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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. -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Dungeon Master's Guide 5Th Edition Pdf
Dungeon master's guide 5th edition pdf Continue To view this page, make sure adobe Flash Player version 10.0.0 or more is installed. All Dungeon Master must weave legendary stories for the greatest role-playing games in the world. The Dungeon Master's Guide gives the inspiration and guidance you need to ignite your imagination and create adventure worlds for your players to explore and enjoy. Inside you will find tools for world-building, tips and tricks to create memorable dungeons and adventures, additional rules of the game, hundreds of classic magical items DD and more! Item Details Price: $49.95 C$57.00 Release Date: 09 December, 2014 Format: Hardcover ISBN: 978- 0786965625 Where can I buy it? Buy it at your local game store, bookstores such as Barnes Noble, or online at retailers like Amazon. You can also find the Dungeon Master's Guide, available through Fantasy Land, Steam and D'D Beyond. Awards ENnie Awards: Winners of the 2015 Ennie Awards, Annual Fan Festival of Excellence in Board Role Play, have been announced this year gen Con. Winner (Gold): Best E-Book: Dungeon and Dragons (Basic Rules) Winner (Gold): Free Product: Dungeons and Dragons (Basic Rules) Winner (Gold): Choice Fan for Best Publisher: The Wizards of the Coast Sutherland IIIGenreRole-playing gamePublisherTSRPublication date1979Pages238ISBN0935696024 Guide to the Dungeon Master (DMG or DM's Guide; in earlier editions , Dungeon Masters Guide or Dungeon Master Guide) is a rule book for the fantasy role-playing game Dungeon. Dungeon Master's Guide contains rules regarding arbitration and administration of the game, and is intended for use mainly or only by the master of the dungeon game. -
The Story of Final Fantasy VII and How Squaresoft
STS145 History of Computer Game Design, Final Paper, Winter 2001 Gek Siong Low Coming to America The making of Final Fantasy VII and how Squaresoft conquered the RPG market Gek Siong Low [email protected] Disclaimer: I have tried my best to find sources that are as reliable as possible (press releases, interviews in published magazines, etc) but many times I had to depend on third-party accounts of what happened. Some of these accounts conflict with one another, so I try to present as coherent an account of the history as I can here. I do not claim that everything in this paper is true. With that in mind, let us proceed on with the story… Introduction “[Final Fantasy VII is]…quite possibly the greatest game ever made.” -- GameFan magazine, quote on back of Final Fantasy VII CD case (Greatest Hits edition) The story of Squaresoft’s success in the US video games market appears at first glance to be like a fairy tale. Before Final Fantasy VII, console-based role-playing games (RPGs) were still a niche market, played only by a dedicated few who were willing to endure the long wait for the few games to cross the Pacific and onto American soil. Then came Final Fantasy VII in the September of 1997, wowing everybody with its amazing graphics, story and gameplay. The game single-handedly lifted console-based RPGs out of their little niche into the mainstream, selling millions of copies worldwide, and made Squaresoft a household name in video games. Final Fantasy VII CD cover art Today console-based RPGs are a major industry, with players spoilt-for- choice on which RPG to buy every Christmas. -
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. -
Chapter 1: the Semiotic Conditions of Videogame Authorship
UC San Diego UC San Diego Electronic Theses and Dissertations Title The Foundations of Videogame Authorship Permalink https://escholarship.org/uc/item/96x08750 Author Huber, William Humberto Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO The Foundations of Videogame Authorship A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Art History, Theory and Criticism by William Humberto Huber Committee in charge: Professor Lev Manovich, Chair Professor Grant Kester Professor Kuiyi Shen Professor Stefan Tanaka Professor Noah Wardrip-Fruin 2013 © William Humberto Huber, 2013 All rights reserved. SIGNATURE PAGE The Dissertation of William Humberto Huber is approved, and it is acceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2013 iii DEDICATION With gratitude to friends, family and colleagues. To Samantha, with deepest devotion, for her friendship, affection and patience. To Rafael, for whom play is everything. iv EPIGRAPH Art is a game between all people, of all periods. – Marcel Duchamp v TABLE OF CONTENTS Signature Page ............................................................................................................... iii Dedication ..................................................................................................................... iv Epigraph ..........................................................................................................................v -
The Birth of “Final Fantasy”: Square Corporation
岡山大学経済学会雑誌37(1),2005,63~88 The Birth of “Final Fantasy”: Square Corporation Daiji Fujii 1. Introduction “Final Fantasy” was one of the million selling series of role playing games (RPGs). Square Corporation, which might be known as Square Soft outside Japan, had been known as the Japanese software developer to release this series approximately every year. Square enjoyed large annual turnovers from the series and diversified their businesses including a CG movie production. Journalism shed a spotlight on this software factory as a member of the “Winners Club” in Japan’s economy under the futureless recession in the 1990s. This heroic entrepreneurial company and its biggest rival, Enix Corporation Limited, known to be the publisher of “Dragon Quest” series (“Dragon Warrior” in North America), the other one of the twin peaks of Japanese RPG titles, announced to become one in November, 2002. The news became a national controversy, because the home video game was expected to be the last remedy to Japan’s trade imbalance of software industry. According to the report published by Japan’s industry consortium, Computer Entertainment Supplier’s Association (CESA), the top 30 titles in terms of the total shipment between 1983−2002 included 13 RPG titles released by both Square and Enix, second to Nintendo’s 14 titles of various genres (See table 1). Independent software firms had had powerful impacts upon Nintendo, which had the combination of Nintendo Entertainment System (NES) as a dominant platform and “Mario” as a killer content. In 1996, Nintendo’s hegemony in the platform market was rooted out by the re−alliances amongst software suppliers and almost dying PlayStation of Sony Computer Entertainment (SCE). -
A Look Inside the Final Fantasy VII Game Engine
"Gears" A look Inside the Final Fantasy VII Game Engine. By Joshua Walker and the "Qhimm Team" Table of Contents Introduction History Engine Basics I. Parts of the Engine II. Generic Program Flow The Kernel I. Kernel Overview 1.1 History 1.2 Kernel Functionality II. Memory Management 1.1 RAM Management 1.2 PSX VRAM Management 1.3 PSX CD-ROM Management III. Game Resources 1.1 The KERNEL.BIN Archive 1.2 The KERNEL2.BIN Archive IV. Low Level Libraries 1. PC to PSX Comparison 1.1 Data Archives 1.1.1. BIN Archive format 1.1.2. LZS Compressed archive for PSX 1.1.3. LGP Archive format for PC 2. Textures 2.1. TIM texture data format for PSX 2.1.1 Basic Terms 2.1.2 TIM File Format 2.2. TEX texture data format for PC 3. File Formats For 3D Models 3.. Model format for PSX 3.2. Model formats for PC 3.2.1. HRC Hierarchy data format for PC 3.2.2. RSD Resource Data format for PC 3.2.3. "P" Polygon data format for PC The Menu Module I. Menu Overview II. Menu Initialization III. Menu Modules 1. Begin 2. Party 3. Item 4. Magic 5. Eqip 6. Stat 7. Change 8. Limit 9. Config. 10. Form 11. Save 12. Name 13. Shop VI. Calling the various menus V. Menu dependencies VI. Save Game Format The Field Module I. Field Overview - A Look at the Debug Rooms 1. Kitase's Room(北) 2. Kyounen's Room(京) 3. Nojima's Room(野) 4. -
The Intertwined Histories of Playstation and Final Fantasy VII
Winning the Game: The Intertwined Histories of PlayStation and Final Fantasy VII Andrew Park STS 145: History of Computer Game Design Prof. Henry Lowood Perhaps Nintendo owes much of its success to Mario—the cheerful Italian plumber and his brother Luigi have heralded the release of every Nintendo home-console with a groundbreaking game bearing their names. Sega too enlisted a mascot, Sonic the Hedgehog, as its #1 salesman; Sonic’s bad-boy attitude gave Sega personality while distinguishing it as a more mature console than Mario’s Nintendo. Yet the Sony PlayStation attained supremacy of the console market in the mid-1990s without the presence of a definitive mascot. Although game critics may point to Crash Bandicoot (Taves 1) or Lara Croft as PlayStation’s mascot (Poole 8), neither currently adorns Sony’s PlayStation website, a far cry from the open-armed greeting extended by Mario at Nintendo.com. Instead, a game, Final Fantasy VII, came to represent PlayStation as it tipped the scales toward Sony in the console wars. So closely linked are the two that the evolutions of PlayStation and this game that immortalized it provide a window through which both the success and the impact of the PlayStation can be seen. With 72 million units sold worldwide, PlayStation accounted for nearly 40% of Sony’s profits in 1998. Yet PlayStation’s success has had ramifications that extend far beyond the world of video games—Sony is betting that a next-generation PlayStation will serve as the heart of its integrated home entertainment network. Sony executives envision a world in which Sony digital devices seamlessly fuse Sony’s hardware with content over a lightning-fast network, and PlayStation serves as Sony’s entryway into the homes of millions. -
54342-Sample.Pdf
Sample file 620_10925_Ch1.indd 1 5/11/07 9:30:47 AM CREDITS DESIGNERS SENIOR ART DIRECTOR D&D JASON BULMAHN, JAMES JACOBS, STACY LONGSTREET ERIK MONA ART DIRECTOR KARIN POWELL EDITORS PENNY WILLIAMS, BETH GRIESE COVER ARTIST MICHAEL KOMARCK FREELANCE COORDINATOR GWENDOLYN F.M. KESTREL INTERIOR ARTISTS MIGUEL COIMBRA, THOMAS DENMARK, EDITING MANAGER BRIAN HAGAN, JON HODGSON, KIM MOHAN FRED HOOPER, WARREN MAHY, FRANZ VOHWINKEL, BEN WOOTEN, JAMES ZHANG DESIGN MANAGER CHRISTOPHER PERKINS CARTOGRAPHERS MIKE SCHLEY DEVELOPMENT MANAGER JESSE DECKER GRAPHIC DESIGNERS KARIN POWELL, NICK ISAAC DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN RANDALL CREWS, KRIS WALKER ROBERT JORDAN Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www. wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, & LATIN AMERICA Hasbro UK Ltd BELGIUM Wizards of the Coast, Inc. Caswell Way ’t Hofveld 6D P.O. Box 707 Newport, Gwent NP9 0YH 1702 Groot-Bijgaarden Renton WA 98057-0707 GREAT BRITAIN Belgium +1-800-324-6496 Please keep this address for your records +32 2 467 3360 620-10925720-001-EN DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s ISBN: 978-0-7869-4358-6 Guide, Monster Manual, Expedition to the Ruins of Greyhawk, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. -
Michelle Chun STS 145 History of Computer Game Design Professor Henry Lowood March 18, 2002
Michelle Chun STS 145 History of Computer Game Design Professor Henry Lowood March 18, 2002 SquareSoft: What’s Behind the Hype? A Case History SquareSoft is one of the most important and significant names in the gaming industry, especially in terms of innovation and profitability. Square's games make headlines, sell systems, and generate enormous buzz. The company has become synonymous with role-playing games, and unfailingly creates games, such as the Final Fantasy series, that are constantly innovative and one step ahead of the competition. One may even say that SquareSoft has set the standard by which other RPGs are measured, and that games like the Final Fantasy series have become the ideal that many other RPGs strive for. The popularity and success of RPGs in the gaming industry can be partly attributed to the contributions made by SquareSoft. It appears that SquareSoft has the “Midas touch” and has been essential in the rise and success of the Sony PlayStation. For instance, its move from Nintendo to Sony in the mid '90s may have been a key factor in the ultimate success of the PlayStation – in January 1997, the hit game Final Fantasy VII caused a two-month surge in PlayStation sales (Asakura 209). Even Electronic Arts formed a joint venture with the company, establishing Square Electronic Arts in 1998. SquareSoft has also played an essential role in the expansion of the gaming industry into other arenas, such as the film industry. Through an analysis of SquareSoft’s history and future, as well as analyses of several games that are considered to be SquareSoft’s greatest hits, I will attempt to draw a conclusion as to what has helped SquareSoft become an industry leader and what has made the company’s games so successful.