Tuesday, January 12, 2016

Ico




Ico is a puzzle-platformer and action-adventure video game developed by Team Ico and published by Sony Computer Entertainment, released for the PlayStation 2 video game console in 2001 and 2002 in various regions.



Ico is primarily a three-dimensional platform game. The player controls Ico from a third-person perspective as he explores the castle and attempts to escape it with Yorda. The camera is fixed in each room or area but swivels to follow Ico or Yorda as they move; the player can also pan the view a small degree in other directions to observe more of the surroundings. The game includes many elements of platform games; for example, the player must have Ico jump, climb, push and pull objects, and perform other tasks such as solving puzzles in order to progress within the castle. These actions are complicated by the fact that only Ico can carry out these actions; Yorda can only jump short distances and cannot climb over tall barriers. The player must use Ico so that he helps Yorda cross obstacles, such as by lifting her to a higher ledge, or by arranging the environment to allow Yorda to cross a larger gap herself. The player can tell Yorda to follow Ico, or to wait at a spot. The player can also have Ico take Yorda's hand and pull her along at a faster pace across the environment. Players are unable to progress in the game until they move Yorda to certain doors that only she can open.


Escaping the castle is made difficult by shadow creatures sent by the Queen. These creatures attempt to drag Yorda into black vortexes if Ico leaves her for any length of time, or if she is in certain areas of the castle. Ico can dispel these shadows using a stick or sword and pull Yorda free if she is drawn into a vortex. While the shadow creatures cannot harm Ico, the game is over if Yorda becomes fully engulfed in a vortex; the player restarts from a save point. The player will also restart from a save point if Ico falls from a large height. Save points in the game are represented by stone benches that Ico and Yorda rest on as the player saves the game. In European and Japanese releases of the game, upon completion of the game, the player has the opportunity to restart the game in a local co-operative two-player mode, where the second player plays as Yorda, still under the same limitations as the computer-controlled version of the character.

How to play Yorda

I found on youtube


https://en.wikipedia.org/wiki/Ico

Thursday, January 7, 2016

Tales of the Abyss



Tales of the Abyss is a role-playing video game developed by Namco Tales Studio as the eighth main title in their Tales series. Originally released for the PlayStation 2



The game's "Flex Range Linear Motion Battle System" (FR-LMBS) is real-time. The game controls are very similar to other Tales games, especially Tales of Symphonia, except with increased maneuverability. The player can attack, defend, perform a skill or call up a menu with multiple functions, such as using items or commanding an ally to perform an action. This system offers multiplayer co-op battles, and the camera for this mode is improved over the one found in Tales of Symphonia, zooming out as characters move away from each other so that other players are now always on screen. A new feature, "Free Run," allows the player character to run in any direction, unlike previous Tales games.



the story focuses on Luke fon Fabre, a young swordsman whose pampered life turns upside down when he unwittingly becomes the target of a military-religious organization known as the Order of Lorelei, who believe him to be the key to an ancient prophecy. Together with his companions, Luke attempts to discover the truth and significance of his own birth, as well as unravel the mystery of The Score, the prophecy that has bound humanity's actions for thousands of years.

Song




BUMP OF CHICKEN - Karma

Wednesday, January 6, 2016

Ar tonelico: Melody of Elemia



Ar tonelico: Melody of Elemia is a role-playing video game developed by Gust Corporation for the PlayStation 2 and originally published by Banpresto in 2006.




Ar tonelico features a turn-based battle system akin to those of the Atelier Iris series. The active party consists of up to three fighters in the front and one Reyvateil in the back. An action can be chosen for each fighter as their turn arrives. An action bar at the top of the screen indicates the turn order for every character and opponent involved in the battle. Fighters may choose to strike the enemy, defend themselves, use a skill, use an item, or to protect the Reyvateil.

As long as any fighters remain alive, the Reyvateil can not be attacked directly by the enemy, and can only be targeted by charged attacks. When targeted, a number of circles are shown around her to indicate the number of fighters that must protect her (instead of attacking) before the enemy's next turn to completely block the attack. A successful defense grants the fighters an option to mount a devastating counter-attack at the cost of one harmocrystal.

Harmocrystals are activated when the Reyvateil and the rest of the party work well together, a measure of which is represented by the Harmonics bar at the bottom of the screen. Harmonics improve with each successful attack from the fighters, defense of the Reyvateil, and gradually over time, but decreases whenever an enemy lands a successful attack. When the bar fills, the party's attacks become stronger and one harmocrystal is activated. The number of active Harmocrystals affects the number of counter-attacks the party can mount, the skills available to each fighter, as well as the types of items received at the end of a battle. A higher level of Harmonics also allows the Reyvateil to sing faster.



Unlike fighter characters, the Reyvateil does not need to wait for her turn and can be given commands at any time during the battle. Instead of attacking directly, she supports the party by using Song Magic. Her MP will decrease as long as she is singing, and stopping the Song will cause her MP to recover over time. Red Magic can be charged for any length of time before being released onto the enemy as an attack, whereas Blue Magic immediately takes effect and continues to remain in effect as long as the singing continues. Both kinds of magic become progressively stronger as the Reyvateil continues to sing the same Song, and power up faster with each incremental level of Harmonics. Stopping or changing the Song will cause the next spell to begin powering up from its basic level. The Reyvateils practice magic by “singing it". Hymns and Song Magic are powerful, they can be used for killing and healing. Therefore, unlike many other games, the songs form an integral part of the gameplay and story.

Gameplay




https://en.wikipedia.org/wiki/Ar_tonelico:_Melody_of_Elemia

Tuesday, January 5, 2016

Final Fantasy Tactics


Final Fantasy Tactics is a tactical role-playing game developed and published by Square (now Square Enix) for the Sony PlayStation video game console. It is the first game of the Final Fantasy Tactics series. The game combines thematic elements of the Final Fantasy video game series with a game engine and battle system unlike those previously seen in the franchise. In contrast to other 32-bit era Final Fantasy titles, Final Fantasy Tactics uses a 3D, isometric, rotatable playing field, with bitmap sprite characters.



Central to the plot of the game are two main characters, Ramza Beoulve and Delita Heiral. The two characters are childhood friends, and while both are born of differing social classes; Ramza a noble and Delita a commoner, both disregarded this fact and grew up together believing in justice and honor, as taught by Ramza's father Balbanes. However, as the story progresses, the two characters faced many conflicts that changed their viewpoint on life; Delita seeks to manipulate the upper class to achieve his dreams, while Ramza believes in justice and honor regardless of name and class.


The game's plot is then portrayed through the eyes of Ramza Beoulve, who is the player character of the story. His exploits in the war introduced him to a number of characters; each with their own roles and agenda concerning the war and the fictional world, Ivalice, that they inhabit. The most prominent factions at the beginning of the story are those of Prince Goltana and Prince Larg, both are nobles seeking to obtain control of the throne by being the guardian to the monarch's young heir and were thus engaged in a war. The story progresses to include characters from the Murond Glabados Church, which have been controlling Ivalice silently and engineering the war in question.


As the game progresses, players are able to recruit generic player characters and customize them using the Job system of the Final Fantasy series. Several battles also feature "Guest" characters that are controlled via the game's A.I., which may be recruited later in the game according to the story proper. Aside from original characters, the developers have also incorporated cameo roles from other Square games. The characters were designed by Akihiko Yoshida, who was also in charge of the illustration and character designs of games such as Tactics Ogre, Final Fantasy Tactics Advance, Final Fantasy XII, and Vagrant Story
Artwork




Jobs

Physically-Oriented Jobs
Squire
Knight
Archer
Monk
Thief
Geomancer
Dragoon (Lancer)
Samurai
Ninja
Dancer


Magically-Oriented Jobs
Chemist
White Mage (Priest)
Black Mage (Wizard)
Mystic (Oracle)
Time Mage
Orator (Mediator)
Summoner
Bard
Arithmetician (Calculator)
Mime




Gameplay




https://en.wikipedia.org/wiki/Final_Fantasy_Tactics

Monday, January 4, 2016

Trapt



Trapt, stylized as TЯAPT and released in Japan as Kagero II: Dark Illusion  is an action video game with strategy game elements by Tecmo for the PlayStation 2. The game includes a number of features that are also used in Deception, an earlier game from Tecmo.




Players begin by equipping and making traps for Allura to take with her into the game mission. Each mission starts in a specific room, where players can position traps in order to defeat enemies. The traps are classified into three types according to where they can be positioned within the game world (wall, ceiling, and floor).





The player is allowed to take up to three traps of each type into a game stage, and additional traps can be
obtained by completing the game. Enemies' life bars are shown at the top of the screen, while Allura's life bar and active traps are shown at the bottom left and right respectively. As the player defeats enemies they are rewarded with "warl", the game's currency, which can be used to purchase new traps between missions. Players may also purchase room keys, which allow Allura to access other rooms in the game missions. Apart from the main story missions, the game also includes several "side stories", which are optional missions that give different angles and insights into the game's main story. There are three official endings in the game, and a fourth that is not registered when saved onto the game file.
Apart from regular traps, Trapt introduces "Dark Illusions", which are pre-existing traps found throughout the mansion. Each is located in a different room and has a different effect upon an enemy. Each Dark Illusion requires certain criteria to be fulfilled before activation and can only be used once per level.






https://en.wikipedia.org/wiki/Trapt_(video_game)

Sunday, January 3, 2016

Dawn of Mana



Dawn of Mana is a 2006 action-adventure game for the PlayStation 2. It was developed and published by Square Enix. It is the eighth game of the Mana series and the third entry in the World of Mana subseries, following the release of Children of Mana nine months prior and Friends of Mana two months prior. Set in a high fantasy universe, Dawn of Mana follows a young hero, Keldric, as he journeys to close a portal to a land of darkness that has been opened in the base of the Tree of Mana and is corrupting the world.



Unlike previous games in the Mana series, Dawn of Mana takes place in a full three-dimensional world, in which the player characters navigate the terrain and fight off hostile creatures.The player controls the main character, Keldric, and is followed for almost all of the game by a fairy spirit, Faye. Unlike previous games in the series, Dawn is an action-adventure game, rather than an action role-playing game; as such, gameplay is focused on movement and attacking enemies, rather than leveling-up character statistics. Keldric is able to run, roll, and jump through the game world. Keldric has access to a vine-like plant attached to his arm, which can be used at any time as either a sword, a whip, or a slingshot. The sword can be used to hit enemies and objects, the whip can grab and throw enemies and objects, and the slingshot can throw collectible pebbles as projectiles. Faye can cast magic spells, selectable by the player.


Story



Dawn of Mana opens on the fictional island of Illusia, a place where the giant Mana Tree lies dormant. Much of the story takes place on Fa'Diel, a continent composed of the five nations of Jadd, Topple, Ishe, Wendell, and Lorimar. At the start of the game Ritzia, a Maiden in charge of tending to the Tree, and Keldric, her knight and the player-controlled character, have left their village to find Ritzia's missing pet. While they are out, Illusia is attacked by King Stroud of Lorimar. The pair rush to the Tree of Mana, thinking that Stroud intends to attack the legendary beast that lies sleeping underneath its roots. While searching for the beast, Keldric finds a seed of the Tree, which attaches to his arm and can transform into a slingshot, a whip, or a sword. They also find Faye, a spirit child, who can cast magic and joins them.

 When they reach the center of the labyrinth of roots, Stroud's men catch up to them; they had been searching for Ritzia, not the beast. Stroud intends to open a portal to Mavolia, a land of darkness sealed away for centuries, and believes Ritzia is part of the key as a Maiden had been a part of opening the portal before. Stroud leaves with Ritzia to find the rest of the key, and Keldric and Faye chase after them.







Keldric and Faye, with the help of the great beast, Flammie, force the Lorimarian army to leave the village. They chase after Stroud, catching up to him at the coast. There they free Ritzia, only to be attacked by Stroud, wielding the other part of the key , the Sword of Mana. Keldric is thrown off of Stroud's airship, and the Lorimarians invade Illusia again. Stroud opens the portal, and a wave of dark energy is released, transforming the Tree, turning the people of Illusia into monsters called Grimlies, and releasing dark monsters from Mavolia. Keldric and Faye flee, and head for Fa'Diel.



A year of wandering later, the dark energy has begun to affect other countries in Fa'Diel. Keldric discovers in Jadd that Ritzia plans to release the Mavolian energy to cover the whole world. He and Faye journey back to Illusia, only to discover Ritzia seemingly possessed and saying that it is their destiny to rule the world. After she runs away, Keldric meets a masked stranger who tells him that he was the one to close the portal centuries ago, sealing up the Maiden who had opened it, Anise, inside. He also reveals that Stroud is Keldric's older brother. When Keldric and Faye reach the portal, they find Stroud and Ritzia fighting. Stroud is trying to prevent Ritzia, possessed by Anise, from destroying the world, but is being mutated by the dark energy. Keldric defeats the mutated Stroud, and then fights Ritzia. Realizing that the only way to close the portal is to defeat Anise, he is forced to kill Ritzia along with her. The spirits of Ritzia and Faye then merge with the Tree of Mana, the portal is sealed, and Illusia is restored.





Wednesday, December 30, 2015

Prince of Persia: The Sands of Time



Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed by Ubisoft Montreal and released worldwide in November 2003 across most major platforms. It was published by Ubisoft in western territories and Sony Computer Entertainment in Japan. It was re-released on PlayStation 3 alongside its two sequels. The Sands of Time is a reboot of the Prince of Persia video game series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.





The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time,




while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands.



 A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.





Story

The story is set in Persia during the 9th century AD, and begins with the Prince narrating to an unseen listener about his adventures. The Prince and the army of his father, Shahraman, are passing through India to visit the Sultan of Azad. The Vizier of a local Maharaja, wanting to prevent his death using a substance known as the Sands of Time,



entices them into attacking the Maharaja's palace, where the Sands are stored. During the fight, the Prince loots an artefact called the Dagger of Time, and the Maharaja's daughter Farah is taken as a gift for the Sultan of Azad. Visiting Azad, the Vizier tricks the Prince into releasing the Sands, turning everyone but the Prince, the Vizier and Farah (protected by the Dagger, a staff and a medallion respectively) into monsters. The Vizier attempts to seize the Dagger from the Prince, but he escapes and eventually allies with Farah to undo the damage he has caused and prevent the Sands from covering the world, even though he has doubts about her loyalties and motives.




After navigating the palace of Azad and reaching the hourglass of the Sands in the Tower of Dawn, the Prince hesitates when following Farah's instructions on containing the Sands,



 unsure of whether to trust her. The Vizier ambushes them and they barely escape with the Dagger, ending up in a tomb beneath the city. Eventually finding shelter in a mysterious bathhouse, the two rest and begin showing feelings for each other. When the Prince wakes back in the palace, Farah has gone with the Dagger, leaving him her medallion. He follows her and only just manages to catch her as she is driven over a ledge above the hourglass by monsters. To save the Prince, Farah allows herself to fall to her death. As the Prince mourns over her, the Vizier offers him eternal life in exchange for the Dagger. The Prince refuses and stabs the hourglass with the Dagger. Time rewinds to before the attack on the Maharaja's palace, and the Prince, still in possession of the Dagger and his memories, runs ahead to warn Farah of the Vizier's treachery. It is now revealed that the Prince has been recounting his tale to Farah, and as he finishes,



the Vizier enters to kill him. The Prince kills the Vizier and returns the Dagger to Farah, who believes his narrative was just a story. In parting, the Prince mentions a private word she told him during their time in the tomb, leaving her amazed.




Ending Song






https://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time