Xenogears Characters
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Xenogears Characters
''Xenogears'' is a 1998 role-playing video game developed and published by Square for the PlayStation video game console. It is the debut entry in the larger '' Xeno'' franchise. The gameplay of ''Xenogears'' revolves around navigating 3D environments both on-foot and using humanoid mecha dubbed "Gears". Combat is governed by a version of the turn-based "Active Time Battle" system. The story follows protagonist Fei Fong Wong and several others as they journey across the world to overthrow the all-powerful rule of Solaris and uncover mysteries concerning their world. The story incorporates Jungian psychology, Freudian thought, and religious symbolism. Created by Tetsuya Takahashi and his wife Kaori Tanaka as a proposal for ''Final Fantasy VII'', it was allowed to be developed as its own project; first as a sequel to ''Chrono Trigger'' and then as an original game with a science fiction premise. It was developed under the working title "Project Noah". The characters were designed b ...
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Square (video Game Company)
(also known under its American brand name SquareSoft) was a Japanese video game development studio and publisher. It was founded in 1986 by Masafumi Miyamoto, who spun off part of his father's electronics company Den-Yu-Sha. Among its early employees were Hironobu Sakaguchi, Hiromichi Tanaka, Akitoshi Kawazu, Koichi Ishii, Kazuko Shibuya, Nasir Gebelli and Nobuo Uematsu. After several other projects, all of these employees would work on ''Final Fantasy'', a 1987 game for the Nintendo Entertainment System which would bring commercial and critical success and launch a franchise of the same name. Later notable staff included Yoshinori Kitase, Takashi Tokita, Tetsuya Nomura, Yoko Shimomura and Yasumi Matsuno. Initially developing for PCs, then exclusively for Nintendo systems, Square broke with Nintendo in the 1990s to develop for Sony's in-development PlayStation. Their first PlayStation project, '' Final Fantasy VII'', was a worldwide success, going on to sell ten million units, ...
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Jungian Psychology
Analytical psychology ( de , Analytische Psychologie, sometimes translated as analytic psychology and referred to as Jungian analysis) is a term coined by Carl Jung, a Swiss psychiatrist, to describe research into his new "empirical science" of the psyche. It was designed to distinguish it from Freud's psychoanalytic theories as their seven-year collaboration on psychoanalysis was drawing to an end between 1912 and 1913. (New Pathways in Psychology) The evolution of his science is contained in his monumental ''opus'', the '' Collected Works'', written over sixty years of his lifetime. The history of analytical psychology is intimately linked with the biography of Jung. At the start, it was known as the "Zurich school", whose chief figures were Eugen Bleuler, Franz Riklin, Alphonse Maeder and Jung, all centred in the Burghölzli hospital in Zurich. It was initially a theory concerning psychological complexes until Jung, upon breaking with Sigmund Freud, turned it into a genera ...
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Square Enix
is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game franchises, among numerous others. Outside of video game publishing and development, it is also in the business of merchandise, Arcade game, arcade facilities, and manga publication under its Gangan Comics brand. The original Square Enix Co., Ltd. was formed in April 2003 from a mergers and acquisitions, merger between Square (video game company), Square and Enix, with the latter as the surviving company. Each share of Square's common stock was stock swap, exchanged for 0.85 shares of Enix's common stock. At the time, 80% of Square Enix staff were made up of former Square employees. As part of the merger, former Square president Yoichi Wada was appointed the president of the new corporation, while former Enix president Keiji Honda was name ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Spiritual Successor
A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous work, but (unlike a traditional prequel or sequel) does not explicitly continue the product line or media franchise of its predecessor, and is thus only a successor "in spirit". Spiritual successors often have similar themes and styles to their source material, but are generally a distinct intellectual property. In fiction, the term generally refers to a work by a creator that shares similarities to one of their earlier works, but is set in a different continuity, and features distinct characters and settings. Such works may arise when licensing issues prevent a creator from releasing a direct sequel using the same copyrighted characters and names as the original. The term is also used more broadly to describe a pastiche work that intentionally evokes similarities to pay homage to other influential works, but is also distinct enou ...
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Xenoblade Chronicles
is a series of action role-playing games developed by Monolith Soft and published by Nintendo. It is a part of the '' Xeno'' metaseries created by Tetsuya Takahashi, but was formed after Nintendo's acquisition of Monolith Soft in 2007. The series began with the original ''Xenoblade Chronicles'' game, published for the Nintendo Wii in 2010; it was a critical and commercial success, and spawned sequels. The series has been both critically and commercially successful selling 6.8 million copies worldwide. ''Xenoblade Chronicles'' was well-received for its world design, music, stories, and themes. The series has been represented in other gaming franchises, including the '' Super Smash Bros.'' and ''Project X Zone'' series. Common elements The stories and characters vary with each game in the ''Xenoblade Chronicles'' series, however series creator Tetsuya Takahashi believes that the series is defined by the players' desire to remain in the game world. The core concept of these games ...
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Xenosaga
''Xenosaga'' is a role-playing video game series developed by Monolith Soft and primarily published by Namco. Forming part of the wider '' Xeno'' metaseries, ''Xenosaga'' is set in a science fiction universe and follows a group of characters as they face both a hostile alien race called the Gnosis and human factions fighting for control of the Zohar, an artifact connected to a god-like energy called U-DO. Gameplay across the series is similar, with the characters being guided through a linear narrative and fighting enemies using a turn-based combat system. The party fights both on foot and in a variety of mechs. Tetsuya Takahashi created ''Xenosaga'' as a spiritual successor to the Square (video game company), Square-produced ''Xenogears'', for which he founded Monolith Soft with help from Namco; multiple ''Xenogears'' staff returned, including co-writer Soraya Saga. Following the release of the Xenosaga Episode I, first game, the ''Xenosaga'' series was given over to new staff wit ...
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Monolith Soft
trading as Monolith Soft, is a Japanese video game development studio originally owned by Namco (later Bandai Namco) until being bought out by Nintendo in 2007. The company was founded in 1999 by Tetsuya Takahashi with the support and cooperation of Masaya Nakamura, the founder of Namco. Their first project was the ''Xenosaga'' series, a spiritual successor to the 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'' 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 released on the PlayStation 2, the majority of its games have released on Nintendo platforms. As of 2019, Monolith Soft operates four studios. Its main studio is in Meguro, Tokyo that produces the company's ...
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Cult Following
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 something ...
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List Of Video Games Considered Artistic
This is a list of video games considered to be works of art by art critics and video game reviewers. Although several countries offer legal protections to video games which are similar or identical to protections offered to other artistic works, and although by this standard all video games can be considered as art, this article lists games that have been specifically identified by art critics and video game reviewers as works of art. The term "art game" as used in reference to a distinct genre of video games was first used academically in 2002. This list does not include visual novels, which are considered an independent art form within the video game industry. 20th century 2000–2005 2006–2010 2011–2015 2016–present See also *Video games as an art form The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Co ...
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Richard Honeywood
Richard Mark Honeywood is a video game localization director and professional English/Japanese translator. He grew up in Australia and moved to Japan after graduating with degrees in computer science and Japanese from the University of Sydney. Honeywood initially worked for several Japanese video game developers as a programmer, but transitioned to localization after joining Square in 1997. He is credited with founding the localization department at the company which has been praised for its high-quality translations. During his tenure at Square (later Square Enix), Honeywood expanded the team's role from text translation to becoming a partner of the development team, creating localized text and graphics and ensuring that the video game code supported multiple languages easily. In 2007, Honeywood left Square Enix for Blizzard Entertainment, where he served as the global localization manager for ''World of Warcraft'' until November 2010. He then moved to be the translation director ...
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Cutscene
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 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-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 with a slideshow synchronized to ...
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