Tales Of Xillia 2
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Tales Of Xillia 2
is an action role-playing game for the PlayStation 3 released on November 1, 2012, in Japan. It is the fourteenth core product in the ''Tales'' series and was developed and published by Bandai Namco Games. The game was localized for North America and Europe in August 2014. The game takes place after ''Tales of Xillia'' and follows Ludger Will Kresnik; the Kresnik family has the ability to infiltrate and destroy parallel dimensions. Since the spirit Origin is unable to support the abundance of souls, a famous company hires Ludger to destroy these dimensions to keep the world in balance. The game's central theme is . Gameplay ''Tales of Xillia 2'' consists primarily of two major areas: the field map and the battle screen. The field map is a realistically scaled 3D environment where the player character traverses and interacts with non-player characters, items, or mob avatars. On the field map, character interactions between the party can also be viewed in the form of a sketch ...
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Bandai Namco Games
is a Japanese multinational video game publisher headquartered in Minato-ku, Tokyo. Its international branches, Bandai Namco Entertainment America and Bandai Namco Entertainment Europe, are respectively headquartered in Irvine, California and Lyon, France. It is a wholly-owned subsidiary of Bandai Namco Holdings, an entertainment conglomerate. Bandai Namco Entertainment was formed on 31 March 2006, following a corporate merge between Namco and Bandai on 29 September of the previous year. Originally known as , it merged Bandai Games and Namco Networks in January to create Namco Bandai Games America. Namco Bandai Games absorbed Banpresto's video game division in 2008 and dissolved Bandai Networks in 2009. Development operations were spun off into a new company in 2012, Namco Bandai Studios (now called Bandai Namco Studios), to help create faster development time and tighter cohesion between development teams. Namco Bandai Games was renamed Bandai Namco Games in 2014 and agai ...
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Item (gaming)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Action Point (video Gaming)
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Magic Point
Magic or mana is an attribute assigned to characters within a role-playing or video game that indicates their power to use special magical abilities or "spells". Magic is usually measured in magic points or mana points, shortened as MP. Different abilities will use up different amounts of MP."The History of Mana: How an Austronesian Concept Became a Video Game Mechanic"
June 17, 2014, Alex Golub, Assistant Professor of Anthropology, University of Hawai‘i at Mānoa.
When the MP of a character reaches zero, the character will not be able to use special abilities until some of their MP is recovered. Much like

Turns, Rounds And Time-keeping Systems In Games
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game '' Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strat ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Healer (gaming)
A healer is a type of character class in video gaming. When a game includes a health game mechanic and multiple classes, often one of the classes will be designed around the restoration of allies' health, known as healing, in order to delay or prevent their defeat. Such a class can be referred to as a healer. In addition to healing, healer classes are sometimes associated with buffs to assist allies in other ways, and nukes to contribute to the offense when healing is unnecessary.''WoW: The official magazine'' Spring 2010 (Volume 1, Issue 2). ''Kill and Cure'' Pg141- Luis Villazon. A description of Healers from the ''NetHack Guidebook'' is as follows: When both healer and tank classes exist, a common grouping strategy is for the healer to focus healing on an allied tank, while the tank prevents other allies, including the healer, from losing health. Healers are often represented as a fantasy spell-caster (such as a cleric, druid or shaman), a realistic combat specialist (s ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Health (gaming)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usu ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and G ...
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Sketch Story
A sketch story, literary sketch or simply sketch, is a piece of writing that is generally shorter than a short story, and contains very little, if any, plot. The genre was invented after the 16th century in England, as a result of increasing public interest in realistic depictions of "exotic" locales. The term was most popularly used in the late nineteenth century. As a literary work, it is also often referred to simply as ''the sketch''.'' The Penguin Henry Lawson Short Stories'' (first published 1986); with an introduction by John Barnes, Camberwell, Victoria: Penguin Books Australia, pp. 1-16 Style A sketch is mainly descriptive, either of places (travel sketch) or of people ( character sketch). Writers of sketches like Washington Irving clearly used the artist as a model. A sketch story is a hybrid form. It may contain little or no plot, instead describing impressions of people or places, and is often informal in tone. In the nineteenth century, sketch stories were frequently ...
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