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Wild Arms 5
''Wild Arms 5'', released in Japan as , is the fifth video game in the ''Wild Arms'' series of Japanese role-playing games. The game celebrates the series' 10th anniversary by featuring cameo appearances of characters from the previous games. It was developed by Media.Vision for the Sony PlayStation 2 platform. Gameplay Combat system During combat, the field is split into seven hexagonal sections, some of which may have special properties. The player and enemies can move to different hexagons during their turn. This time around, the party count is three instead of four. Dean's party members and enemies can act instantly when they move onto the next hexagonal platform. The Force meter returns from ''Wild Arms 4''. This meter increases as Dean's party members make physical attacks or are attacked. This can be used for Original attacks, Team Combos or summoning Guardian beasts to attack enemies. The more powerful the attack is, the more the Force meter will be drained. The char ...
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Media
Media may refer to: Communication * Media (communication), tools used to deliver information or data ** Advertising media, various media, content, buying and placement for advertising ** Broadcast media, communications delivered over mass electronic communication networks ** Digital media, electronic media used to store, transmit, and receive digitized information ** Electronic media, communications delivered via electronic or electromechanical energy ** Hypermedia, media with hyperlinks ** Interactive media, media that is interactive ** Mass media, technologies that reach a large audience via mass communication ** MEDIA Programme, a European Union initiative to support the European audiovisual sector ** Multimedia, communications that incorporate multiple forms of information content and processing ** New media, the combination of traditional media and computer and communications technology ** News media, mass media focused on communicating news ** Print media, communicati ...
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Persephone
In ancient Greek mythology and religion, Persephone ( ; gr, Περσεφόνη, Persephónē), also called Kore or Cora ( ; gr, Κόρη, Kórē, the maiden), is the daughter of Zeus and Demeter. She became the queen of the underworld after her abduction by and marriage to her uncle Hades, the king of the underworld.Martin Nilsson (1967). ''Die Geschichte der Griechische Religion'' Vol I pp 462–463, 479–480 The myth of her abduction, her sojourn in the underworld, and her temporary return to the surface represents her functions as the embodiment of spring and the personification of vegetation, especially grain crops, which disappear into the earth when sown, sprout from the earth in spring, and are harvested when fully grown. In Classical Greek art, Persephone is invariably portrayed robed, often carrying a sheaf of grain. She may appear as a mystical divinity with a sceptre and a little box, but she was mostly represented in the process of being carried off by Hades. ...
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Voiceover
Voice-over (also known as off-camera or off-stage commentary) is a production technique where a voice—that is not part of the narrative (non- diegetic)—is used in a radio, television production, filmmaking, theatre, or other presentations. The voice-over is read from a script and may be spoken by someone who appears elsewhere in the production or by a specialist voice actor. Synchronous dialogue, where the voice-over is narrating the action that is taking place at the same time, remains the most common technique in voice-overs. Asynchronous, however, is also used in cinema. It is usually prerecorded and placed over the top of a film or video and commonly used in documentaries or news reports to explain information. Voice-overs are used in video games and on-hold messages, as well as for announcements and information at events and tourist destinations. It may also be read live for events such as award presentations. Voice-over is added in addition to any existing dialogue an ...
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Super Deformed
Chibi, also known as super deformation, or S.D. is a style of caricature originating in Japan, and common in anime and manga where characters are drawn in an exaggerated way, typically small and chubby with stubby limbs, oversized heads, and minimal detail. The style has found its way into the anime and manga fandom through its usage in manga works. Word usage and etymology The English term "chibi" derives from the Japanese , where is a colloquial word for very short people and children, itself deriving from , and is loaned from the English "character." "Super deformed" and "S.D." come from Japanese , itself from French . Proportions and appearance Compared to the average anime character, usually about seven to eight heads tall, the head of a super-deformed character is normally anywhere between one third and one half the character's height. In addition to their modified proportions, super-deformed characters typically lack the detail of their normal counterparts. As a res ...
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Anime
is hand-drawn and computer-generated animation originating from Japan. Outside of Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, in Japan and in Japanese, (a term derived from a shortening of the English word ''animation'') describes all animated works, regardless of style or origin. Animation produced outside of Japan with similar style to Japanese animation is commonly referred to as anime-influenced animation. The earliest commercial Japanese animations date to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist Osamu Tezuka and spread in following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, directly to home media, and over the Internet. In addition to original works, anime are often adaptations of Japanese comics (manga), light novels, or video games. It is classified into numerous genres targeting various broad and niche ...
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Cut Scene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pace (narrative), pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendering, pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting wi ...
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Panning (camera)
In cinematography and photography panning means swivelling a still or video camera horizontally from a fixed position. This motion is similar to the motion of a person when they turn their head on their neck from left to right. In the resulting image, the view seems to "pass by" the spectator as new material appears on one side of the screen and exits from the other, although perspective lines reveal that the entire image is seen from a fixed point of view. The term ''panning'' is derived from ''panorama'', suggesting an expansive view that exceeds the gaze, forcing the viewer to turn their head in order to take everything in. Panning, in other words, is a device for gradually revealing and incorporating off-screen space into the image. Panning should never be confused with tracking or "travelling," in which the camera is not just swivelled but is physically displaced left or right, generally by being rolled parallel to its subject. In video technology, panning refers to the ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector ...
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Computer-generated Imagery
Computer-generated imagery (CGI) is the use of computer graphics to create or contribute to images in art, printed media, video games, simulators, and visual effects in films, television programs, shorts, commercials, and videos. The images may be static (still images) or dynamic ( moving images), in which case CGI is also called ''computer animation''. CGI may be two-dimensional (2D), although the term "CGI" is most commonly used to refer to the 3-D computer graphics used for creating characters, scenes and special effects in films and television, which is described as "CGI animation". The first feature film to make use of CGI was the 1973 film '' Westworld''. Other early films that incorporated CGI include '' Star Wars'' (1977), ''Tron'' (1982), '' Golgo 13: The Professional'' (1983), ''The Last Starfighter'' (1984), '' Young Sherlock Holmes'' (1985) and ''Flight of the Navigator'' (1986). The first music video to use CGI was Dire Straits' award-winning " Money for No ...
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Twilight Venom
Twilight is light produced by sunlight scattering in the upper atmosphere, when the Sun is below the horizon, which illuminates the lower atmosphere and the Earth's surface. The word twilight can also refer to the periods of time when this illumination occurs. The lower the Sun is beneath the horizon, the dimmer the twilight (other factors such as atmospheric conditions being equal). When the Sun reaches 18° below the horizon, the twilight's brightness is nearly zero, and evening twilight becomes nighttime. When the Sun again reaches 18° below the horizon, nighttime becomes morning twilight. Owing to its distinctive quality, primarily the absence of shadows and the appearance of objects silhouetted against the lit sky, twilight has long been popular with photographers and painters, who often refer to it as the blue hour, after the French expression ''l'heure bleue''. By analogy with evening twilight, the word ''twilight'' is also sometimes used metaphorically, to imply that ...
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Sidequest
A quest, or mission, is a task in video games that a player-controlled character, party, or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games. Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in the character's experience in order to learn new skills and abilities, or any combination of the above. Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have. Many types of quests are referred to as ...
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Wild Arms 3
''Wild Arms 3'', known in Japan as , is a role-playing video game developed by Media.Vision for the PlayStation 2. It is a sequel to ''Wild Arms'' and '' Wild Arms 2''. Sony Computer Entertainment released it in Japan and North America in 2002 and Ubi Soft published it in Europe in 2003. In May 2016 the game was released for PlayStation 4 through PlayStation Network. The story follows Virginia Maxwell, an amateur Drifter (adventurer) looking for adventure on Filgaia, a desert planet with wild west motifs. After foiling an attempted train robbery of a valuable treasure, Virginia joins forces with three other Drifters as they travel the world and unravel a mysterious plot involving the ancient history of the planet. Gameplay ''Wild Arms 3 ''is the first game in the ''Wild Arms'' series in which all party members are able to use ARMs (magical firearms). It also replaces equippable armor and weapons with Personal Skills via Guardian (Mediums) invocation. The battle graphics use ...
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