Baten Kaitos Origins
''Baten Kaitos Origins'', released in Japan as ''Baten Kaitos II'', is a 2006 role-playing video game developed by Monolith Soft and Tri-Crescendo for the GameCube. It is a prequel to ''Baten Kaitos: Eternal Wings and the Lost Ocean'' (2003). Similar to the first entry, the player assume the role of a "guardian angel, guardian spirit" – an unseen avatar (computing), player avatar – who guides protagonist Sagi and his party of companions in an adventure across an aerial floating island-based kingdom in the clouds. The game retains the original's focus around the concept of "Magnus" – magical cards that capture the "essence" of items found in the in-game world, where the concept is still used as a plot device, for Inventory management (video games), in-game item management, and as a basis for the card-themed battle system, albeit with minor tweaks. Unlike the first game, which was published by then-Monolith Soft owner Namco, ''Origins'' was published by Nintendo, and was not re ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Monolith Soft
trade name, trading as Monolith Soft, is a Japanese Video game developer, video game development studio originally owned by Namco (later Bandai Namco) until being bought out by Nintendo in 2007, best known for the ''Xenoblade Chronicles'' series of games. The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura (businessman), Masaya Nakamura, the founder of Namco. Their first project was the ''Xenosaga'' series, a spiritual successor to the Square (video game company), Square-developed ''Xenogears''. Multiple Square staff would join Takahashi at Monolith Soft including Hirohide Sugiura and Yasuyuki Honne. In addition to the ''Xenosaga'' series, Monolith Soft worked on other projects including ''Baten Kaitos: Eternal Wings and the Lost Ocean, Baten Kaitos'' and ''Namco × Capcom'', the precursor to their later ''Project X Zone'' series, along with assisting on projects from other developers. While several of its games have release ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Protagonist
A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a story contains a subplot, or is a narrative made up of several stories, then each subplot may have its own protagonist. The protagonist is the character whose fate is most closely followed by the reader or audience, and who is opposed by the antagonist. The antagonist provides obstacles and complications and creates conflicts that test the protagonist, revealing the strengths and weaknesses of the protagonist's character, and having the protagonist develop as a result. A particularly noble, virtuous, or accomplished protagonist is commonly called a ''hero,'' though the terms are not synonyms. Etymology The term ''protagonist'' comes , combined of (, 'first') and (, 'actor, competitor'), which stems from (, 'contest') via (, 'I conten ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Dialogue Tree
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues. History The concept of the dialogue tree has existed long before the advent of video games. The earliest known dialogue tree is described in " The Garden of Forking Paths", a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n where n is the number of options at each fork and m is the depth of the tree). ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Industrialization
Industrialisation (British English, UK) American and British English spelling differences, or industrialization (American English, US) is the period of social and economic change that transforms a human group from an agrarian society into an industrial society. This involves an extensive reorganisation of an economy for the purpose of manufacturing. Industrialisation is associated with increase of Pollution, polluting industries heavily dependent on fossil fuels. With the increasing focus on sustainable development and green industrial policy practices, industrialisation increasingly includes Leapfrogging, technological leapfrogging, with direct investment in more advanced, cleaner technologies. The reorganisation of the economy has many unintended consequences both economically and socially. As industrial workers' incomes rise, markets for consumer goods and services of all kinds tend to expand and provide a further stimulus to industrial investment and economic growth. Moreo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Random Battles
A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like ''Dragon Quest'', ''Pokémon'', and the ''Final Fantasy'' series. Role-playing games Random encounters—sometimes called wandering monsters—were a feature of ''Dungeons & Dragons'' from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the gamemaster by rolling dice against a ''random encounter table''. The tables are usua ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Turn Based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in ''Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multiplaye ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Baten Kaitos Origins Screenshot
Baten is a surname. Notable people with the surname include: *Heinrich Baten (fl. late 13th century), Belgian-German astronomer *Jörg Baten (born 1965), German economic historian *Raymond Baten (born 1989), Aruban footballer See also * Baten Kaitos, or ''Zeta Ceti'' *'' Baten Kaitos: Eternal Wings and the Lost Ocean'', role-playing video game (2003) *''Baten Kaitos Origins ''Baten Kaitos Origins'', released in Japan as ''Baten Kaitos II'', is a 2006 role-playing video game developed by Monolith Soft and Tri-Crescendo for the GameCube. It is a prequel to ''Baten Kaitos: Eternal Wings and the Lost Ocean'' (2003). Simi ...'', role-playing video game (2006) {{surname, Baten Dutch-language surnames German-language surnames ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Fourth Wall
The fourth wall is a performance dramatic convention, convention in which an invisible, imaginary wall separates actors from the audience. While the audience can see through this "wall", the convention assumes the actors act as if they cannot. From the 16th century onward, the rise of illusionism in staging practices, which culminated in the realism (theatre), realism and naturalism (theatre), naturalism of the Nineteenth-century theatre, theatre of the 19th century, led to the development of the fourth wall concept. The metaphor suggests a relationship to the mise-en-scène behind a proscenium, proscenium arch. When a scene is set indoors and three of the walls of its room are presented onstage, in what is known as a Box set (theatre), box set, the fourth of them would run along the line (technically called the proscenium) dividing the room from the auditorium. The ''fourth wall'', though, is a theatrical convention, rather than of set design. The actors ignore the audience, f ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tutelary Deity
A tutelary (; also tutelar) is a deity or a Nature spirit, spirit who is a guardian, patron, or protector of a particular place, geographic feature, person, lineage, nation, culture, or occupation. The etymology of "tutelary" expresses the concept of safety and thus of guardianship. In Platonic idealism, late Greek and Roman religion, one type of tutelary deity, the ''Genius (mythology), genius'', functions as the personal deity or ''daimon'' of an individual from birth to death. Another form of personal tutelary spirit is the familiar spirit of European folklore. Ancient Greece Socrates spoke of hearing the voice of his personal spirit or ''daimonion'': The Greeks also thought deities guarded specific places: for instance, Athena was the patron goddess of the city of Athens. Ancient Rome Tutelary deities who guard and preserve a place or a person are fundamental to Religion in ancient Rome, ancient Roman religion. The tutelary deity of a man was his Genius (mythology), Geni ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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JRPG
While the early history and distinctive traits of role-playing video games (RPGs) in East Asia have come from Japan, many video games have also arisen in China, developed in South Korea, and Taiwan. Japanese role-playing games Japanese computer role-playing games Origins (early 1980s) While the Japanese video game industry has long been viewed as console-centric, due to the worldwide success of Japanese consoles beginning with the NES, the country had in fact produced thousands of commercial PC games from the late 1970s up until the mid-1990s. The country's computer market was very fragmented at first; '' Lode Runner'', for example, reportedly required 34 conversions to different hardware platforms. The market eventually became dominated by the NEC PC-8801 and PC-9801, though with some competition from the Sharp X1 and X68000; FM-7 and FM Towns; and MSX and MSX2. A key difference between Western and Japanese systems at the time was the latter's higher display resolu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Steam (service)
Steam is a digital distribution service and storefront developed by Valve Corporation, Valve. It was launched as a software client in September 2003 to provide video game updates automatically for Valve's games and expanded to distributing third-party titles in late 2005. Steam offers various features, such as Matchmaking (video games), game server matchmaking with Valve Anti-Cheat (VAC) measures, social networking service, social networking, and game streaming services. The Steam client functions include update maintenance, cloud storage, and community features such as direct messaging, an in-game overlay, discussion forums, and a virtual collectable marketplace. The storefront also offers productivity software, Video game music, game soundtracks, videos, and sells hardware made by Valve, such as the Valve Index and the Steam Deck. Steamworks, an application programming interface (API) released in 2008, is used by developers to integrate Steam's functions, including digital rig ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Namco
was a Japanese multinational video game and entertainment company founded in 1955. It operated video arcades and amusement parks globally, and produced video games, films, toys, and arcade cabinets. Namco was one of the most influential companies in the coin-op and arcade game industry, producing multi-million-selling game franchises such as '' Pac-Man'', ''Galaxian'', '' Tekken'', '' Tales'', '' Ridge Racer'', and '' Ace Combat''. The name ''Namco'' comes from ''Nakamura Manufacturing Company'', derived from Namco's founder, Masaya Nakamura. In the 1960s, Nakamura Manufacturing built electro-mechanical arcade games such as the 1965 hit ''Periscope''. It entered the video game industry after acquiring the struggling Japanese division of Atari in 1974, distributing games such as '' Breakout'' in Japan. The company renamed itself Namco in 1977 and published '' Gee Bee'', its first original video game, a year later. Among Namco's first major hits was the fixed shooter '' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |