being stereotyped as social outcasts and finding refuge in fictional worlds typified by the anime series Mobile Suit Gundam. The rise of the internet and 1989 creation of the Web furthered the otaku subculture, spreading more anime, video games, and other such media, and the term's definition expanded into numerous classifications. Otaku may be used as a pejorative, and discrimination against it was particularly intense between 1989 (when a serial murder suspect, Tsutomu Miyazaki, "The Otaku Murderer," was arrested) and the mid-1990s. More recent studies, however, reveal an increasingly benign view of the subculture, and a growing number of people, especially the young, now identify themselves as otaku, both in Japan and elsewhere. Out of 137,734 teens surveyed in Japan in 2013, for example, 42.2% self-identified as a type of otaku. In 2005, the Nomura Research Institute divided otaku into twelve groups and estimated the size and market impact of each of these groups. Other institutions have split it further or focused on a single otaku interest, such as anime, manga, gaming, photography, electronics, J-idol, and automobiles. In 2005, the economic impact of otaku by this broad characterization was estimated to be as high as ¥2 trillion (US$18 billion). Etymology Otaku is derived from a Japanese term for another person's house or family (お宅, otaku). The word can be used metaphorically as a part of honorific speech in Japanese, as a second-person pronoun. In this usage, its literal translation is "you". It is associated with some dialects of Western Japanese and with housewives, and is less direct and more distant than intimate pronouns, such as anata, and masculine pronouns, such as kimi and omae. The origin of the pronoun's use among 1980s manga and anime fans is unclear. Science fiction fans were using otaku to address owners of books by the late 1960s (in a sense of "Do[es] [your home] own this book?"). Social critic Eiji Ōtsuka posits that otaku was used because it allowed people meeting for the first time, such as at a convention, to interact from a comfortable distance. One theory posits that otaku was popularized as a pronoun by science fiction author Motoko Arai in a 1981 essay in Variety magazine, and another posits that it was popularized by fans of anime studio Gainax, some of whose founders came from Tottori Prefecture in western Japan (where otaku is commonly used). The pronoun was also used in the popular anime Macross, first aired in 1982, by the characters Hikaru Ichijyo and Lynn Minmay, who address each other as otaku until they get to know each other better. The modern slang form, which is distinguished from the older usage by being written in hiragana (おたく), katakana (オタク or, less frequently, ヲタク) or rarely in rōmaji, first appeared in public discourse in the 1980s, through the work of humorist and essayist Akio Nakamori. His 1983 series 'Otaku' Research (『おたく』の研究, "Otaku" no Kenkyū), printed in the lolicon magazine Manga Burikko, applied the term as pejorative for "unpleasant" fans, attacking their supposed poor fashion sense and physical appearance in particular. Nakamori was particularly critical of "manga maniacs" drawn to cute girl characters, and explained his label otaku as the term of address used between junior high school kids at manga and anime conventions. In 1989, the case of Tsutomu Miyazaki, "The Otaku Murderer", brought the fandom, very negatively, to national attention. Miyazaki, who randomly chose and murdered four girls, had a collection of 5,763 video tapes, some containing anime and slasher films that were found interspersed with videos and pictures of his victims. Later that year, the contemporary knowledge magazine Bessatsu Takarajima dedicated its 104th issue to the topic of otaku. It was called Otaku no Hon (おたくの本, lit. The Book of Otaku) and delved into the subculture of otaku with 19 articles by otaku insiders, among them Akio Nakamori. This publication has been claimed by scholar Rudyard Pesimo to have popularized the term. Usage In modern Japanese slang, the term otaku is mostly equivalent to "geek" or "nerd" (both in the broad sense); a technological geek would be a gijutsu otaku (技術オタク) and an academic nerd would be a bunkakei otaku (文化系オタク) or gariben (ガリ勉)), but in a more derogatory manner than used in the West. It is also applied to any fan of any particular theme, topic, hobby or form of entertainment. According to journalist Colette Bennett, "[w]hen these people are referred to as otaku, they are judged for their behaviors — and people suddenly see an 'otaku' as a person unable to relate to reality." The term thus has more of a negative association in Japanese society. The word entered English as a loanword from the Japanese language. It is typically used to refer to a fan of anime and manga, but can also refer to Japanese video games or even Japanese culture in general. Platforms like TrackOtaku and the American magazine Otaku USA popularize and cover these aspects. The usage of the word is a source of contention among some fans, owing to its negative connotations and stereotyping of the fandom. Widespread English exposure to the term came in 1988 with the release of Gunbuster, which refers to anime fans as otaku. Gunbuster was released officially in English in March 1990. The term's usage spread throughout the Usenet group rec.arts.anime with discussions about Otaku no Video's portrayal of otaku before its 1994 English release. Positive and negative aspects, including the pejorative usage, were intermixed. The term was also popularized by William Gibson's 1996 novel Idoru, which references otaku. Subculture Kaichirō Morikawa identifies the subculture as distinctly Japanese, a product of the school system and society. Japanese schools have a class structure which functions as a caste system, but clubs are an exception to the social hierarchy. In these clubs, a student's interests will be recognized and nurtured, catering to the interests of otaku. Secondly, the vertical structure of Japanese society identifies the value of individuals by their success. Until the late 1980s, unathletic and unattractive males focused on academics, hoping to secure a good job and marry to raise their social standing. Those unable to succeed socially focused instead on their interests, often into adulthood, with their lifestyle centering on those interests, furthering the creation of the otaku subculture. Even prior to the coinage of the term, the stereotypical traits of the subculture were identified in a 1981 issue of Fan Rōdo (Fan road) about "culture clubs". These individuals were drawn to anime, a counter-culture, with the release of hard science fiction works such as Mobile Suit Gundam. These works allowed a congregation and development of obsessive interests that turned anime into a medium for unpopular students, catering to obsessed fans. After these fans discovered Comic Market, the term was used as a self-confirming and self-mocking collective identity. The 1989 "Otaku Murderer" case gave the fandom a negative connotation from which it has not fully recovered. The perception of otaku was again damaged in late 2004 when Kaoru Kobayashi kidnapped, sexually assaulted, and murdered a seven-year-old first-grade student. Japanese journalist Akihiro Ōtani suspected that Kobayashi's crime was committed by a member of the figure moe zoku even before his arrest. Although Kobayashi was not an otaku, the degree of social hostility against otaku increased. Otaku were seen by law enforcement as possible suspects for sex crimes, and local governments called for stricter laws controlling the depiction of eroticism in otaku materials. Not all attention has been negative. In his book Otaku, Hiroki Azuma observed: "Between 2001 and 2007, the otaku forms and markets quite rapidly won social recognition in Japan", citing the fact that "[i]n 2003, Hayao Miyazaki won the Academy Award for his Spirited Away; around the same time Takashi Murakami achieved recognition for otaku-like designs; in 2004, the Japanese pavilion in the 2004 International Architecture exhibition of the Venice Biennale (Biennale Architecture) featured 'otaku'. In 2005, the word moe — one of the keywords of the present volume — was chosen as one of the top ten 'buzzwords of the year'." In 2013, a Japanese study of 137,734 people found that 42.2% self-identify as a type of otaku. This study suggests that the stigma of the word has vanished, and the term has been embraced by many. Marie Kondo told ForbesWomen in 2020: "I credit being an otaku with helping me to focus deeply, which definitely contributed to my success." In the early 1990s, the otaku subculture started to gain traction in the Western world. According to Lawrence Eng, the first anime that could have caused this to happen was Gunbuster, and the protagonist, Noriko Takaya, is teased about her otaku behavior.: 88 Through Gunbuster, Western audiences would learn about the word otaku. In the late 1990s, otaku was a popular subculture among Generation Xers in the United States. In the early 2000s, the otaku community in the United States often consisted of suburban young people and niche online groups. The district of Akihabara in Tokyo, where there are maid cafés featuring waitresses who dress up and act like maids or anime characters, is a notable attraction center for otaku. Akihabara also has dozens of stores specializing in anime, manga, retro video games, figurines, card games, and other collectibles. Another popular location is Otome Road in Ikebukuro, Tokyo. Students from Nagoya City University started a project to help promote hidden tourist attractions and attract more otaku to Nagoya. There are specific terms for different types of otaku, including fujoshi (腐女子; lit. "rotten girl(s)"), a self-mockingly pejorative Japanese term for female fans of yaoi, which focuses on homosexual male relationships. Reki-jo are female otaku who are interested in Japanese history. Some terms refer to a location, such as Akiba-kei ("Akihabara-style"), which applies to those familiar with Akihabara's culture. Miyadai describes two big subtypes of the otaku type, a world type and a battle royale type. There is a chronological development from the world type of the late 1990s to the battle royale type of the 2000s but they also coexisted. The antagonism between the world type and the battle royale type emerged in the age in which reality and fiction are regarded as equivalent tools for self-defense. He further describes the internet society as a rhizomic structure which invalidates the distinction between "reality" and "fiction". The world type treats fiction as an equivalent of reality (real-ization of fiction), while the battle royale type treats reality as an equivalent of fiction (fictionalization of reality). Otaku often participate in self-mocking through the production or interest in humor directed at their subculture. Anime and manga otaku are the subject of numerous self-critical works, such as Otaku no Video, which contains a live-interview mockumentary that pokes fun at the otaku subculture and includes Gainax's own staff as the interviewees. Other works depict otaku subculture less critically, such as Genshiken and Comic Party. A well-known light novel, which later received a manga and anime adaptation, is Welcome to the N.H.K., which focuses on otaku subcultures and highlights other social outcasts, such as hikikomori and NEETs. Works that focus on otaku characters include WataMote, the story of an unattractive and unsociable otome gamer otaku who exhibits delusions about her social status; and No More Heroes, a video game about an otaku assassin named Travis Touchdown and his surrealistic adventures inspired by anime and manga. Media about otaku also exist outside of Japan, such as the American documentary Otaku Unite! which focuses on the American side of the otaku culture, and the Filipino novel Otaku Girl, which tells the story of a virtual reality world where otaku can role-play and use the powers of their favorite anime characters.[citation needed] A term used in the otaku fandom is wotagei or otagei (ヲタ芸 or オタ芸), a type of cheering performed as a group. Another term is itasha (痛車; literally "painful (i.e. cringeworthy) car(s)"), which describes vehicles decorated with fictional characters, especially bishōjo game or eroge characters. Classification The Nomura Research Institute (NRI) has made two major studies into otaku, the first in 2004 and a revised study with a more specific definition in 2005. The 2005 study defines twelve major fields of otaku interests. Of these groups: These values were partially released with a much higher estimation in 2004, but this definition focused on consumerism and not the "unique psychological characteristics" of otaku used in the 2005 study. The NRI's 2005 study also put forth five archetypes of otaku: The Hamagin Research Institute found that moe-related content was worth ¥88.8 billion ($807 million) in 2005, and one analyst estimated the market could be as much as ¥2 trillion ($18 billion). Japan-based Tokyo Otaku Mode, a place for news related to otaku, has been liked on Facebook almost 10 million times. Other classifications of otaku interests include Vocaloid, cosplay, figures, and professional wrestling, as categorized by the Yano Research Institute, which reports and tracks market growth and trends in sectors heavily influenced by otaku consumerism. In 2012, it noted around 30% of growth in dating sim and online gaming otaku, while Vocaloid, cosplay, idols and maid services grew by 10%, confirming its 2011 predictions. Ōkina otomodachi (大きなお友達) is a Japanese phrase that literally translates to "big friend" or "adult friend". Japanese otaku use it to describe themselves as adult fans of an anime, a manga, or a TV show that is originally aimed at children. A parent who watches such a show with their children is not considered an ōkina otomodachi, nor is a parent who buys anime DVDs or manga volumes for their children; ōkina otomodachi are those who consume such content by themselves. Otaku outside Japan Based on a survey with 1,800 responses conducted by Dentsu in July 2022, an extrapolated 34% of American Gen-Zs (around 15 million people) identify themselves as anime otaku. Kim Morrissy of the media company Crunchyroll wrote that, in the anime fandom, some Westerners believe that identifying as an otaku constitutes cultural appropriation, and that it can only refer to a Japanese person. See also References External links
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Contents Sukeban Sukeban (スケバン/助番) is a Japanese term meaning 'delinquent girl', and the female equivalent to the male banchō in Japanese culture. The usage of the word sukeban refers to either the leader of a girl gang or the entire gang itself,[better source needed] and is not used to refer to any one member of a girl gang. The word sukeban was originally used by delinquents, but has been used by the general population to describe the subculture since 1972. Sukeban were formed as a direct result of male gangs' refusal to accept female members, consequently the term has come to refer to the massive movement that brought feminism to public attention at a time when men of the yakuza were thriving.[citation needed] Sukeban reportedly first appeared in Japan during the 1960s, presenting themselves as the female equivalent to the banchō gangs, which were composed mostly of men. During the 1970s, as banchō gangs began to die out, sukeban girl gangs began to rise in number. Gangs were initially small groups of girls sneaking cigarettes in school bathrooms, but eventually grew in numbers, as did their level of criminality.[citation needed] These gangs were commonly associated by violence and shop-lifting. Gangs ranged in size from Tokyo's United Shoplifters group, comprising roughly 80 members, to the Kanto Women Delinquent Alliance, rumored to have had around 20,000 members. [citation needed] Criminal activities and violence of the girl gangs in Japan reached such a high that sketches used to identify them in Japanese police pamphlets in the 1980s described aspects of their fashion as "omens of downfall". Characteristics The common signifiers of sukeban include brightly-dyed or permed hair, in colours of either blonde or light brown. Members of sukeban also modified their school uniform by wearing coloured socks, rolling up their sleeves and lengthening their skirt, which were sometimes decorated with gang-affiliated symbols, kanji and/or slogans. The long skirts were a rejection of the popularity of the miniskirt, which had become popular in the 1960s during the sexual revolution. Though their skirts were long, sukeban often cut their shirts to expose their midriffs. Converse sneakers were also another addition, and their clothes often had handmade modifications, including badges and buttons. They wore very little make-up and sported thin eyebrows. Adding to these features, sukeban usually wore surgical masks, and often carried with them razor blades, bamboo swords and chains, which could be concealed under their skirts. The style of the sukeban have been interpreted as a rebellion against traditional gender norms, sexism, and the objectification of women, while, more specifically, the length of their skirts has been read as a reaction to the sexual revolution. Sukeban girls followed strict rules and codes of conduct within their gangs. Each gang possessed a hierarchy as well as their own means of punishment; cigarette burns were considered a minor punishment for stealing a boyfriend or disrespecting a senior member. Sukeban were reported to engage in activities such as stimulant use, shoplifting, theft, and violence, but if arrested, could be charged with the lesser offence of "pre-delinquency". Stimulants used often included sniffing paint thinner or glue. Media and cultural influence In the 1970s and 1980s, sukeban became popular characters in seinen manga. Sukeban characters could also be seen in shōjō manga publications. Sukeban Deka, Tales of Yajikita College and Hana no Asuka-gumi! were three popular shōjo series that had a mostly sukeban cast. Pink film director Norifumi Suzuki made the first films in the seven-film Girl Boss (Sukeban) series. He also started the four-film Terrifying Girls' High School series (1971–1972) featuring sukeban characters. Both series featured prominent Pinky violent actresses Reiko Ike and Miki Sugimoto, as well as former beauty queen Reiko Oshida. On December 6, 2005, Panik House company released a four-disc region-1 DVD collection surveying Sukeban films entitled The Pinky Violence Collection. These films challenged traditional constructions of gender and female sexuality in postwar Japan. Jewish Japanese crime writer Jake Adelstein said with regards to sukeban: What is unusual is that in the yakuza, women have no authority and there are almost no female members. That the female gangs even existed is an oddity in Japan's generally sexist male-dominated deviant culture... the world was about feminism and liberation, and perhaps they felt like women have the right to be just as stupid, promiscuous, risk-seeking, adrenaline junkies and violent as their male counterparts. See also Footnotes Sources
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Contents Palgrave Macmillan Palgrave Macmillan is a British academic and trade publishing company headquartered in the London Borough of Camden. Its programme includes textbooks, journals, monographs, professional and reference works in print and online. It maintains offices in London, New York, Shanghai, Melbourne, Sydney, Hong Kong, Delhi and Johannesburg. Palgrave Macmillan was created in 2000 when St. Martin's Press in the US united with Macmillan Publishers in the UK to combine their worldwide academic publishing operations. The company was known simply as Palgrave until 2002, but has since been known as Palgrave Macmillan. It is a subsidiary of Springer Nature. Until 2015, it was part of the Macmillan Group and therefore wholly owned by the German publishing company Holtzbrinck Publishing Group (which still owns a controlling interest in Springer Nature). As part of Macmillan, it was headquartered at the Macmillan campus in Kings Cross, London with other Macmillan companies including Pan Macmillan, Nature Publishing Group and Macmillan Education, having moved from Basingstoke in 2014. History Palgrave is named after the Palgrave family. Classical historian Sir Francis Palgrave, who founded the Public Record Office, and his four sons were all closely tied with Macmillan Publishers in the 19th century: Palgrave Macmillan publishes The Statesman's Yearbook, an annual reference work which gives a political, economic and social overview of every country of the world. In 2008, Palgrave Macmillan published The New Palgrave Dictionary of Economics, 2nd edition, edited by Steven N. Durlauf and Lawrence E. Blume. In 2009, Palgrave Macmillan made over 4,500 scholarly ebooks available to libraries. Distribution clients Palgrave Macmillan represents the sales, marketing and distribution interests of W. H. Freeman, Worth Publishers, Sinauer Associates, and University Science Books outside the US, Canada, Australia and the Far East. Palgrave Macmillan previously distributed I.B. Tauris in the U.S. and Canada; and Manchester University Press, Pluto Press, and Zed Books in the U.S. In Australia, Palgrave represents both the Macmillan Group, including Palgrave Macmillan and Nature Publishing Group, and a variety of other academic publishers, including Acumen Publishing, Atlas & Co, Bedford-St. Martin's, Cold Spring Harbor Laboratory Press, Continuum International Publishing Group, David Fulton, Gerald Duckworth and Company, W. H. Freeman, Haymarket Books, Henry Holt, I.B. Tauris, Learning Matters, Lynne Reiner Publishers, Macquarie Library, New Internationalist, The New Press, Ocean Press, Perseus Books Group, Pluto Press, Routledge/Taylor and Francis, Saqi Books, Scion Publishers, Seven Stories Press, Sinauer Associates, Tilde University Press, University Science Books, and Zed Books. Palgrave has been criticised for a pricing structure which "will limit readership to the privileged few", as opposed to options for "open access without tears" offered by DOAJ, Unpaywall and DOAB. Palgrave Pivot Launched in 2012, Palgrave Pivot is an imprint of Palgrave Macmillan, aimed at publishing shorter, "rigorously peer-reviewed" monographs, focused on new important research across the Humanities and Social Sciences. Authors Notable authors include (alphabetically by last name): References External links
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Contents Casual game A casual game is a video game targeted at a mass market audience, as opposed to a hardcore game, which is targeted at hobbyist gamers. Casual games may exhibit any type of gameplay and genre. They generally involve simpler rules, shorter sessions, and require less learned skill. They do not expect familiarity with a standard set of mechanics, controls, and tropes. Countless casual games have been developed and published, alongside hardcore games, across the history of video games. A concerted effort to capitalize on casual games grew in the 1990s and 2000s, as many developers and publishers branded themselves as casual game companies, publishing games especially for PCs, web browsers, and smartphones. Overview Most casual games have: Casual games generally cost less than hardcore games, as part of their strategy to acquire as many players as possible. Any game monetization method can be used, from retail distribution to free-to-play to ad-supported. The term "hyper-casual game" or "instant game" arose in 2017 to describe extremely easy-to-learn games that require no download, being played in an existing app like a web browser or messaging app, and that usually monetize by showing advertisements to the player. History Journalist Chris Kohler wrote in 2010 that Namco's arcade game Pac-Man (1980), which debuted during the golden age of video arcade games, may be the first casual video game, due to its "cute cast of characters and a design sensibility that appealed to wider audiences than the shoot-em-up Space Invaders." It is estimated to have been played more than ten billion times during the 20th century, making it the highest-grossing video game of all time. In 1989, Nintendo's Game Boy was released with Tetris as a free pack-in game. It was quickly learned and immensely popular, and is credited with making Nintendo's fledgling portable gaming system a success. Microsoft's Solitaire (1990), which came free with Microsoft Windows, is widely considered the first hit "casual game" on a computer, with more than 400 million people having played the game as of 2007[update]. Subsequent versions of Windows included casual games Minesweeper, FreeCell, and Spider Solitaire. The company published four Microsoft Entertainment Packs for casual gaming on office computers from 1990 to 1992. Casual games started to flourish online in the 1990s along with the rise of the World Wide Web, with card games and board games available from paid services like AOL and Prodigy, and then from web portals, like Yahoo! Games and Microsoft's Gaming Zone. In the mid-2000s, more sites specialized in game hosting and publishing, such as Gamesville and RealNetworks. Some publishers and developers branded themselves specifically as casual game companies, like Big Fish Games, PopCap Games, and MumboJumbo. The advent of Shockwave and Flash created a boom in web-based games, encouraging designers to create simple games that could be hosted on many different websites and which could be played to completion in one short sitting. One of the most prominent casual games, Bejeweled, started out as a Flash game that could be downloaded for a fee, or purchased at retail. As late as 2009, there was still a market for US$20 casual games purchased at retail or as a download. In 2008 and 2009, casual social network games rapidly attained mainstream popularity following the release of Mafia Wars for Facebook, and Happy Farm in China. Happy Farm inspired many clones, including the most popular social network game, FarmVille (2009), which peaked at 83.76 million monthly active users in March 2010. These games innovated in viral marketing by rewarding players for sending invites to friends and posting game updates on their Facebook Wall. Casual games became popular on mobile phones, devices that turned ubiquitous among a wide variety of people during the 2000s, and these phones often had preloaded clones of classic puzzle video games like Tetris, Qix, or tabletop-based games. The phones gave all-day availability to the phone owner and helped popularize casual games for many. Newer smartphones, with large color displays and intuitive tapping-and-dragging user interfaces, gave way to a rising industry during the 2010s with high accessibility through downloadable app marketplaces. Video game consoles' primary audience is hardcore gamers, but there are some casual games on every game console, and Nintendo's Wii console's unique motion-sensing controller appealed to a more casual audience that was perhaps intimidated by other consoles' gamepad input devices. Wii Sports (2006), a collection of five simple sports games in which players used the game controller to swing a tennis racket or a baseball bat, was bundled with the Wii console in most territories and sold over 82 million copies as of 2019. Genres Casual games can be found in many game genres. 2000s categorizations by Big Fish Games and Gamezebo, a casual game review site named eight popular genres in casual games: Casual Games Association An industry group called the Casual Games Association was founded in 2005 to promote casual games and to provide educational, networking, and market research resources to casual game developers and publishers. It published a print magazine and hosted annual conferences called "Casual Connect" in Seattle, Kyiv, Amsterdam and London with what it said were "upwards of 7,000 professional attendees each year". In 2018, the show was sold to media company Greenlit Content, who then rebranded the show "GameDaily Connect". See also References
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[SOURCE: https://en.wikipedia.org/wiki/Steve%27s_Lava_Chicken#cite_note-20] | [TOKENS: 750]
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Contents Steve's Lava Chicken "Steve's Lava Chicken" is a song performed by Jack Black from the soundtrack for A Minecraft Movie (2025). It is used as a jingle for a scene where Black's character in the film, Steve, cooks a live chicken by pouring lava onto it. The song was co-written by Black and the film's director Jared Hess, and is 34 seconds long. The song broke several records—particularly in the United States and the United Kingdom—as the shortest song to chart on the Billboard Hot 100 and the UK Singles Chart respectively. It also charted in multiple other countries. It has been certified gold by the Recording Industry Association of America and silver by the British Phonographic Industry. Background and release "Steve's Lava Chicken" is used in a scene in A Minecraft Movie where Steve—a character portrayed in the film by Black—showcases a contraption he made that cooks live chickens in lava. The subject of the song is the cooked chicken resulting from the contraption. The song itself is about 34 seconds long, and was co-written by Black and the film's director Jared Hess. The soundtrack for A Minecraft Movie, including "Steve's Lava Chicken", was released on March 28, 2025, through WaterTower Music. A 50-second long clip from the film featuring the song, labeled by WaterTower as its official music video, was released on April 9, 2025. An EP by Black, I...Am Steve, featuring an extended version of "Steve's Lava Chicken" along with other songs from the film's soundtrack, was released on April 18, 2025. The extended version is 1 minute and 15 seconds long. A remix of the "Steve's Lava Chicken" instrumental was added to Minecraft in June 2025 as a music disc, with players able to obtain the disc by killing a chicken jockey. Commercial performance In the United States, "Steve's Lava Chicken" received over 2.5 million streams on the week of the film's release, a 1,973% increase in streams from the week prior to its release. The song later debuted at number 78 on the Hot 100 for the week dated May 3, 2025, breaking the record for the shortest song in the chart's history, surpassing Kid Cudi's "Beautiful Trip", which is 37 seconds long. "Steve's Lava Chicken" was certified gold by the Recording Industry Association of America in September 2025. In the United Kingdom, "Steve's Lava Chicken" peaked at number nine on the UK Singles Chart on May 2, 2025 ‒ for the week ending date May 8, 2025 ‒ during its third week on the chart. It broke the record for the shortest song to ever appear in the top 40 of the UK Singles Chart. The previous record holder was "The Ladies' Bras", a song by Jonny Trunk and Duncan Wisbey that was 36 seconds long. The song became Black's highest-charting song in Britain, surpassing "Peaches", a song from the soundtrack for The Super Mario Bros. Movie (2023). It was certified silver by the British Phonographic Industry in July 2025. Critical reception In a list article discussing the best and worst things to happen in 2025, Pitchfork placed the commercial performance records set by "Steve's Lava Chicken" as one of the low points of the year, assigning it a 1.9 out of 10 score on the scale. Charts Certifications ‡ Sales+streaming figures based on certification alone. References
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Glossary of video game terms Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms. 0–9 Also isometric graphics. A Also triple A. Also badge, trophy, medal, cheevo. Also aim down sights. Also control stick and thumbstick. A term used in many role-playing and strategy games to describe attacks or other effects that affect multiple targets within a specified area. For example, in the role-playing game, Dungeons & Dragons, a fireball spell will deal damage to anyone within a certain radius of where it strikes. In most tactical strategy games artillery weapons have an area of effect that will damage anyone within a radius of the strike zone. Often the effect is stronger on the target than on anything else hit. See also: Splash damage Area of effect can also refer to spells and abilities that are non-damaging. For example, a powerful healing spell may affect anyone within a certain range of the caster (often only if they are a member of the caster's party). Some games also have what are referred to as "aura" abilities that will affect anyone in the area around the person with the ability. For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them. The inclusion of AoE elements in game mechanics can increase the role of strategy, especially in turn-based games. The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received. Also display mode and show mode. A pre-recorded demonstration of a video game that is displayed when the game is not being played. Originally built into arcade games, the main purpose of the attract mode is to entice passers-by to play the game. It usually displays the game's title screen, the game's story (if it has one), its high score list, sweepstakes (on some games) and the message "Game Over" or "Insert Coin" over or in addition to a computer-controlled demonstration of gameplay. In the Atari 8-bit computers of the late 1970s and 1980s, the term attract mode was sometimes used to denote a simple screensaver that slowly cycled the display colors to prevent phosphor burn-in when no input had been received for several minutes. Attract modes demonstrating gameplay are common in current home video games. Also aim-assist. B Also bunny hopping. Also backfilling. Also achievement. Also banhammer. Also beta testing. Also build-order. C Also story mode and campaign. Also character select. Also guild Also clutching the game and coming in clutch. Also collat. Also collat. The option to keep playing the game after all of the player's lives have been lost, rather than ending the game and restarting from the very beginning. There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages. In arcade games, when a player loses or fails an objective, they will generally be shown a "continue countdown" screen, in which the player has a limited amount of time (usually 10, 15, or 20 seconds) to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a game over screen. The continue feature was added to arcade games in the early 1980s as a way to earn more money from players. The first arcade game to have a continue feature was Fantasy, and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard.: 26 As a result of the continue feature, games started to have stories and definite endings; however, those games were designed so that it would be nearly impossible to get to the end of the game without continuing. Salen and Zimmerman argue that the continue feature in games such as Gauntlet was an outlet for conspicuous consumption. Also crit. Also cinematic. D Also control pad and directional pad. Also day zero. Also day one. Also free-for-all Also conversation tree. Also downed Also stick drift. See also level E Also software testing and Software release life cycle. Also infinite runner. Also electronic sports, e-sports, eSports, competitive gaming, cybersports and professional gaming. F Also field of vision. Also invincibility frames, invulnerability period, mercy invincibility. Also full perfect combo (FPC). G Also gameplay mechanics. Also gameplay mode. Also Buy-to-play. Also Live Service Games. Also goated. Also: infinite health, infinite life, invincibility, invulnerability Also 'GTE. H Also hit points (HP). Also hi-score. Also damage ring. Also hub area I Also i-frames. Also independent video game. Also heads-up display (HUD). J K L M Also magic points. Also multi-user domain, multi-user dungeon. Also cross-platform. N Also CPU. O Also hub world. P Also P2W or PTW. Also hardcore mode. Also platformer. Q R Also ragdolling. Also gamer rage. Also rerolling Also old-school gaming Also grenade jumping. S Also game save, savegame, or savefile. Also screen peeking. Also side-scroller. Also sweaty, sweatlord. T Also meat shield. Also tunneling. Also tech tree. The initial screen of a computer, video, or arcade game after the credits and logos of the game developer and publisher are displayed. Early title screens often included all the game options available (single player, multiplayer, configuration of controls, etc.) while modern games have opted for the title screen to serve as a splash screen. This can be attributed to the use of the title screen as a loading screen, in which to cache all the graphical elements of the main menu. Older computer and video games had relatively simple menu screens that often featured pre-rendered artwork. U V W Also wall banging. X Y Also Streamer bait Z Also zerg rush Also CPU vs. CPU See also References
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft_Monday#cite_note-Cakir2020-20] | [TOKENS: 1410]
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Contents Minecraft Monday Minecraft Monday was a weekly esports tournament for the sandbox video game Minecraft. It was created by the internet personality Keemstar, known for his content on social media drama and the host of the tournament Fortnite Fridays, upon repeated suggestions from meme YouTuber Grandayy. The event featured online creators, invited based upon their popularity rather than gameplay skill, in teams of two, competing to score the most points across a series of minigames of various genres. The winning team was awarded $10,000 USD. The tournament debuted on June 24, 2019, and ended after its server was breached during the 14th event on October 7, 2019. Minecraft Monday was credited with drawing renewed attention to Minecraft for its roster of popular creators, which included Fortnite player Ninja, YouTuber PewDiePie, and makeup vlogger James Charles, but caused community conflict due to the mixture of experienced and inexperienced Minecraft players. The cast allowed one player, Technoblade, to gain recognition in the Minecraft community after winning 4 out of the 14 events, and placing as the best-scoring individual in 7 of them. Despite social media updates by Keemstar throughout 2020 regarding a revival, the tournament did not return after its hacking. It inspired another Minecraft tournament, MC Championship, by YouTuber Smajor1995 and the group Noxcrew. Format Minecraft Monday was a competitive tournament in Minecraft, a sandbox video game developed by Mojang Studios. Players were divided into teams of two and would compete to score the highest points. Although the first two events only featured the player versus player (PvP) battle royale mode Hunger Games, later events introduced various other minigames to test different skillsets. The revised gamelist, which changed each week, included modes such as Bingo and Capture the Flag. The event was hosted weekly on Mondays and was broadcast live by its players, most often to Twitch; the event's host, UMG Gaming, also livestreamed the events. $10,000 USD, sponsored by the gaming drink mix G Fuel,[‡ 1] and later also the Minecraft server host Apex Hosting,[‡ 2] was awarded to both the winning team and a random viewer. During the event's lifetime, the organizers also hosted a public Minecraft server under the IP mcmondays.com. History Minecraft Monday was created by Keemstar, a controversial internet personality known for his videos about social media drama, after the meme YouTuber Grandayy had spent over a year pushing for him to pursue the idea. Keemstar already hosted the event Fortnite Fridays, and would later launch a third competition, Warzone Wednesday. Like Keemstar's other tournaments, players were invited on basis of online following rather than gameplay skill, in order to attract viewership. The first event on June 24, 2019, was seen live by over one million viewers; according to Dexerto, the Fortnite player Ninja peaked at 400,000 concurrent viewers on his Twitch livestream, before he prematurely quit during the fourth game after dying quickly in every round. The participation of several prominent creators – including Ninja, PewDiePie, and James Charles – allowed Minecraft YouTuber Technoblade to rise in prominence, after he consecutively won the first two weeks of the tournament. Technoblade's winning streak ended in Week 3, which was won by streamers Traves and Cscoop. Conflict generated within the tournament's community due to organizational issues; some viewers considered the teammatching unbalanced due to the participation of both veteran and beginner Minecraft players, and some criticized the minigame selection. Technoblade would win the tournament twice more, in Weeks 6 and 10.[‡ 3] YouTuber Skeppy won with teammate BadBoyHalo in Weeks 5 and 7, and again with Vikkstar123 in Week 9.[‡ 3] A duo consisting of streamers xQc and M0xxy won the tournament back-to-back in Weeks 12 and 13. At the end of the 13th week, YouTuber MrBeast collaborated with Keemstar during Hunger Games to place a $15,000 bounty on Technoblade, which was taken by Bajan Canadian. The Minecraft Monday server was breached during Week 14 on October 7, 2019. Whilst the tournament was ongoing, hackers griefed buildings and the minigame arenas; Minecraft Monday, as well as Fortnite Fridays, were subsequently placed on hiatus. Keemstar complained on Twitter that they had been running Minecraft Monday on a "shoe-string budget" and had been cutting corners, but said that the tournament would return in November 2019. In May 2020, Keemstar's organization KeemPark posted a screenshot of a remade Minecraft Monday lobby, created in collaboration with Bajan Canadian and his developer. KeemPark stated the tournament would return within three weeks. Keemstar would tweet two months later that "Minecraft Monday is coming soon!",[‡ 4] but the event would ultimately not return. Legacy Writers credited Minecraft Monday with causing an increased attention towards Minecraft. Patricia Hernandez, a writer for Polygon, wrote that Minecraft Monday and other online projects, such as PewDiePie's playthrough of the game, caused a resurgence in the game's popularity. In an article for The Esports Observer, Max Miceli noted a significant increase in Twitch viewership for Minecraft as the event went on. While the game only rarely surpassed 500,000 hours watched a day prior to June 2019, the day of the first event reached 781,000 hours watched, and subsequent days surpassed one million. Esport Insider's Marloes Valentina Stella described Minecraft Monday as the second major competitive tournament in Minecraft. Unlike the largely unsuccessful partnership of Badlion Client and major esports organizer ESL around 2017 (the first major tournament series), Stella thought the roster of well-known internet creators made it "no surprise that Minecraft Monday [became] the most famous Minecraft tournament". Regardless, she attributed the event's closure to community conflict, the hacking during Week 14, and the controversial status of Keemstar. YouTuber Smajor1995, who played in the event, said he was inspired by Minecraft Monday to create the tournament MC Championship, which he organizes with the group Noxcrew. Smajor liked the idea of bringing creators together for a Minecraft event, but found Keemstar hard to work with. According to Gökhan Çakır for Dot Esports, MC Championship was able to fill the "gigantic gap" in the competitive Minecraft scene after Minecraft Monday's closure. List of winners Notes References Sources from Keemstar, UMG Gaming, event partners, or participants. In the text, these references are preceded by a double dagger (‡): External links
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Contents Steve's Lava Chicken "Steve's Lava Chicken" is a song performed by Jack Black from the soundtrack for A Minecraft Movie (2025). It is used as a jingle for a scene where Black's character in the film, Steve, cooks a live chicken by pouring lava onto it. The song was co-written by Black and the film's director Jared Hess, and is 34 seconds long. The song broke several records—particularly in the United States and the United Kingdom—as the shortest song to chart on the Billboard Hot 100 and the UK Singles Chart respectively. It also charted in multiple other countries. It has been certified gold by the Recording Industry Association of America and silver by the British Phonographic Industry. Background and release "Steve's Lava Chicken" is used in a scene in A Minecraft Movie where Steve—a character portrayed in the film by Black—showcases a contraption he made that cooks live chickens in lava. The subject of the song is the cooked chicken resulting from the contraption. The song itself is about 34 seconds long, and was co-written by Black and the film's director Jared Hess. The soundtrack for A Minecraft Movie, including "Steve's Lava Chicken", was released on March 28, 2025, through WaterTower Music. A 50-second long clip from the film featuring the song, labeled by WaterTower as its official music video, was released on April 9, 2025. An EP by Black, I...Am Steve, featuring an extended version of "Steve's Lava Chicken" along with other songs from the film's soundtrack, was released on April 18, 2025. The extended version is 1 minute and 15 seconds long. A remix of the "Steve's Lava Chicken" instrumental was added to Minecraft in June 2025 as a music disc, with players able to obtain the disc by killing a chicken jockey. Commercial performance In the United States, "Steve's Lava Chicken" received over 2.5 million streams on the week of the film's release, a 1,973% increase in streams from the week prior to its release. The song later debuted at number 78 on the Hot 100 for the week dated May 3, 2025, breaking the record for the shortest song in the chart's history, surpassing Kid Cudi's "Beautiful Trip", which is 37 seconds long. "Steve's Lava Chicken" was certified gold by the Recording Industry Association of America in September 2025. In the United Kingdom, "Steve's Lava Chicken" peaked at number nine on the UK Singles Chart on May 2, 2025 ‒ for the week ending date May 8, 2025 ‒ during its third week on the chart. It broke the record for the shortest song to ever appear in the top 40 of the UK Singles Chart. The previous record holder was "The Ladies' Bras", a song by Jonny Trunk and Duncan Wisbey that was 36 seconds long. The song became Black's highest-charting song in Britain, surpassing "Peaches", a song from the soundtrack for The Super Mario Bros. Movie (2023). It was certified silver by the British Phonographic Industry in July 2025. Critical reception In a list article discussing the best and worst things to happen in 2025, Pitchfork placed the commercial performance records set by "Steve's Lava Chicken" as one of the low points of the year, assigning it a 1.9 out of 10 score on the scale. Charts Certifications ‡ Sales+streaming figures based on certification alone. References
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft_Monday#cite_note-21] | [TOKENS: 1410]
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Contents Minecraft Monday Minecraft Monday was a weekly esports tournament for the sandbox video game Minecraft. It was created by the internet personality Keemstar, known for his content on social media drama and the host of the tournament Fortnite Fridays, upon repeated suggestions from meme YouTuber Grandayy. The event featured online creators, invited based upon their popularity rather than gameplay skill, in teams of two, competing to score the most points across a series of minigames of various genres. The winning team was awarded $10,000 USD. The tournament debuted on June 24, 2019, and ended after its server was breached during the 14th event on October 7, 2019. Minecraft Monday was credited with drawing renewed attention to Minecraft for its roster of popular creators, which included Fortnite player Ninja, YouTuber PewDiePie, and makeup vlogger James Charles, but caused community conflict due to the mixture of experienced and inexperienced Minecraft players. The cast allowed one player, Technoblade, to gain recognition in the Minecraft community after winning 4 out of the 14 events, and placing as the best-scoring individual in 7 of them. Despite social media updates by Keemstar throughout 2020 regarding a revival, the tournament did not return after its hacking. It inspired another Minecraft tournament, MC Championship, by YouTuber Smajor1995 and the group Noxcrew. Format Minecraft Monday was a competitive tournament in Minecraft, a sandbox video game developed by Mojang Studios. Players were divided into teams of two and would compete to score the highest points. Although the first two events only featured the player versus player (PvP) battle royale mode Hunger Games, later events introduced various other minigames to test different skillsets. The revised gamelist, which changed each week, included modes such as Bingo and Capture the Flag. The event was hosted weekly on Mondays and was broadcast live by its players, most often to Twitch; the event's host, UMG Gaming, also livestreamed the events. $10,000 USD, sponsored by the gaming drink mix G Fuel,[‡ 1] and later also the Minecraft server host Apex Hosting,[‡ 2] was awarded to both the winning team and a random viewer. During the event's lifetime, the organizers also hosted a public Minecraft server under the IP mcmondays.com. History Minecraft Monday was created by Keemstar, a controversial internet personality known for his videos about social media drama, after the meme YouTuber Grandayy had spent over a year pushing for him to pursue the idea. Keemstar already hosted the event Fortnite Fridays, and would later launch a third competition, Warzone Wednesday. Like Keemstar's other tournaments, players were invited on basis of online following rather than gameplay skill, in order to attract viewership. The first event on June 24, 2019, was seen live by over one million viewers; according to Dexerto, the Fortnite player Ninja peaked at 400,000 concurrent viewers on his Twitch livestream, before he prematurely quit during the fourth game after dying quickly in every round. The participation of several prominent creators – including Ninja, PewDiePie, and James Charles – allowed Minecraft YouTuber Technoblade to rise in prominence, after he consecutively won the first two weeks of the tournament. Technoblade's winning streak ended in Week 3, which was won by streamers Traves and Cscoop. Conflict generated within the tournament's community due to organizational issues; some viewers considered the teammatching unbalanced due to the participation of both veteran and beginner Minecraft players, and some criticized the minigame selection. Technoblade would win the tournament twice more, in Weeks 6 and 10.[‡ 3] YouTuber Skeppy won with teammate BadBoyHalo in Weeks 5 and 7, and again with Vikkstar123 in Week 9.[‡ 3] A duo consisting of streamers xQc and M0xxy won the tournament back-to-back in Weeks 12 and 13. At the end of the 13th week, YouTuber MrBeast collaborated with Keemstar during Hunger Games to place a $15,000 bounty on Technoblade, which was taken by Bajan Canadian. The Minecraft Monday server was breached during Week 14 on October 7, 2019. Whilst the tournament was ongoing, hackers griefed buildings and the minigame arenas; Minecraft Monday, as well as Fortnite Fridays, were subsequently placed on hiatus. Keemstar complained on Twitter that they had been running Minecraft Monday on a "shoe-string budget" and had been cutting corners, but said that the tournament would return in November 2019. In May 2020, Keemstar's organization KeemPark posted a screenshot of a remade Minecraft Monday lobby, created in collaboration with Bajan Canadian and his developer. KeemPark stated the tournament would return within three weeks. Keemstar would tweet two months later that "Minecraft Monday is coming soon!",[‡ 4] but the event would ultimately not return. Legacy Writers credited Minecraft Monday with causing an increased attention towards Minecraft. Patricia Hernandez, a writer for Polygon, wrote that Minecraft Monday and other online projects, such as PewDiePie's playthrough of the game, caused a resurgence in the game's popularity. In an article for The Esports Observer, Max Miceli noted a significant increase in Twitch viewership for Minecraft as the event went on. While the game only rarely surpassed 500,000 hours watched a day prior to June 2019, the day of the first event reached 781,000 hours watched, and subsequent days surpassed one million. Esport Insider's Marloes Valentina Stella described Minecraft Monday as the second major competitive tournament in Minecraft. Unlike the largely unsuccessful partnership of Badlion Client and major esports organizer ESL around 2017 (the first major tournament series), Stella thought the roster of well-known internet creators made it "no surprise that Minecraft Monday [became] the most famous Minecraft tournament". Regardless, she attributed the event's closure to community conflict, the hacking during Week 14, and the controversial status of Keemstar. YouTuber Smajor1995, who played in the event, said he was inspired by Minecraft Monday to create the tournament MC Championship, which he organizes with the group Noxcrew. Smajor liked the idea of bringing creators together for a Minecraft event, but found Keemstar hard to work with. According to Gökhan Çakır for Dot Esports, MC Championship was able to fill the "gigantic gap" in the competitive Minecraft scene after Minecraft Monday's closure. List of winners Notes References Sources from Keemstar, UMG Gaming, event partners, or participants. In the text, these references are preceded by a double dagger (‡): External links
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Contents Software release life cycle Page version status This is an accepted version of this page The software release life cycle is the process of developing, testing, and distributing a software product (e.g., an operating system). It typically consists of several stages, such as pre-alpha, alpha, beta, and release candidate, before the final version, or "gold", is released to the public. Pre-alpha refers to the early stages of development, when the software is still being designed and built. Alpha testing is the first phase of formal testing, during which the software is tested internally using white-box techniques. Beta testing is the next phase, in which the software is tested by a larger group of users, typically outside the organization that developed it. The beta phase is focused on reducing impacts on users and may include usability testing. After beta testing, the software may go through one or more release candidate phases, in which it is refined and tested further, before the final version is released. Some software, particularly in the internet and technology industries, is released in a perpetual beta state, meaning that it is continuously being updated and improved, and is never considered to be a fully completed product. This approach allows for a more agile development process and enables the software to be released and used by users earlier in the development cycle. Stages of development Pre-alpha refers to all activities performed during the software project before formal testing. These activities can include requirements analysis, software design, software development, and unit testing. In typical open source development, there are several types of pre-alpha versions. Milestone versions include specific sets of functions and are released as soon as the feature is complete.[citation needed] The alpha phase of the release life cycle is the first phase of software testing (alpha is the first letter of the Greek alphabet, used as the number 1). In this phase, developers generally test the software using white-box techniques. Additional validation is then performed using black-box or gray-box techniques, by another testing team. Moving to black-box testing inside the organization is known as alpha release. Alpha software is not thoroughly tested by the developer before it is released to customers. Alpha software may contain serious errors, and any resulting instability could cause crashes or data loss. Alpha software may not contain all of the features that are planned for the final version. In general, external availability of alpha software is uncommon for proprietary software, while open source software often has publicly available alpha versions. The alpha phase usually ends with a feature freeze, indicating that no more features will be added to the software. At this time, the software is said to be feature-complete. A beta test is carried out following acceptance testing at the supplier's site (the alpha test) and immediately before the general release of the software as a product. A feature-complete (FC) version of a piece of software has all of its planned or primary features implemented but is not yet final due to bugs, performance or stability issues. This occurs at the end of alpha testing in development. Usually, feature-complete software still has to undergo beta testing and bug fixing, as well as performance or stability enhancement before it can go to release candidate, and finally gold status. Beta, named after the second letter of the Greek alphabet, is the software development phase following alpha. A beta phase generally begins when the software is feature-complete but likely to contain several known or unknown bugs. Software in the beta phase will generally have many more bugs in it than completed software and speed or performance issues, and may still cause crashes or data loss. The focus of beta testing is reducing impacts on users, often incorporating usability testing. The process of delivering a beta version to the users is called beta release and is typically the first time that the software is available outside of the organization that developed it. Software beta releases can be either open or closed, depending on whether they are openly available or only available to a limited audience. Beta version software is often useful for demonstrations and previews within an organization and to prospective customers. Some developers refer to this stage as a preview, preview release, prototype, technical preview or technology preview (TP). Beta testers are people who actively report issues with beta software. They are usually customers or representatives of prospective customers of the organization that develops the software. Beta testers tend to volunteer their services free of charge but often receive versions of the product they test, discounts on the release version, or other incentives. Some software is kept in so-called perpetual beta, where new features are continually added to the software without establishing a final "stable" release. As the Internet has facilitated the rapid and inexpensive distribution of software, companies have begun to take a looser approach to the use of the word beta. A release candidate (RC), also known as gamma testing or "going silver", is a beta version with the potential to be a stable product, which is ready to release unless significant bugs emerge. In this stage of product stabilization, all product features have been designed, coded, and tested through one or more beta cycles with no known showstopper-class bugs. A release is called code complete when the development team agrees that no entirely new source code will be added to this release. There could still be source code changes to fix defects, changes to documentation and data files, and peripheral code for test cases or utilities.[citation needed] Also called production release, the stable release is the last release candidate (RC) which has passed all stages of verification and tests. Any known remaining bugs are considered acceptable. This release goes to production. Some software products (e.g. Linux distributions like Debian) also have long-term support (LTS) releases which are based on full releases that have already been tried and tested and receive only security updates.[citation needed] Release Once released, the software is generally known as a "stable release". The formal term often depends on the method of release: physical media, online release, or a web application. Usually the released software is assigned an official version name or version number. (Pre-release software may or may not have a separate internal project code name or internal version number). The term "release to manufacturing" (RTM), also known as "going gold", is a term used when a software product is ready to be delivered. This build may be digitally signed, allowing the end user to verify the integrity and authenticity of the software purchase. The RTM build is known as the "gold master" or GM is sent for mass duplication or disc replication if applicable. The terminology is taken from the audio record-making industry, specifically the process of mastering. RTM precedes general availability (GA) when the product is released to the public. A golden master build (GM) is typically the final build of a piece of software in the beta stages for developers. Typically, for iOS, it is the final build before a major release, however, there have been a few exceptions. RTM is typically used in certain retail mass-production software contexts—as opposed to a specialized software production or project in a commercial or government production and distribution—where the software is sold as part of a bundle in a related computer hardware sale and typically where the software and related hardware is ultimately to be available and sold on mass/public basis at retail stores to indicate that the software has met a defined quality level and is ready for mass retail distribution. RTM could also mean in other contexts that the software has been delivered or released to a client or customer for installation or distribution to the related hardware end user computers or machines. The term does not define the delivery mechanism or volume; it only states that the quality is sufficient for mass distribution. The deliverable from the engineering organization is frequently in the form of a golden master media used for duplication or to produce the image for the web. General availability (GA) is the marketing stage at which all necessary commercialization activities have been completed and a software product is available for purchase, depending, however, on language, region, and electronic vs. media availability. Commercialization activities could include security and compliance tests, as well as localization and worldwide availability. The time between RTM and GA can take from days to months before a generally available release can be declared, due to the time needed to complete all commercialization activities required by GA. At this stage, the software has "gone live". Release to the Web (RTW) or Web release is a means of software delivery that utilizes the Internet for distribution. No physical media are produced in this type of release mechanism by the manufacturer. Web releases have become more common as Internet usage has grown.[citation needed] Support During its supported lifetime, the software is sometimes subjected to service releases, patches or service packs, sometimes also called "interim releases" or "maintenance releases" (MR). For example, Microsoft released three major service packs for the 32-bit editions of Windows XP and two service packs for the 64-bit editions. Such service releases contain a collection of updates, fixes, and enhancements, delivered in the form of a single installable package. They may also implement new features. Some software is released with the expectation of regular support. Classes of software that generally involve protracted support as the norm include anti-virus suites and massively multiplayer online games. Continuing with this Windows XP example, Microsoft did offer paid updates for five more years after the end of extended support. This means that support ended on April 8, 2019. When software is no longer sold or supported, the product is said to have reached end-of-life, to be discontinued, retired, deprecated, abandoned, or obsolete, but user loyalty may continue its existence for some time, even long after its platform is obsolete—e.g., the Common Desktop Environment and Sinclair ZX Spectrum. After the end-of-life date, the developer will usually not implement any new features, fix existing defects, bugs, or vulnerabilities (whether known before that date or not), or provide any support for the product. If the developer wishes, they may release the source code, so that the platform may be maintained by volunteers. History Usage of the "alpha/beta" test terminology originated at IBM.[citation needed] Similar terminologies for IBM's software development were used by people involved with IBM from at least the 1950s (and probably earlier). "A" test was the verification of a new product before the public announcement. The "B" test was the verification before releasing the product to be manufactured. The "C" test was the final test before the general availability of the product. As software became a significant part of IBM's offerings, the alpha test terminology was used to denote the pre-announcement test and the beta test was used to show product readiness for general availability. Martin Belsky, a manager on some of IBM's earlier software projects claimed to have invented the terminology. IBM dropped the alpha/beta terminology during the 1960s, but by then it had received fairly wide notice. The usage of "beta test" to refer to testing done by customers was not done in IBM. Rather, IBM used the term "field test". Major public betas developed afterward, with early customers having purchased a "pioneer edition" of the WordVision word processor for the IBM PC for $49.95. In 1984, Stephen Manes wrote that "in a brilliant marketing coup, Bruce and James Program Publishers managed to get people to pay for the privilege of testing the product." In September 2000, a boxed version of Apple's Mac OS X Public Beta operating system was released. Between September 2005 and May 2006, Microsoft released community technology previews (CTPs) for Windows Vista. From 2009 to 2011, Minecraft was in public beta. In February 2005, ZDNet published an article about the phenomenon of a beta version often staying for years and being used as if it were at the production level. It noted that Gmail and Google News, for example, had been in beta for a long time although widely used; Google News left beta in January 2006, followed by Google Apps (now named Google Workspace), including Gmail, in July 2009. Since the introduction of Windows 8, Microsoft has called pre-release software a preview rather than beta. All pre-release builds released through the Windows Insider Program launched in 2014 are termed "Insider Preview builds". "Beta" may also indicate something more like a release candidate, or as a form of time-limited demo, or marketing technique. See also References
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Contents Minecraft Monday Minecraft Monday was a weekly esports tournament for the sandbox video game Minecraft. It was created by the internet personality Keemstar, known for his content on social media drama and the host of the tournament Fortnite Fridays, upon repeated suggestions from meme YouTuber Grandayy. The event featured online creators, invited based upon their popularity rather than gameplay skill, in teams of two, competing to score the most points across a series of minigames of various genres. The winning team was awarded $10,000 USD. The tournament debuted on June 24, 2019, and ended after its server was breached during the 14th event on October 7, 2019. Minecraft Monday was credited with drawing renewed attention to Minecraft for its roster of popular creators, which included Fortnite player Ninja, YouTuber PewDiePie, and makeup vlogger James Charles, but caused community conflict due to the mixture of experienced and inexperienced Minecraft players. The cast allowed one player, Technoblade, to gain recognition in the Minecraft community after winning 4 out of the 14 events, and placing as the best-scoring individual in 7 of them. Despite social media updates by Keemstar throughout 2020 regarding a revival, the tournament did not return after its hacking. It inspired another Minecraft tournament, MC Championship, by YouTuber Smajor1995 and the group Noxcrew. Format Minecraft Monday was a competitive tournament in Minecraft, a sandbox video game developed by Mojang Studios. Players were divided into teams of two and would compete to score the highest points. Although the first two events only featured the player versus player (PvP) battle royale mode Hunger Games, later events introduced various other minigames to test different skillsets. The revised gamelist, which changed each week, included modes such as Bingo and Capture the Flag. The event was hosted weekly on Mondays and was broadcast live by its players, most often to Twitch; the event's host, UMG Gaming, also livestreamed the events. $10,000 USD, sponsored by the gaming drink mix G Fuel,[‡ 1] and later also the Minecraft server host Apex Hosting,[‡ 2] was awarded to both the winning team and a random viewer. During the event's lifetime, the organizers also hosted a public Minecraft server under the IP mcmondays.com. History Minecraft Monday was created by Keemstar, a controversial internet personality known for his videos about social media drama, after the meme YouTuber Grandayy had spent over a year pushing for him to pursue the idea. Keemstar already hosted the event Fortnite Fridays, and would later launch a third competition, Warzone Wednesday. Like Keemstar's other tournaments, players were invited on basis of online following rather than gameplay skill, in order to attract viewership. The first event on June 24, 2019, was seen live by over one million viewers; according to Dexerto, the Fortnite player Ninja peaked at 400,000 concurrent viewers on his Twitch livestream, before he prematurely quit during the fourth game after dying quickly in every round. The participation of several prominent creators – including Ninja, PewDiePie, and James Charles – allowed Minecraft YouTuber Technoblade to rise in prominence, after he consecutively won the first two weeks of the tournament. Technoblade's winning streak ended in Week 3, which was won by streamers Traves and Cscoop. Conflict generated within the tournament's community due to organizational issues; some viewers considered the teammatching unbalanced due to the participation of both veteran and beginner Minecraft players, and some criticized the minigame selection. Technoblade would win the tournament twice more, in Weeks 6 and 10.[‡ 3] YouTuber Skeppy won with teammate BadBoyHalo in Weeks 5 and 7, and again with Vikkstar123 in Week 9.[‡ 3] A duo consisting of streamers xQc and M0xxy won the tournament back-to-back in Weeks 12 and 13. At the end of the 13th week, YouTuber MrBeast collaborated with Keemstar during Hunger Games to place a $15,000 bounty on Technoblade, which was taken by Bajan Canadian. The Minecraft Monday server was breached during Week 14 on October 7, 2019. Whilst the tournament was ongoing, hackers griefed buildings and the minigame arenas; Minecraft Monday, as well as Fortnite Fridays, were subsequently placed on hiatus. Keemstar complained on Twitter that they had been running Minecraft Monday on a "shoe-string budget" and had been cutting corners, but said that the tournament would return in November 2019. In May 2020, Keemstar's organization KeemPark posted a screenshot of a remade Minecraft Monday lobby, created in collaboration with Bajan Canadian and his developer. KeemPark stated the tournament would return within three weeks. Keemstar would tweet two months later that "Minecraft Monday is coming soon!",[‡ 4] but the event would ultimately not return. Legacy Writers credited Minecraft Monday with causing an increased attention towards Minecraft. Patricia Hernandez, a writer for Polygon, wrote that Minecraft Monday and other online projects, such as PewDiePie's playthrough of the game, caused a resurgence in the game's popularity. In an article for The Esports Observer, Max Miceli noted a significant increase in Twitch viewership for Minecraft as the event went on. While the game only rarely surpassed 500,000 hours watched a day prior to June 2019, the day of the first event reached 781,000 hours watched, and subsequent days surpassed one million. Esport Insider's Marloes Valentina Stella described Minecraft Monday as the second major competitive tournament in Minecraft. Unlike the largely unsuccessful partnership of Badlion Client and major esports organizer ESL around 2017 (the first major tournament series), Stella thought the roster of well-known internet creators made it "no surprise that Minecraft Monday [became] the most famous Minecraft tournament". Regardless, she attributed the event's closure to community conflict, the hacking during Week 14, and the controversial status of Keemstar. YouTuber Smajor1995, who played in the event, said he was inspired by Minecraft Monday to create the tournament MC Championship, which he organizes with the group Noxcrew. Smajor liked the idea of bringing creators together for a Minecraft event, but found Keemstar hard to work with. According to Gökhan Çakır for Dot Esports, MC Championship was able to fill the "gigantic gap" in the competitive Minecraft scene after Minecraft Monday's closure. List of winners Notes References Sources from Keemstar, UMG Gaming, event partners, or participants. In the text, these references are preceded by a double dagger (‡): External links
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Contents Fable (2004 video game) Fable is an action role-playing video game, the first in the Fable series. It was developed for the Xbox, Windows, and macOS platforms by Big Blue Box Studios, a satellite developer of Lionhead Studios, and was published by Microsoft Studios. The game shipped for the Xbox in September 2004. An extended version of the game, Fable: The Lost Chapters, was released for the Xbox and Windows in September 2005. A port of the game for macOS, created by Robosoft Technologies and published by Feral Interactive, was released in March 2008 after a delay of more than two years due to licensing issues. Taking place in a fantasy world called Albion, players control an unnamed hero who joins the Heroes Guild after losing his family during a bandit attack on his hometown. Upon leaving the guild, the player is given a choice to decide whether the hero should live up to his name, or guide him on a path of darkness. Originally developed under the name Project Ego, Fable's development involved more than 150 people. The game's music was composed by Russell Shaw, with the opening title theme written by Danny Elfman. The game's release was widely anticipated, due in part to Lionhead co-founder Peter Molyneux's enthusiastic hype of the game. The game was originally in development for the Dreamcast, but shifted to the Xbox after the Dreamcast was discontinued. Through Xbox Live, Fable supported the Live Aware feature. Fable is now supported again on the replacement Xbox online servers called Insignia. Fable received generally positive reviews from critics for the quality of its gameplay and execution, though the failure to include many promised features was noted. Fable was the top-selling game of September 2004 and sold more than two million units by 2006. The game was followed by two sequels, Fable II in 2008, Fable III in 2010 and a reboot in development by Playground Games. Fable Anniversary, a high-definition remaster of the game that includes The Lost Chapters, was released for the Xbox 360 and Windows in February 2014. Gameplay Fable is a role-playing video game where players control their character from a third-person perspective. The main character, known as The Hero of Oakvale, can interact with people and objects as well as battle foes. The goal of Fable is to complete missions called quests that advance the game's plot, but Fable also features optional quests and allows players to pursue actions not directly tied to story completion. Most quests are acquired at a central location, known as the Heroes' Guild; required quests are marked with a gold symbol and advance the game's story, while optional quests are coloured silver and can be completed in any order. Some quests allow players to pick sides and aid either evil characters, such as bandits, or good characters, such as traders and guardsmen. Players can also boast after accepting a quest, wagering some of the quest's reward gold in exchange for a larger return if the player accomplishes their bet, such as sustaining no damage or undertaking the quest naked. Gold, which can be used to buy weapons and items, and renown, which affects the way townspeople react to the Hero. Heroes also earn trophies of their victories, which can be displayed to large groups of townspeople to earn more renown. In addition to fighting with melee weapons (such as swords and maces) and ranged weapons (longbows and crossbows), Heroes can learn and use spells to empower their abilities, ward off damage, or harm foes. As players complete quests or defeat enemies, they gain general experience as well as experience based on whether they used melee attacks, ranged weapons, or magic; these bestow Strength, Skill, and Will experience, respectively. Experience can be spent at a platform in the Heroes' Guild to level up attributes. General experience can be used to modify all groups of attributes. Strength experience can only be used to modify three attributes: Physique, Health, and Toughness. The same applies to Skill which can only modify Speed, Accuracy, and Guile. Will can be used to upgrade player's total magic power or to learn and upgrade spells which are broken into three groups, Attack Spells, Surround Spells, and Physical Spells. The experience the main character gains can be multiplied during combat through the combat multiplier. As the character successfully hits an enemy, his combat multiplier increases. If the character is hit by the enemy, the combat multiplier drops down to the next multiple of five, or zero if below five. Fable's game world is dotted with towns where recreational activities not related to combat can be undertaken. Enterprising Heroes can buy trade items such as beer kegs or grain sacks and sell them at other towns for profit. Towns are also prime locations to buy clothing, weapons, or other items. Many towns have houses for sale, which the Hero can buy, furnish, or lease to tenants for gold. Heroes may woo and marry men or women in each town. In Fable, a player's Hero has a measure of good or evil alignment based on the Hero's actions. Good deeds award good points, which produce a positive alignment, while committing evil acts adds evil points, producing a negative alignment. Killing monsters or saving villagers are acts of good, whereas killing innocents, breaking laws, or abusing a spouse will accumulate evil points. Consuming certain foodstuffs can also affect the Hero's alignment; for example, eating tofu will earn the hero positive points, while eating crunchy chicks (because crunchy chicks are assumed to be still alive) will earn evil points. The player may also pray at the temples of Avo and Skorm. Donations to the Temple of Avo will result in good points, while "gifts" to the Chapel of Skorm will result in evil points. The alignment affects not only the responses of non-player characters around the Hero, but also the appearance of the Hero himself. A Hero with a strongly positive alignment will feature a halo and a shaft of sparkling light above his head, butterflies fluttering around him and lighter features. An evil Hero emits a red haze from around his legs, draws flies, has glowing red eyes and grows horns. Other actions besides alignment affect the Hero. Eating too much causes the character to gain weight, while drinking excessive amounts of beer causes Heroes to become sick and vomit. Clothing, which provides defence in combat situations, also changes the Hero's attractiveness or scariness as well as alignment in some cases, and townspeople's reactions to the Hero accordingly. Bright clothing makes the character look more noble to the townspeople, and thus cause them to praise and respect him. Dark clothing causes the character to seem evil or threatening to townspeople and cause them to fear him. Heroes can be further customised via hairstyles, facial hair, and tattoos. The Hero's attributes also affect appearance; high levels of Strength increase brawn, high levels of skill increase height, and high-level spells create glowing arcane patterns on the Hero's body. Synopsis Fable takes place in Albion, a patchwork of city-states with lawless stretches of plains and forest between them. The entire land was once led by an ancient royal bloodline, bestowed with the title of Archon, referred to as the "Old Kingdom". The first Archon's rule was peaceful and prosperous, but the source of his power was an ancient and powerful sword (the Sword of Aeons) that gradually began to corrupt him and, eventually, his entire kingdom. By the time the events of the game take place, the world has slowly deteriorated from the days of the Old Kingdom. One of the most prominent institutions of Albion is the Heroes' Guild. The Guild is a centre of learning and training for Heroes, renowned mercenaries that are active in all parts of Albion. Heroes are hired as thieves, soldiers, guards, rescuers, and protectors; the Guild makes no moral judgement on the actions of its Heroes. On his sister's birthday, a young boy's village of Oakvale is raided by bandits; killing the boy's father and abducting his mother and sister. An old Hero, Maze, rescues the boy and recruits him to be trained as a Hero at an academy called the Heroes' Guild. Years pass; after honing his skills, Maze informs the Hero of a blind seeress living among a bandit camp near Oakvale, and advises the Hero to infiltrate the bandit camp. To the Hero's surprise, the blind seeress is actually his older sister Theresa who was taken in by Twinblade, a former Hero and the present Bandit King. After a showdown with Twinblade, the Hero is given the choice of killing or sparing the bandit. Later on in the Hero's life, after he has gained more recognition among the people of Albion, he is invited to fight in the Arena, where he meets the legendary Hero named Jack of Blades, who runs the arena battles. As a final challenge, Jack pits the Hero against his rival, which was also once his childhood friend/roommate back in the Guild—Whisper; when the Hero defeats her he may kill or spare her. The Hero learns that Jack of Blades himself destroyed Oakvale during the Hero's childhood; aided by Theresa, the Hero discovers his mother alive in Bargate Prison. The Hero is captured in the rescue attempt and spends a year or more in the prison before finally escaping. Maze is revealed to be a traitor and working with Jack, having once more kidnapped Theresa. After defeating Maze, the Hero is led into a final confrontation with Jack where his mother is killed. Jack reveals that The Sword of Aeons can only be wielded if it receives the blood of Archon. The Sword of Aeons is said to be a very powerful sword of destruction. Upon the death of their mother, the Hero and Theresa are the only two remaining descendants of Archon, and if Jack destroys them both the sword will be even more powerful. After defeating Jack, the Hero must choose whether to keep the Sword of Aeons by killing his sister, or cast it away forever into a portal created by Jack of Blades' death. Depending on the Hero's alignment and the player's choice of using or destroying the sword, there are a total of four different endings. Once the ending credits roll, players can resume their games. In The Lost Chapters special edition, the story continues. After the defeat of Jack, the Hero must find passage to the Northern Wastes to aid a legendary hero named Scythe in stopping an unknown great evil from returning. Should the hero have discarded the Sword of Aeons he will have the opportunity to gain the sword "Avo's Tear", a sword of similar design and equal power but that holds a light alignment rather than dark. Avo is said to be a god that represents the light side alignment. After a series of quests revolving around this new evil, it is learned that Jack of Blades has returned. He must then defeat Jack of Blades a second time, Jack having returned from the dead in the form of a dragon. Upon the death of Jack, the hero then uses Jack's mask to trap Jack's soul, with Scythe telling him that the battle is not over and that he must destroy the mask. The hero then has the final choice of putting on the mask—being consumed by Jack in the process—or destroying it, along with Jack, forever. Development Fable was the first game developed by Big Blue Box, a satellite studio of Peter Molyneux's Lionhead. Dene and Simon Carter, Big Blue Box's founders, stated that their first project would have to meet several criteria in order to be accepted by game publishers, but that they weren't interested in producing a generic title. To offset the costs of running a fledgling studio, Molyneux proposed Lionhead 'satellites', where Big Blue Box would receive the technology and support of Lionhead so that Big Blue Box could focus on making the game. After some difficulty in finding a willing publisher, Big Blue Box was offered a contract by Microsoft. According to the Carters, they wanted to create a role-playing game like no other: The world would be a breathtakingly beautiful place filled with waterfalls, mountains, dense forests, populated with compelling and convincing characters with real personality, people who actually reacted to what you did. We wanted to give the player control of a hero who would adapt to the way they played, who would age, become scarred in battle, who could get tattoos, wear dreadlocks and a dress if the player was so inclined. We wanted each and every person who played our game to have a unique experience, to have their own stories to tell. And we called it Thingy. Early in Fable's development, the game had many titles from Wishworld to Project Ego. The game took roughly four years to create, with a team of around 70 developers working on it.[a] The main ideas that constituted the entire development of Fable were that the hero visually reflects his experience and that the world reacts in a manner appropriate to the player's actions. Peter Molyneux aggressively promoted Fable, at one point stating that "it's gonna be the best game ever". Fable previews noted that the somewhat absurd humour and atmosphere of the game, which GamePro called "Terry Pratchett or Piers Anthony fantasy" was far different from what was seen on contemporary RPGs. With the exception of the title theme, Fable's music was composed by Russell Shaw, who had previously worked on Molyneux games such as Magic Carpet and Black & White. The job for composing Fable's theme music was given to Danny Elfman. Elfman noted in an interview that Hollywood composers did not typically cross over to video game work, in part because many game developers wanted a synthesised score that sounds like an orchestra, instead of the real thing. At Elfman's insistence, the developers used a small orchestra, which Shaw noted was much more of a challenge than previous projects: "There are more people involved (even without considering the orchestra), and the complexities of any music interactivity are brought to the fore." Release Fable was expanded and re-released as Fable: The Lost Chapters for Xbox and Windows PC platforms in September 2005. The game was later ported to macOS by Robosoft Technologies and published by Feral Interactive on 31 March 2008. The Lost Chapters features all the content found in the original Fable, as well as additional new content such as new monsters, weapons, alignment-based spells, items, armour, towns, buildings, and expressions, as well as the ability to give children objects. The story receives further augmentation in the form of nine new areas and sixteen additional quests. Characters such as Briar Rose and Scythe, who played only minor roles in the original game, are now given more importance and are included in certain main and side quests. Other character-based augmentations include the voice of the antagonist, Jack of Blades, sounding deeper, harsher and more demonic, and the ability to uncover (and resolve) the murder mystery of Lady Grey's sister. The updated edition of the game also applied fixes for certain glitches, such as the "dig glitch", in which the protagonist would move backward each time he used the shovel, pushing him through solid objects and sometimes trapping him. Fable was a commercial success upon release, selling 375,000 copies during its first week, and 600,000 copies in the first month. Sales rose to 1.4 million copies by March 2005. By July 2006, its Xbox version had sold 1.5 million copies and earned $58 million in the United States alone. Next Generation ranked it as the 29th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country. The game has sold around three million copies worldwide. Reception Fable received positive reviews from both audiences and critics. The original Xbox version of the game has an aggregate critic score of 85% at both Metacritic and GameRankings. The game won more than fifty awards, and became the Xbox's fastest-selling game up to that time. During the 8th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences awarded Fable with outstanding achievement in "Original Musical Composition" and "Character or Story Development", as well as nominations for "Outstanding Innovation in Console Gaming" and outstanding achievement in "Game Design" and "Gameplay Engineering". Fable's combat was praised. Staff from 1UP.com complimented the multiple approaches to combat which the publication stated made the game more a mini-game of its own: "Combat becomes its own minigame, with the goal not solely to beat a foe, but to beat it with skill and get the most from every fight. Slaughter becomes irrelevant, and the fights never become tedious." Though pointing out several flaws in the game such as bland character designs, Marc Saltzman of USAToday.com stated that the game "should satisfy you with its incredible depth, open-ended game play, and a solid story that gets even better about half-way through the adventure". Fable has been praised for its concept of free will and having consequences for the Hero's actions. Other aspects of the game positively received included the game's tongue-in-cheek characters and what The Observer called a "very British sense of humour, in the style of Monty Python or Douglas Adams". The short length of the main plot was criticised by reviewers, but many overlooked this due to the much larger array of side quests available to the player. One of the complaints that arose upon the release of Fable was that it failed to include features that Peter Molyneux had mentioned while the game was still in development. One of the features that were not included in the game's release was the Hero's ability to have children despite the fact that Molyneux had previously mentioned that the Hero's own children would be significant in the game. Molyneux reacted to these complaints by means of a public apology posted on the official Lionhead forums, on which he said: "If I have mentioned any feature in the past [that], for whatever reason, didn't make it as I described into Fable, I apologise." This issue was addressed in Fable II and III, both of which include the ability to have children. The PC and Xbox versions of Fable: The Lost Chapters were also well-received, with slightly lower Metacritic and GameRankings averages than the original title. Reviewers such as Greg Kasavin of GameSpot noted that the addition of new content helped prevent the game from becoming stale. 1UP.com previewed the game and found that the additive content didn't redefine Fable, but helped bulk up the available quests, addressing the complaint of how short the original Fable was. GamePro and IGN judged The Lost Chapters on PC as surpassing its console predecessor. In 2005, a Microsoft Game Studios representative stated that Fable would be among the franchises that would appear on the next-generation Xbox 360. Sequels Fable II and Fable III were released in 2008 and 2010, respectively. Lionhead Studios announced Fable Anniversary, a remastered version of Fable: The Lost Chapters, for release on the Xbox 360 later in 2013. It features overhauled graphics and audio, a new save system and incorporates Achievements. Fable Anniversary was in full development for 15 months. The game featured graphical upgrades in many areas over the original most notably; native widescreen support, higher polygon count, larger textures, specular maps, normal maps, improved lighting, improved shadows, and a larger draw/detail distance. It was released on Steam on 12 September 2014 and includes mod support. Upon release, it garnered mixed reviews. Many reviewers praised the new graphics, but bemoaned that old bugs from the previous version of the game had not been fixed, including freezing at a very frequent cadence. It received 68% on the review aggregation website Metacritic. Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Bed] | [TOKENS: 2889]
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Contents Bed A bed is a piece of furniture that is used as a place to sleep, rest, and relax. Most modern beds consist of a soft, cushioned mattress on a bed frame. The mattress rests either on a solid base, often wood slats, or a sprung base. Many beds include a box spring inner-sprung base, which is a large mattress-sized box containing wood and springs that provide additional support and suspension for the mattress. Beds are available in many sizes, ranging from infant-sized bassinets and cribs, to small beds for a single person or adult, to large queen and king-size beds designed for two people. While most beds are single mattresses on a fixed frame, there are other varieties, such as the murphy bed, which folds into a wall, the sofa bed, which folds out of a sofa, the trundle bed, which is stored under a low, twin-sized bed and can be rolled out to create a larger sleeping area, and the bunk bed, which provides two mattresses on two tiers as well as a ladder to access the upper tier. Temporary beds include the inflatable air mattress and the folding camp cot. Some beds contain neither a padded mattress nor a bed frame, such as the hammock. Other beds are made specifically for animals. Beds may have a headboard for resting against, and may have side rails and footboards. "Headboard only" beds may incorporate a "dust ruffle", "bed skirt", or "valance sheet" to hide the bed frame. To support the head, a pillow made of a soft, padded material is usually placed on the top of the mattress. Some form of covering blanket is often used to insulate the sleeper, often bed sheets, a quilt, or a duvet, collectively referred to as bedding. Bedding is the removable non-furniture portion of a bed, which enables these components to be washed or aired out. Etymology In Europe, mattresses were stuffed with straw, chaff, animal hair (for instance horsehair, used for its resilience), coarse wool, or down feathers, and stacked, softest topmost. This pile of mattresses, and the sheets, blanket, and pillows, was what early Europeans called a "bed"; it might be packed away during the day (a usage which survives in words like featherbed). The bedframe, even when present, supported the bed, but was not considered part of it.: 674–5 vol1 Later innovations made bedframes more portable, and increased their importance.: 481vol3 : 674vol1 : 675–6 vol1 History In August 2020 scientists reported the discovery of the oldest grass bedding from at least 200,000 years ago, much older than the oldest previously known bedding. They speculate that insect-repellent plants and ash layers, sometimes due to burned older grass beddings, found beneath the bedding have been used for a dirt-free, insulated base and to keep away arthropods. Early beds were little more than piles of straw or some other natural material (e.g. a heap of palm leaves, animal skins, or dried bracken). An important change was raising them off the ground, to avoid drafts, dirt, and pests.[citation needed] In the Miocene period, lasting from twenty-three to five million years ago, before the emergence of humans, apes began creating beds composed of a sleeping platform instead of sleeping on branches. Bedding dated around to 3600 BC was discovered in Sibudu Cave, South Africa. The bedding consists of sedge and other monocotyledons topped with the leaves of Cryptocarya woodii. Beds found in a preserved northern Scottish village, which were raised boxes made of stone and likely topped with comfortable fillers, were dated to between 3200 BC and 2200 BC. The Odyssey, an ancient Greek epic poem, describes the bed of its protagonist, Odysseus, and explains that he crafted the bed for himself and his wife, Penelope, out of a huge olive tree trunk that used to grow on the spot. The poem's author, Homer, also mentions the inlaying of the woodwork of the bed with gold, silver, and ivory. Ancient Roman mattresses were stuffed with reeds, hay, or wool. Feathers were used towards the end of the Republic, when custom demanded luxury. Small cushions were placed at the head and sometimes at the back. The bedsteads were high and could only be ascended by the help of steps. They were often arranged for two people, and had a board or railing at the back, as well as the raised portion at the head. The counterpanes were sometimes very costly, generally purple embroidered with figures in gold; and rich hangings fell to the ground masking the front. The bedsteads themselves were often of bronze inlaid with silver, and Elagabalus had one of solid silver. In the walls of some houses at Pompeii bed niches are found which were probably closed by curtains or sliding partitions. Ancient Romans had various kinds of beds for repose. These included: The Greeks and Romans were also having their meals in bed. They would recline on one side and reach out to pick up food from a nearby table. The Egyptians had high bedsteads which were ascended by steps, with bolsters or pillows, and curtains to hang around. The elite of Egyptian society such as its pharaohs and queens even had beds made of wood, sometimes gilded. Often there was a head-rest as well, semi-cylindrical and made of stone, wood, or metal. Ancient Assyrians, Medes, and Persians had beds of a similar kind, and frequently decorated their furniture with inlays or appliques of metal, mother-of-pearl, and ivory. In the early Middle Ages they laid carpets on the floor or on a bench against the wall, placed upon them were mattresses stuffed with feathers, wool, or hair, and used skins as a covering. Curtains were hung from the ceiling or from an iron arm projecting from the wall. They appear to have generally lain naked in bed, wrapping themselves in large linen sheets which were stretched over the cushions. In the 12th century, luxury increased and bedsteads were made of wood much decorated with inlaid, carved, and painted ornamentation. They also used folding beds, which served as couches by day and had cushions covered with silk laid upon leather. At night a linen sheet was spread and pillows placed, while silk-covered skins served as coverlets. The Carolingian manuscripts show metal bedsteads much higher at the head than at the feet, and this shape continued in use until the 13th century in France, many cushions being added to raise the body to a sloping position. In 12th-century manuscripts, the bedsteads appear much richer, with inlays, carving, and painting, and with embroidered coverlets and mattresses in harmony. Curtains were hung above the bed and a small hanging lamp is often shown.[citation needed] In the 14th century the woodwork became of less importance, generally being entirely covered by hangings of rich materials. Silk, velvet, and even cloth of gold were frequently used. Inventories from the beginning of the 14th century give details of these hangings lined with fur and richly embroidered. It was then that the Four poster bed (also known as a tester bed) made its first appearance, the bed being slung from the ceiling or fastened to the walls, a form which developed later into a room within a room, shut in by double curtains, sometimes even to exclude all drafts. The space between the bed and the wall was called the ruelle, and very intimate friends were received there. The 14th century was also the time when feather beds became highly prized possessions. Beds in aristocratic residences can be distinguished by enclosed curtains, these beds would have mattresses and pillows that were filled with feathers. Sheets were made of linen and blankets of wool. Rails attached to the beds would be for hanging clothes or to hold candles. In less wealthy houses, the bed would be made of three planks and a mattress made of dried heather or fern, they would sleep with a single sheet and an old blanket. In the 15th century beds became very large, reaching 7 to 8 feet (2.1 to 2.4 m) by 6 to 7 feet (1.8 to 2.1 m). The mattresses were often filled with pea-shucks, straw, or feathers. At this time great personages were in the habit of carrying most of their property about with them, including beds and bed hangings, and for this reason the bedsteads were for the most part mere frameworks to be covered up; but about the beginning of the 16th century bedsteads were made lighter and more decorative, since the lords remained in the same place for longer periods.[citation needed] In the 17th century, which has been called "the century of magnificent beds", the style à la duchesse, with tester and curtains only at the head, replaced the more enclosed beds in France, though they lasted much longer in England. Louis XIV had an enormous number of sumptuous beds, as many as 413 being described in the inventories of his palaces. Some of them had embroideries enriched with pearls, and figures on a silver or golden ground. The great bed at Versailles had crimson velvet curtains on which "The Triumph of Venus" was embroidered. So much gold was used that the velvet scarcely showed. In the 18th century feather pillows were first used as coverings in Germany, which in the fashions of the bed and the curious etiquette connected with the bedchamber followed France for the most part. The beds were a la duchesse, but in France itself there was great variety both of name and shape. The custom of the "bed of justice" upon which the king of France reclined when he was present in parliament, the princes being seated, the great officials standing, and the lesser officials kneeling, was held to denote the royal power even more than the throne. Louis XI is credited with its first use and the custom lasted until the end of the monarchy. In the chambre de parade, where the ceremonial bed was placed, certain persons, such as ambassadors or great lords, whom it was desired to honour, were received in a more intimate fashion than the crowd of courtiers. At Versailles women received their friends in their beds, both before and after childbirth, during periods of mourning, and even directly after marriage—in fact in any circumstances which were thought deserving of congratulation or condolence. During the 17th century this curious custom became general, perhaps to avoid the tiresome details of etiquette. Portable beds were used in high society in France until the end of the Ancien Régime. The earliest of which mention has been found belonged to Charles the Bold. They had curtains over a light framework, and were in their way as fine as the stationary beds. Iron beds appear in the 18th century; the advertisements declare them as free from the insects which sometimes infested wooden bedsteads. Elsewhere, there was also the closed bed with sliding or folding shutters, and in England—where beds were commonly quite simple in form—the four poster was the usual citizen's bed until the middle of the 19th century. Bed sizes Bed sizes vary considerably around the world, with most countries having their own standards and terminology. Notable examples One of the largest beds in the world is the Great Bed of Ware, made in about 1580. It is 3.26 metres (10.7 ft) wide, 3.38 metres (11.1 ft) long. The bed is mentioned by Shakespeare in Twelfth Night. It is now in the Victoria and Albert Museum (V&A) in London. Another bed in the V&A is the Golden Bed created by William Burges in 1879. In 1882, Nawab of Bahawalpur Sadiq Muhammad Khan Abassi IV had a bed made of dark wood ornamented with 290 kilograms (640 lb) of sterling silver. At each corner of the bed there was a life-sized bronze statue of a naked woman holding a fan. When the Nawab lay on the bed, his weight started a mechanism that made the women wave their fans and started a music box playing selections from Gounod's Faust. In 1865, a convertible bed in the form of an upright piano was available, which could provide home entertainment while saving space. Types There are many varieties of beds: Frames Bed frames, also called bed steads, are made of wood or metal. The frame is made up of head, foot, and side rails. For heavy duty or larger frames (such as for queen- and king-sized beds), the bed frame also includes a center support rail. The rails are assembled to create a box for the mattress or mattress/box spring to sit on. Types include: Although not truly parts of a bed frame, headboards, footboards, and bed rails can be included in the definition. Headboards and footboards can be wood or metal. They can be stained, painted, or covered in fabric or leather. Bed rails are made of wood or metal and are attached to a headboard and footboard. Wooden slats are placed perpendicular to the bed rails to support the mattress/mattress box spring. Bed rails and frames are often attached to the bed post using knock-down fittings. A knock-down fitting enables the bed to be easily dismantled for removal. Primary knock-down fittings for bed rails are as follows: Safety rails, or cot sides, can be added to the sides of a bed (normally a child or elderly person's bed) to stop anyone falling out of the sides of the bed. A safety rail is normally a piece of wood that attaches to the side rails, on one or both sides of the bed. They are made so that they can be easily removed when no longer required. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Category:Cosplay] | [TOKENS: 46]
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Category:Cosplay Subcategories This category has only the following subcategory. Pages in category "Cosplay" The following 38 pages are in this category, out of 38 total. This list may not reflect recent changes.
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[SOURCE: https://en.wikipedia.org/wiki/Brute_Force_(video_game)] | [TOKENS: 2759]
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Contents Brute Force (video game) Brute Force is a video game released for the Xbox by Microsoft in 2003. The game is a squad-based third-person shooter that uses four members of a team who fight in numerous battles. Each character on the team has their own strengths and weaknesses. The story is of a science-fiction setting where humans spread throughout the galaxy and tension arises with the threat of a hostile alien race that appears. The squad, Brute Force, is sent in to confront the enemy. Brute Force began as a PC game in 2000, but was soon after turned into a first-party title for the Xbox, following the buyout of Digital Anvil by Microsoft. Gameplay Brute Force was developed to be a third-person squad-based shooter. This allows for both open-ended type gameplay and adding a tactical component by playing the characters according to their abilities. Engagements can be handled via stealth, sniper fire, or direct assault. Each of the four playable characters has a special ability for approaching combat in their own way. Tex and Brutus are suited to direct assaults, Hawk is suited to stealth, and Flint is suited to sniping enemies. The player switches between and issues orders to the characters via the D-pad. No online gameplay is offered with Brute Force, but there is cooperative play, where another player may at any time control another character during the campaign. Up to four players are supported this way. After the mechanics of the squad-based gameplay, AI was perhaps the most important parts of development. This was actually to complement the team-based system, which would allow the enemies to act intelligently and allow your team to support the player and work together as a team. The gameplay has four different command modes to which the AI reacts differently. The characters are also aware of the environment in finding areas for cover and sniping, as well as going to heal themselves. The single or multi-player campaign missions are composed mostly of a series of battles where the player/players attempts to fight their way to the end. They consist mostly of objectives such as disabling structures, eliminating a target, or collecting an artifact. These missions take place on six different planets with different environments — a desert, a swamp, a volcanic planet, and an alien lair. The multiplayer mode is a feature consists of choosing one squad (which usually represents different human factions and alien races) and playing different game modes against other players. The different squads are unlocked as you complete the campaign (i.e. the first squad unlocked are the main characters of the game). Each squad member has a different set of weapons or ability. Plot Brute Force takes place in the year 2340, when the human race has spread out across the galaxy and settled around 50 star systems, which are collectively known as the "Known Worlds". The major colonies and some alien races are governed by what is known as the Confederation of Allied worlds (usually referred to as the "Confed"). They patrol borders, protect their people, and keep watch on hostile alien races, as well as humans who wish to work for the aliens. The game begins with a scene showing a sandstorm and the first character known as Tex fighting off an unknown force when suddenly a dropship he was about to board takes off without him. When he defends himself from what now looks like snakes, they overrun and kill him. His memory chip is re-obtained and he is cloned. He then gets his mission briefing from his commander on invading a small base on a planet named Estuary, occupied by former mercenary allies known as Red Hand. After he successfully completes his mission, he is sent on another mission on a planet called Ferix where new allies to the Confederation are located. He is told to find the second member of Brute Force, a Feral alien named Brutus, who is trying to defend himself and his fellow colonists against uprising by exiled Feral outcasts. After that situation, Brutus wants to kill his clan leader who is evidently now an Outcast. The next mission has the team recover a briefcase on another planet called Caspian, but the Colonists that control the station have been mutated by exposure to toxic chemicals and transformed into Mutants. The team clears out the zone and finds the briefcase. They are assigned to find a third member of the team named Hawk, whom Tex is surprised to find out is female. They find her on a planet called Osiris where natives known as Seers and reach their leader known as Shadoon. They find a spy who tells them information about the Outcast operation on Ferix saying that Shadoon was behind the situation. After guiding the spy, they find out that the Seers are also being helped by the Fire Hounds. They clear out everything and then return to Estuary where there are still reports of Red Hand on the planet; the team intends to destroy some computers to stop the Red Hand from transferring data to an unknown location, but the Red Hand are backed up by Mutants. After clearing out the last of the Red Hand on Estuary, they return to Caspian to meet the last member of the team, Flint. They are tasked to track down someone known as Edward Kingman, who was funding the Red Hand. However, they must battle their way through Mutants who have slaughtered the Militia and are now guarding the Outline Perimeter for Kingman's zone. After taking out Kingman, they return to Ferix to locate a crashed Confederation ship which was shot down, then return to Osiris to destroy a spire in which the Seers are using for something unknown. They stop this, and then return to Ferix one last time to find that the Seers are on a ship to Ferix. The Confederation manage to shoot it down, but the Outcasts locate the crash site. The Seers and Outcasts team up to defend themselves against the team. On the next mission they are tasked to find a traitorous Confed colonel named Gunther Ghent who trained with Hawk's recon unit, but is now selling weapons to the Red Hand. They then head back to Caspian to take out a Super Mutant in one last encounter with the Mutants. They return to Osiris one last time to finally kill Shadoon, who is guarded by millions of Fire Hounds, Seers, and Psionic Artillery. They find out that a Commset has crashed on a planet called Singe. The Commset is being guarded by Fire Hounds, as well as Red Hand, who are working together to guard the Commset. They are then sent to Caspian to find a Synthetic traitor named Ty Mctavish, who is identical to Flint, the team has one last battle with Kingman's associates before heading out. They are sent to an asteroid named LB-429 where Mctavish was sending unknown data to an unknown contact on the planet, they investigate and find out the asteroid is infested by a race called the Shrikes. They find their leader, a Hunter Lord. The Shrikes are now invading Caspian; later on, the team returns to Estuary one last time after so many missions not on Estuary. Now occupied by Shrikes, the team is now tasked to find some Alien Technology of unknown origin so the Confed can examine it. Then they return to LB-429 where they find the last of the Shrikes, and plan to finally destroy the Asteroid. They manage to kill the Hunter Lord and get evacuated, while several Confed jets destroy the asteroid. After the end credits, the team is seen walking into a dazing sunlight on an unknown planet (most likely Estuary). Development Brute Force was developed by Digital Anvil, one of Microsoft's internal developers that had previously worked on games such as Wing Commander, Strike Commander, and Starlancer. Brute Force was designed to be a first-party game for the Xbox and begun in March 2000, before the console had launched. However, development had begun before the takeover of Digital Anvil by Microsoft, and the title was originally meant for PC. Microsoft promptly turned it into an Xbox exclusive title. Digital Anvil was known as a developer of space combat games, and with Brute Force they set out to try something new, specifically a ground-based game. They also wanted to attempt a team-oriented game that would put the player in control of a squad of characters set amid numerous environments. The game was conceived from these few core ideas. Development should also be looked at in the context of a first-party Xbox game following the enormous success of Halo. For one the game was meant to attract gamers who were fans of Halo, but also sufficiently different enough. Secondly the developers wanted the game to be a showcase of what the Xbox hardware was graphically capable of. However the team did admit that they had no idea what the system was capable of when they first started developing for it. The core team of developers was composed of 30 people, but counting testers and other outside contributors more than 100 people had worked on the game. Only three months were spent on the concept stage of development, but would spend the next two years on the prototype cycle of development. Numerous influences on the game were cited. During the beginning of the project the developers looked toward Tom Clancy's Rainbow Six and Counter-Strike, stating that they wished to reach a level of intensity that fell somewhere between these two games. They also wished to implement a strategic element to the game, which was influenced by X-COM, where a team-based system was used to overcome obstacles. Halo also influenced the game, but according to the developers only to a minimal extent, mostly in terms of interface design and combat balancing. Some aspects were admitted to being similar to Halo for the sake of making the game accessible to those who had played Halo before (the controls are, for example, almost identical). The game was first officially unveiled in October 2001 at Microsoft's X01, and shown in more detail later at E3 2002 and X02, where according to the developer much of the speculation was that the released media was not actually in-game. Although it was also said that the technology was one of the biggest challenges of development, and had not received final development kits until mid-2001. Brute Force has the distinction of being the last game developed by Digital Anvil, as the studio was closed down officially on January 31, 2006. The staff was integrated in to Microsoft Game Studios in Redmond. Reception The game received "generally favorable reviews" according to the review aggregation website Metacritic. In Japan, where the game was ported for release on October 9, 2003, Famitsu gave it a score of 28 out of 40. Nick Catucci of The Village Voice gave the game eight out of ten, saying, "with their waving grass and bubbling lava, Brute Force's graphics are even richer than its game-play possibilities. Those synthetics keep looking better and better." Scott Steinberg of Maxim gave it four stars out of five, saying, "True, storming enemy positions is an option, but with environments this wide-open, you'll just get your ass handed to you by a heavily armed battalion of baddies (or asshole buddies) if you do." Playboy gave it 75%, saying, "Keeping track of the entire team while under fire requires strategy, so try being more Rumsfeld and less Rambo." Marc Saltzman of The Cincinnati Enquirer gave it three-and-a-half stars out of five, saying, "there isn't an online option to let friends play over the Internet-based Xbox Live service." However, Noah Robischon of Entertainment Weekly gave it a C, saying, "So why is Brute Force such a dud? Well, the elite unit's top secret missions are as one-dimensional and repetitive as their foes. And the four commandos — two shapely women, one burly man, and a frog beast, cloned anew each time they die — utter lines that would have sounded cheesy even on a '70s cop show. Let's hope someone takes Brute Force's DNA and clones it into a better game." While reviews were fairly positive, there were quite a few complaints concerning the gameplay,[who?] many criticisms stemming from a 2001 video that was included with many of Microsoft's first-party launch titles, in which the four characters complete a mission by using their unique skills in unison to achieve goals.[citation needed] The final game included very few of these instances, instead resorting to a more action-based shoot'em-up where individual traits were unessential to victory but could certainly make a level much easier.[citation needed] This hurt the gameplay, as the entire game was developed to be a tactical shooter.[citation needed] The various characters were also seen as being unbalanced, many noting Hawk to be the least useful on the team, mostly due to her low health (with the notable exception during the optional battle in Ferguson Base). GameNOW's Miguel Lopez expressed disappointment in the game, but called it "a fun, silly shooter that's best enjoyed alongside your whole crew." He ended his review: "If you're bored, go outside. If you're still bored when you get back, then rent Brute Force." There was a great amount of hype for the game leading up to its release.[citation needed] It broke Xbox sales records of both first day and first week sales, beating out even Halo. References External links
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