.hack ENEMY Trading Card Game
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.hack ENEMY Trading Card Game
''.hack'' (pronounced "Dot Hack") is a Japanese multimedia franchise that encompasses two projects: Project .hack and .hack Conglomerate. They were primarily created and developed by CyberConnect2, and published by Bandai Namco Entertainment. The series features an alternative history setting in the rise of the new millennium regarding the technological rise of a new version of the internet following a major global computer network disaster in the year 2005, and the mysterious events regarding the wildly popular fictional massively multiplayer online role-playing game ''The World''. Project .hack Project .hack was the first project of the ''.hack'' series. It launched in 2002 with the anime series '' .hack//Sign'' in April 2002 and the PlayStation 2 game '' .hack//Infection'' in June 2002. Project developers included Koichi Mashimo (Bee Train), Kazunori Itō (Catfish) and Yoshiyuki Sadamoto (Gainax). Since then, Project .hack has spanned television, video games, manga and no ...
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Logo DotHack
A logo (abbreviation of logotype; ) is a graphic mark, emblem, or symbol used to aid and promote public identification and recognition. It may be of an abstract or figurative design or include the text of the name that it represents, as in a wordmark. In the days of hot metal typesetting, a logotype was one word cast as a single piece of type (e.g. "The" in ATF Garamond), as opposed to a Typographic ligature, ligature, which is two or more letters joined, but not forming a word. By extension, the term was also used for a uniquely set and arranged typeface or colophon (publishing), colophon. At the level of mass communication and in common usage, a company's logo is today often synonymous with its trademark or brand.Wheeler, Alina. ''Designing Brand Identity'' © 2006 John Wiley & Sons, Inc. (page 4) Etymology Online Etymology Dictionary, Douglas Harper's ''Online Etymology Dictionary'' states that the first surviving written record of the term 'logo' dates back to 1937, and ...
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BlackRose (
''.hack'' comprises ''"Project .hack"'' and "''.hack Conglomerate".'' It is a Japan, Japanese multimedia franchise primarily developed by CyberConnect2 and published by Bandai. The franchise is set on an Earth with an alternate history. In this timeline, a new version of the Internet arises following a major global computer network disaster in 2005. Central to the premise is a mystery about the wildly popular in-universe video game, ''The World''. As most of the story takes place within ''The World'', characters typically play and interact as their Avatar (computing), avatars. The first four Video game, video games follow a newcomer called Kite (.hack), Kite, who goes on a quest to revive his friend, who fell into a coma after his character was killed by an unknown creature. Bee Train also produced an anime series focused on a player named Tsukasa, who has no memory of his identity outside of the game and cannot leave ''The World''. In 2006, CyberConnect2, Cyber Connect 2 and Bee ...
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Interpersonal Relationship
In social psychology, an interpersonal relation (or interpersonal relationship) describes a social association, connection, or affiliation between two or more people. It overlaps significantly with the concept of social relations, which are the fundamental unit of analysis within the social sciences. Relations vary in degrees of intimacy, self-disclosure, duration, reciprocity, and power distribution. The main themes or trends of the interpersonal relations are: family, kinship, friendship, love, marriage, business, employment, clubs, neighborhoods, ethical values, support and solidarity. Interpersonal relations may be regulated by law, custom, or mutual agreement, and form the basis of social groups and societies. They appear when people communicate or act with each other within specific social contexts, and they thrive on equitable and reciprocal compromises. Interdisciplinary analysis of relationships draws heavily upon the other social sciences, includin ...
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Escapism
Escapism is mental diversion from unpleasant aspects of daily life, typically through activities involving imagination or entertainment. Escapism also may be used to occupy one's self away from persistent feelings of depression or general sadness. Perceptions Entire industries have sprung up to foster a growing tendency of people to remove themselves from the rigors of daily life – especially into the digital world. Many activities that are normal parts of a healthy existence (e.g., eating, sleeping, exercise, sexual activity) can also become avenues of escapism when taken to extremes or out of proper context; and as a result the word "escapism" often carries a negative connotation, suggesting that escapists are unhappy, with an inability or unwillingness to connect meaningfully with the world and to take necessary action. Indeed, the ''Oxford English Dictionary'' defined escapism as "The tendency to seek, or the practice of seeking, distraction from what normally has to b ...
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Anxiety
Anxiety is an emotion characterised by an unpleasant state of inner wikt:turmoil, turmoil and includes feelings of dread over Anticipation, anticipated events. Anxiety is different from fear in that fear is defined as the emotional response to a present threat, whereas anxiety is the anticipation of a future one. It is often accompanied by nervous behavior such as pacing back and forth, Somatic anxiety, somatic complaints, and Rumination (psychology), rumination. Anxiety is a feeling of uneasiness and worry, usually generalized and unfocused as an overreaction to a situation that is only subjectively seen as menacing. It is often accompanied by muscular tension, restlessness, Fatigue (medical), fatigue, inability to catch one's breath, tightness in the abdominal region, nausea, and problems in concentration. Anxiety is closely related to fear, which is a response to a real or perceived immediate threat (fight-or-flight response); anxiety involves the expectation of a future t ...
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ...
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Player Character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive Attribute (rol ...
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Hack
Hack may refer to: Arts, entertainment, and media Games * Hack (Unix video game), ''Hack'' (Unix video game), a 1984 roguelike video game * .hack (video game series), ''.hack'' (video game series), a series of video games by the multimedia franchise ''.hack'' Music * Hack (album), ''Hack'' (album), a 1990 album by Information Society Film * ''Hack!'', a 2007 film starring Danica McKellar * Hacked (film), ''Hacked'' (film), a 2011 Bollywood thriller film * The Den (2013 film), ''The Den'' (2013 film), a 2013 American film also known as ''Hacked'' Other uses in arts, entertainment, and media * Hack (comedy), a joke that is considered obvious, frequently used, or stolen * Hack (comics), a Marvel Comics Universe mutant character * Hack (radio program), ''Hack'' (radio program), an Australian current affairs program * Hack (TV series), ''Hack'' (TV series), an American television series * .hack, a Japanese multimedia franchise * Lifehacker, a weblog about life hacks and software C ...
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Original Video Animation
, abbreviated as OVA and sometimes as OAV (original animation video), are Japanese animated films and special episodes of a series made specially for release in home video formats without prior showings on television or in theaters, though the first part of an OVA series may be broadcast for promotional purposes. OVA titles were originally made available on VHS, later becoming more popular on LaserDisc and eventually DVD. Starting in 2008, the term OAD (original animation DVD) began to refer to DVD releases published bundled with their source-material manga. Format Like anime made for television broadcast, OVAs are divided into episodes. OVA media (tapes, laserdiscs or DVDs) usually contain just one episode each. Episode length varies from title to title: each episode may run from a few minutes to two hours or more. An OVA series can run anywhere from a single episode to dozens of episodes in length. Many anime series first appeared as OVAs, and later grow to become televis ...
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Bandai Visual
was a Japanese anime, film production, and distribution company, established by Bandai and a subsidiary of Bandai Namco Holdings. They focused mainly in international distribution of anime properties in North America. Most of the anime and films that have been distributed and licensed by Bandai Visual have been released under the Emotion label. After the reorganization of Bandai Namco Holdings in 2006, Bandai Visual headed the group's Visual and Music Content Strategic Business Unit. Its subsidiaries included the Emotion Music Company, Ltd. (whose logos also include the Moai from Easter Island), and Lantis music publishing labels. Until 2012, it was involved in the production and distribution of several anime titles, including those it has directly produced itself and anime series produced by the anime studio Sunrise, an alternate anime studio subsidiary of Bandai Namco Holdings. In September 2017, Bandai Visual acquired the anime studio Actas. In February 2018, it was ...
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Kōichi Mashimo
(born June 21, 1952) is a Japanese former anime director and the founder of the animation studio Bee Train. Since the creation of the studio, Mashimo directed or otherwise participated in a large number of the studio's works, for example, as a member of the art or sound department. Biography Kōichi Mashimo was born in Tokyo, Japan and from his early years showed interest in photography, under the influence of his father. Mashimo studied jurisprudence at Sophia University and during his fourth university year, he participated in the making of several television commercials. However, this was a rather disappointing experience, and on November 6, 1975, he applied for a position of Hiroshi Sasagawa's assistant director in Tatsunoko Production. The first anime series he worked on was '' Time Bokan'' (1975–76). In the mid-1980s, while still working for Tatsunoko, Mashimo survived a severe alpine skiing accident. During his stay in an intensive care unit, he came up with an idea of ...
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Decipher Inc
Decipher, Inc. is an American gaming company headquartered in Norfolk, Virginia, US. The company began with three puzzles marketed as "Decipher," subsequently marketing party games and ''Pente'' sets. After 1994, Decipher produced collectible card and role-playing games — including their longest-running product, '' How to Host a Murder'' Mystery series. Other popular works have included many different card games. Since 2002, Decipher has released two licensed role-playing games: '' Star Trek RPG'' and ''The Lord of the Rings Roleplaying Game''. History Decipher was founded by Warren Holland in 1983 designing and marketing games. Their first project was the Decipher contest puzzle, a "contest" jigsaw puzzle that challenged buyers to solve four cryptograms printed on the jigsaw puzzle and enter to win a prize. This was followed by Decipher II, of which all four embedded puzzles were solved, though the solution to the last puzzle has since been lost; and Decipher III, whic ...
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