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Eternal Punishment
''Persona 2: Eternal Punishment'' is a 2000 role-playing video game by Atlus for the PlayStation. It is chronologically the third installment in the ''Persona'' series, a subseries of the ''Megami Tensei'' franchise. The game was later remade by Atlus for the PlayStation Portable. This version, released in Japan in 2012, did not receive an overseas release. In response to this, the PlayStation version was released on PlayStation Network in 2013. ''Eternal Punishment'' takes place in the fictional Japanese city of Sumaru, and is a direct sequel to '' Persona 2: Innocent Sin''. Taking place a few months after ''Innocent Sin'', the game follows reporter Maya Amano as she investigates the Joker Curse, a malign phenomenon where people's wishes and rumors are coming true and causing chaos. During her investigations, she and others who join her gain the ability to summon Personas, personified aspects of their personalities. The gameplay features turn-based battle gameplay, where charact ...
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Atlus
is a Japanese video game developer, video game publisher, publisher, Arcade game, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for video game series such as ''Megami Tensei'', ''Persona (series), Persona'', ''Etrian Odyssey'' and ''Trauma Center (video game series), Trauma Center'', as well as ''Print Club'' (''Purikura'') arcade machines. Its corporate mascot is Jack Frost, a snowman-like character from their ''Shin Megami Tensei'' series. Outside of video games, the company is known for their ''Purikura'' arcade machines, which are selfie photo sticker booths popular in East Asia. Atlus was established in April 1986 and spent its early years as a video game developer for other companies. It became a video game publisher of its own in 1989 and existed until it was merged into Index Corporation in October 2010. After the dissolution, the name Atlus continued as a brand used by Index Corporation for video game publishin ...
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Isometric Projection
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. Overview The term "isometric" comes from the Greek for "equal measure", reflecting that the scale along each axis of the projection is the same (unlike some other forms of graphical projection). An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the ''x'', ''y'', and ''z'' axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin or arctan , which is related to the Magic angle) about the horizontal axis. Note that with the ...
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Amazon
Amazon most often refers to: * Amazons, a tribe of female warriors in Greek mythology * Amazon rainforest, a rainforest covering most of the Amazon basin * Amazon River, in South America * Amazon (company), an American multinational technology company Amazon or Amazone may also refer to: Places South America * Amazon Basin (sedimentary basin), a sedimentary basin at the middle and lower course of the river * Amazon basin, the part of South America drained by the river and its tributaries * Amazon Reef, at the mouth of the Amazon basin Elsewhere * 1042 Amazone, an asteroid * Amazon Creek, a stream in Oregon, US People * Amazon Eve (born 1979), American model, fitness trainer, and actress * Lesa Lewis (born 1967), American professional bodybuilder nicknamed "Amazon" Art and entertainment Fictional characters * Amazon (Amalgam Comics) * Amazon, an alias of the Marvel supervillain Man-Killer * Amazons (DC Comics), a group of superhuman characters * The A ...
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Electronic Entertainment Expo
E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publishers, hardware, and accessory manufacturers use to introduce and advertise upcoming games and game-related merchandise to retailers and to members of the press. E3 includes an exhibition floor for developers, publishers, and manufacturers to showcase their titles and products for sale in the upcoming year. Before and during the event, publishers and hardware manufacturers usually hold press conferences to announce new games and products. Over time, E3 has been considered the largest gaming-expo of the year by importance and impact. Before 2017, E3 was an industry-only event; the ESA required individuals wishing to attend to verify a professional relationship with the video game industry. With the rise of streaming media, several of the pres ...
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PlayStation Blog
is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony; the first PlayStation console was released in Japan in December 1994, and worldwide the following year. The original console in the series was the first console of any type to ship over 100 million units, doing so in under a decade. Its successor, the PlayStation 2, was released in 2000. The PlayStation 2 is the best-selling home console to date, having reached over 155 million units sold by the end of 2012. Sony's next console, the PlayStation 3, was released in 2006, selling over 87.4 million units by March 2017. Sony's next console, the PlayStation 4, was released in 2013, selling a million units within a day, becoming the fastest selling console in history. The latest console in the series, the PlayStation 5, was releas ...
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Game Informer
''Game Informer'' (''GI'', most often stylized ''gameinformer'' from the 2010s onward) is an American monthly video game magazine featuring articles, news, strategy, and reviews of video games and associated consoles. It debuted in August 1991 when video game retailer FuncoLand started publishing an in-house newsletter."10 Years of ''Game Informer''" (August 2001). ''Game Informer'', p. 42. "In August 1991, FuncoLand began publishing a six-page circular to be handed out free in all of its retail locations." The publication is now owned and published by GameStop, who bought FuncoLand in 2000. Due to this, a large amount of promotion is done in-store, which has contributed to the success of the magazine. As of June 2017, it is the 5th most popular magazine by copies circulated. Starting from the 2010s, ''Game Informer'' has transitioned to a more online-based focus. History Magazine ''Game Informer'' debuted in August 1991 as a six-page magazine. It was published every two m ...
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Cthulhu Mythos
The Cthulhu Mythos is a mythopoeia and a shared fictional universe, originating in the works of American horror writer H. P. Lovecraft. The term was coined by August Derleth, a contemporary correspondent and protégé of Lovecraft, to identify the settings, tropes, and lore that were employed by Lovecraft and his literary successors. The name "Cthulhu" derives from the central creature in Lovecraft's seminal short story "The Call of Cthulhu", first published in the pulp magazine ''Weird Tales'' in 1928. Richard L. Tierney, a writer who also wrote Mythos tales, later applied the term "Derleth Mythos" to distinguish Lovecraft's works from Derleth's later stories, which modify key tenets of the Mythos. Authors of Lovecraftian horror in particular frequently use elements of the Cthulhu Mythos. History In his essay "H. P. Lovecraft and the Cthulhu Mythos", Robert M. Price described two stages in the development of the Cthulhu Mythos. Price called the first stage the "Cthulhu Mythos ...
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Nyarlathotep
Nyarlathotep is a fictional character created by H. P. Lovecraft. The character is a malign deity in the Cthulhu Mythos, a shared universe. First appearing in Lovecraft's 1920 prose poem " Nyarlathotep", he was later mentioned in other works by Lovecraft and by other writers. Later writers describe him as one of the Outer Gods, an alien pantheon. Appearances In the works of H. P. Lovecraft In his first appearance in " Nyarlathotep" (1920), he is described as a "tall, swarthy man" who resembles an ancient Egyptian pharaoh. In this story he wanders the Earth, seemingly gathering legions of followers, the narrator of the story among them, through his demonstrations of strange and seemingly magical instruments. These followers lose awareness of the world around them, and through the narrator's increasingly unreliable accounts, the reader gets an impression of the world's collapse. Fritz Leiber proposes three interpretations of the character based on this appearance: the universe's ...
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Archetypal Pedagogy
Archetypal pedagogy is a theory of education developed by Clifford Mayes that aims at enhancing psycho-spiritual growth in both the teacher and student. The idea of archetypal pedagogy stems from the Jungian tradition and is directly related to analytical psychology. History Clifford Mayes, professor in the Brigham Young University McKay School of Education, has developed what he has termed archetypal pedagogy. Mayes' work aims at promoting what he calls archetypal reflectivity in teachers; this is a means of encouraging teachers to examine and work with psychodynamic issues, images, and assumptions as those factors affect their pedagogical practices. Archetypal reflectivity, which draws not only upon Jungian psychology but transpersonal psychology generally, offers an avenue for teachers to probe the spiritual dimensions of teaching and learning in non-dogmatic terms. Mayes' most recent work, ''Teaching and Learning for Wholeness: The Role of Archetypes in Educational ...
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Jungian Psychology
Analytical psychology ( de , Analytische Psychologie, sometimes translated as analytic psychology and referred to as Jungian analysis) is a term coined by Carl Jung, a Swiss psychiatrist, to describe research into his new "empirical science" of the psyche. It was designed to distinguish it from Freud's psychoanalytic theories as their seven-year collaboration on psychoanalysis was drawing to an end between 1912 and 1913. (New Pathways in Psychology) The evolution of his science is contained in his monumental ''opus'', the '' Collected Works'', written over sixty years of his lifetime. The history of analytical psychology is intimately linked with the biography of Jung. At the start, it was known as the "Zurich school", whose chief figures were Eugen Bleuler, Franz Riklin, Alphonse Maeder and Jung, all centred in the Burghölzli hospital in Zurich. It was initially a theory concerning psychological complexes until Jung, upon breaking with Sigmund Freud, turned it into a gene ...
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Enterbrain
, formerly , is a Japanese publisher and division of Kadokawa Future Publishing founded on 30 January 1987 as . Magazines published by Enterbrain are generally focused on video games and computer entertainment as well as video game and strategy guides. In addition, the company publishes a small selection of anime artbooks. Enterbrain is based in Tokyo, Japan, with a paid-in capital of 410 million yen. Enterbrain's current president is Hirokazu Hamamura. Enterbrain publications * '' B's LOG'': Magazine focused on female gamers. * ''TECH Win DVD'': A magazine aimed specifically to PC users. It comes with two CD-ROMs worth of goodies and information. * ''Tech Gian'': A CD-ROM magazine focused on adult video games. * '' Magi-Cu'': A seinen visual entertainment manga magazine based on female game characters. * '' Comic Beam'': Comic Beam was formerly known as ASCII Comic. It is a seinen manga magazine filled with original manga. * '' Harta'' (formerly ''Fellows!''): A periodica ...
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Kotodama
refers to the Japanese belief that mystical powers dwell in words and names. English translations include "soul of language", "spirit of language", "power of language", "power word", "magic word", and "sacred sound". The notion of ''kotodama'' presupposes that sounds can magically affect objects, and that ritual word usages can influence our environment, body, mind, and soul. Basis This Japanese compound ''kotodama'' combines ''koto'' 言 "word; speech" and ''tama'' 霊 "spirit; soul" (or 魂 "soul; spirit; ghost") voiced as ''dama'' in ''rendaku''. In contrast, the unvoiced ''kototama'' pronunciation especially refers to , which was popularized by Onisaburo Deguchi in the Oomoto religion. This field takes the Japanese ''gojūon'' phonology as the mystical basis of words and meanings, in rough analogy to Hebrew Kabbalah. Etymology The etymology of ''kotodama'' is uncertain, but one explanation correlating words and events links two Japanese words pronounced ''koto'': this ...
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