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Infinity Blade

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A statistic (or stat ) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a ( unitless ) integer or, in some cases, a set of dice .

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104-461: Infinity Blade was an action role-playing game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. It was the first iOS video game to run on Unreal Engine 3 . In the game, the unnamed player character fights a series of one-on-one battles in a derelict castle to face the immortal God King. When in battle, players swipe

208-429: A player character 's attributes , while allowing each character a fixed number of skills. As a result, characters were at the same time wildly unbalanced in terms of attributes and heavily constrained in terms of skills. Champions (1981) introduced a points-based system of purchasing attributes and skills as a means of improving game balance and flexibility. These points are known as character points, and it has become

312-446: A "role-playing shooter" due to the heavy RPG elements within the game, such as quest-based gameplay and also its character traits and leveling system. Half-Minute Hero (2009) is an RPG shooter featuring self-referential humour and a 30-second time limit for each level and boss encounter. Other action role-playing games with shooter elements include the 2010 titles Alpha Protocol by Obsidian Entertainment and The 3rd Birthday ,

416-593: A 1991 issue of Computer Gaming World criticized several computer role-playing games for using "arcade" or "Nintendo-style" action combat, including Ys , Sorcerian, Times of Lore, and Prophecy . In 1991, Square released Seiken Densetsu: Final Fantasy Gaiden , also known as Final Fantasy Adventure or Mystic Quest in the West, for the Game Boy . Like Crystalis , the action in Seiken Densetsu bore

520-413: A broad area of expertise of a character. Traits are rarely drawn from a predetermined list; rather, the player chooses some description during character generation. For example, a squash-playing history professor with a knowledge of fine wines might have the traits " History ", " Squash " and " Oenology ". In terms of a more fine-grained system of statistics, a single trait would often be represented by

624-530: A character can lift 10 lbs per point of Strength) whereas in others a small increase can represent a major gain in ability (e.g. in the DC Heroes / Blood of Heroes system, where +1 to Strength doubles a character's lifting capacity). Some games work with only a few broad attributes (such as Physical or Mental ), while others have a greater number of more specific ones. Most games have about 4–10 attributes. Most games try to give all attributes about

728-462: A character possesses a natural, in-born characteristic common to all characters in the game. Attributes are also called statistics, characteristics or abilities. Most role-playing games use attributes to describe the physical and mental characteristics of characters, for example their strength or wisdom . Many games also include social characteristics as well, for example a character's natural charisma or physical appearance . They often influence

832-642: A feature of numerous later games, most notably GURPS . Usually, a player is allotted a number of points for character creation. A character's attributes (such as high intelligence), skills (such as fixing a car or mechanics ), or powers (such as flying) can then be bought for a certain number of points. More powerful abilities or a greater degree of power will require more "spending" of character points. Later, character points can be earned and spent to improve attributes or skills, or to buy new skills or powers. In some games, such as Champions , these points are experience points ; in others, such as Ars Magica , there

936-480: A group of skills , one or more advantages and attributes , or a combination thereof. The first major role-playing game to use traits was Over the Edge . Some systems, such as Castle Falkenstein and HeroQuest , use traits as the only type of statistic, although they may use some other term for them, such as abilities. Many games make use of derived statistics: statistics whose values are determined only by

1040-650: A heart monitor to represent the player's Attack Power and Armor Class statistics. Another controversial aspect of the game involved taking drugs (instead of potions) that increase/decrease attributes, but with side effects such as heart-rate increase/decrease or death. Origin Systems , the developer of the Ultima series, also released an action RPG in 1988, titled Times of Lore , which was inspired by various NES titles, particularly The Legend of Zelda . Times of Lore inspired several later titles by Origin Systems, such as

1144-489: A large iPhone or iPad screen. Each arcade stand contains up to three screens, and players can play against each other or in the single-player game. A sequel to the iOS game, Infinity Blade II , was announced on October 4, 2011, during the Apple iPhone 4S keynote presentation. It was released on December 1, 2011, and features enhanced graphics, a new storyline, and new fighting styles. A spinoff game, Infinity Blade: Dungeons ,

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1248-431: A lot of popularity on the 2010s with titles such as Warframe (2013), Destiny (2014) and Destiny 2 (2017), The Division (2016) and The Division 2 (2019). Attribute points For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a specialisation or aspect , that either describes how the character developed that particular score or an affinity for

1352-538: A mission system and role-playing game mechanics, as well as MMORPGs with real-time combat systems. Allgame listed the following games released prior to 1984 as action RPGs: Temple of Apshai (1979) and its sequel Gateway to Apshai (1983), Beneath the Pyramids for the Apple II (1980), Bokosuka Wars (1983), and Sword of Fargoal (1983). Jeremy Parish of USgamer claimed that Adventure (1980)

1456-455: A mixture of live and synthetic instrument performances. Cello and nyckelharpa were the primary instruments used. Aker wanted to have "avant-garde performances" for the recordings. The soundtrack was sold as a digital album, Infinity Blade: Original Soundtrack , through several online music retailers. Chair began to develop the game's first update before the initial game was released. They intended only to add new monsters and features, but added

1560-979: A more dialogue-heavy experience akin to the Baldurs Gate games and even older series like Falcom's Dragon Slayer/Xanadu series had its outing Xanadu Next with similar Diablo influences. The influences also come full circle when the first Diablo game was inspired by rogue-likes Umoria and Angband and in more recent years many games in the rogue-like genre are inspired by more classic dungeon crawler ARPGs that Diablo helped spawn. In this sub genre there are such recent titles as Path of Exile (2013), Grim Dawn (2016), Zenonia S: Rifts In Time (2015), Book of Demons (2018), Shadows: Awakening (2018), Snack World: The Dungeon Crawl Gold (2017), Titan Quest: Anniversary Edition (2016) and its expansions Titan Quest: Ragnarök (2017) and Titan Quest: Atlantis (2019), Wolcen: Lords of Mayhem (2020) and Minecraft Dungeons (2020). The prominence of Diablo 2 in

1664-483: A more traditional RPG-esque system, including experience points and levels with action game elements. Unlike its predecessor, Zelda II more closely fits the definition of an action RPG. Another Metroidvania -style action RPG released that year was System Sacom 's Sharp X1 computer game Euphory , which was possibly the only Metroidvania -style multiplayer action RPG produced, allowing two-player cooperative gameplay. The fifth Dragon Slayer title, Sorcerian ,

1768-537: A particular use of that statistic (like Specialisations in Ars Magica or Attribute Aspects in Aria ). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: There is no standard nomenclature for statistics; for example, both GURPS and

1872-413: A permanent upgrade to the character. Players can purchase new equipment using in-game money from sacks and treasure chests found throughout the castle, defeated enemies, and sales of unused equipment. In-game money can be purchased with real money within the game. The game follows a cyclical narrative structure in which the protagonist and his descendants individually explore a castle in a quest to battle

1976-432: A player's skills at the start of the game, instead allowing players to increase them by spending experience points or during "levelling up". Since some skills are likely to be more useful than others, different skills often have different costs. Skills usually influence a character's chance to succeed by adding to the relevant attribute. In some games (such as GURPS ), each skill has a specific base attribute to which it

2080-400: A predetermined number of experience points required to master them. Mastering a piece of equipment increases its sale value but decreases the player's experience gain by 20%. Upon leveling up or mastering a piece of equipment, players gain attribute points that can be allotted towards four character attributes: health, attack, shield power, or magic. Each point can only be allocated once and is

2184-455: A profession then conveyed a bank of general skills and guild specific ones each containing a ladder of skills which could be invested in via lessons earned through on-line play. Initially there were around 30 such skills with approximately 17 abilities in each covering a wide range from Riding, Perception, Thievery or Demonology. As of 2015 Avalon possesses 66 Skills with 2194 distinct abilities developed over its 26-year tenure. A trait represents

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2288-528: A relevant skill; older editions of Shadowrun gave a complex network of penalties for using similar skills (such as attempting to pick an electronic lock by using the Computer skill instead of the Electronics skill). The text-based roleplaying game Avalon: The Legend Lives is noted for being the first text based multi user role-playing game to offer a developed profession and skills system . Choosing

2392-549: A short period, but incorrect counters result in damage to the player character, as reflected in the health bar . When players fail in battle en route to the God King, the game resets to the location preceding the previous battle. Enemies can perform attacks that cannot be parried or blocked—such as a shield bash—that must be dodged. Players use two special abilities via icons atop the screen: the Super Attack temporarily stuns

2496-613: A small set of primary attributes control a larger number of derived statistics such as Armor Class or magic points . During character creation , attribute scores are usually determined either randomly (by rolling dice ) or by distributing character points. In some games, such as World of Warcraft , the base attribute scores are determined by the character's race and class (however the vast majority of stat points will be obtained through end-game gear/equipment). Because they represent common, in-born characteristics and not learned capabilities (as skills do), in many games they are fixed for

2600-580: A strong resemblance to that of Legend of Zelda , but added more RPG elements. It was one of the first action RPGs to allow players to kill townspeople, though later Mana games removed this feature. Arcus Odyssey by Wolf Team (now Namco Tales Studio ) was an action RPG that featured an isometric perspective and co-operative multiplayer gameplay. In 1993, the second Seiken Densetsu game, Secret of Mana , received considerable acclaim, for its innovative pausable real-time action battle system , and its innovative cooperative multiplayer gameplay, where

2704-564: A tangible "in-game" enhancement to skill or ability rolls. Systems of advantages and disadvantages are often criticized for allowing or even encouraging min-maxing , where a player strives to take disadvantages which have little or no tangible effect on play while using the character points gained from those disadvantages to pay for powerful advantages. Character points are abstract units used in some role-playing games during character creation and development. Early role-playing games such as Dungeons & Dragons assigned random values to

2808-423: Is a more complicated relationship between experience points and character points. A power represents a unique or special quality that a character can use. In many games, powers are binary on-or-off qualities as opposed to attributes and skills which are usually numeric quantities. The main exception to this is superhero RPGs, where superpowers are often treated as a sort of skill. Superpowers may also use

2912-567: Is a subgenre of video games that combines core elements from both the action game and role-playing genre. Action role-playing games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu -based combat while still having a focus on character's stats in order to determine relative strength and abilities. These games often use action game combat systems similar to hack and slash or shooter games . The term "action role-playing game" may also describe action-adventure games , which include

3016-410: Is always added; in others (such as Ars Magica ), a skill can be added to different attributes depending on how the skill is being used. Some games (such as Feng Shui ) add the base attribute to the skill at character creation time; after that, it is independent of the attribute and is used instead of the attribute rather than adding to it. Most games have a fixed penalty for attempting a task without

3120-544: Is considered the first example of an immersive sim , a genre that combines elements from other genres to create a game with strong player agency and emergent gameplay, and has influenced many games since its release. The engine was re-used and enhanced for Ultima Underworld ' s 1993 sequel, Ultima Underworld II: Labyrinth of Worlds . Looking Glass Studios planned to create a third Ultima Underworld , but Origin rejected their pitches. After Electronic Arts (EA) rejected Arkane Studios ' pitch for Ultima Underworld III ,

3224-545: Is told that the Infinity Blade can prevent immortals like the God King from resurrecting after death. The player is then given the option of either starting the next bloodline as they do when defeated, or resetting the game and starting New Game+ mode, which resets all gold and item progression but maintains the character's experience level, letting the player remaster the items and level up even further. Chair Entertainment released four expansions as free updates to

Infinity Blade - Misplaced Pages Continue

3328-860: The Princess Crown series, including Odin Sphere and Muramasa: The Demon Blade . Princess Crown had a more cartoon-like visual appeal. It still had quality visuals due to the George Kamitani style. LandStalker's 1997 spiritual successor Alundra is considered "one of the finest examples of action/RPG gaming", combining platforming elements and challenging puzzles with an innovative storyline revolving around entering people's dreams and dealing with mature themes. Ultima Underworld ' s influence has been found in BioShock (2007), and that game's designer, Ken Levine , has stated that "all

3432-498: The Storytelling System refer to their statistics as "traits", even though they are treated as attributes and skills. Many games make use of derived statistics whose values depend on other statistics, which are known as primary or basic statistics. Game-specific concepts such as experience levels , alignment , character class and race can also be considered statistics. An attribute describes to what extent

3536-616: The Dragon's Crown Artworks foreword: "The motif within Dragon's Crown is all the fantasy works that has affected me until now: the PC RPG Wizardry that I first came into contact with as a student; Ian Livingstone 's gamebooks; games like Tower of Druaga , Golden Axe and The King of Dragons ." He also cites his early 20s work on Dungeons & Dragons: Tower of Doom as "truly something that I had aspired for". Dragon's Crown

3640-541: The Infinity Blade trilogy from the App Store, the titular weapon made a crossover appearance in the winter-themed seventh season of Fortnite Battle Royale as a unique, very powerful melee weapon that can be obtained in a match, granting any player who finds it devastating abilities and extra survivability, at the cost of being unable to use other items. Three days later, however, Epic Games later "vaulted"

3744-790: The MMO vehicular combat game Auto Assault (2006) by NetDevil and NCsoft . Other action RPGs featured both hack and slash and shooting elements, with the use of both guns (or in some cases, bow and arrow or aerial combat ) and melee weapons, including Cavia 's flight-based Drakengard series (2003 to 2005), and Level-5 's Rogue Galaxy (2005). Other RPS games include the Mass Effect series (2007 onwards), Fallout 3 and subsequent Fallout titles (2008 onwards), White Gold: War in Paradise (2008), and Borderlands (2009). Borderlands developer Gearbox Software has dubbed it as

3848-663: The Unreal Engine 3 graphics engine and in need of a "killer game" to show it off. Epic had previously licensed the engine for use in numerous console and personal computer games. They asked Chair to develop a game for the engine in five months, with a playable demo for the Apple Special Event conference in two months. The team decided within a few days to work on the Infinity Blade concept, codenamed "Project Sword". Instead of normal initial game development, where working prototypes test gameplay ideas, Chair spent

3952-503: The first installment of its Ys series in 1987. While not very popular in the West, the long-running Ys series has performed strongly in the Japanese market, with many sequels, remakes and ports in the decades that followed its release. Besides Falcom's own Dragon Slayer series, Ys was also influenced by Hydlide , from which it borrowed certain mechanics such as health-regeneration. The Faery Tale Adventure offered one of

4056-414: The 1990 games Bad Blood (another action RPG based on the same engine) and Ultima VI: The False Prophet , based on the same interface. Also in 1989, the enhanced remake Ys I & II was one of the first video games to use CD-ROM , which was utilized to provide enhanced graphics, animated cut scenes, a Red Book CD soundtrack, and voice acting. Its English localization was also one of

4160-417: The God King and terminate the cycle; upon doing so, the game resumes at the checkpoint before fighting the God King. Enemy difficulty increases with each bloodline cycle. Another bloodline ending is unlocked after purchasing the Infinity Blade item: the sword is placed into a pedestal in the castle's underground dungeons and three doors open. After then defeating each of the three "Deathless"—immortal beings like

4264-460: The God King—of increasing difficulty found within, a final fourth door opens, and the player faces a mechanized warrior guarding the high-tech chamber where the God King is reborn whenever he is killed. Upon defeating the mechanized warrior, the chamber is revealed to be controlled by an ancestor of the player character, who chose to serve the God King. After fighting the ancestor, the player character

Infinity Blade - Misplaced Pages Continue

4368-600: The PC-8801 computer in September 1984, it abandoned the command-based battles of earlier role-playing games in favor of real-time hack-and-slash combat that required direct input from the player, alongside puzzle-solving elements. In contrast to earlier turn-based roguelikes , Dragon Slayer was a dungeon-crawl role-playing game using real-time, action-oriented combat, combined with traditional role-playing mechanics. Dragon Slayer's overhead action role-playing formula

4472-526: The Unreal Engine, and to combine the combat of Karateka and Prince of Persia with the loneliness of Shadow of the Colossus . The game received four free expansions that added new equipment, endings, and game modes. Infinity Blade was the fastest-grossing app in the history of iOS upon its release. It made US$ 1.6 million in its first four days, and over US$ 23 million by the end of 2011. It

4576-458: The abbreviation "disads". Many games encourage or even force players to take disadvantages for their characters in order to balance their advantages or other "positive" statistics. Disadvantages also add flavor to a character that can't be obtained solely by a list of positive traits. Advantages and disadvantages often have a thematic element to them. They often provide a direct relationship between how someone wants to role-play their character and

4680-539: The ability to purchase gold due to customer requests. Chair did not rebalance the game to incentivize in-app purchases. Work on The Deathless Kings update began immediately afterward. Chair felt that releasing several large, free updates to the game would increase their overall user base and result in more total sales due to word of mouth . Infinity Blade was noted for its sales at launch, selling more than 270,000 copies and making over US$ 1.6 million in its first four days—the "fastest-grossing app" ever released for iOS at

4784-442: The bloodline concept as a natural breakpoint. They also felt that mobile games like Infinity Blade with constant action elements went too long without giving the player time to relax and resulted in player exhaustion, and so Chair kept their battles short with brief cinematic pauses in longer battles. Chair showed their playable demo at the Apple conference on September 1, 2010, after weeks of rehearsal, and attracted much attention to

4888-535: The camera to some degree. As such, these are often grouped with other "isometric RPGs". The popularity of the Diablo series spawned such franchises like Divinity , Torchlight , Dungeon Siege and Sacred . Commonly, these games used a fixed-camera isometric view of the game world, a necessity of the limitations of 2D graphics of early computers; The Diablo series spawned many terms like being referred to as "dungeon crawler" "slasher RPG" "hack and slasher",

4992-414: The castle is a series of discrete locations where the player can pan the camera around the stationary player character to view a fully three-dimensional area. The player taps locations highlighted onscreen to trigger either a short cutscene as the player character moves to the next location, or a sword battle with an enemy. During combat, the player controls the character's sword by swiping a finger across

5096-459: The chance to succeed in a skill or other tests by addition to a die roll or by determining the number of dice to be thrown. As a consequence, usually a higher number is better, and ranges can be as small as 1–5 (for numbers of dice) or as great as 1–100 (when adding to results of percentile dice ). In some games, attributes represent linearly increasing ability (e.g. in Tunnels and Trolls , where

5200-456: The characters, setting the standard for first-person computer RPGs for several years. It inspired many other developers to make real-time dungeon crawlers, such as Eye of the Beholder and Lands of Lore: The Throne of Chaos . Ultima Underworld: The Stygian Abyss , released in 1992, has been cited as the first RPG to feature first-person action in a 3D environment. Ultima Underworld

5304-463: The combat had an excitement factor that pushed players to keep on going for one more battle. Tracy Erickson of Pocket Gamer described the swipe-based combat system as "easy to understand, though tough to master", and Nick Chester of Destructoid said that although the combat was not very complicated, it was fun to play. The role-playing game elements were praised—Destructoid's Chester called them "satisfying", and IGN's Goldstein said that they added to

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5408-414: The duration of the game. However, in some games they can be increased by spending experience points gained during the game, or as part of the process of " levelling up ". An advantage is a physical, social, intellectual, or other enhancement to a character. In contrast, a disadvantage is an adverse effect. Advantages are also known as virtues, merits or edges and disadvantages as flaws or hindrances, or by

5512-538: The first to use voice dubbing . The game received the Game of the Year award from OMNI Magazine in 1990, as well as other prizes. Another 1989 release, Activision 's Prophecy: The Fall of Trinadon , attempted to introduce "Nintendo-style" action combat to North American computer role-playing games. Action RPGs were far more common on consoles than computers, due to gamepads being better suited to real-time action than

5616-417: The first week of development refining the gameplay concept on paper before beginning to code. Many of the core gameplay ideas were developed in their first few hours. Geremy Mustard, Chair's co-founder and technical director, estimates that the team cut two-thirds of that initial design due to lack of time. Refining the complex touch-based interface was complicated due to the Unreal Engine's incomplete status and

5720-479: The forthcoming sequel Infinity Blade II . Infinity Blade was created by Chair Entertainment , a subsidiary company of Epic Games . In July 2010, Chair had both recently finished the Xbox Live Arcade game Shadow Complex and been acquired by Epic. Chair was brainstorming Kinect and Wii games, including an idea similar to Infinity Blade , and Epic was nearing completion of an iOS version of

5824-448: The game is played from a third-person perspective. Players can customize their player character , which learns to cast spells, brew potions, and master combat abilities, eventually developing their own special combat style. In late 1987, FTL Games released Dungeon Master , a dungeon crawler that had a real-time game world and some real-time combat elements (akin to Active Time Battle ), requiring players to quickly issue orders to

5928-492: The game required getting past the repetition, despite being "stellar". During the 14th Annual Interactive Achievement Awards , the Academy of Interactive Arts & Sciences nominated Infinity Blade for " Portable Game of the Year ". On October 28, 2011, Epic Games and Adrenaline Amusements released an arcade version of the game, Infinity Blade FX . The game is played on a 46-inch screen rigged with optical sensors to mimic

6032-539: The game's difficulty. Brown's review for Eurogamer , however, said that while good they were not as engaging as the combat, and the Edge review dismissed them as minimal. Reviewers had mixed opinions on the effectiveness of the bloodline system's repetition: Destructoid's Chester described it as addictive, and IGN's Goldstein agreed, but Erickson's review for Pocket Gamer said that the game had problems with repetition and Wired 's Meyer dismissed it as "repetitive ... as

6136-409: The game's mouse-based combat were mixed. In 1997 Blizzard's Diablo was released and became massively successful. It was an action RPG that used a mouse oriented point-and-click interface and offered gamers a free online service to play with others that maintained the same rules and gameplay. Diablo ' s effect on the market was significant, inspiring many imitators. Its impact was such that

6240-400: The game. It was released on December 9, 2010. While Chair itself spent little on marketing, Apple used the game extensively in advertisements for its devices. The music for the game was composed by Josh Aker, who had written the music for previous Chair games. The soundtrack was intended by Aker to be "intense" during combat, but to vary between "serene" and "otherworldly" outside battle. It is

6344-464: The game. The first, released December 20, 2010, added a new enemy, equipment, and microtransactions. It also removed an experience level cap. The second update, titled Infinity Blade: The Deathless Kings , was released on March 2, 2011, and added the dungeons as a second branch to the game's path. This expansion also added new equipment, enemies, and the second ending where the player character defeats his ancestor. The third update, Infinity Blade: Arena ,

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6448-481: The games: Infinity Blade: Awakening and Infinity Blade: Redemption . The game, along with its two sequels, was removed from the App Store on December 10, 2018, due to difficulties in updating the game for newer hardware. In the primary portion of Infinity Blade , the player character travels a mostly linear path through a ruined castle and fights one-on-one battles with oversized enemies. The path through

6552-585: The gaming market and its influence on the MMORPG genre later popularized the strongly used mouse-oriented point and click combat. While in the Diablo series this type of combat does not have a lock-on key, World of Warcraft and most MMO games uses some kind of key to target an enemy, usually TAB, to lock into it, usually referred to as "tab-target". In tab-target combat the player's character automatic do attack animations with some kind of regular attack, while

6656-521: The keyboard and mouse. Though there were attempts at creating action-oriented computer RPGs during the late 1980s and early 1990s, very few saw any success. Times of Lore was one of the more successful attempts in the American computer market, where there was a generally negative attitude towards combining genres in this way and more of an emphasis on preserving the purity of the RPG genre. For example,

6760-448: The largest worlds at the time, with over 17,000 computer screens without loading times. In 1988, Telenet Japan 's Exile series debuted, and was controversial due to its plot, which revolves around a time-traveling Crusades-era Syrian assassin who assassinates various religious/historical figures as well as 20th-century political leaders, The gameplay of Exile included both overhead exploration and side-scrolling combat, and featured

6864-602: The native iOS code library's lack of support for fast touch-based gameplay. The five-month development was completed by a team of twelve people from Chair, with assistance from Epic. In addition to Geremy Mustard, the team was composed of Chair co-founder and creative director Donald Mustard; Simon Hurley as producer; Joshua Andersen and Scott K. Bowen as programmers; Adam Ford as art director; Orlando Barrowes, Bert Lewis, Mike Low, Scott Stoddard, and Nathan Trewartha as artists and animators; Joshua Akers as composer; and Brandon Raul Campos as lead tester. The game's swipe-based swordplay

6968-488: The opponent, and magic heals or attacks as indicated by drawing a given symbol. Both require time to recharge after use. When attacking, the player can swipe in any direction, and can do specific attack combinations to deal extra damage. In addition to combat, there is also a mild role-playing component. An experience point system levels up the player character and their equipment (weapons, armor, shields, helms, and magic rings). Equipment pieces have special properties and

7072-746: The player can focus on activating other skills and items by pressing other keys. Usually this type of combat is not heavily based on aiming or hit boxes thus the player can hit enemies from different distances and even from a far. Some tab-target MMOs have other targeting options such as an "Action mode". Shooter-based action RPGs include Strife (1996), System Shock 2 (1999), the Deus Ex series (2000 onwards) by Ion Storm , Bungie 's Destiny (2014), Irem 's Steambot Chronicles (2005), Square Enix's third-person shooter RPG Dirge of Cerberus: Final Fantasy VII (2006), which introduced an over-the-shoulder perspective similar to Resident Evil 4 , and

7176-426: The player's stats, or as a currency to purchase items, and penalizing player deaths without imposing an outright failure state. It also incorporated online features allowing players to leave messages in the overworld that can be read by other players, to temporarily join other players' sessions to assist them cooperatively, or "invade" another player's session to engage in player versus player combat. Especially after

7280-436: The primary antagonist, the immortal God King. In the game's introduction, the non-playable protagonist has just finished this quest, but is slain by the God King. The player then assumes the role of the dead protagonist's descendant as he starts his journey at the beginning of the castle. This cycle, called a bloodline, continues after the player finally faces the God King and either dies or wins. The player may also choose to join

7384-514: The release of its spiritual successor Dark Souls (2011) and its sequels, other action RPGs emerged in the 2010s that incorporated mechanics influenced by those of Demon's Souls , which have been popularly referred to as " Soulslike " games. In 2013, Vanillaware released the fantasy beat 'em up ARPG Dragon's Crown , a spiritual successor to Princess Crown and a "deeply moving product" of Vanillaware director George Kamitani. Kamitani cites many classic RPGs as his inspiration, stating in

7488-478: The same rating scale as the primary statistics. A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, powers, talents and knacks. During character creation , a player character 's skills are generally chosen from a long list. A character may have a fixed number of starting skills, or they may be paid for using character points. In contrast to attributes , very few games fix

7592-428: The same usefulness to a character. Therefore, certain characteristics might be merged (such as merging a Charisma-type and a Willpower-type attribute into a single Personality attribute), or split into more attributes (such as splitting physical "Comeliness" from Charisma in the original Unearthed Arcana ), or even ignored altogether (for example, Intelligence and Charisma in a hack and slash adventure). In many games,

7696-610: The same year. Jeremy Parish of 1UP.com argues that Japanese developers created a new brand of action role-playing game; these new Japanese games combined the role-playing genre with arcade-style action and action-adventure elements. Shaun Musgrave of TouchArcade also traces the genre's roots to Japan, noting that the "Western game industry of the time had a tendency to treat action games and RPGs as separate things for separate demographics". Jeremy Parish argues that action RPGs were popularized in Japan by The Tower of Druaga . It

7800-404: The screen to attack and parry , and tap the screen to dodge and block enemy attacks. Upon defeat, the player restarts the game as the character's descendant with the same items and experience level . The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. Infinity Blade was intended to demonstrate the new iOS version of

7904-434: The screen. Players can touch icons at the bottom of the screen to dodge attacks by ducking right or left, or to block attacks with a shield, which has a limited number of uses during a single battle. Players may also parry incoming attacks with an intercepting sword move that, for example, parries an attack from the left with a swipe to the left. Each of these three counters can leave the enemy vulnerable to counterattack for

8008-459: The second or third players could drop in and out of the game at any time, rather than players having to join the game at the same time. The game has remained influential through to the present day, with its ring menu system still used in modern games and its cooperative multiplayer mentioned as an influence on games such as Dungeon Siege III (2011). Most other such games, however, used a side-scrolling perspective typical of beat 'em ups, such as

8112-411: The series was also heavily criticized by players and media for not being a proper RPG due to it being focused more on fighting enemies and creating character builds than following a proper narrative and dialogue-heavy journey. After its success many other games tried to mix its influences with different structures and narratives, there are multiple games like Divine Divinity that were an attempt to have

8216-506: The studio instead created a spiritual successor : Arx Fatalis . Toby Gard stated that, when designing Tomb Raider , he "was a big fan of ... Ultima Underworld and I wanted to mix that type of game with the sort of polygon characters that were just being showcased in Virtua Fighter ". Ultima Underworld was also the basis for Looking Glass Technologies' later System Shock . The 1988 Origin Systems title Times of Lore

8320-620: The template for many future action RPGs, even though it does not strictly fit the definition of later action RPGs. In contrast to previous action RPGs, such as Dragon Slayer and Hydlide, which required the player to bump into enemies in order to attack them, The Legend of Zelda featured an attack button that animates a sword swing or projectile attack on the screen. It was also an early example of open-world, nonlinear gameplay , and introduced new features such as battery backup saving. These elements have been used in many action RPGs since. In 1987, Zelda II: The Adventure of Link implemented

8424-427: The temples to refuse to level him up. Xanadu Scenario II , released in 1986, was an expansion pack , created to expand the content of Dragon Slayer II: Xanadu . Hydlide II: Shine of Darkness (1985) also featured a morality system. Eurogamer cites Fairlight (1985) as an early action RPG. An important influence on the action RPG genre was the 1986 action-adventure The Legend of Zelda , which served as

8528-468: The term "action RPG" has come to be more commonly used for Diablo -style games, with The Legend of Zelda itself slowly recategorized as an action-adventure. Very commonly, these games used a fixed-camera isometric view of the game world, a necessity of the limitations of 2D graphics of early computers; even with 3D graphic engines, such point-and-click games are still presented from a similar isometric view, though providing options to rotate, pan, and zoom

8632-713: The things that I wanted to do and all the games that I ended up working on came out of the inspiration I took from [ Ultima Underworld ]". Gears of War designer Cliff Bleszinski also cited it as an early influence, stating that it had "far more impact on me than Doom ". Other games influenced by Ultima Underworld include The Elder Scrolls: Arena , Deus Ex , Deus Ex: Invisible War , Vampire: The Masquerade – Bloodlines , and Half-Life 2 . FromSoftware 's Demon's Souls (2009) emphasized unforgiving enemies and environments, combined with risk-and-reward mechanics such as limited checkpoints, collecting "souls" that can be consumed as experience points to increase

8736-553: The third game in the Parasite Eve series, features a unique blend of action RPG, real-time tactical RPG, survival horror and third-person tactical shooter elements. Shooter-based RPGs include Imageepoch 's post-apocalyptic Black Rock Shooter (2011) , which employs both first-person and third-person shooter elements, and Square Enix's Final Fantasy XV (2016) , which features both hack and slash and third-person shooter elements. The online live service version gained

8840-412: The time. By the end of 2011, it had made at least US$ 23 million in revenue. Around fourteen months after the initial release, Chair noted that half of the game's sales were for the iPhone and half were for the iPad and iPod . After releasing the sequel, Epic Games noted in 2012 that the series was Epic's most profitable by measure of revenue against person-hours spent in development. Infinity Blade

8944-432: The title suggests". J. Nicholas Geist, writing for Kill Screen , focused his entire review on the cyclical nature of the game, treating its nature of repetition with small changes between each bloodline as a metaphor for life. Most reviewers found themselves between the two extremes, with Brown of Eurogamer simultaneously describing it as "alarmingly repetitious" but still addictive and 1UP.com's Clark saying that enjoying

9048-573: The values of other, "basic" statistics. They often represent a single capability of the character such as the weight a character can lift, or the speed at which they can move. Some are unitless numbers, but often they use real-world units of measurement (such as kilograms or metres per second ). Derived statistics are often used during combat (e.g. hit points , Armor Class and initiative ). Basic and derived statistics are also called primary and secondary statistics, respectively. In games which use such concepts, derived statistics are often modified by

9152-459: The weapon over concerns that it was too overpowered . Epic Games later brought back the Infinity Blade in February 2019 as a restricted item that is only available in the limited-time mode "Sword Fight", reducing its power and allowing multiple copies of it to be found from loot chests. Action role-playing game An action role-playing game (often abbreviated action RPG or ARPG )

9256-478: Was also one of the earliest action RPGs. Dragon Slayer II: Xanadu , released in 1985 (billed as a "new type of real-time role-playing game"), was an action role-playing game including many character stats and a large quest. It also incorporated a side-scrolling view during exploration and an overhead view during battle, and an early "Karma" morality system where the character's Karma meter will rise if he commits sin (killing "good" enemies), which in turn causes

9360-508: Was also released that year. It was a party-based action RPG, with the player controlling a party of four characters at the same time in a side-scrolling view. The game also featured character creation, highly customizable characters, class-based puzzles, and a new scenario system, allowing players to choose from 15 scenarios, or quests , to play through in the order of their choice. It was also an episodic video game , with expansion disks later released offering more scenarios. Falcom also released

9464-433: Was an action RPG with an icon-based point-and-click interface. Bad Blood , another Origin Systems game from 1990, would use the same interface. The designers were inspired by console titles, particularly The Legend of Zelda , to make their interface more accessible. The 1994 title Ultima VIII used mouse controls and attempted to add precision jumping sequences reminiscent of a Mario platform game, though reactions to

9568-610: Was an action RPG. Bill Loguidice and Matt Barton claimed that the Intellivision games Advanced Dungeons & Dragons (1982) and Treasure of Tarmin (1983) were action RPGs. Shaun Musgrave of TouchArcade notes that Adventure lacked RPG mechanics such as experience points and permanent character growth, and argues that Gateway to Apshai is "the earliest game I'd feel comfortable calling an action-RPG" but notes that "it doesn't fit neatly into our modern genre classifications", though came closer than Bokosuka Wars released

9672-483: Was an ongoing rivalry developing between the Dragon Slayer and Hydlide series over the years. The Tower of Druaga , Dragon Slayer and Hydlide were influential in Japan, where they influenced later action RPGs such as Ys , as well as The Legend of Zelda . Falcom's Dragon Slayer , created by Yoshio Kiya, is "the very first action-RPG ever made" according to GameSetWatch. Originally released for

9776-565: Was based on Donald Mustard's desire for unique gameplay based on nuanced sword fighting and parrying. He described the game's influences as the combat of Karateka and Prince of Persia combined with the "lonely epicness" of Shadow of the Colossus . Chair sought to develop an experience that could be picked up and played for a minute (a single battle) or half an hour (a bloodline). They felt that many other developers accustomed to consoles were wrong to make iOS games that required long-playing experiences to feel meaningful, and so Chair developed

9880-477: Was echoed by John Meyer of Wired , who claimed that it had the best graphics of any iPad game. The reviewer for Edge further praised the art direction, especially with regards to the enemy and armor designs. The gameplay was generally praised by reviewers, who typically found the combat engaging, but were split on the repetitive aspects of the game. 1UP.com 's Matt Clark said that the sword gameplay "just feels right", while Mark Brown of Eurogamer said that

9984-404: Was in development for iOS by Epic Games subsidiary Impossible Games, but was cancelled in February 2013 when Impossible Games was shut down. A final game in the trilogy, Infinity Blade III , was released on September 18, 2013. A novella by author Brandon Sanderson was released before both Infinity Blade II and III to serve as a story bridge between the games. Infinity Blade: Awakening

10088-575: Was re-released with a PS4 "Pro" edition in 2018. Assassin's Creed , a long-running Ubisoft franchise, also shifted towards the action RPG formula, inspired by the successes of The Witcher 3 and the Dark Souls series, with its titles Origins (2017), Odyssey (2018) and Valhalla (2020). Avalanche Software released Hogwarts Legacy in 2023. Set in Hogwarts School of Witchcraft and Wizardry and its surrounding areas,

10192-566: Was released as an e-book on October 4, 2011, to correspond with the announcement of Infinity Blade II . The story gives the protagonist of the first game a name, Siris, introduces the idea that the God King was one of multiple Deathless in the world, as is Siris, and has Siris and the assassin Isa journey to find the Worker of Secrets in order to kill the resurrected God King and the other Deathless. The second e-book novella, Infinity Blade: Redemption ,

10296-454: Was released for arcades in June 1984, and was intended as a "fantasy version of Pac-Man , with puzzles to solve, monsters to battle, and hidden treasure to find". Its success in Japan inspired the development of Dragon Slayer (1984) and Hydlide (1984). Dragon Slayer , Hydlide and Courageous Perseus (1984) "vie for position as genre precedent" according to John Szczepaniak, and there

10400-400: Was released on May 19, 2011. It added the player vs. player "Arena Mode", a tiered combat game progression where one player fights as the hero and the other as an enemy from the game. The update also included new equipment and a single-player version of Arena Mode called "Survival Mode". On October 4, 2011, a fourth update added a new enemy and new equipment to coincide with the announcement of

10504-540: Was released on September 9, 2013, just before the third game. In it, Siris and the God King escape from their imprisonment by the Worker of Secrets, while extensive flashbacks show the rise of the Deathless in a future-Earth analog. While Siris disrupts the Worker of Secret's plans, the God King confronts and is killed by the Worker. A Chinese version of the game for Xbox One and Android was published by Tencent Games on November 28, 2015. A day after Epic Games removed

10608-436: Was reviewed by several major gaming sites in addition to mobile game-focused sites. Critics praised the game's graphics heavily. IGN reviewer Hilary Goldstein said that it was "an absolute stunner for any handheld device and ushers in a new era of possibility for high-end graphics." GamePro 's Ryan Rigney called the game "downright gorgeous" and said that the graphics were almost at the level of an Xbox 360 game, which

10712-571: Was used in many later games. T&E Soft 's Hydlide , released in December 1984, was created by Tokihiro Naito, who was influenced by The Tower of Druaga . It was the first action RPG with an overworld . The game was immensely popular in Japan, selling 2 million copies across all platforms. According to John Szczepaniak, it "cannot be overstated how influential Hydlide was on the ARPGs which followed it". The same year, Courageous Perseus

10816-425: Was well received by gaming critics. Reviews praised the graphics and compared the mobile game favorably to console games . Critics also praised the swipe-based combat system, but split opinions on the cyclical gameplay as either addictive or repetitive. Chair later released an arcade port and two sequels: Infinity Blade II and Infinity Blade III . Author Brandon Sanderson also wrote two novellas set between

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