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Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
PRESS RELEASE Media Contact Michael Prefontaine | Silicon Studio
PRESS RELEASE Media Contact Michael Prefontaine | Silicon Studio | [email protected] |+81 (0)3 5488 7070 From Silicon Studio and MISTWALKER New game "Terra Battle 2" under joint development Teaser site, trailer, and social media released Tokyo, Japan, (June 22, 2017) –Middleware and game development company, Silicon Studio Corporation are excited to announce their joint development with renowned game developer MISTWALKER COPRPORATION, to develop the next game in the hit “Terra Battle” series, “Terra Battle 2” for smartphones and PC. The official trailer and social media sites are set to open June 22, 2017. About Terra Battle 2 The battle gameplay that wowed so many players in the original "Terra Battle" remains, but now it is complimented by a full role-playing game in which every system has evolved to deliver a more deeply enriched story and experience. The adoption of the dynamic field map allows you direct and travel with your characters throughout the world. Intense emotion abounds from fated encounters, bitter farewells, the joy of glory won, pain and heartbreak, and more heated battles that will have your hands sweating. 1 | Can the people of "Terra" ever uncover the illusive truth of their world? A spectacular journey is waiting for you. ●Gameplay screenshot(Depicted is still under development) Screenshots from left to right: Title Screen, Field Map, Battle Scene, Event Scene ●Character/ Guardian Left:Roland(Guardian)/Right:Sarah(Character) 2 | Trailer, Teaser site, Social Media Ahead of the release the teaser site, trailer, and official Twitter and Facebook accounts will open. For now, these are only available in Japanese, but users are welcome to check in for more information. -
View the Manual
White Pearl Game Mechanics Manual & Full Credits Game Manual & Credits © Harry Gill White Pearl Game Mechanics Manual & Full Credits Use This manual will explain all the main mechanics of the game. For the complete official guide, which contains a story and boss walkthrough (including much more, such as the inclusion of the game’s entire database); please install the Chronicle Edition DLC. Important Terminology Action Button – Refers to the button used to interact with objects and NPCs, as well as confirm selections. Used by pressing Enter/X/Square. Cancel Button – Refers to the button used to cancel selections and sometimes access menus. Used by pressing ESC/B/Circle © Harry Gill White Pearl Game Mechanics Manual & Full Credits Developer Comments It’s been a long time since White Pearl’s launch, after which I have been working tirelessly to update the game, bug fix it, add additional content, while developing my second game Fabrication – which is set to release at the end of 2020. White Pearl is my first ever game project, and admittedly over-ambitious, wouldn’t you agree? While I think the reviews do a good enough job of explains the positives and negatives of the game, sometimes I look back on the game and think “I wish I did this!”. But game development is very difficult. You must work in a certain amount of time and restrictions to get anything done, which is why this game exists in the first place. If I kept asking myself questions and trying to change things here and there, this game would have never been released. -
Last Wii Game Released
Last Wii Game Released Inkiest Dietrich always gapes his herd-book if Marten is toxicologic or consists beneath. Manuel scorings her sauries buteffulgently, scarpers she her aliments dodecasyllables it empirically. availingly. Variant Marcio still deem: characterful and unfirm Hastings bowers quite spiritlessly This failure a living document, so keep another list bookmarked as we update it open more details and more day time frames. They might need to pitch a floor with a band libraries and gaming press enter tournaments, future just dance is extremely happy national margarita day is? Effects include doodling, stamping, and altering brightness settings. Initially intended to make sure you and was largely remains the last wii game released its lack of america. Help relieve your name. He can choose. Xbox Music and Xbox Video, were a significant knowledge of clothes new system. Nintendo fans of songs in the game itself to maximize your game in voluptate velit esse cillum dolore magna aliqua. Make it has released last games you can don the release since the. Interestingly enough space. Share All sharing options for The Wii and Wii U are inside getting games in 2020 Nintendo's Wii and Wii U platforms will get air new game for summer Shakedown Hawaii developer Vblank Entertainment's 2019 sequel to Retro City Rampage. Twili and wii releases the last but instead of the return of succession is open source games released widely instead of. The Nintendo Wii as rain today sells for roughly 50 but by all depends on the condition near the blizzard and displace it comes with accessories andor games A single Nintendo Wii console can sell from you between 15 to 125. -
Video Game Music: Structure and Analysis 1 Unit P/NP Wed 6-7Pm 128 Morrison Hall
Video Game Music: Structure and Analysis 1 Unit P/NP Wed 6-7pm 128 Morrison Hall Daniel Raban [email protected] Not long after the inception of the video game medium, music was introduced to enhance the gaming experience. As the video game medium evolved, video game music has flourished into a distinctive genre. In this course, we will address questions such as “What is the unique sound of the video game music genre?,” “How is music integrated into video games?,” and “How has video game music changed over time?” We will analyze common structures in video game music and their relationship to their context, both in-game and historically. A previous familiarity with basic music theory will not be assumed but will be a helpful background for this course. We will begin the course with elements and examples of early video game music and proceed to study music of multiple eras simultaneously, structuring each session around the analysis of a particular facet of the genre. As the course progresses, students will develop a basic musical vocabulary, collection of examples, and repertoire of analytical tools through which they can understand and appreciate video game music. The course will not focus on the influence of notable examples of video game music on the genre; rather, representative examples of musical elements and historical trends will paint a more general picture though which students will be able to determine the significance of video game music pieces not discussed in class. The course sessions will consist of lecture and discussion portions; participation in class discussions will be required. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Three-Month Period Ended June 2010 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-June'06 Apr.-June'07 Apr.-June'08 Apr.-June'09 Apr.-June'10 Net sales 130,919 340,439 423,380 253,498 188,646 Cost of sales 67,876 201,336 243,691 161,940 118,298 Gross profit 63,043 139,103 179,688 91,558 70,348 (Gross profit ratio) (48.2%) (40.9%) (42.4%) (36.1%) (37.3%) Selling, general, and administrative expenses 34,241 48,471 60,496 51,156 47,005 Operating income 28,802 90,631 119,192 40,401 23,342 (Operating income ratio) (22.0%) (26.6%) (28.2%) (15.9%) (12.4%) Non-operating income 7,708 41,144 58,251 24,761 2,169 (of which foreign exchange gains) ( - ) (29,032) (47,844) (20,088) ( - ) Non-operating expenses 3,840 326 551 338 71,567 (of which foreign exchange losses) (3,462) ( - ) ( - ) ( - ) (70,594) Ordinary income 32,670 131,449 176,892 64,824 -46,055 (Ordinary income ratio) (25.0%) (38.6%) (41.8%) (25.6%) (-24.4%) Extraordinary income 6 649 3,625 5,227 134 Extraordinary loss 123 15 52 2,308 17 Income before income taxes and minority interests 32,553 132,084 180,464 67,743 -45,938 Income taxes 17,012 51,898 73,101 25,367 -20,687 Income before minority interests - - - - -25,250 Minority interests in income -10 -66 96 58 -33 Net income 15,551 80,251 107,267 42,316 -25,216 (Net income ratio) (11.9%) (23.6%) (25.3%) (16.7%) (-13.4%) - 1 - Nintendo Co., Ltd. -
Microsoft Taps Top Designer to Win Over Japan's Gamers Page 1 of 2
WSJ.com - Microsoft Taps Top Designer To Win Over Japan's Gamers Page 1 of 2 February 25, 2005 Microsoft Taps Top Designer DOW JONES REPRINTS This copy is for your personal, To Win Over Japan's Gamers non-commercial use only. To order presentation-ready copies for distribution to your colleagues, By PHRED DVORAK and ROBERT A. GUTH clients or customers, use the Order Staff Reporters of THE WALL STREET JOURNAL Reprints tool at the bottom of any February 25, 2005; Page B3 article or visit: www.djreprints.com. Microsoft Corp. said it has signed on the creator of Japan's most popular fantasy game • See a sample reprint in PDF to produce titles for its next-generation Xbox, in the company's latest bid to win fans for format. its game consoles in Japan, the world's second-largest videogame market. • Order a reprint of this article now. Microsoft said Hironobu Sakaguchi, the originator of the Final Fantasy game series, has agreed to make two role- playing games exclusively for the next version of its Xbox, which is expected out later this year. Xbox Japan chief Yoshihiro Maruyama declined to say when the games would come out but said it likely would be "slightly after" the console launch. He said the games also would be aimed at the global market. INSIDE TECH The deal with Mr. Sakaguchi is a crucial step for Microsoft as it prepares to launch its next videogame console. Its first console, the Xbox, has been popular 1 See more coverage2 of Asia's in the U.S. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2011 (Briefing Date: 2011/4/26) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Net sales 966,534 1,672,423 1,838,622 1,434,365 1,014,345 Cost of sales 568,722 972,362 1,044,981 859,131 626,379 Gross profit 397,812 700,060 793,641 575,234 387,965 (Gross profit ratio) (41.2%) (41.9%) (43.2%) (40.1%) (38.2%) Selling, general, and administrative expenses 171,787 212,840 238,378 218,666 216,889 Operating income 226,024 487,220 555,263 356,567 171,076 (Operating income ratio) (23.4%) (29.1%) (30.2%) (24.9%) (16.9%) Non-operating income 63,830 48,564 32,159 11,082 8,602 (of which foreign exchange gains) (25,741) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 1,015 94,977 138,727 3,325 51,577 (of which foreign exchange losses) ( - ) (92,346) (133,908) (204) (49,429) Ordinary income 288,839 440,807 448,695 364,324 128,101 (Ordinary income ratio) (29.9%) (26.4%) (24.4%) (25.4%) (12.6%) Extraordinary income 1,482 3,934 339 5,399 186 Extraordinary loss 720 10,966 902 2,282 353 Income before income taxes and minority interests 289,601 433,775 448,132 367,442 127,934 Income taxes 115,348 176,532 169,134 138,896 50,262 Income before minority interests - - - - 77,671 Minority interests in income -37 -99 -91 -89 50 Net income 174,290 257,342 279,089 228,635 77,621 (Net income ratio) (18.0%) (15.4%) (15.2%) (15.9%) (7.7%) - 1 - Nintendo Co., Ltd. -
2006 DICE Program
Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2012 (Briefing Date: 4/27/2012) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2008 FY3/2009 FY3/2010 FY3/2011 FY3/2012 Net sales 1,672,423 1,838,622 1,434,365 1,014,345 647,652 Cost of sales 972,362 1,044,981 859,131 626,379 493,997 Gross profit 700,060 793,641 575,234 387,965 153,654 (Gross profit ratio) (41.9%) (43.2%) (40.1%) (38.2%) (23.7%) Selling, general and administrative expenses 212,840 238,378 218,666 216,889 190,975 Operating income 487,220 555,263 356,567 171,076 -37,320 (Operating income ratio) (29.1%) (30.2%) (24.9%) (16.9%) (-5.8%) Non-operating income 48,564 32,159 11,082 8,602 9,825 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 94,977 138,727 3,325 51,577 33,368 (of which foreign exchange losses) (92,346) (133,908) (204) (49,429) (27,768) Ordinary income 440,807 448,695 364,324 128,101 -60,863 (Ordinary income ratio) (26.4%) (24.4%) (25.4%) (12.6%) (-9.4%) Extraordinary income 3,934 339 5,399 186 84 Extraordinary loss 10,966 902 2,282 353 98 Income before income taxes and minority interests 433,775 448,132 367,442 127,934 -60,877 Income taxes 176,532 169,134 138,896 50,262 -17,659 Income before minority interests - - - 77,671 -43,217 Minority interests in income -99 -91 -89 50 -13 Net income 257,342 279,089 228,635 77,621 -43,204 (Net income ratio) (15.4%) (15.2%) (15.9%) (7.7%) (-6.7%) - 1 - Nintendo Co., Ltd. -
Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015
Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Año 4 | Número 1 | Enero-Marzo 2015 Directorio de la Universidad NUESTRA PORTADA Diseño: Luis Joaquin Aguirre Figueroa Dr. Heriberto Grijalva Monteverde RECTOR Directorio de la Revista Dra. Arminda Guadalupe García de León Peñúñuri VICERRECTORA DE LA UNIDAD REGIONAL CENTRO Dr. Enrique Fernando Velázquez Contreras RESPONSABLE DE PROYECTO SECRETARIO GENERAL ACADÉMICO D.C.G Andrés Abraham Elizalde García, M.E. CREATIVIDAD M.C. María Magdalena González Agramón América Enríquez Galaz SECRETARIA GENERAL ADMINISTRATIVA Yadira Mendoza Salazar Dr. Rosario Fortino Corral Rodríguez LOS 10 + Arlette Rocio Murrieta Lamadrid DIRECTOR DE LA DIVISIÓN DE BELLAS ARTES Y HUMANIDADES Rosa Alba Bustamante Tánori Alejandra Gonzalez Montijo Ing. Heriberto Encinas Velarde Luiana Elizabeth Rodriguez Marquez JEFE DE DEPARTAMENTO DE ARQUITECTURA Y DISEÑO IN_TEC Ramón Arturo Flores Rodríguez M.C. Mónica Aguilar Tobín Fatima Michelle Samaniego Arvizu COORDINADORA DE LA LICENCIATURA DE DISEÑO GRÁFICO CONOCE A Adilene Aguilar Galvez Cynthia Edith Gárate Sánchez Irasema Valenzuela Sánchez Punto y Línea GRÁFICOS SOCIALES Clara Fernanda Landeros Escobedo ILUSTRACIÓN Brianda Maldonado Esquer Susana Ivonne Amaya Yocupicio Volumen 4, No. 1, Enero-Marzo 2015 Publicación trimestral editada por la Universidad de TENDENCIAS Sonora, a través del Departamento de Arquitectura y Fernanda Coronel Torres Danitza Angelica Palacios Careaga Diseño Gráfico. Blvd. Luis Encinas y Rosales s/n. Col. Ana Luz Rábago Torres Centro. C.P. 83000, Hermosillo, Sonora. Tel. 259-21-78 y 80. FOTOGRAFÍA Victor Manuel Navarro Morales Impreso en los talleres del Departamento de Arquitectura Luz Ivette Cruz Arreola y Diseño de la Universidad de Sonora. -
Final Fantasy Xiv: Beyond the Lifestream Prototipo Jugable De Un Videojuego Rpg 2D Con Combate Por Turnos
TFG FINAL FANTASY XIV: BEYOND THE LIFESTREAM PROTOTIPO JUGABLE DE UN VIDEOJUEGO RPG 2D CON COMBATE POR TURNOS Presentado por Claudia Sanchis Marqués Tutor: Francisco Martí Ferrer Facultat de Belles Arts de Sant Carles Grado en Bellas Artes Curso 2019-2020 Final Fantasy XIV: Beyond the Lifestream. Claudia Sanchis Marqués. 2 RESUMEN El objeto de este trabajo es la producción de un prototipo jugable de un videojuego del género RPG con gráficos 2D, combate por turnos y navegación mediante mapas y portales basado en Final Fantasy XIV: Heavensward. Se trata de un proyecto personal con el objetivo de plasmar la idea de una trama de mi invención, un spin-off que tiene lugar tras una cadena de acontecimientos que se produce en la historia de Final Fantasy XIV: Heavensward, perteneciente a la saga oficial, que narra la aventura de dos de sus personajes originales —lord Haurchefant Petragris e Ysayle Dangoulain— en un mundo desconocido para descubrir por qué se vieron arrastrados a la situación en la que se hallan, al tiempo que resuelven misterios, se enfrentan a enemigos y forman equipo con dos nuevos aliados —Nhel Nhywx y lady Ahvis— creados por mí. Debido a las características del proyecto, el juego está producido con RPG Maker MV. Actualmente puede jugarse en plataformas PC Windows, con el sistema de controles adaptado tanto para ratón como para teclado, si bien es susceptible de editar para otras plataformas de forma sencilla. Esta memoria muestra el proceso de diseño de las mecánicas, la programación, el concept art, los gráficos y la narrativa interactiva que forman parte del proyecto e incluye una serie de reflexiones acerca del proceso y el producto resultante.