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Vagrant Story
is a 2000 action role-playing game developed and published by Square for the PlayStation. The game has been re-released by Square Enix through the PlayStation Network for the PlayStation 3, PlayStation Portable and PlayStation Vita consoles. ''Vagrant Story'' was primarily developed by the team responsible for ''Final Fantasy Tactics'', with Yasumi Matsuno serving as director, producer, designer, and writer. The game takes place in the kingdom of Valendia and the ruined city of Leá Monde. The story centers on Ashley Riot, an elite agent known as a Riskbreaker, who must travel to Leá Monde to investigate the link between a cult leader and a senior Valendian Parliament member, Duke Bardorba. In the prologue, Ashley is blamed for murdering the duke and the game discloses the events that happen one week before the murder. ''Vagrant Story'' is unique as a console action role-playing game in that it features no shops and no player interaction with other characters; instead, the gam ...
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Square (video Game Company)
also known under its international brand name SquareSoft, was a Japanese video game developer and publisher. It was founded in 1986 by Masafumi Miyamoto, who spun off the computer game software division of Den-Yu-Sha, a power line construction company owned by his father. Among its early employees were designers Hironobu Sakaguchi, Hiromichi Tanaka, Akitoshi Kawazu, Koichi Ishii, artist Kazuko Shibuya, programmer Nasir Gebelli, and composer Nobuo Uematsu. Initially focusing on action games, the team saw popular success with the role-playing video game ''Final Fantasy'' in 1987, which would lead to the franchise of the same name being one of its flagship franchises. Later notable staff included directors Yoshinori Kitase and Takashi Tokita, designer and writer Yasumi Matsuno, artists Tetsuya Nomura and Yusuke Naora, and composers Yoko Shimomura and Masashi Hamauzu. Initially developing for PCs, then exclusively for Nintendo systems, Square cut ties with Nintendo in ...
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Final Fantasy Tactics
is a 1997 tactical role-playing game developed and published by Square (video game company), Square for the PlayStation (console), PlayStation. It was released in Japan in June 1997 and in North America in January 1998 by Sony Computer Entertainment. It is the first game of the ''Tactics'' sub-series within the ''Final Fantasy'' franchise, and the first entry set in the fictional world later known as Ivalice. The story follows Ramza Beoulve, a highborn cadet placed in the middle of a military conflict known as The Lion War, where two opposing noble factions are coveting the throne of the kingdom. Production was begun in 1995 by Yasumi Matsuno, a newcomer who had created the ''Ogre Battle'' series at Quest Corporation. Matsuno's wish was for an accessible tactical game with a storyline focusing on class-based conflict and the rewriting of history. Matsuno acted as director and writer, ''Final Fantasy'' creator Hironobu Sakaguchi was producer, and the battles were designed by Hir ...
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Music Video Game
A music video game, also commonly known as a music game, is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of "rhythmically generated puzzles". Music video games are distinct from purely audio games (e.g. the 1997 Sega Saturn release '' Real Sound: Kaze no Regret'') in that they feature a visual feedback, to lead the player through the game's soundtrack, although eidetic music games can fall under both categories. Overview Music video games are games where there is typically some type of interactivity of the gameplay with the game's music. This may be where the music is generated in response to the player's actions, or where the player reacts to the beats and notes of the music. As the genre has gained popularity and expanded, music video games have demonstrated ...
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Parasite Eve (video Game)
''Parasite Eve'' is a 1998 role-playing video game developed and published by Square. The game is a sequel to the novel '' Parasite Eve'', written by Hideaki Sena; it is the first game in the ''Parasite Eve'' video game series. The story follows New York City police officer Aya Brea over a six-day span in 1997 as she attempts to stop the Eve, a woman who plans to destroy the human race through spontaneous human combustion. Players explore levels set in areas of New York while utilizing a pausable real-time combat system along with several role-playing elements. ''Parasite Eve'' was SquareSoft's first M-rated game, and the first major American and Japanese game development collaboration for the company. It was produced by Hironobu Sakaguchi and directed by Takashi Tokita. Music for the title was composed by Yoko Shimomura who was widely acclaimed for her work to create an "inorganic" and "emotionless" soundtrack that saw two album releases. ''Parasite Eve'' received positiv ...
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Time-keeping Systems In Games
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 multipla ...
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Platform Game
A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines. The genre started with the 1980 arcade video game ''Space Panic'', which has ladders but not jumping. ''Donkey Kong (arcade game), Donkey Kong'', released in 1981, established a template for what were initially called "climbing games". ''Donkey Kong'' inspired many clones and games with similar elements, such as ''Miner 2049er'' (1982) and ''Kangaroo (video game), Kangaroo'' (1982), while the Sega arcade game ''Congo Bongo'' (1983) adds a third dimension via I ...
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Computer Puzzle Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. Many puzzle games involve a real-time element and require quick thinking, such as ''Tetris'' (1985) and ''Lemmings'' (1991). History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional thinking games such as Hangman and Bulls and Cows (commercialized as ''Mastermind''), were popular targets for computer implementation. In Universal Entertainment's ''Space Panic'', released in arcades in 1980, the player digs holes in platforms to trap creatures. It is a precursor to puzzle-platform games such as ''Lode Runner'' (1983), '' Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (At ...
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Real-time Computing
Real-time computing (RTC) is the computer science term for Computer hardware, hardware and software systems subject to a "real-time constraint", for example from Event (synchronization primitive), event to Event (computing), system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines".Mordechai Ben-Ari, Ben-Ari, Mordechai; "Principles of Concurrent and Distributed Programming", ch. 16, Prentice Hall, 1990, , p. 164 The term "real-time" is also used in Computer simulation, simulation to mean that the simulation's clock runs at the same speed as a real clock. Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually ''guarantee'' a response within any timeframe, although ''typical'' or ''expected'' response times may be given. Real-time processing ''fails'' if not completed within a specified deadline rela ...
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Cartesian Coordinate System
In geometry, a Cartesian coordinate system (, ) in a plane (geometry), plane is a coordinate system that specifies each point (geometry), point uniquely by a pair of real numbers called ''coordinates'', which are the positive and negative numbers, signed distances to the point from two fixed perpendicular oriented lines, called ''coordinate lines'', ''coordinate axes'' or just ''axes'' (plural of ''axis'') of the system. The point where the axes meet is called the ''Origin (mathematics), origin'' and has as coordinates. The axes direction (geometry), directions represent an orthogonal basis. The combination of origin and basis forms a coordinate frame called the Cartesian frame. Similarly, the position of any point in three-dimensional space can be specified by three ''Cartesian coordinates'', which are the signed distances from the point to three mutually perpendicular planes. More generally, Cartesian coordinates specify the point in an -dimensional Euclidean space for any di ...
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Dual Analog
The Dual Analog Controller (SCPH-1150 in Japan, SCPH-1180 in the United States, and SCPH-1180e in Europe) is Sony's first ''handheld'' analog controller for the PlayStation, and the predecessor to the DualShock; the first analog controller was the PlayStation Analog Joystick (SCPH-1110). History The Dual Analog Controller was first displayed under glass at the ''PlayStation Expo 96–97'', which was held from 1 November to 4 November 1996. It was released in Japan in April 1997, coincident with the Japanese releases of analog-capable titles ''Tobal 2'' and '' Bushido Blade''. Before its release in the United States, Sony decided that vibration feedback would be removed from the European and American versions of the controller. According to a Sony spokesperson, "We evaluated all the features and decided, for manufacturing reasons, that what was most important to gamers was the analog feature." Reasons for dropping the vibration feedback reportedly included it being linked to pr ...
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First-person Perspective
A first-person narrative (also known as a first-person perspective, voice, point of view, etc.) is a mode of storytelling in which a storyteller recounts events from that storyteller's own personal point of view, using first-person grammar such as "I", "me", "my", and "myself" (also, in plural form, "we", "us", etc.). It must be narrated by a first-person character, such as a protagonist (or other focal character), re-teller, witness, or peripheral character. Alternatively, in a visual storytelling medium (such as video, television, or film), the first-person perspective is a graphical perspective rendered through a character's visual field, so the camera is "seeing" out of a character's eyes. A classic example of a first-person protagonist narrator is Charlotte Brontë's ''Jane Eyre'' (1847), in which the title character is telling the story in which she herself is also the protagonist: "I could not unlove him now, merely because I found that he had ceased to notice me". '' ...
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Catacombs
Catacombs are man-made underground passages primarily used for religious purposes, particularly for burial. Any chamber used as a burial place is considered a catacomb, although the word is most commonly associated with the Roman Empire. Etymology and history The first place to be referred to as ''catacombs'' was the system of underground tombs between the 2nd and 3rd milestones of the Appian Way in Rome, where the bodies of the apostles Peter and Paul, among others, were said to have been buried. The name of that place in Late Latin was ''catacumbas'' (feminine nominative plural; the singular is ''catacumba'') — a word of obscure origin, possibly deriving from a proper name or a derivation of the Greek phrase ''cata cumbas'', "below the quarries". The word referred originally only to the Roman catacombs, but was extended by the 19th century to refer to any subterranean receptacle of the dead, as in the 18th-century Paris catacombs. The ancient Christians carved the firs ...
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