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baldurs-gate-dark-alliance-2-session-4
What is Baldur's Gate: Dark Alliance II?
Baldur's Gate: Dark Alliance II is a 2004 hack and slash action role-playing game for PlayStation 2 and Xbox. Developed by Black Isle Studios.
The game is set in the Forgotten Realms campaign setting of Dungeons & Dragons, and the gameplay is based on the rules of Dungeons & Dragons 3rd Edition, which were released in 2000.
Dark Alliance II is a direct sequel to the original Dark Alliance game, with the story following five adventurers attempting to save Baldur's Gate from a growing evil, and ascertain the fate of the protagonists from the first game.
Baldur's Gate: Dark Alliance II is a real-time hack and slash action role-playing game presented in a 3D perspective, with a rotatable isometric three-quarter top-down view.
At the beginning of the game, character stats are preset, with the player able to choose from five race/class combinations; a human barbarian (Dorn Redbear), a drow monk (Vhaidra Uoswiir), a moon-elf necromancer (Ysuran Auondril), a dwarven rogue (Borador Goldhand) or a human cleric (Allessia Faithhammer). The player can customize their character's stats through gaining experience points from defeating enemies.
Every time the character increases in level, points are awarded corresponding to that level; i.e. if a character increases to level twelve, the player will gain twelve experience points to spend on the character's spells and feats. For every four levels which the character increases, the player is given one ability point to spend on one of the six core attributes (strength, intelligence, wisdom, dexterity, constitution, charisma).
Each of the five characters have their own unique fighting style and their own specific set of spells and feats. Gameplay strategy is thus different for each character. Dorn is a Barbarian, and his feats tend to focus on increasing his brute strength and ability to resist damage, as well as granting him powerful abilities to aid in melee combat, such as the ability to wield two-handed weapons in each hand.
Vhaidra relies on unarmed combat, so her feats tend to focus on increasing her speed and combos, as well as granting her close-range abilities, such as pushing enemies away from her. As Ysuran is a necromancer, his feats tend to focus on increasing the power of his magic and granting him new spells, such as the ability to use shadow magic. Borador tends more towards archery, but is also capable of melee combat.
His spells tend to focus on allowing him to use a shield offensively, and granting him the ability to set traps for enemies and disarm traps intended for the player. Allessia is a cleric and has access to many healing and defensive spells. She can also use melee combat. Later in the game she gains the ability to reanimate the dead, and have them fight alongside her.
Gameplay is semi-linear; most of the main quests can be performed in different orders, but only from within a group of given quests. For example, in Act I, the player can choose to tackle a series of kidnappings or investigate a spate of murders, but no other main quests are made available until both quests are complete. There are also optional side-quests, which do not have to be completed immediately. There are more NPCs than in the first game, and the player can interact with many of them. Depending on which character the player is using, these NPCs may or may not provide information and assistance.
Weapons, armor and items are only available for purchase from one location throughout the game, a shop in Baldur's Gate, although the stock changes at the commencement of each act, with the weapons increasing in expense and power. The HUD features the option to use either a transparent map that covers most of the screen, or a mini-map, with the player also given the option to turn the map off entirely.
The game also features cooperative gameplay with another player. Both players share the same screen, and are thus limited in how far they can move away from one another.
In co-op mode, both players get 50% of the experience for each kill, no matter which player makes the kill. Additionally, unlike in the original game, all treasure is shared 50/50 between both players, irrespective of which player collects it.
A new feature in Dark Alliance II gives players the ability to create custom weapons and armor. Players can improve items by using runestones and gems. To increase the strength of an item, at least one runestone must be used. Gems are optional, although adding gems increases the strength further and enhances certain of the items' attributes.
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ace-attorney-investigations-miles-edgeworth-session-8
What is Ace Attorney Investigations: Miles Edgeworth?
Ace Attorney Investigations: Miles Edgeworth is a 2009 adventure video game developed and published by Capcom. It is the fifth game in the Ace Attorney series, and is set between the events of the third and fourth games, Phoenix Wright: Ace Attorney − Trials and Tribulations and Apollo Justice: Ace Attorney.
While previous games in the series focus on defense attorneys, Ace Attorney Investigations has the player control prosecutor Miles Edgeworth, who investigates five cases that tie together to form an overarching story about a smuggling ring.
The game consists of investigation phases, in which the player investigates crime scenes in search for evidence, and rebuttal phases, in which they confront other characters, to hear what they think has happened; the player is able to use evidence to find contradictions in the characters' statements, to get closer to the truth.
Ace Attorney Investigations is a single-player adventure game in which players control prosecutor Miles Edgeworth, who investigates five cases. The game is mostly presented from a third-person perspective, occasionally switching to a first-person view when examining evidence. Each case involves playing through several investigation phases and rebuttal phases.
During investigation phases, players control Edgeworth directly, either with the D-pad, or by sliding the map that is displayed on the bottom screen. The player has Edgeworth walk around crime scenes in search for evidence; they also meet witnesses and suspects during these phases, who they can talk to. As Edgeworth notices various things in the crime scene, they are saved as Edgeworth's thoughts.
Using the "logic" function, the player can connect two such thoughts to gain new information; for instance, by connecting two bullet holes with a gun that has only been fired once, Edgeworth will conclude that two guns must have been at the crime scene.
At some points, the player is able to control a cursor to examine parts of the crime scene; by using the "deduction" function at these points, the player is able to point out a contradiction between the crime scene and evidence. If the player successfully points out a contradiction, they gain access to new information.
At certain points, a device called Little Thief can be used to create hologram reproductions of the crime scene; by investigating these reproductions, the player can discover new information that would otherwise be hidden. As more evidence is uncovered, the hologram is updated. After having examined an area sufficiently, the investigation phase ends, and the game moves on to a rebuttal phase.
In the rebuttal phases, a witness or a rival character provides their idea of what has happened. The player is able to press them for details, and can present relevant pieces of evidence that contradict what the witness or rival is saying.
By doing this, the player gets closer to the truth; it is through confronting suspects during these phases that the player solves the cases. Upon solving a case, the episode is cleared and a new episode is made available to the player.
If the player makes mistakes throughout the game, such as presenting wrong pieces of evidence, attempting to connect two thoughts that do not match up, or making incorrect choices, a green gauge called the Truth Gauge decreases, representing Edgeworth getting further from the truth.
If it is completely emptied, the game ends. By clearing an investigation phase, half of the gauge is restored, and by clearing an episode, the gauge is restored completely.
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eternal-darkness-sanitys-requiem-session-1
What is Eternal Darkness: Sanity's Requiem?
Eternal Darkness: Sanity's Requiem is a psychological horror action-adventure video game developed by Silicon Knights and published by Nintendo. While the game features similar gameplay mechanics to that of the Resident Evil series, it distinguishes itself with unique features, such as "sanity effects".
In the game, players take on the role of several characters as they become embroiled in a struggle against a powerful entity who seeks to enslave humanity.
The game is conducted from a third-person perspective; although the cameras are designed to remain focused on the player's character, they cannot be controlled. While the gameplay operates on a similar style to that of Resident Evil - fighting monsters with various weapons and solving puzzles to further explore a location; the provision of an in-game map for each location, that tracks a player's bearings.
An inventory system that stores items and weapons acquired during the game, which can be examined in detail, equipped for combat or used to solve puzzles, and be combined with other objects being carried – Eternal Darkness maintains notable differences in gameplay style, some of which distinguish it from other horror/survival games.
Combat focuses on a simple targeting system, in which players must lock-on to an enemy in order to attack it, but can focus on striking an enemy directly or attacking one of its limbs and remove it, thus hindering an enemy; decapitating the heads on most enemies effectively blinds them.
While playing as characters in settings during pre-industrial eras, combat relies mainly on close-combat weapons such as swords. More modern era characters have access to firearms, including pistols and shotguns.
A series of brief tutorials are provided during the early chapters, aimed at explaining the various aspects of the game, including two distinct systems – a spell-casting system referred to as Magick, and the Sanity Meter.
Magick can be used by all characters (with the exception of those in the first two chapters), and consists of spells that can be used to damage opponents, protect characters and heal them, and be used to solve certain puzzles; with the player able to assign five spells (or up to five different variations of the same spell) for quick-use during the game.
Spells consist of two components which the player must acquire in order to make progress in the game – Runes (similar in appearance to glyphs or sigilia), that are the components of spells; and a Circle of Power, of which there are three types available, allowing players to cast spells using three, five, or seven runes – both of which are stored in the Tome of Eternal Darkness and can be used in subsequent chapters and intermission periods.
Each character must possess the Tome to use magick, with each spell costing a certain amount of magick power depending on the strength it is being cast at, with magick power recharging over time, though spell casting can be interrupted if the character takes damage.
The game features a list of spells that can be used, some of which are enhanced versions with greater strength to them. All require the player to combine a series of Runes together in order to cast them, which are divided between three types – alignment runes based on the game's ancients, that fuel a spell; verb (effect) runes, that denote the action of the spell; and noun (target) runes, which denote what is effected by the spell, be it the character, an area or an enemy.
Though such runes cannot be used, regardless of how they were acquired, until the player also finds a Tablet that can translate their use. Although players need a spell scroll to know what effects a combination of Runes will have, such scrolls are not necessary.
All spells are fundamentally affected by what alignment rune is used to power them, of which the game incorporates four types – Red, Green, Blue, and Purple.
Three of them are acquired over the course of the game, the chronological order of their acquirement determined by the player's choice of path for their playthrough, and each affect spells on a specific parameter; in terms of powering spells that damage enemies, they operate on a rock, paper, scissors principle of gameplay.
The fourth, purple, is not essential, but has greater power than the other three, though it cannot be used to cast certain spells.
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