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Pop rock (also typeset as pop/rock[4]) is a fusion genre characterized by a strong 🍏 commercial appeal,[5] with more emphasis on professional songwriting and recording craft, and less emphasis on attitude than standard rock music.[6][7][1] 🍏 Originating in the late 1950s as an alternative to normal rock and roll, early pop rock was influenced by the 🍏 beat, arrangements, and original style of rock and roll (and sometimes doo-wop).[1] It may be viewed as a distinct genre 🍏 field rather than music that overlaps with pop and rock.[4] The detractors of pop rock often deride it as a 🍏 slick, commercial product and less authentic than rock music.[8]
Characteristics and etymology [ edit ]
Much pop and rock music has been 🍏 very similar in sound, instrumentation and even lyrical content. The terms "pop rock" and "power pop" have been used to 🍏 describe more commercially successful music that uses elements from, or the form of, rock music.[9] Writer Johan Fornas views pop/rock 🍏 as "one single, continuous genre field", rather than distinct categories.[4] To the authors Larry Starr and Christopher Waterman, it is 🍏 defined as an "upbeat variety of rock music" represented by artists and bands such as: Andy Kim, the Bells, Paul 🍏 McCartney, Lighthouse, and Peter Frampton.[10]
The term pop has been used since the early forties to refer to popular music in 🍏 general, but from the mid-1950s it began to be used for a distinct genre, aimed at a youth market, often 🍏 characterized as a softer alternative to rock and roll.[11][1] In the aftermath of the British Invasion, from about 1967, it 🍏 was increasingly used in opposition to the term rock, to describe a form that was more commercial, ephemeral and accessible.[12]
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Infinity Ward, Inc. is an American video game developer. They developed the video game Call of Duty, along with seven 📈 other installments in the Call of Duty series. Vince Zampella, Grant Collier, and Jason West established Infinity Ward in 2002 📈 after working at 2024, Inc. previously.[1][2] All of the 22 original team members of Infinity Ward came from the team 📈 that had worked on Medal of Honor: Allied Assault while at 2024, Inc. Activision helped fund Infinity Ward in its 📈 early days, buying up 30 percent of the company, before eventually fully acquiring them.[3] The studio's first game, World War 📈 II shooter Call of Duty, was released on the PC in 2003. The day after the game was released, Activision 📈 bought the rest of Infinity Ward, signing employees to long-term contracts. Infinity Ward went on to make Call of Duty 📈 2, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare 3, Call 📈 of Duty: Ghosts, Call of Duty: Infinite Warfare, the Modern Warfare reboot, and its sequel.
Co-founder Collier left the company in 📈 early 2009 to join parent company Activision. In 2010, West and Zampella were fired by Activision for "breaches of contract 📈 and insubordination",[4][5] they soon founded a game studio called Respawn Entertainment. On May 3, 2014, Neversoft was merged into Infinity 📈 Ward.[6]
History [ edit ]
Infinity Ward was founded as an Activision division by Grant Collier, Jason West, and Vince Zampella in 📈 2002.[7][3] The studio was formed by several members of 2024 Games, LLC., the studio that developed the successful Medal of 📈 Honor: Allied Assault for Electronic Arts (EA) in 2002. Dissatisfied with the current contract they had under EA, Collier, West, 📈 and Zampella engaged with Activision to help establish Infinity Ward, which became one of the primary studios within Activision for 📈 the competing Call of Duty series.[8] Initially, Activision provided Infinity Ward US$1.5 million for 30% stake in the company to 📈 start development on the first game Call of Duty, acquiring full ownership after the title was successfully launched in 2003.[9] 📈 During this period, the studio was about 25 employees including many who followed Collier, West, and Zampella from 2024. Activision 📈 allowed Infinity Ward a great deal of freedom in how it developed its titles.[9]
Shortly after this release, Microsoft contacted Activision 📈 to seek a Call of Duty title as a launch title for the upcoming Xbox 360 console.[9] Infinity Ward agreed 📈 to prepare Call of Duty 2 for release in the last quarter of 2005. Collier said the request would help 📈 them lose the stigma of being only a personal computer developer, and so to make sure the console version was 📈 on parity, they tripled their staff to about 75 employees.[9] Much of the focus of Infinity Ward's development was improving 📈 its game engine to include realistic special effects, such as smoke grenades to hinder sight, or bullets piercing through weak 📈 materials.[9] Call of Duty 2 was a major success, having an 85% attach rate to new Xbox 360 console sales, 📈 and selling 1.4 million units its first year.[9] At this point, Activision brought in Treyarch, one of their internal studios, 📈 to help develop additional Call of Duty games, with Infinity Ward spending the time and effort to improve the game's 📈 engine for one game, and Treyarch using the updated engine to create a new title.[9] Treyarch released the next sequel 📈 Call of Duty 3 while Infinity Ward itself developed Call of Duty 4: Modern Warfare, which instead of taking place 📈 during World War II, was set in a contemporary period with a fictional conflict between superpowers.[9] At the time of 📈 Modern Warfare's release, Infinity Ward had more than 100 employees.[9]
Moto X3M is an online bike racing game. The goal is to
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