Need for Speed (Part - 1) #mostwanted #gaming #viral #needforspeed #tamilgaming #Minecraft
Need for Speed: Most Wanted is a 2005 racing video game, and the ninth installment in the Need for Speed series. Developed by EA Canada and EA Black Box and published by Electronic Arts, it was released in November 2005 for PlayStation 2, Xbox, GameCube, Nintendo DS, Microsoft Windows, Game Boy Advance and Xbox 360. An additional version, Need for Speed: Most Wanted 5-1-0, was released in the same year for PlayStation Portable. The game focuses on street racing-oriented gameplay involving a selection of events and racing circuits found within the fictional city of Rockport, with the game's main story involving players taking on the role of a street racer who must compete against 15 of the city's most elite street racers to become the most wanted racer of the group, in the process seeking revenge against one of the groups who took their car and developing a feud with the city's police department.
Most Wanted brought in many notable improvements and additions over other entries in the series, its major highlight being more in-depth police pursuits. Certain editions of the game were packaged with the ability for online multiplayer gaming. Upon its release, the game received acclaim from critics and became a huge commercial success, selling 16 million copies worldwide, becoming the best selling game in the series as a result. Its success led to a collector's edition, Black Edition (PlayStation 2, Xbox, and PC versions only), which provided additional content for the game.
The game was succeeded by Need for Speed: Carbon in 2006, which provided a sequel to Most Wanted's story, with a virtual edition being made available for PlayStation 3 via the PlayStation Store in May 2012, until it was discontinued the following year. A reboot of the game, developed by Criterion Games, was released in October 2012.
Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games present rules for the player to follow.
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019,[1] making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.
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What are Video Games?
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Video Games
A video game, also known as a computer game, is an electronic game that can be interacted with using an input device, such as a controller, keyboard, or joystick.
Video games can be used for entertainment and relaxation, but they can also be used for competitions and for computer learning. Some video games are designed to help improve fine motor skills and hand-eye co-ordination.
The first video games were prototyped in the 1950s and 1960s, by the 1970s there was a whole industry created around video games. In fact, there were so many video games being produced that in 1983, the industry was in crisis because too many low-quality games were being made.
This crisis led to video game manufacturers and publishers being very careful about what video games they produced, and during the 2000s, most video games were being made by large companies. However, the rise of the internet allowed small developers to start making their own games, which are referred to as Indie Games.
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Need for Speed: Most Wanted Statistics For Pulse Tamil Gaming
Pulse Tamil Gaming presently has 22 views for Need for Speed: Most Wanted across 1 video, with the game making up 1 hour of published video on his channel. This makes up 19.72% of Need for Speed: Most Wanted content that Pulse Tamil Gaming has uploaded to YouTube.