Guilty Gear XX Λ Core
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Guilty Gear XX Λ Core
''Guilty Gear X2'', also known as and subtitled ''The Midnight Carnival'' in Japan, is a fighting game developed by Arc System Works and published by Sammy Studios. The third main installment of the '' Guilty Gear'' series, ''Guilty Gear X2'' furthered the plot of the series, as well as introduced new characters and gameplay mechanics. A sequel to ''Guilty Gear X'', it was announced in January 2002, and was released on May 23, 2002, for the arcades. It was later ported to the PlayStation 2 and published in North America and Europe. The PlayStation 2 version of ''Guilty Gear X2'' sold well in Japan; over 140,000 copies were sold between 2002 and 2004. In addition to the public reception, the game has been praised by video game critics. Several aspects were commended, the most noticeable being its gameplay, visuals, music, and new additions from ''Guilty Gear X''. Some called it the best title of the series, of the year, and even one of the best fighting games of all time. S ...
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Arc System Works
, commonly referred to as ArcSys, is a Japanese video game developer and publisher located in Yokohama. Founded by Minoru Kidooka in 1988, the company is known for arcade 2D fighting game franchises, including ''Guilty Gear'' and ''BlazBlue'', as well as other license-based fighting games for ''Dragon Ball'', ''Persona 4'' and others. History The company was founded in January 1988 and incorporated as Arc Co., Ltd. in May. The company spent early years as a contract developer for Sega, Sammy and Banpresto. It consisted at the time of around eight developers; most of whom had previously worked at Sega including founder Minoru Kidooka. It was renamed Arc System Works in 1991. In 1992 they developed a game for the Famicom called ''Pizza Pop!''. The company produced a series of '' Sailor Moon'' video games for publisher Angel including '' Bishōjo Senshi Sailor Moon S: Jōgai Rantō!? Shuyaku Sōdatsusen'' which was the first fighting game they produced''.'' They published their fir ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Nonlinear Narrative
Nonlinear narrative, disjointed narrative, or disrupted narrative is a narrative technique, sometimes used in literature, film, video games, and other narratives, where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line. Most of the time, it is used to mimic the structure and recall of a character, but has been used for other reasons as well. Literature Beginning a non-linear narrative ''in medias res'' (Latin: "into the middle of things") began in ancient times and was used as a convention of epic poetry, including Homer's ''Iliad'' in the 8th century BC. The technique of narrating most of the story in flashback is also seen in epic poetry, like the Indian epic the ''Mahabharata''. Several medieval '' Arabian Nights'' tales such as "The City of Brass" a ...
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Health (gaming)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. 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 ...
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Handicapping
Handicapping, in sport and games, is the practice of assigning advantage through scoring compensation or other advantage given to different contestants to equalize the chances of winning. The word also applies to the various methods by which the advantage is calculated. In principle, a more experienced participant is disadvantaged, or a less experienced or capable participant is advantaged, in order to make it possible for the less experienced participant to win whilst maintaining fairness. Handicapping is used in scoring many games and competitive sports, including go, shogi, chess, croquet, golf, bowling, polo, basketball, and track and field events. Handicap races are common in clubs which encourage all levels of participants, such as swimming or in cycling clubs and sailing clubs, or which allow participants with a variety of standards of equipment. Often races, contests or tournaments where this practice is competitively employed are known as ''Handicaps''. Handicappi ...
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Rovi Corporation
TiVo Corporation, formerly known as the Rovi Corporation and Macrovision Solutions Corporation, was an American technology company. Headquartered in San Jose, California, the company is primarily involved in licensing its intellectual property within the consumer electronics industry, including digital rights management, electronic program guide software, and metadata. The company holds over 6,000 pending and registered patents. The company also provides analytics and recommendation platforms for the video industry. In 2016, Rovi acquired digital video recorder maker TiVo Inc., and renamed itself TiVo Corporation. On May 30, 2019, TiVo announced the appointment of Dave Shull as the company's new president and CEO. On December 19, 2019, TiVo merged with Xperi; the combined firm operates as ''Xperi''. History Macrovision Corporation was established in 1983. The 1984 film '' The Cotton Club'' was the first video to be encoded with Macrovision technology when it was released in 1 ...
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Allgame
RhythmOne , previously known as Blinkx, and also known as RhythmOne Group, is an American digital advertising technology company that owns and operates the web properties AllMusic, AllMovie, and SideReel. Blinkx was founded in 2004, went public on the AIM market of the London Stock Exchange in 2007, and began trading as RhythmOne in 2017. The company is headquartered in San Francisco, California, and London, England. RhythmOne acquired All Media Network and its portfolio of web properties in April 2015. In April 2019, RhythmOne merged with Taptica International (renamed Tremor International in June 2019), an advertising technology company headquartered in Israel. History Blinkx was named after blinkx.com, an Internet Media platform that connects online video viewers with publishers and distributors, using advertising to monetize those interactions. Blinkx has an index of over 35 million hours of video and 800 media partnerships, as well as 111 patents related to the site's ...
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Ziff Davis Media
Ziff Davis, Inc. is an American digital media and internet company. First founded in 1927 by William Bernard Ziff Sr. and Bernard George Davis, the company primarily owns technology-oriented media websites, online shopping-related services, and software services. History The company was founded by William B. Ziff Company publisher Bill Ziff Sr. with Bernard Davis. Upon Bill Ziff's death in 1953, William B. Ziff Jr., his son, returned from Germany to lead the company. In 1958, Bernard Davis sold Ziff Jr. his share of Ziff Davis to found Davis Publications, Inc.; Ziff Davis continued to use the Davis surname as Ziff-Davis. Throughout most of Ziff Davis' history, it was a publisher of hobbyist magazines, often ones devoted to expensive, advertiser-rich technical hobbies such as cars, photography, and electronics. Since 1980, Ziff Davis has primarily published computer-related magazines and related websites, establishing Ziff Davis as an Internet information company. Ziff Dav ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Boss (gaming)
In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that point. Boss battles are generally seen at climax points of particular sections of games, such as at the end of a level or stage or guarding a specific objective. A miniboss is a boss weaker or less significant than the main boss in the same area or level, though usually more powerful than the standard opponents and often fought alongside them. A superboss (sometimes 'secret' or 'hidden' boss) is generally much more powerful than the bosses encountered as part of the main game's plot and is often an optional encounter. A final boss is often the main antagonist of a game's story and the defeat of that character usually provides a positive conclusion to the game. A boss rush is a stage where the player faces multiple previous bosses again ...
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Game Mechanics
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desig ...
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