Alliance Questing Guide
Mana Khemia is the spiritual sequel to the Atelier Iris series and fourth entry in the RPG series published by NIS. Mana Khemia is dissimilar from the former Atelier Iris games in that it's a campus sim-style RPG, where you may interact with classmates and professors to finish academic quests. You play as Vayne Aurelius, a novice alchemist who was invited to attend Al Revis Academy. At the academy Vayne academy, you will meet humane and not so humane alchemists, and together you will solve the mysteries of alchemy. You will discover and manufacture items, weapons, and even reputation stats through the use of alchemy. Everything you find in the field is employed to craft items with alchemy; you may fish, hunt, dig, & search for new ingredients (over 400 items/ingredients are available) Multiplayer functions - offline co-op multiplayer (2 players); multi-cartridge multiplayer
In Mana Khemia: Student Alliance players on the PlayStation Portable experience the spiritual sequel to the Atelier Iris series in this fourth entry in the Role-playing (RPG) series published by NIS. What makes Mana Khemia: Student Alliance dissimilar from the former Atelier Iris games in that it's a campus sim-style RPG, where you may interact with classmates and professors to finish academic quests. .caption { font-family: Verdana, Helvetica neue, Arial, serif; font-size: 10px; font-weight: bold; font-style: italic; } ul.indent { list-style: inside disc; text-indent: -15px; } table.callout { font-family: verdana; font-size: 11px; line-height: 1. 3em; } td.vgoverview { height: 125px; background: #9DC4D8 url(http://images.amazon.com/images/G/01/electronics/detail-page/callout-bg.png) repeat-x; border-left: 1px solid #999999; border-right: 1px solid #999999; padding-left: 20px; padding-right: 20px; padding-bottom: 10px; width: 250px; font-family: verdana; font-size: 12px; }
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Vayne Aurelius. View larger. |
Most helpful client reviews
6 of 6 people found the following review helpful.
Loading aside, a suitable game By Lieutenant Nikos Most persons who play this port of the PS2 title will tell you that there's a lot of loading, and it's true. It's also somewhat buggy, as the game has frozen on me various times, specially after putting the PSP on hibernate. These are major flaws, and likewise major turn-offs for galore gamers.
If you may deal with those problems, however, you'll find a fun game with a heap of distinctive features. Crafting new instrumentation and benefitting new abilities/stats tie together in a way that is gorgeous fun and addictive. Battles are also enjoyable, and even altho they begin out simple, they get more interesting as your party grows and you may swap out members at defensive or offensive opportunities. In my mind, however, the best feature of this game is the story: getting to know the characters and having them create through the optional free times are unforgettable for both humorous and heartwarming scenes. If you have longanimity and a PSP, and you like RPGs, you can't go faulty with this game.
2 of 2 people found the following review helpful.
Lovely characters, addictive item-synthesis, in truth good story! By M. Kreutz Positive: - Addictive item-synthesis-system - Interesting grow book-system rather of the regular leveling up - Well done characters - Well done story - Fights may be genuinely interesting - Interesting finale with multiple endings
Negative: - Loading times (even with the download-version it's annoying sometimes) - Fights may be boring, too - item search may be annoying - Annoying night time - Repetitive gameplay
Well, the story is with regards to Vayne, a boy with amnesia, who is called to study at the Al-Revis alchemy school where he meets galore new and tardily uncovers his past. The main characters are done rather well and elaborated and by doing reputation quests in the free time you get to know them even more. You'll speedily like the characters. The overall mood in the game is a happy, amusive one, but to the end, as the story progresses, it gets more serious. In this game, you don't level up. Instead you have to synthesis new items, which unlock new abilities (and higher stats) for the characters. The fight-system is round-based and a great deal of specialities like variable strike (consecutive triple attack with vayne in the end, deals high damage). While the boss fights are interesting and may be rather hard, too, the regular fights with the monsters with the world may be rather boring/annoying. Another annoying thing is that the monsters get double as strong at night. So either you return to home and visit the world again or... you just wait till it gets day again. So, to me, the "night"-mode was rather senseless and annoying.
The gameplay of the game is actually rather repetitive: You do a lot of quests, you search for items, you synthesis items, again and again. Well, it won't actually bother you if you take delight in the item-synthesis and the story. The main point of the game is of course the story/characters: There are some story scenes, which are long sometimes, too. So if you don't like animes or rather stories in games, you won't like the game.
So I may commend this game to every one who enjoys a nice anime-like story and the "item-collecting" thing. Also to those, who don't like final fantasy, I may commend this game.
It took me regarding 50 hours to beat this game.
2 of 2 humans found the following review helpful.
Good game By Dreux Barbier I find this to be a outstanding game for the portable space. If you love games where you may synthesize items, this is for you. Great for fans of Atelier games. Combat takes getting applied to but it's fun. Load times occur often, but if you load share to the memory on the PSP it goes more immediate and it isn't as bad as reviewers say. I don't think they had the load to memory function maybe? The best percentage though is the synthesizing of items you may alter them a lot and come up with new stuff by altering the recipes you have. This in turn opens up your stats and makes you more powerful It's fun.
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Horde Leveling
World of warcraft is the most greatest and most successful Online game to date. Although it is easy for most too pick up and play. There are sure parts that could make it not so easy to perceive and/or enjoy. This guide is here to offer humans an idea how too level from level 1 to 60 with little time equated to months that it could take if you did not have this guide.
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5 of 5 persons found the following review helpful.
A terrible product By E. Reedy I am a long-time player of WoW (since May, 2005) and have 20 toons, both Horde and Alliance on two accounts. I am always looking for a good guide on the internet, whether it is for leveling, gold accumulation, or trading. So, when I saw this guide listed on Amazon, I jumped at the chance to check it out. Unreadable is the best way to sum up my impression of this guide - and I mean that literally. The comparable Alliance leveling guide is much better in format and layout, but it is outdated (see my review of that product)World of Warcraft: Alliance Leveling guide.
5 of 5 persons found the following review helpful.
A finish waste By RayM Not worth the paper it is printed on. Poor print quality, no elaborated directions or explanations, and not all classes included. Looks like something a 10 year old would put together.
3 of 3 humans found the following review helpful.
Waste of money By O. Sarch My 9-year-old who has not long back gotten very mesmerized in World of Warcraft ordered this book in hopes of obtaining some mysteries or tips with regards to how to get his characters to a higher level rapidly and without delay than usual. Instead, this book seems to be an closely incomprehensible series of charts detailing what quests will have to be taken in what order. However, there is no written comprehensible statement of how to accomplish these quests or even how to use the book. Neither my son nor myself (although I will have to confess I am not very intimate with WOW) were capable to make head or tail of any portion of this book. As far as we may tell, there are no tips or tricks included. Perhaps if you're an progressed WOW user you might comprehend this book, but my guess would be if you're an progressed WOW user, you in all probability wouldn't need this book in the firstborn place. Save your money.
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Joana Lvl Guide
Design and build cutting-edge video games with aid from video game expert Scott Rogers!
If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know when it comes to designing outstanding video games.
- Features an approachable writing style that considers game designers from all levels of skillfulness and experience
- Covers the entire video game creation process, including formulating marketable ideas, understanding what gamers want, working with player actions, and more
- Offers proficiencies for creating non-human characters and using the camera as a character
- Shares helpful clear or deep perception on the business of design and how to manufacture design documents
So, put your game face on and commence creating memorable, creative, and distinguishable video games with this book!
ReviewWant to design and build cutting edge video games? Not sure where to start? Or just want to tweak the projects you're already working on? Then this is the book for you!
Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants. This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know regarding designing great video games.
Level Up! has been written with all levels of game designers in mind. From beginner level through to the more experienced game designer.
It covers the entire video game creation process, permitting you to learn:
- How to give rise to marketable ideas
- What perils and pitfalls await them for the duration of a game's pre-production, production and post-production stages
- Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics
All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.
Other topics covered:
- Understanding what gamers want
- Compelling reputation design
- Working with player actions
- Techniques for non-human characters
- Camera proficiencies - the camera as a reputation
- Designing UI and HUD
- Use level design to tell game's story
- What game designers may learn from theme parks
- Combat, puzzles and game mechanics
- Fun and UNFUN
- How to make the world's greatest Boss battle (and why not to do it)
and tons more - including the business of design, creating design documents, the pitch and more. The book also contains templates to give rise to your own pitch and design documents. Tips for Creating Virtual Easter Eggs Amazon-exclsuive content from the author
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Spring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises concealed within a video game for the player to find - like a virtual Easter egg hunt. The basi Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a mystery wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t fixed to real people. Players may discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)
Easter eggs come in all shapes and sizes - from concealed images, music tracks and mystery encoded messages to full blown further and added game experiences. Blizzard, for example, has a fine tradition of Easter eggs in their games. Diablo 2 features an entire level filled with killer cows while World of Warcraft treated their subscribers to a literal Easter egg hunt for eggs filled with virtual candy and costumes. The Metal Gear series is illfamed for it is Easter eggs including ones where you may shoot Nintendo’s mascot Mario, battle zombies and spy on scantily clad women.
Not all Easter eggs are filled with delicious candy; a few rotten eggs have spoiled the basket. The most illfamed Easter egg is “hot coffee” a sex themed mini-game in Grand Theft Auto: San Andreas. (Rockstar, 2004) The mini-game was “remmed out” by the game’s developer before release but was accessible by hacking the game’s code. Despite the fact that the intermediate buyer could not access the mini-game, it is invention caused the ESRB to modify the game’s rating to an AO - the gaming industry’s equivalent to an X rating. Retailers refused to carry the game, all copies were pulled from store shelves and the entire stock of the game with the hot coffee code got rid of had to be reprinted. Here’s a few more tips what to do (and what not to do) when creating Easter Eggs for your game:
1) Use mutual sense Don’t construct your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think regarding what your audience would want to find. Will what they find be suitable to player? There’s not one thing sadder than an Easter egg that isn’t filled with candy.
2) Foreshadow Participants on a real Easter egg hunt recognise they are looking for eggs - your player ought to too. Drop clues all around your game levels to let the player recognise there are things to find. Use concealed messages, reputation dialog or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even even though there are assorted Easter eggs concealed allround the game.
3) Hide in plain sight Just like in Poe’s classic detective story “The Purloined Letter”, players never suppose Easter eggs to be concealed in a “logical place”. They will search in the most unobvious places, using strange methods of detection because they are looking for a “hidden object.” But while hiding objects may be a battle of wits amid the architect and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you produced them!
When all is done, I’ve always found that observing players discover Easter eggs is just as much fun as hiding them. Just do not forget to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)
From the Back CoverWant to learn how to invent cutting-edge video games? Need a lot of counsel to improve your current game? Then get ready to Level Up!
Scott Rogers, the video game architect behind hits such as Pac-Man World, God of WarTM, the Maximo Series, and SpongeBob SquarePants, shares his years of cognition and experience with you on how to make video games great. Learn how to:
- Create what gamers want
- Bring compelling (and playable) characters to life
- Build game levels that tell stories and challenge players
- Design everything from controls to cutscenes to combat
- Structure your game documents for success
- Pitch your game like the professionals
Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design conceptions and mutual pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.
So what are you waiting for? Grab this book and prepare to Level Up!
Most helpful client reviews
15 of 15 persons found the following review helpful.
Enlightening AND entertaining By Adamanteve As an aspiring game designer, I've purchased a whole lot of books regarding game design. Scott Rogers' book unquestionably stands out amidst the pack. Not only is this guy super knowledgable when it comes to game design, having been in the industry for numerous years, but he also makes the info he presents actually fun and easy to understand. The key is the little drawings that adorn almost each page- they get the point all over more without apparent effort than a block of text. The book is a wealth of data and tips for game designers, and what's more, it's actually something I would read for pleasure as well as for the nuggets of wisdom it contains. A definitive must-buy!
6 of 6 persons found the following review helpful.
Excellent read By Avid reader This book is accessible to all levels of persons mesmerized in video games. I loved all the art - the comic book style illustrations actually make this fun to read! And all the humor concealed in footnotes - snicker! This is an author evidently comfortable with his subject, and he is having a good time telling his audience when it comes to it. I would commend this book for people in the industry as well as any person who has ever played a video game and wondered how it was made.
2 of 2 people found the following review helpful.
A virtual treasure chest for video game designers By Laddie Ervin If you are severe with regards to making fun and successful videogames you will buy, read, and learn from this book. Whether you're just starting out or a seasoned professional, putting the info from Level UP! into exercise will make your games better.
How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his occupation reviews then, now I'm supplying this review to you gratis.
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