Cosmology Of Kyoto
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Cosmology Of Kyoto
''Cosmology of Kyoto'' is an adventure game developed by Softedge and published by Yano Electric. It was released Video games in Japan, for Japan in 1993, and then in North America, for the Macintosh in 1994 and then for the IBM PC compatible, PC in 1995. Retrospective reception Retrospectively, the game has also been critically well received. In 2008, Video game journalism, video game journalist Jenn Frank retroactively compared it to contemporary survival horror games. She noted ''Cosmology of Kyoto'' lacks a "real plot or goal" but considered an "unfairness" to be characteristic of horror with "encounters with ghosts and demons" that are "often random, sudden, inescapable". She concluded it to be an "extremely eerie" and "Memorably frightening game."Jenn Frank (November 24, 2008)No, but seriously, what makes a horror game scary?, Infinite Lives In 2011, Ryan McSwain of Hardcore Gaming 101 states that it "attempts to be many things", including "a game, an educational tool, and a ...
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Adventure Game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (List of text-based computer games, text and List of graphic adventure games, graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. ''Colossal Cave Adventure'' is identified as the first such adventure game, first released in 1976, while other notable adventure game series include ''Zork'', ''King's Quest'', ''Monkey Island'', and ''Myst''. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better grap ...
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Religion
Religion is usually defined as a social- cultural system of designated behaviors and practices, morals, beliefs, worldviews, texts, sanctified places, prophecies, ethics, or organizations, that generally relates humanity to supernatural, transcendental, and spiritual elements; however, there is no scholarly consensus over what precisely constitutes a religion. Different religions may or may not contain various elements ranging from the divine, sacred things, faith,Tillich, P. (1957) ''Dynamics of faith''. Harper Perennial; (p. 1). a supernatural being or supernatural beings or "some sort of ultimacy and transcendence that will provide norms and power for the rest of life". Religious practices may include rituals, sermons, commemoration or veneration (of deities or saints), sacrifices, festivals, feasts, trances, initiations, funerary services, matrimonial services, meditation, prayer, music, art, dance, public service, or other aspects of human cultur ...
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Character Creation
Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a fictional setting may include traits such as race, class, or species. Games with a more contemporary or narrower setting may limit customization to physical and personality traits. This is usually used in Role-playing games. Role-playing games Character creation is typically the first step taken by the players (as opposed to the gamemaster) in preparation for a game. The result of character creation is a '' direct characterization'' that is recorded on a character sheet. In its most comprehensive form it includes not only a game-specific representation of the character's physical, mental, psychological and social properties in terms of statistics, but also often less formal descriptions of the character's physical appearance, personalit ...
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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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Interactive Fiction
'' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Graphic Adventure Game
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or Puzzle video game, puzzle-solving. The Video game genres, genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (List of text-based computer games, text and List of graphic adventure games, graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. ''Colossal Cave Adventure'' is identified as the first such adventure game, first released in 1976, while other notable adventure game series include ''Zork'', ''King's Quest'', ''Monkey Island'', and ''Myst''. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better grap ...
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Cosmology Of Kyoto Gameplay Screenshot
Cosmology () is a branch of physics and metaphysics dealing with the nature of the universe. The term ''cosmology'' was first used in English in 1656 in Thomas Blount's ''Glossographia'', and in 1731 taken up in Latin by German philosopher Christian Wolff, in ''Cosmologia Generalis''. Religious or mythological cosmology is a body of beliefs based on mythological, religious, and esoteric literature and traditions of creation myths and eschatology. In the science of astronomy it is concerned with the study of the chronology of the universe. Physical cosmology is the study of the observable universe's origin, its large-scale structures and dynamics, and the ultimate fate of the universe, including the laws of science that govern these areas. It is investigated by scientists, such as astronomers and physicists, as well as philosophers, such as metaphysicians, philosophers of physics, and philosophers of space and time. Because of this shared scope with philosophy, theori ...
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Cosmology Of Kyoto Character Creation Screenshot
Cosmology () is a branch of physics and metaphysics dealing with the nature of the universe. The term ''cosmology'' was first used in English in 1656 in Thomas Blount's ''Glossographia'', and in 1731 taken up in Latin by German philosopher Christian Wolff, in ''Cosmologia Generalis''. Religious or mythological cosmology is a body of beliefs based on mythological, religious, and esoteric literature and traditions of creation myths and eschatology. In the science of astronomy it is concerned with the study of the chronology of the universe. Physical cosmology is the study of the observable universe's origin, its large-scale structures and dynamics, and the ultimate fate of the universe, including the laws of science that govern these areas. It is investigated by scientists, such as astronomers and physicists, as well as philosophers, such as metaphysicians, philosophers of physics, and philosophers of space and time. Because of this shared scope with philosophy, theori ...
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Cult Video Game
A cult following refers to a group of fans who are highly dedicated to some person, idea, object, movement, or work, often an artist, in particular a performing artist, or an artwork in some medium. The lattermost is often called a cult classic. A film, book, musical artist, television series, or video game, among other things, is said to have a cult following when it has a small but very passionate fanbase. A common component of cult followings is the emotional attachment the fans have to the object of the cult following, often identifying themselves and other fans as members of a community. Cult followings are also commonly associated with niche markets. Cult media are often associated with underground culture, and are considered too eccentric or anti-establishment to be appreciated by the general public or to be widely commercially successful. Many cult fans express their devotion with a level of irony when describing entertainment that falls under this realm, in that someth ...
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Game Localization
Video game localization (American English), or video game localisation (British English; see spelling differences), is the process of preparing a video game for a market outside of where it was originally published. The game's name, art assets, packaging, manuals, and cultural and legal differences are typically altered. Before localization, producers consider economic factors such as potential foreign profit.Bernal-Merino 2008 Most official localizations are done by the game's developers or a third-party translation company. Nevertheless, fan localizations are also popular. Localization is largely inconsistent between platforms, engines and companies due to its recency. Localizers intend to create an experience like the original game, with discretion to the localization audience. Localizations are considered to have failed if it is confusing or difficult to understand; this may break the player's immersion.Kohler 2005, p. 226 History Since the beginning of video game his ...
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English Language
English is a West Germanic language of the Indo-European language family, with its earliest forms spoken by the inhabitants of early medieval England. It is named after the Angles, one of the ancient Germanic peoples that migrated to the island of Great Britain. Existing on a dialect continuum with Scots, and then closest related to the Low Saxon and Frisian languages, English is genealogically West Germanic. However, its vocabulary is also distinctively influenced by dialects of France (about 29% of Modern English words) and Latin (also about 29%), plus some grammar and a small amount of core vocabulary influenced by Old Norse (a North Germanic language). Speakers of English are called Anglophones. The earliest forms of English, collectively known as Old English, evolved from a group of West Germanic (Ingvaeonic) dialects brought to Great Britain by Anglo-Saxon settlers in the 5th century and further mutated by Norse-speaking Viking settlers starting in the 8th and 9th ...
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Japanese Language
is spoken natively by about 128 million people, primarily by Japanese people and primarily in Japan, the only country where it is the national language. Japanese belongs to the Japonic or Japanese- Ryukyuan language family. There have been many attempts to group the Japonic languages with other families such as the Ainu, Austroasiatic, Koreanic, and the now-discredited Altaic, but none of these proposals has gained widespread acceptance. Little is known of the language's prehistory, or when it first appeared in Japan. Chinese documents from the 3rd century AD recorded a few Japanese words, but substantial Old Japanese texts did not appear until the 8th century. From the Heian period (794–1185), there was a massive influx of Sino-Japanese vocabulary into the language, affecting the phonology of Early Middle Japanese. Late Middle Japanese (1185–1600) saw extensive grammatical changes and the first appearance of European loanwords. The basis of the standard dialect moved f ...
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