Legendary Creature — Human Monk (3/3) When Alharu, Solemn Ritualist enters the battlefield, put a +1/+1 counter on each of up to two other target creatures. Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying. Partner (You can have two commanders if both have partner.). 7 Ritualist's Cache 'Go to 64 25 in to the bulding. Before will be few mobs to kill. When You will get inside at first pick up close right corner Ritual Pages then far right corner will be a Book of Binding Rituals press on it and you will get buff Ritualist's Knowledge for 5 min, Now you can open Treasure. Reward: Page 76 of the Necronom-i-nom'. 1913 Webster From WordNet (r) 3.0 (2006) wn: ritualist n 1: an advocate of strict observance of ritualistic forms 2: a social anthropologist who is expert on rites and ceremonies From German-English FreeDict Dictionary ver. 0.3.3 fd-deu-eng: Ritualist /riːtuːalist/ ritualist. As a member, you'll also get unlimited access to over 84,000 lessons in math, English, science, history, and more. Plus, get practice tests, quizzes, and personalized coaching to help you succeed.
Type | Subsidiary |
---|---|
Industry | Video games |
Founded | August 12, 1996 |
Defunct | January 24, 2007 |
Fate | Acquired by MumboJumbo, assets acquired by iplay.com |
Headquarters | , United States |
Products | SiN series |
Website | ritual.com (archived) |
Ritual Entertainment was a video game developer established in 1996 by Robert Atkins, Mark Dochtermann, Jim Dosé, Richard 'Levelord' Gray, Michael Hadwin, Harry Miller, and Tom Mustaine. Based in Dallas, Texas, Ritual Entertainment was formerly known as Hipnotic Interactive, during which period they began development of their signature video game SiN.
History[edit]
Members of the Ritual Entertainment development team have contributed game assets to other titles such as American McGee's Alice, Medal of Honor: Airborne, Tomb Raider: Legend, and 25 to Life, and are also the creators of 'Übertools' for id Tech 3, which has been licensed for a number of other games.
Prometheus (nathandimmer) mac os. Shortly after signing Hipnotic, publisher Activision claimed that Hipnotic had been at the core of the Duke Nukem 3D development team. Duke Nukem 3D developer 3D Realms vigorously denied this, stating that only five members of Hipnotic Interactive were former staff of 3D Realms, and of these five only three had a significant role in making Duke Nukem 3D.[1]
In late 1997, Hipnotic changed their name to Ritual Entertainment in order to avoid a trademark conflict with another video game developer, Hypnotix.[2]
On January 24, 2007, developer MumboJumbo announced the acquisition of Ritual Entertainment.[3] With this acquisition, Ritual's focus on traditional action-oriented games was changed to casual games, essentially 'stalling' Ritual's latest game series, SiN Episodes, after releasing only one episode out of a planned nine.
The purchase followed months of departures of several key employees including chief executive officer Steve Nix who became director of business development at id Software,[4] vice president and co-founder Tom Mustaine who left to found Escalation Studios. Several months after the acquisition, community relations manager Steve Hessel left the company to join Splash Damage.[5]
Prior to the announcement, on December 6, 2006, Ritual announced the appointment of Ken Harward as the company's new studio director.[6]
Games developed[edit]
Mac Os Download
Year | Title | Platform(s) | Notes | |||||
---|---|---|---|---|---|---|---|---|
Windows | Linux | Mac OS X | PS2 | Xbox | Dreamcast | |||
1997 | Quake Mission Pack No. 1: Scourge of Armagon | Yes | No | No | No | No | Commercial homebrew released in Russia only[7] | Expansion pack |
1998 | SiN | Yes | Yes | No | No | No | No | Linux version ported by Hyperion Entertainment |
2000 | Heavy Metal: F.A.K.K. 2 | Yes | Yes | Yes | No | No | No | Linux version ported by Loki Software, Mac OS Classic version ported by Contraband Entertainment, Mac OS X version ported by The Omni Group |
2000 | Blair Witch Volume III: The Elly Kedward Tale | Yes | No | No | No | No | No | N/A |
2003 | Star Trek: Elite Force II | Yes | No | No | No | No | No | N/A |
2003 | Legacy of Kain: Defiance | Yes | No | No | Yes | Yes | No | External collaboraion with Crystal Dynamics |
2004 | Counter-Strike: Condition Zero | Yes | Yes | Yes | No | Yes | No | Ritual Entertainment worked on the title in 2002 after development was transferred from Gearbox Software and before continued development was transferred to Turtle Rock Studios in mid-2003. Ritual's contribution included Deleted Scenes and the port to Xbox. |
2004 | Delta Force: Black Hawk Down: Team Sabre | Yes | No | No | No | No | No | Expansion pack |
2006 | SiN Episodes | Yes | No | No | No | No | No | Only one episode, 'Emergence', was released |
2006 | 25 to Life | Yes | No | No | Yes | Yes | No | External collaboration with Avalanche Software, cinematics |
Ritualist Mac Os Download
Unreleased[edit]
- The Lord of the Rings: The Two Towers – (PC) cancelled
- SiN II publisher demo – (2003) (PC) Ritual Entertainment made a game demo to show potential publishers.
- Legacy of Kain: The Dark Prophecy (2004) – cancelled
- SiN Episode 2 – Cancelled
- Quake 4: Awakening - Unreleased addon for Quake 4
References[edit]
- ^Campbell, Colin (May 1997). 'Apogee Fuming'. Next Generation. No. 29. Imagine Media. p. 30.
- ^'NG Alphas: SiN'. Next Generation. No. 37. Imagine Media. January 1998. pp. 128–9.
- ^Ritual Entertainment Acquired By Casual Games Developer January 24th 2007 Archived September 5, 2008, at the Wayback Machine
- ^id Software Welcomes New MemberArchived 2007-11-16 at the Wayback Machine Planet Quake, Friday, December 1, 2006
- ^RITUALISTIC || Ritual Entertainment's Online Community Hub
- ^Ritual Apparently Not Exploded, Announces New Studio Director - Ritualistic Forums
- ^https://www.youtube.com/watch?v=xGBPMIiKi8E
External links[edit]
- Official website via Internet Archive
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Ritual_Entertainment&oldid=1018065105'
Moon Hunters | |
---|---|
Developer(s) | Kitfox Games |
Publisher(s) | Kitfox Games |
Platform(s) | Windows, Mac OS X, Linux, PlayStation 4, Xbox One, Nintendo Switch |
Release | March 10, 2016 |
Genre(s) | Action RPG, Roguelike |
Mode(s) | Co-op mode multiplayer single-player |
Moon Hunters is an action role-playing video game developed and published by Kitfox Games. It was released on March 10, 2016 for Windows, Mac OS X and Linux through the download service Steam, for PlayStation 4 on July 19, 2016, Xbox One on July 19, 2017 and the Nintendo Switch on October 26, 2017. The game received mixed critical reception, which praised the game's unique gameplay, graphical style and storytelling, but criticized the short length and lack of combat depth.
Gameplay[edit]
A co-op, roguelike action RPG that is described by the developer as a 'personality test RPG',[1]Moon Hunters lets up to four players choose from one of six different characters, each with their own strengths and weaknesses.[2] They must set out on a dangerous journey to bring the moon back to the fantasy land of Issaria and stop the evil Sun Cult.[2] The game's endings can differ widely depending on the choices the characters make during the journey, and the outcome of the final battle.[2] The areas of the game are procedurally generated and will differ for each playthrough.[2] However, information about past playthroughs is saved in the form of constellations.[2]
Plot[edit]
One night in the fantasy land of Issaria, the moon does not rise.[3] As the source of all magic and spiritual power, its disappearance imbalanced the world, and the game's heroes must set out to restore the balance again.[3] Without the moon's power, monsters infest the land, causing chaos and spreading danger.[3]
The story of the game is non-linear, and changes depending on the actions of players all the way up to and including the ending.[3]
Development[edit]
The lead designer of Moon Hunters, Tanya Short, was heavily motivated by the idea of creating a game that used procedural generation to create 'personal player narratives'.[4] In order to do that, she had to find a way for players to become invested in quests that were randomized.[4] Instead of using traditional good/evil moral duality, the game bases characters' actions around their own distinct personalities.[4] The game uses a campfire system to build the players' bonds with their characters, and focuses on breadth of potential experiences over the depth of the game itself.[4]
The game was designed with its ancient Mesopotamian setting in mind. The game's story was influenced by ancient myths from a number of different sources, though sometimes a version of a myth was chosen that better reflected modern egalitarian values.[5] Despite a heavy amount of research, the lead designer regretted not being able to hire an expert on Sumerian history to make the myths more accurate.[5]
Reception[edit]
Aggregator | Score |
---|---|
Metacritic | PC: 62/100[6] PS4: 63/100[7] NS: 69/100[8] |
Since its release on Steam, Moon Hunters has garnered mixed reception, holding an aggregate score of 62/100 on Metacritic for the PC version of the game.[6]
Ritualist Mac Os X
Sam Wachter of RPGamer gave the game a 4/5, calling the game's writing 'gorgeous' and the world 'atmospheric'. She also praised the game's soundtrack and overall gameplay, but criticized its lack of online co-op and the fact that it was not as fun playing it in singleplayer. She also called the game's length 'too short'.[9]
Davis Cox of 'Kill Screen scored the game 65/100, saying it 'nobly aims for the stars', but that the gameplay is unbalanced with repetitive and 'overpowered' moves, though the game's story makes up for this.[2]
Edge Magazine gave the game a score of 60/100, commending the game on allowing you to 'elope with the final boss', but saying that the game ends more quickly than expected.[10]
References[edit]
Ritualist Mac Os X
- ^'Cooperative Myth-Making Action RPG Moon Hunters Hitting PS4 July 12'. Siliconera. 2016-05-27. Retrieved 2017-08-11.
- ^ abcdef'Moon Hunters is about legends, but isn't quite legendary - Kill Screen'. Kill Screen. 2016-09-07. Archived from the original on 2016-09-26. Retrieved 2017-06-18.
- ^ abcd'Moon Hunters | Co-op Personality Test'. www.moonhuntersgame.com. Archived from the original on 2017-06-11. Retrieved 2017-06-18.
- ^ abcdFrancis, Bryant. '3 lessons on procedural storytelling from Moon Hunters'. Archived from the original on 2017-05-11. Retrieved 2017-06-18.
- ^ ab'The Developer of 'Moon Hunters' Explains How Diversity Shaped the Game'. Vice. Retrieved 2017-06-18.
- ^ ab'Moon Hunters for PC Reviews'. Metacritic. Archived from the original on 2017-01-02. Retrieved 2017-06-18.
- ^'Moon Hunters for PlayStation 4 Reviews'. Metacritic. Retrieved 2020-03-25.
- ^'Moon Hunters for Switch Reviews'. Metacritic. Retrieved 2020-03-25.
- ^'RPGamer > Review > Moon Hunters'. www.rpgamer.com. Archived from the original on 2016-09-19. Retrieved 2017-06-18.
- ^'Moon Hunters Review'. Edge Magazine. May 2016. p. 123.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Moon_Hunters&oldid=1008918023'