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Lost Odyssey
is a Japanese role-playing video game developed by Feelplus and planned by Mistwalker for the Xbox 360. It was published by Microsoft Game Studios in 2007 in Japan and 2008 in western territories. The story follows Kaim, one of a select group of " immortals" who have lost their memories: while confronting threats generated by the world's approaching magical industrial revolution, he must also face the pain brought by his returning memories. The gameplay features many staples of the genre, such as navigation using a world map, random encounters, and a turn-based battle system. First discussions surrounding ''Lost Odyssey'' began in 2003, with development beginning the following year as an internal Microsoft project. After running into difficulties, Feelplus was established as a dedicated studio to work on the game. The story was written by Hironobu Sakaguchi and Japanese author Kiyoshi Shigematsu: Sakaguchi wanted to create a story focusing on evoking human emotions, and kept the ...
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Feelplus
Feelplus Inc. (株式会社フィールプラス Kabushiki gaisha Fiirupurasu) was a Japanese video game developer and a subsidiary of AQ Interactive. The studio was conceived by Microsoft Game Studios specifically to aid Mistwalker in video game development. It was founded by former UPL employees including Tsutomu Fujisawa as on May 1, 1992. Former employees of Nautilus and Square Enix later joined in. By September 2002, '' Cavia'' (later to become ''AQ Interactive'') bought the company. In May 2005, it became a fully owned subsidiary and ''Scarab'' changed its name to ''Feelplus Inc.'' On August 2010, Feelplus Inc., Artoon and Cavia were absorbed into AQ Interactive. Games ;As Scarab *'' Survival Arts'' (1993) *'' Dyna Gear'' (1994) *'' Battle Monsters'' (1995) *''Killing Zone'' (1996) *''Zen-Nihon Pro Wrestling Featuring Virtua'' (1997) *'' Macross: Do You Remember Love?'' (1997) *''Fighting Vipers 2'' (2001, Dreamcast port) ;As Feelplus *''Lost Odyssey'' (2007) co-devel ...
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Immortality
Immortality is the concept of eternal life. Some modern species may possess biological immortality. Some scientists, futurists, and philosophers have theorized about the immortality of the human body, with some suggesting that human immortality may be achievable in the first few decades of the 21st century with the help of certain technologies such as mind uploading (digital immortality). Other advocates believe that life extension is a more achievable goal in the short term, with immortality awaiting further research breakthroughs. The absence of aging would provide humans with biological immortality, but not invulnerability to death by disease or injury. Whether the process of internal immortality is delivered within the upcoming years depends chiefly on research (and in neuron research in the case of internal immortality through an immortalized cell line) in the former view and perhaps is an awaited goal in the latter case. What form an unending human life would take, ...
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Edge (magazine)
''Edge'' is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain. History The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future. The artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game; 199 variants were in general circulation, and one was exclusive to subscribers. Only 200 magazines were printed with each cover, sufficient to more than satisfy ''Edge''s circulation of 28,898. In October 2003, the then-editor of ''Edge'', João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. After the ...
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Front Line
A front line (alternatively front-line or frontline) in military terminology is the position(s) closest to the area of conflict of an armed force's personnel and equipment, usually referring to land forces. When a front (an intentional or unintentional boundary) between opposing sides forms, the front line is the area where each side's forces are engaged in conflict. Leaders have often fought at the front lines either purposefully or due to a collapse in battle formation. While a calculated risk, fighting on the front has in instances reduced communication and heightened morale. All branches of the United States Armed Forces use the related technical terms, Forward Line of Own Troops (FLOT) and Forward Edge of Battle Area (FEBA). These terms are used as battlespace control measures that designate the forward-most friendly maritime or land forces on the battlefield at a given point in time during an armed conflict. FLOT/FEBA may include covering and screening forces. The For ...
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Mana
According to Melanesian and Polynesian mythology, ''mana'' is a supernatural force that permeates the universe. Anyone or anything can have ''mana''. They believed it to be a cultivation or possession of energy and power, rather than being a source of power. It is an intentional force. In the 19th century, scholars compared ''mana'' to similar concepts such as the '' orenda'' of the Iroquois Indians and theorized that ''mana'' was a universal phenomenon that explained the origin of religions. ''Mana'' is not universal to all of Melanesia. Etymology The reconstructed Proto-Oceanic word "mana" is thought to have referred to "powerful forces of nature such as thunder and storm winds" rather than supernatural power. That meaning became detached as the Oceanic-speaking peoples spread eastward and the word started to refer to unseen supernatural powers. Polynesian culture ''Mana'' is a foundation of Polynesian theology, a spiritual quality with a supernatural origin and a ...
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Ring (jewellery)
A ring is a round band, usually made of metal, worn as ornamental jewelry. The term "ring" by itself always denotes jewellery worn on the finger; when worn as an ornament elsewhere, the body part is specified within the term, e.g., earrings, neck rings, arm rings, and toe rings. Rings always fit snugly around or in the part of the body they ornament, so bands worn loosely, like a bracelet, are not rings. Rings may be made of almost any hard material: wood, bone, stone, metal, glass, gemstone or plastic. They may be set with gemstones (diamond, ruby, sapphire or emerald) or with other types of stone or glass. Although some people wear rings as mere ornaments or as conspicuous displays of wealth, rings have symbolic functions respecting marriage, exceptional achievement, high status or authority, membership in an organization, and the like. Rings can be made to sport insignia which may be impressed on a wax seal or outfitted with a small compartment in which to conceal things. In ...
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Random Encounter
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 tables are ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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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 usu ...
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Overworld
An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video game genres, such as some platformers and strategy games. Description Overworlds generally feature a top-down view or a third-person perspective of the fictional world within the game. It often contains varied terrain (including caves, mountains, forests, and bodies of water) and a collection of towns and other locations (most commonly dungeons or levels). When the party enters one of these locations the world map display may remain on the screen, be replaced by the local geography, or be hidden until the party exits the location. In many games, the player is able to travel on the world map; in other games, the player uses the world map to select their next location. Typically, a dungeon houses a host of enemies, while a town usually ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminolog ...
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Lost Odyssey Combat
Lost may refer to getting lost, or to: Geography *Lost, Aberdeenshire, a hamlet in Scotland *Lake Okeechobee Scenic Trail, or LOST, a hiking and cycling trail in Florida, US History *Abbreviation of lost work, any work which is known to have been created but has not survived to the present day Arts, entertainment, and media Films * ''Lost'' (1950 film), a Mexican film directed by Fernando A. Rivero * ''Lost'' (1956 film), a British thriller starring David Farrar * ''Lost'' (1983 film), an American film directed by Al Adamson * ''Lost!'' (film), a 1986 Canadian film directed by Peter Rowe * ''Lost'' (2004 film), an American thriller starring Dean Cain * ''The Lost'' (2006 film), an American psychological horror starring Marc Senter Games *'' Lost: Via Domus'', a 2008 video game by Ubisoft based on the ''Lost'' TV series * ''The Lost'' (video game), a 2002 vaporware game by Irrational Games Literature * ''Lost'' (Maguire novel), a 2001 horror/mystery novel by Gregory Maguire * ...
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