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Fast travel or teleportation is a video game mechanic used in open world games that allows a player character to instantaneously travel between previously discovered locations (teleport waypoints or fast-travel points) without having to traverse that distance in real time. It is a type of warp that is specifically used to traverse the game's world rather than the inside of a level. Sometimes in-game time passes while fast-traveling, while in other cases the travel is simply implied or the player is teleported by magical or technological means. While typically used as a means of providing convenience to the player, fast travel has been criticized as detracting from games' design, as some worlds or quests are designed to incorporate it at the expense of depth, memorability or realism.

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59-432: ReCore is a 2016 action-adventure and platform game developed by Armature Studio and Comcept and published by Microsoft Studios . The story tracks Joule Adams, one of the first volunteers for the utopian colony of Far Eden, who wakes after centuries in cryo-sleep to find that nothing has gone according to plan. With her three robotic machines known as corebot companions, Joule ventures throughout Far Eden to uncover

118-526: A e-mail fan question about ReCore 2 . Both projects became to be Sports Scramble and Where the Heart Leads . Later on, the studio admitted that would be great to see ReCore 2 either by them or by another studio, and informed to have a good partnership with Microsoft, but they never discussed about a potential sequel. Following fifth anniversary celebrations of the original game, Keller told in May 2021 that if

177-573: A fantasy " setting. Tutankham , debuted by Konami in January 1982, was an action-adventure released for arcades . It combined maze, shoot 'em up, puzzle-solving and adventure elements, with a 1983 review by Computer and Video Games magazine calling it "the first game that effectively combined the elements of an adventure game with frenetic shoot 'em up gameplay." It inspired the similar Time Bandit (1983). Action Quest , released in May 1982, blended puzzle elements of adventure games into

236-543: A high-quality experience and "earn" the greenlit to develop a sequel. Shortly after the Definitive Edition release, Microsoft Studios general manager Shannon Loftis claimed that the updated version is a key-front in Xbox constant focus to deliver new content for the community, and reinforced Microsoft commitment for ReCore . On June 23, 2018, Armature Studio confirmed to be working on two new original projects, answering

295-446: A joystick -controlled, arcade-style action game, which surprised reviewers at the time. While noting some similarities to Adventure , IGN argues that The Legend of Zelda (1986) by Nintendo "helped to establish a new subgenre of action-adventure", becoming a success due to how it combined elements from different genres to create a compelling hybrid, including exploration, adventure-style inventory puzzles , an action component,

354-566: A monetary system , and simplified RPG-style level building without the experience points . The Legend of Zelda series was the most prolific action-adventure game franchise through to the 2000s. Roe R. Adams also cited the arcade-style side-scrolling fantasy games Castlevania (1986), Trojan (1986) and Wizards & Warriors (1987) as early examples of action-adventure games. Games like Brain Breaker (1985), Xanadu (1985), Metroid (1986) and Vampire Killer (1986) combined

413-759: A subgenre of open world action-adventure video games in the third-person perspective . They are characterized by their likeness to the Grand Theft Auto series in either gameplay or overall design. In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting. Metroidvania is a portmanteau of Metroid and Castlevania ; such games are sometimes referred to as "search action", and are generally based on two-dimensional platformers. They emphasize both exploration and puzzle-solving with traditional platform gameplay. Survival horror games emphasize "inventory management" and making sure

472-545: A choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond. Due to the action-adventure subgenre's broad and inclusive nature, it causes some players to have difficulty finishing a particular game. Companies have devised ways to give the player help, such as offering clues or allowing the player to skip puzzles to compensate for this lack of ability. Brett Weiss cites Atari 's Superman (1979) as an action-adventure game, with Retro Gamer crediting it as

531-474: A combination of complex story elements, which are often displayed for players using audio and video. The story is heavily reliant upon the player character's movement, which triggers story events and thus affects the flow of the game. Popular examples of action-adventure games include The Legend of Zelda , God of War , and Tomb Raider series. There is a good deal of controversy over what actually constitutes an action-adventure game. One definition of

590-448: A complex text parser and no free-moving character. While they share general gameplay dynamics, action-adventures vary widely in the design of their viewpoints, including bird's eye , side-scrolling, first-person, third-person , over-the-shoulder, or even a 3/4 isometric view . Many action-adventure games simulate a conversation through a conversation tree . When the player encounters a non-player character , they are allowed to select

649-544: A game that was designed around walking, as evoking the concept and emotions of a journey much more, and stating that the removal of any boredom also eliminates the feeling of a "real quest". While making the counter-argument that players would become too bored if they were forced to manually travel everywhere, he stated that it would force game designers to make the world interesting to walk through. Patricia Hernandez of Kotaku stated that playing Fallout 4 without using fast travel "completely transformed" her experience with

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708-517: A game with a mix of elements from an action game and an adventure game , especially crucial elements like puzzles inspired by older adventure games. Action-adventures require many of the same physical skills as action games, but may also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games. They are typically faster-paced than pure adventure games, because they include both physical and conceptual challenges. Action-adventure games normally include

767-474: A modest action game whose length suffered a condition of insecurity, yet added that most of its ventures were carried out successfully. Hussain found the combat "quite pleasing" despite its simplicity, in particular the extraction of cores, which he likened to reeling in a fish. Though marred by an apparent lack of visual diversity, the world appeared conversely evocative according to Hussain. Also subject to complaint were lengthy and unsuccessful loading screens, and

826-447: A power core to get the crawler back online. Eventually finding it inside a corebot, Joule pries it out with her extractor tool. Joule and Mack then return to the crawler, switching its power back on. Joule sets out to reactivate a terraforming pylon that she learns has been offline for ninety-six years. After Joule manages to reboot the pylon, she receives a distress signal from a beacon that had until then been obstructed. Once she obtains

885-425: A prismatic core in order to progress towards the signal, enemy corebots appear. On the order of Victor (Alex Fernandez), the leader of the corebots, they demand that she hand over the core. When she refuses, they become agitated. She defeats the enemies and proceeds to her destination. There, she encounters amputee Kai Brehn (Harry Shum) and his corebot Seth. Kai requests aid for his leg and Joule complies. She reveals

944-705: A side-scrolling platformer format with adventure exploration, creating the Metroidvania platform-adventure subgenre. Similarly, games like 005 (1981), Castle Wolfenstein and Metal Gear (1987) combined action-adventure exploration with stealth mechanics, laying the foundations for the stealth game subgenre, which would later be popularized in 1998 with the releases of Metal Gear Solid , Tenchu: Stealth Assassins , and Thief: The Dark Project . The cinematic platformer Prince of Persia (1989) featured action-adventure elements, inspiring games such as Another World (1991) and Flashback (1992). Alone in

1003-400: A single avatar as the protagonist . This type of game is often quite similar to role-playing video games . They are distinct from graphic adventures , which sometimes have free-moving central characters, but also a wider variety of commands and fewer or no action game elements and are distinct too from text adventures , characterized by many different commands introduced by the user via

1062-429: A storyline, involving little to no action . If there is action, it is generally confined to isolated instances. Classical action games, on the other hand, have gameplay based on real-time interactions that challenges the player's reflexes and eye-hand coordination . Action-adventure games combine these genres by engaging both eye-hand coordination and problem-solving skills. An action adventure game can be defined as

1121-417: Is a development studio founded by former Capcom employee Keiji Inafune. Partnering with Comcept was Armature Studio , formed by leaders from Retro Studios who worked on Metroid Prime , Metroid Prime 2: Echoes , Metroid Prime 3: Corruption , and the prior Mega Man X series spin-off concept Maverick Hunter . Dividing labor between the studios into each their expertise, Armature Studio developed

1180-729: Is an action game that includes situational problem-solving. Adventure gamers may also be purists, rejecting any game that makes use of physical challenges or time pressure. Regardless, the action-adventure label is prominent in articles over the internet and media. The term "action-adventure" is usually substituted for a particular subgenre due to its wide scope. Although action-adventure games are diverse and difficult to classify, there are some distinct subgenres. Many games with gameplay similar to those in The Legend of Zelda series are called Zelda clones or Zelda -like games. Popular subgenres include: A Grand Theft Auto clone belongs to

1239-548: Is set roughly 200 years in the future. In the course of the early 2020s, a disease called the "Dust Devil Plague" began to ravage the Earth. An organization named Mandate led global efforts to fight the disease. As the Earth became uninhabitable, Mandate launched several missions to a new planet known as Far Eden. Far Eden was discovered many light-years away in the first decades of the 21st century. Several thousand corebots were sent to build atmospheric processing facilities on Far Eden, and

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1298-606: The Uncharted franchise, The Legend of Zelda: Breath of the Wild and Ark: Survival Evolved . Fast travel Fast travel is usually performed from an in-game menu upon accessing either a map of the overworld or an object such as a vehicle or save point . The player is immediately transported from one location to another, sometimes with an appropriate amount of in-game time passing in between, as though they had traveled straight to their destination. Some games have restrictions on

1357-472: The Metroid Prime trilogy series. Mega Man and Metroid influenced the manner in which the robotic characters and world-unlocking were developed, and the cinematic story was impacted by Staten's reading of The Jungle Book . The Legend of Zelda was also subject of inspiration. Chad Seiter composed the score. ReCore was first revealed at E3 2015 during Microsoft 's opening press conference. At

1416-407: The audio , performance , waypoints , achievement tracking, collision locations, checkpoints and respawn points . ReCore: Definitive Edition was released on August 29, 2017, adding story content, areas to explore, and gameplay changes and repairs. ReCore received "mixed or average" reviews, according to review aggregator Metacritic . The game was the fifth best-selling retail video game in

1475-813: The "first to utilize multiple screens as playing area". Mark J.P. Wolf credits Adventure (1980) for the Atari VCS as the earliest-known action-adventure game. The game involves exploring a 2D environment, finding and using items which each have prescribed abilities, and fighting dragons in real-time like in an action game . Muse Software 's Castle Wolfenstein (1981) was another early action-adventure game, merging exploration, combat, stealth, and maze game elements, drawing inspiration from arcade shoot 'em ups and maze games (such as maze-shooter Berzerk ) and war films (such as The Guns of Navarone ). According to Wizardry developer Roe R. Adams, early action-adventure games "were basically arcade games done in

1534-486: The Dark (1992) used 3D graphics , which would later be popularized by Resident Evil (1996) and Tomb Raider (1996). Resident Evil in particular created the survival horror subgenre, inspiring titles such as Silent Hill (1999) and Fatal Frame (2001). Action-adventure games have gone on to become more popular than the pure adventure games and pure platform games that inspired them. Recent examples include

1593-502: The UK in its week of release, according to Chart-Track . It was nominated for the 2016 Unity Awards in the category of Best 3D Visuals and for Xbox Game of the Year at the 2016 Golden Joystick Awards . Brett Makedonski of Destructoid had a mixed response to ReCore . Though describing the game to be "brimming with ideas", Makedonski criticized the design for being injurious to its foundation. He felt

1652-687: The amount of fast traveling that can be performed, generally by requiring the use of a purchasable item each time, like a tent or magical talisman. Others allow infinite fast travel with no penalty. For example, Genshin Impact allows unlimited fast travel to any unlocked Teleport Waypoint, Statue of the Seven, or Domain on the map, but requires a consumable "portable waypoint" to be deployed for seven days to fast travel to anywhere more specific. Horses and cars are often used as partial substitutes for fast travel that allow faster, but not instantaneous movement through

1711-440: The blueprints and materials to do so, which grants upgrades to their attack and defense. The machines' cores can be swapped between them, changing their abilities in succession, and their frames are rearrangeable. Players can level up Joule's weapons and vitality. Ranged weapons have three kinds of ammunition that take down an enemy with a matching color: red , blue and yellow . Furthermore, if one of Joule's corebots matches

1770-402: The color of an enemy, it will thus inflict more damage in combat. Joule also wields a grappling hook that she uses to extract her enemies' energy cores after a certain amount of damage is done. Joule must dodge, jump or dash quickly to avoid taking damage. Joule navigates the open world of Far Eden either on foot equipped with rocket boosters on her shoes and her back, across platforms with

1829-501: The combat and platforming's reminiscence to Mega Man Legends and Metroid Prime , respectively. Williams wrote that the corebots were one of ReCore ' s strongest aspects and judged exploration to be the most robust feature, but found that the story was obstructed by the level-based progression . The release of the Definitive Edition update was met with a more positive reception due to technical fixes, improved loading times, changes to gameplay and additional content. Makedonski

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1888-450: The conclusion of the debut trailer, Microsoft revealed the game was to be released in the second quarter of 2016 on the Xbox One . On January 4, 2016, Microsoft announced that ReCore would also be released for Windows . ReCore was released as the first title of Xbox 's Play Anywhere program – the opportunity to play the game on both Windows and Xbox One, no matter the platform for which it

1947-425: The context of the game's established world. In addition to combat abilities being recounted as "pointless and padded", loading times – lasting up to 4 minutes – also met charges of criticism. Honea concluded that the "first couple of hours of ReCore were almost downright magical" but grew disenchanted with everything but the story, which was seen as its only redeeming quality. Tamoor Hussain of GameSpot called it

2006-797: The development, supporting both studios. The game was released for Windows and Xbox One worldwide in September 2016, making it the first Xbox Play Anywhere program title. ReCore received polarised reviews from critics , who commended its innovative genre-combined concept and praised its visuals, atmospheric setting, characterization, audio design , platforming and controls . Its narrative, looting mechanics, open-world, mission design and combat received more divided opinions; Several critics noted technical issues regarding lengthy and unsuccessful loading screens at launch, prompting Microsoft to release several patches . A Definitive Edition version developed by Armature Studio and published by Microsoft Studios

2065-463: The fetch quests were repetitive and over represented as part of the gameplay experience, and that it failed to do justice to the narrative. Makedonski praised the game's controls, but had issues with the combat for its tedious nature and inability to advance. Keri Honea of Game Revolution showed little enthusiasm for the game, considering the dungeon raids "formulaic", boring and repetitive. The unlockable "Arena Dungeons" were declared unintelligible in

2124-509: The first group of colonists was sent. The colonists were to hibernate in cryo-sleep for 200 years while the terraforming process finished. During this period, many of the colonists vanished, and the corebots became corrupted. The game begins on the desert world of Far Eden as one of the colonists Joule Adams (Erika Soto) and her corebot Mack (Jonathan Lipow) are walking past the wreckage of her cryo-sleep maintenance habitat, or "crawler", from which she previously woke. They venture out to obtain

2183-408: The game was updated with a new post, sharing an image and quote "Anyone know what I'm up to with this cryptic code?". Action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, classical adventure games have situational problems for the player to explore and solve to complete

2242-406: The gameplay still follows a number of adventure game genre tropes (gathering items , exploration of and interaction with one's environment, often including an overworld connecting areas of importance, and puzzle-solving). While the controls are arcade-style (character movement, few action commands) there is an ultimate goal beyond a high score. In most action-adventure games, the player controls

2301-408: The grappling hook or via fast travel . The scenery may be altered by sandstorms, unveiling new areas to explore. Corebots can speak their own language called DigiMode, which the players are permitted to translate. Dungeons leading to progression in the story and containing resources that can be used for crafting are scattered throughout the world for Joule to unlock by way of collecting cores. ReCore

2360-425: The ground, proclaiming him dead. Finally, Joule bests Victor in combat and activates the terraforming system, materializing a hologram of her father from parts of memories hidden in the cores. In the end, it becomes clear that Kai survived his confrontation with Victor. Development started in early 2014 and took 14 months to go into full production. The concept was contributed by Keiji Inafune , who wished to convey

2419-408: The idea of surviving in a world verging on human extinction. The developers first came up with the robots, whose anatomical design problems would later be solved by the insertion of cores – essentially robot souls – to explain their propulsion. Writer Joseph Staten resolved to create a simple story to enhance an emotional backdrop more grounded in complexity. ReCore was designed by Comcept , which

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2478-489: The player has enough ammunition and recovery items to " survive " the horror setting. This is a thematic genre with diverse gameplay, so not all survival horror games share all the features. The Resident Evil franchise popularized this subgenre. Action-adventure games are faster-paced than pure adventure games, and include physical as well as conceptual challenges where the story is enacted rather than narrated. While motion-based, often reflexive, actions are required,

2537-517: The prismatic core, as it might assist him. Kai urges her to travel to the core foundry so that Joule may discover the answers to its potential. Seth accompanies her. In the foundry, Joule is able to analyze the prismatic core. She can make out voices coming from the core – including her father's – thus deducing that it is a transmission of sorts. Heading to Eden Tower to decrypt the core's transmission, she agrees to meet Kai there. Once reunited, they are ambushed by Victor. Kai stays behind to provide Joule

2596-479: The rate at which it crashed on the Xbox One . Sam Prell of GamesRadar wrote that ReCore signified good ideas, when poorly executed. Prell explains that, for all the game's positive aspects, they were outweighed by some considerable problems. He cited its extensive loading times as one of the most frequent offenders, which would also cause the game to crash. Other technical issues included bugs and frame rates that would scale down dramatically. The main story

2655-415: The right opportunity came in, Armature would be very interested in develop ReCore 2 . On October 12, 2022, Meta Platforms acquired Armature Studio for a non-disclosured value, making them a Oculus Studios first-party developer for the virtual reality Meta Quest headsets, leaving ReCore ' s future uncertain. On February 21, 2023, after nearly five years inactive, the official Instagram page of

2714-513: The secrets behind the failed mission. The open world of Far Eden is subject to exploration and the collection of resources. Joule's weapons are color-coded to inflict damage on a particular set of enemies and, like her companions, can also be enhanced. The corebots support her in battle and puzzle solving . The game uses a third-person perspective , and incorporates action role-playing and Metroidvania key elements in its design, progression and systems. Development began in early 2014. The game

2773-400: The start of a new flagship franchise to Xbox One. Microsoft initially hoped explore ReCore traditions to tell new stories in the universe and its unique idea would lead to a successful property that bring back players interest in the action-adventure merged platform games, possibly spawning a new revival of the genre . Some ideas by Staten included expand the narrative and myths behind

2832-516: The technical assets while Comcept maintained the base philosophy of the world, characters and story. Using the Unity game engine, Armature Studio collaborated with Unity Technologies to advance its animation state machine system, Mecanim, for its application in ReCore . Asobo Studio assisted in a share of the development including creating the game's world and enemies. The game was directed by Mark Pacini of

2891-430: The term "action-adventure" may be '"An action/adventure game is a game that has enough action in it not to be called an adventure game, but not enough action to be called an action game." In some cases an action game with puzzles will be classified as an action-adventure game, but if these puzzles are quite simple they might be classified as an action game. Others see action games as a pure genre, while an action-adventure

2950-540: The time to escape. She finds a lost crawler filled with parietal art indicating that Victor had manipulated the other corebots to attack the maintenance habitats. Corebot Duncan enters, lamenting the death of his human companion, and unites with Joule against Victor. Joule approaches Eden Tower to activate it, only to be faced with Victor and his minions. She learns that the ships, once orbiting Far Eden while waiting for its terraforming to complete, are long gone, having been destroyed by Victor. He throws Kai's prosthetic leg to

3009-478: The world of Far Eden and explore a way to push the boundaries of what's possible in cinematic storytelling and gameplay mechanics who puts ReCore ' s lore in the same vein as his past works in the Halo and Destiny franchises. He also addressed that his team at Microsoft Studios Publishing planned to make sequels if the first game succeed and players were interested enough. Alongside Quantum Break , ReCore

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3068-527: The world. GameCrate called fast travel a "tremendous convenience" that makes game "appealing to the masses" and helps players who are on a "tight schedule", but suggested that players not use it for a better experience. Brendan Caldwell of Rock, Paper, Shotgun went further in expressing his dislike of fast travel, stating that he enjoyed Skyrim much more after downloading a mod that allowed fast travel to be turned off. He stated that "fast travel removes all sense of real distance", citing Dark Souls ,

3127-470: Was directed by Metroid Prime trilogy game director Mark Pacini , written by Joseph Staten and conceptualized by Keiji Inafune . The Legend of Zelda , Mega Man and Metroid series were significant influences in its creation. The development was divided between Armature Studio and Comcept into their own distinctive proficiencies, with Armature taking the main primarily role, while Comcept helped with story and world-building. Asobo Studio assisted

3186-451: Was favorable to the update, noting gameplay improvements that altered the pacing to lessen repetition, overall calling the update "what ReCore should've been in the first place." Prior to its announcement at E3 , Inafune and Pacini already had discussed and planned a concept for a sequel , stating that the game would open up a ' bigger picture ' to explore in future iterations. Xbox CEO Phil Spencer referred ReCore multiple times as

3245-667: Was initially purchased – on September 13, 2016, in North America and Australia , September 15 in Japan and September 16 in Europe . After the loading screens were criticized, a patch was made to assuage their long duration on the Xbox One. An artbook, The Art of ReCore , was published on September 27, 2016, by Dark Horse Comics . A free trial version lasting 30 minutes was released the following month in concurrence with an update launched to polish

3304-413: Was nevertheless appreciated, even though it had a slight running time and, as concluded by Prell, resulted in a "padded" experience. Arthur Gies of Polygon took the view that, however strong a first impression the fundamentals and ideas yielded, the game's overall quality was reduced by being drawn out beyond its capabilities with superfluous material. A more favorable aspect was the combo system , which

3363-497: Was referred internally as a "risked groundbreaking idea" by Microsoft, and a attempt in the keep-pursuing desire of building a big, brand new franchise. During Gamescom 2016 in August, after being questioned about a potential sequel, Staten said that "like Halo: Combat Evolved was developed without knowledge about its future and possible sequels", they're building ReCore to a wise-bigger audience, bringing their best people to ensure

3422-515: Was released as a free downloadable update on August 29, 2017. This version was met with generally positive reception by critics due to technical fixes, improved loading times, changes to gameplay and additional content. ReCore is an action-adventure and platform game played from a third-person perspective . It centers around Joule Adams and her three robotic machines known as corebot companions, who aid her in combat and puzzle solving ; these types of machines can be improved, should players find

3481-460: Was said to channel "early '00s Japanese action games in a way that feels hard to resist". Traversal challenges and controls were also lauded. Further, Polygon disparaged the design for the game's considerable length, and sensed it was to compensate for the small number of story missions. The loot and crafting system appeared minimal in action and the grinding involved was found to be "annoying" and "a real chore". Mike Williams of USgamer endorsed

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