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Baten Kaitos Origins
''Baten Kaitos Origins'', also known as ''Baten Kaitos 2'', is a 2006 role-playing video game developed by Monolith Soft and Tri-Crescendo for the GameCube video game console. The game is a prequel to ''Baten Kaitos: Eternal Wings and the Lost Ocean''. 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, 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 released ...
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Monolith Soft
trading as Monolith Soft, is a Japanese video game development studio originally owned by Namco (later Bandai Namco) until being bought out by Nintendo in 2007. The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura, the founder of Namco. Their first project was the ''Xenosaga'' series, a spiritual successor to the 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'' 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 released on the PlayStation 2, the majority of its games have released on Nintendo platforms. As of 2019, Monolith Soft operates four studios. Its main studio is in Meguro, Tokyo that produces the company's ...
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Floating Island
A floating island is a mass of floating aquatic plants, mud, and peat ranging in thickness from several centimeters to a few meters. Floating islands are a common natural phenomenon that are found in many parts of the world. They exist less commonly as an artificial phenomenon. Floating islands are generally found on marshlands, lakes, and similar wetland locations, and can be many hectares in size. Natural occurrences Sometimes referred to as ''tussocks'', ''floatons'', or ''suds'', natural floating islands are composed of vegetation growing on a buoyant mat of plant roots or other organic detritus. In aquatic regions of Northwestern Europe several hundred hectares or thousand acres of floating meadows (German ''Schwingrasen'', Dutch ''trilveen'') have been preserved, which are partly used as agricultural land, partly as nature reserves. They typically occur when growths of cattails, bulrush, sedge, and reeds extend outward from the shoreline of a wetland area. As the wate ...
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RPG Vault
''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former editor-in-chief, Peer Schneider. The ''IGN'' website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, films, anime, television, comics, technology, and other media. Originally a network of desktop websites, ''IGN'' is now also distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, Roku, and via YouTube, Twitch, Hulu, and Snapchat. Originally, ''IGN'' was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests, games, and entertainment, such as Rotten Tomatoes, GameSpy, ''GameStats'', ''VE3D'', TeamXbox, Vault Network, FilePlanet, and ...
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Xeno (series)
''Xeno'' is a Japanese science fantasy video game franchise created by Tetsuya Takahashi. The first entry was developed by Square (video game company), SquareSoft, and subsequent entries have been developed by Monolith Soft, a company founded by Takahashi after he left Square in 1999. While the various games have no direct story connections, they have common thematic links and all sport the "''Xeno''" prefix, which Takahashi has variously described as a means of identifying his games and a symbolic representation of the series. All the games in the ''Xeno'' meta series take place within a science fiction setting with some fantasy elements, with its stories frequently featuring psychological, philosophical, and religious themes. The first title, ''Xenogears'', was originally proposed as a storyline for ''Final Fantasy VII'', as well as a sequel to the 1995 RPG Chrono Trigger from the Chrono (series), Chrono Series, but was allowed to be developed as its own project. After Square shif ...
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Elope
Elopement is a term that is used in reference to a marriage which is conducted in a sudden and secretive fashion, usually involving a hurried flight away from one's place of residence together with one's beloved with the intention of getting married without parental approval. An elopement is contrasted with an abduction (e.g., a bride kidnapping), in which either the bride or groom has not consented, or a shotgun wedding in which the parents of one (prototypically the bride's) coerce both into marriage. The term ''elopement'' is sometimes used in its original, more general sense of escape or flight (e.g., an escape from a psychiatric institution). Controversially, in modern times, ''elopement'' is sometimes applied to any small, inexpensive wedding, even when it is performed with parental foreknowledge. In addition, the term ''elopement'' (or ''wandering'') is used in psychiatric hospitals to refer to a patient with dementia leaving the psychiatric unit without authorization. ...
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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). Th ...
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Industrialization
Industrialisation ( alternatively spelled industrialization) 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 re-organisation of an economy for the purpose of manufacturing. Historically industrialization is associated with increase of polluting industries heavily dependent on fossil fuels. With the increasing focus on sustainable development and green industrial policy practices, industrialization increasingly includes technological leapfrogging, with direct investment in more advanced, cleaner technologies. The reorganization 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. Moreover, family structures tend to shift as extended families tend to no longer live ...
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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 table ...
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Turn Based
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 strateg ...
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Fourth Wall
The fourth wall is a performance 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 and naturalism of the 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 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, 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, focus their attention exclusively on the dramatic world, and remain absorbed in its fiction, in a state that ...
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Tutelary Deity
A tutelary () (also tutelar) is a deity or a 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 late Greek and Roman religion, one type of tutelary deity, the ''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 ancient Roman religion. The tutelary deity of a man was his Genius, that of a woman her Juno. In the Imperial era, the Genius of the Emperor was a focus of Imperia ...
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JRPG
While the early history and distinctive traits of role-playing video games (RPGs) in East Asia come Video games in Japan, from Japan, many have also been Video games in South Korea, developed in South Korea and Video games in China, in China. Japanese role-playing games Japanese computer role-playing games Origins (early 1980s) While the Japanese video game industry has long been viewed as Video game console, console-centric in the Western world, due to the worldwide success of Japanese consoles beginning with the Nintendo Entertainment System, NES, the country had in fact produced thousands of commercial PC games from the late 1970s up until the mid-1990s, in addition to ''dōjin soft'' Independent video game development, independent games. 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 NEC PC-9801, PC- ...
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