Xillia Gameplay
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Xillia Gameplay
is an action role-playing game released exclusively for the PlayStation 3. It is the twenty-second main installment of the ''Tales'' series and is developed by Namco Tales Studio with Namco Bandai Games as the publisher. The game was released in Japan on September 7, 2011, and was localized in North America and PAL regions in August 2013. The game takes place in a fictional world called Rieze Maxia where humans and ethereal spirits live in harmony. It follows Jude Mathis and Milla Maxwell who elude government officials after sabotaging a weapon of mass destruction known as the Lance of Kresnik. The plot's central theme is . ''Tales of Xillia''s reception in Japan was highly positive. At the time of its release in Japan, it was the most preordered ''Tales'' game in the series and sold half a million copies in a week, before eventually shipping over copies worldwide. The game also won awards from Sony and ''Famitsu''. The English localization received positive reception for its ...
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Namco Tales Studio
, formerly known as , was a Japanese video game development company founded in 1986. The company was renamed in 2003 when Telenet Japan sold part of its stake and made Namco the majority shareholder. Namco Tales Studio was originally the primary developer of the Tales (video game series), ''Tales'' RPG series, as it had been since the series' beginning. In November 2011, it was announced that the current Tales Studio would be dissolved and would merge with their publisher, Namco Bandai Games. In February 2012, it was announced that the 80 people of the Tales team would join Bandai Namco Studios. History Originally headed by Masahiro Akishino, Wolf Team became independent from Telenet Japan, Telenet in 1987, was reintegrated in 1990 and got merged with another Telenet subsidiary called Lasersoft, then was completely absorbed in an internal restructuring at Telenet in 1993 at which point most of the staff left together with Akishino. The remaining staff were the then-very-young pro ...
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Item (gaming)
In pen and paper games and computer and video games, an item is an object within the game world that can be collected by a player character, 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 it ...
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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
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 mult ...
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Game Over
"Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in games designed for arcades, after the player has exhausted the game's supply of new challenges. The phrase has since been turned into quasi-slang, usually describing an event that will cause significant harm, injury, bad luck, or even death to a person. However, since the turn of the century, it has largely fallen out of fashion in favor of unlimited lives and endless checkpoints with autosaves, although it very much remains the norm in arcades, as they require payment inserts. History The phrase was used as early as 1950 in devices such as electro-mechanical pinball machines, which would light up the phrase with a lamp (lightbulb). Before the advent of home consoles and personal computing, arcades were the predominant platform for p ...
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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 objectives, 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 ...
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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. 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 (such as a medic or paladin), a science-fiction technician (such as a repairman or engineer), or the like. Often, female gamers are associated with or stereotyped as always playi ...
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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 th ...
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Health (gaming)
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. 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 usually have more health and armor. In many gam ...
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ...
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Xillia Gameplay
is an action role-playing game released exclusively for the PlayStation 3. It is the twenty-second main installment of the ''Tales'' series and is developed by Namco Tales Studio with Namco Bandai Games as the publisher. The game was released in Japan on September 7, 2011, and was localized in North America and PAL regions in August 2013. The game takes place in a fictional world called Rieze Maxia where humans and ethereal spirits live in harmony. It follows Jude Mathis and Milla Maxwell who elude government officials after sabotaging a weapon of mass destruction known as the Lance of Kresnik. The plot's central theme is . ''Tales of Xillia''s reception in Japan was highly positive. At the time of its release in Japan, it was the most preordered ''Tales'' game in the series and sold half a million copies in a week, before eventually shipping over copies worldwide. The game also won awards from Sony and ''Famitsu''. The English localization received positive reception for its ...
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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 p ...
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