Catherine (video Game)
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Catherine (video Game)
''Catherine'' is a puzzle video game developed by Atlus. The game was released for the PlayStation 3 and Xbox 360 in Japan and North America in 2011, in PAL regions by Deep Silver in 2012, and for Microsoft Windows by Sega in 2019. A re-release with additional content, titled ''Catherine: Full Body'', was released in 2019 for the PlayStation 4 worldwide and for the PlayStation Vita only in Japan, and a Nintendo Switch version released worldwide in 2020. The story follows Vincent Brooks, a man who is beset by supernatural nightmares while torn between his feelings for his longtime girlfriend Katherine and the similarly named beauty Catherine. The gameplay is divided between the daytime, where Vincent interacts with the characters in a social simulation, and his dreams where he must navigate three-dimensional towers through combined platforming and puzzle-solving. The game's ending is affected by choices made by Vincent over the course of the story. ''Catherine'' was developed by t ...
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Atlus
is a Japanese video game developer, publisher, 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'', ''Etrian Odyssey'' and ''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 publishing until 2013, when it was bought by Sega and revived as a company initially under the na ...
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Puzzle Video 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. 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. Universal Entertainment's ''Space Panic'', released for the arcades in 1980, is a precursor to later puzzle-platform games such as Apple Panic (1981), ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (Atari 8-bit, 1981), is a computerized version of the Rubik's Cube puzzle. ''Snark Hunt'' (Atari 8-bit, 1982) is a single-player game of logical deduction, a ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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The Twilight Zone (1959 TV Series)
''The Twilight Zone'' (marketed as ''Twilight Zone'' for its final two seasons) is an American science fiction horror anthology television series created and presented by Rod Serling, which ran for five seasons on CBS from October 2, 1959, to June 19, 1964. Each episode presents a stand-alone story in which characters find themselves dealing with often disturbing or unusual events, an experience described as entering "the Twilight Zone," often with a surprise ending and a moral. Although predominantly science-fiction, the show's paranormal and Kafkaesque events leaned the show towards fantasy and horror. The phrase "twilight zone," inspired by the series, is used to describe surreal experiences. The series featured both established stars and younger actors who would become much better known later. Serling served as executive producer and head writer; he wrote or co-wrote 92 of the show's 156 episodes. He was also the show's host and narrator, delivering monologues at the begi ...
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Story Within A Story
A story within a story, also referred to as an embedded narrative, is a literary device in which a character within a story becomes the narrator of a second story (within the first one). Multiple layers of stories within stories are sometimes called nested stories. A play may have a brief play within it, such as Shakespeare's play ''Hamlet''; a film may show the characters watching a short film; or a novel may contain a short story within the novel. A story within a story can be used in all types of narration: novels, short stories, plays, television programs, films, poems, songs, video games, and philosophical essays. The inner stories are told either simply to add entertainment or more usually to act as an example to the other characters. In either case, the inner story often has a symbolic and psychological significance for the characters in the outer story. There is often some parallel between the two stories, and the fiction of the inner story is used to reveal the truth i ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invade ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height 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, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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Social Simulation Game
Social simulation games are a subgenre of life simulation game that explore social interactions between multiple artificial lives. Some examples include ''The Sims'' and ''Animal Crossing'' series. History Influences and origins When ''The Sims'' was released in 2000, it was referred to as "almost the only game of its kind". But there are several important precursors to ''The Sims'' and the social simulation genre. Firstly, the game's creator Will Wright acknowledged the influence of ''Little Computer People'', a Commodore 64 game from 1985. The games are similar, although ''The Sims'' is described as having a richer gameplay experience. Secondly, Will Wright also acknowledged the influence of dollhouses on ''The Sims'', which have generally also informed the gameplay of this genre. ''Animal Crossing'' was released in 2001 for the Nintendo 64 in Japan. While released towards the end of the life cycle of the Nintendo 64, it developed a following that led to it being ported to t ...
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Cross-genre
A hybrid genre is a literary genre that blends themes and elements from two or more different genres. Works in hybrid genres are often referred to as cross-genre, multi-genre, mixed genre, or fusion genre. Hybrid genres are a longstanding element in the fictional process. An early example is William Blake's ''Marriage of Heaven and Hell'', with its blend of poetry, prose, and engravings. Examples In contemporary literature, Dimitris Lyacos's trilogy ''Poena Damni'' combines fictional prose with drama and poetry in a multilayered narrative developing through the different characters of the work. Many contemporary women of color have published cross-genre works, including Theresa Hak Kyung Cha, Giannina Braschi, Guadalupe Nettel, and Bhanu Kapil. Giannina Braschi creates linguistic and structural hybrids of comic fantasy and tragic comedy in Spanish, Spanglish, and English prose and poetry. Carmen Maria Machado mixes psychological realism and science fiction with both humor and e ...
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Catherine Game Screenshot
Katherine, also spelled Catherine, and other variations are feminine names. They are popular in Christian countries because of their derivation from the name of one of the first Christian saints, Catherine of Alexandria. In the early Christian era it came to be associated with the Greek adjective (), meaning "pure", leading to the alternative spellings ''Katharine'' and ''Katherine''. The former spelling, with a middle ''a'', was more common in the past and is currently more popular in the United States than in Britain. ''Katherine'', with a middle ''e'', was first recorded in England in 1196 after being brought back from the Crusades. Popularity and variations English In Britain and the U.S., ''Catherine'' and its variants have been among the 100 most popular names since 1880. The most common variants are ''Katherine,'' ''Kathryn,'' and ''Katharine''. The spelling ''Catherine'' is common in both English and French. Less-common variants in English include ''Katheryn'', ...
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Persona 4
released outside of Japan as ''Shin Megami Tensei: Persona 4'', is a 2008 role-playing video game by Atlus. It is chronologically the fifth installment in the ''Persona'' series, itself a part of the larger ''Megami Tensei'' franchise, and was released for the PlayStation 2 in Japan in July 2008, North America in December 2008, and Europe in March 2009, as one of the final major exclusives for the system. It was re-released as a PlayStation 2 Classic for the PlayStation 3 in April 2014. ''Persona 4'' takes place in a fictional Japanese countryside and is indirectly related to earlier ''Persona'' games. The player-named protagonist is a high-school student who moved into the countryside from the city for a year. During his year-long stay, he becomes involved in investigating mysterious murders with a group of friends while harnessing the power to summon physical manifestations of their psyches known as a Persona. The plot of ''Persona 4'' was inspired by the work of mystery nov ...
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