Monolith software inc




















Renowned for its humor and gadgets galore, NOLF remains a beloved classic to fans around the world. Blood A Build Engine classic and one of our first published games, Blood combines hyper-violence with a whimsical glee that earned it an enduring cult following to this day. Matrix The flexible class system let players create and swap abilities in-game at Hardlines, which allowed a dynamic approach to character builds.

It was also the official story continuation and was supported by regular in-game community events. Shogo Shogo was the first game to feature Mech combat in a first-person perspective along with a critical hit system, and three modes of play — human, mecha, and vehicle.

It was also one of the very first shooters to offer a branching storyline and multiple endings. Tron 2. Claw The game that started the studio. Notorious for its high difficulty, the platformer became a cult classic with dedicated fans. Aliens vs. Predator 2 Aliens vs. Predator 2 was notable for its three interwoven story campaigns, letting players assume the roles of Human, Alien, and Predator.

And its multiplayer allows all three factions to fight in the same match. Good times.. Lead Designer, Combat Monolith seeks a Lead Combat Designer to be responsible for significant contributions to game design, with particular focus on the design, standards, implementation, and polish of Combat and player focused gameplay experiences. Principal Software Engineer, Tools Lead Monolith seeks a Principal Software Engineer to lead the Tools team behind the award-winning Middle-earth: Shadow of Mordor and its sequel Middle-earth: Shadow of War, in creating content authoring technologies for exciting, cutting-edge action games.

Principal Software Engineer, Graphics Monolith seeks a a Principal Software Engineer to lead the Graphics team behind the award-winning Middle-earth: Shadow of Mordor and its sequel Middle-earth: Shadow of War, in creating graphics technologies for exciting, cutting-edge action games.

Cancel Create Link. Disable this feature for this session. Rows: Columns:. Enter the URL for the tweet you want to embed. Games developed Games published. This edit will also create new pages on Giant Bomb for: Beware, you are proposing to add brand new pages to the wiki along with your edits. The game was also at the time the biggest project Monolith Soft had worked on and was under threat of being internally scaled down but with Nintendo's support, the game was able to meet the scope of what was originally envisioned.

The game was first shown during E3 under the title of Monado: Beginning of the World and set to release on the Wii. In January , Satoru Iwata proposed to change the title of the game to Xenoblade Chronicles to honor Takahashi's past games.

Xenoblade Chronicles released during in Japan and became the starting point of the Xenoblade series. It later released in Europe and North America in and respesctively after some internal struggles and delays. In , Nintendo expanded Monolith Soft, and created a smaller branch of the company in Kyoto, so that they could work more closely with Nintendo.

Yasuyuki Honne was made head of this branch, and their first game was Animal Crossing: New Leaf , which was released in Japan on November 8, Meanwhile, the Tokyo branch was providing support to Nintendo EAD for the development of The Legend of Zelda: Skyward Sword , which would become a common occurence for the development of Zelda games going foreward.

Outside of co-developing Nintendo software, Monolith Soft Tokyo was also creating original software for Nintendo systems. By early , Nintendo had completely bought the remaining shares Namco still had in Monolith Soft.

After the release of Xenoblade Chronicles , the Tokyo branch started to work on their next in house project. They wanted it to be a science-fiction themed RPG with a scope estimated to be five time bigger than Xenoblade Chronicles in term of map size. It being their first High Definition game, as it was made for the Wii U , made it their most ambitious project yet due to its sheer scale.

The game was hinted at in by Nintendo , who revealed that the studio was working on a new project for their console. In Pikmin 3 and The Legend of Zelda: A Link Between Worlds were released, both game had support from Monolith Soft's Kyoto branch during development alongside the involvement of their main developers.

Their new in-house title was revealed during E3 under the working title of X and with a release window set for Until you earn points all your submissions need to be vetted by other Giant Bomb users.

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