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Xenoblade Chronicles X
''Xenoblade Chronicles X'' is a 2015 action role-playing game developed by Monolith Soft and published by Nintendo for the Wii U. The game is part of the ''Xenoblade Chronicles'' series, itself forming part of the wider ''Xeno (series), Xeno'' metaseries. Carrying over several gameplay elements from the Xenoblade Chronicles (video game), original game, players explore the open world planet Mira, completing a variety of quests and unlocking new regions to explore and gather resources from across its five continents. The story follows a surviving human ship after escaping an alien battle which destroys Earth, with the player character joining the BLADE unit to defend the human survivors and uncover Mira's secrets. Production began in 2010 after work finished on ''Xenoblade Chronicles''. Returning staff included series creator Tetsuya Takahashi as executive director and co-writer, director and designer Koh Kojima, and co-writer Yuichiro Takeda. ''Xenosaga'' artists Kunihiko Tanaka ...
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Monolith Soft
trade name, trading as Monolith Soft, is a Japanese Video game developer, video game development studio originally owned by Namco (later Bandai Namco) until being bought out by Nintendo in 2007, best known for the ''Xenoblade Chronicles'' series of games. The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura (businessman), Masaya Nakamura, the founder of Namco. Their first project was the ''Xenosaga'' series, a spiritual successor to the Square (video game company), Square-developed ''Xenogears''. Multiple Square staff would join Takahashi at Monolith Soft including Hirohide Sugiura and Yasuyuki Honne. In addition to the ''Xenosaga'' series, Monolith Soft worked on other projects including ''Baten Kaitos: Eternal Wings and the Lost Ocean, Baten Kaitos'' and ''Namco × Capcom'', the precursor to their later ''Project X Zone'' series, along with assisting on projects from other developers. While several of its games have release ...
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Open World
In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game), The Legend of Zelda'' (1986), ''Grand Theft Auto V'' (2013), ''Red Dead Redemption 2'' (2018) and ''Minecraft'' (2011). Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world dynamically and seamlessly. Open-world games still enforce many restrictions in the game env ...
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Off TV Play
Off-TV Play is a feature of Nintendo's eighth-generation video game console, the Wii U. Like all video game consoles, the Wii U uses a console and a controller to manipulate an image on a television screen. The Wii U's unique feature is that its controller, the Wii U GamePad, has its own built-in screen for displaying images. It can display an entirely different image, or duplicate the television screen into the Wii U GamePad. It also allowed for 2-Player multiplayer, where each person would have their own screen with no need for Co-op splitscreen. Off-TV Play is the term used for when an entire game is played strictly on the controller, without the use of a television. The GamePad also features two speakers that can be used for Off-TV Play. There is no standardized way to activate Off-TV Play and how it's implemented depends on the game. Background The Wii U console was officially unveiled at E3 2011 in June 2011, where it was first detailed that the console's controller would ...
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Wii U GamePad
The Wii U GamePad is the standard game controller for Nintendo's Wii U home video game console. Incorporating features from tablet computers, the GamePad has traditional input methods (such as buttons, dual analog sticks, and a D-pad), touchscreen controls, and motion controls. The touchscreen can be used to supplement a game by providing alternate, second screen functionality, or an asymmetric view of a scenario in a game. The screen can also be used to play a game strictly on the GamePad screen without the use of a television display. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote. In 2009, the development of the Wii U GamePad began alongside development of the main Wii U console. The Wii U GamePad can be used in conjunction with other controllers compatible with the console, such as the Wii Remote Plus, Nunchuk, Wii Balance Board, and the more conventional Wii U Pro Controller. Response to the Wii U GamePad was mi ...
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Artificial Intelligence (video Games)
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligence, intelligent behaviors primarily in non-player character, non-playable characters (NPCs) similar to Human intelligence, human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in 1948, first seen in the game ''Nim''. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and Decision tree learning, decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data m ...
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Quick-time Event
In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead. The term "quick time event" is attributed to Yu Suzuki, director of the game '' Shenmue'' which used the QTE feature (then called "quick timer events") to a great degree. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at ...
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Health (game Terminology)
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. 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 have more health and armor. In many gam ...
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Character Class
In tabletop games and video games, a character class is an occupation, profession, or role assigned to a game character to highlight and differentiate their capabilities and specializations. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a ( unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in '' Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics th ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from '' Dungeons & Dragons'', experience points are used to improve characters in discrete experience ...
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Action Role-playing Video Game
An action role-playing game (often abbreviated action RPG or ARPG) is a video game genre that combines core elements from both the action game and role-playing game genres. Definition Action role-playing games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu-based combat while still having a focus on character's stats in order to determine relative strength and abilities. These games often use action game combat systems similar to hack and slash or shooter games. The term "action role-playing game" may also describe action-adventure games, which include a mission system and role-playing game mechanics, as well as MMORPGs with real-time combat systems. History Several games prior to 1984 are considered precursors to the action RPG genre. Allgame cited ''Temple of Apshai'' (1979) and its sequel '' Gateway to Apshai'' (1983), ''Beneath the Pyramids'' for the Apple II (1980), ''Bokosuka Wars'' (1983), and ''Sword of ...
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