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#Announcement Gameplay Trailer
arcadebroke · 7 months
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coffeeworldsasaki · 2 months
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35 days from gamescon.....
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Honestly even with the versatility of her wand I think Zelda is still going to get dungeon items-- at the very least, a bow, since that's Zelda's typical weapon
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As BBDW only lasted roughly a year, we only got one iteration of the events that would have become seasonals. Platinum served as the free character earned through playing the first and only Summer event.
As with traditional iterations of Platinum, the character had combat voice lines for both Luna and Sena. Interestingly, the character description for this unit indicates that Trinity is not present within Platinum here.
The Nox Nyctores Muchorin has been transformed into a floatie- their description also implies that Luna and Sena aren't particularly good at swimming.
As I've mentioned in other posts, most characters in BBDW had three distinct costumes. Unique event characters, such as the summer units, only had a single costume... with the exception of Platinum here. As the featured free unit, Platinum got a second costume, featuring a tan, that could be obtained by grinding a certain amount of points in the event. The swimsuit worn in both costumes is original to BBDW.
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kingdomoftyto · 3 months
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Existential crisis brought on by the Dragon Age 4 gameplay trailer looking genuinely so good despite everything
I'm so torn ughgghhhhh
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samurotting · 8 months
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ngl i legit thought they cancelled the silent hill 2 remake bc they havent dropped any more information abt it since the announcement trailer until now lmao
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felassan · 1 month
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Dragon Age: "The release date for #DragonAge: The Veilguard will be revealed TOMORROW! We're excited to share this moment with our fans with a release date trailer, and in the coming weeks we'll also have high-level warrior combat gameplay, Companions Week, and more. 💜 Tune in to our next trailer HERE: [link]" [source]
The next Dragon Age: The Veilguard roadmap is here! The release date is being revealed tomorrow along with a new trailer!!
[Trailer premiere link]
Trailer video description:
"Return to Thedas in Dragon Age™: The Veilguard. Solas's ritual is interrupted - but at what cost? The corrupt Elven gods have broken free and are hellbent on blighting the world. It's up to you to unite the Veilguard and fight back against these ancient rulers." [source]
Roadmap dates:
"Dragon Age: The Veilguard Upcoming Reveals August 15th Release date trailer and announcement Week of August 19th High-level combat and PC spotlight (Fel note: "PC" here means computer, not player character) Week of August 26th Companions week August 30th Developer Discord Q&A September 3rd IGN First month-long exclusive coverage begins September Much more to come in September and beyond" [source]
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vgrlife · 1 year
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Neo Berlin 2087 using Unreal Engine 5 announced
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newstownusa · 2 years
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Grand Auto theft official announced Launch in 2023
Grand Auto theft official announced Launch in 2023
Rockstar has stated that they are developing GTA 6 but have yet to make an “official” announcement with a generic trailer. The company was caught off guard by a series of leaks earlier this year. A leak has revealed details of the next Grand Theft Auto game. Rockstar has confirmed the veracity of this leak, but has stated that it is based on earlier work. So we still have to wait for the actual…
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llazyneiph · 8 months
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I'm thrilled to announce the release of my latest Sims mod: "Elders Expanded"! 🌟
This mod is a labor of love aimed at enhancing the aging experience in The Sims, with a focus on expanding the lives of elder Sims. 🧓👵✨
In this mod, you'll discover a plethora of new features and interactions designed to immerse your elder Sims in the joys and challenges of growing older. From ailing health conditions like deteriorating eyesight and hearing to the need for dentures, to the services which'll make your elders twilight years easier, this mod offers a comprehensive and enriching gameplay experience for your elder Sims. 🏡🎉
Check out the guide document here for a detailed overview of all the features included in the mod and how to incorporate them into your gameplay. 📝👀
Video tutorial coming later today! Trailer also coming later today!
Thank you for your support and happy simming! 🌟😊
This mod REQUIRES these to work correctly:
XML Injector by Scumbumbo CoreLibrary by Lot51 
Meal Truck Icon by Flat Icons Takeaway Bag Icon by AranagraphicsRocking Chair Schedule Icon by juicy_fish 
DOWNLOAD
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momochanners · 3 months
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After a good night's sleep, I think I can better solidify my thoughts in regards to the Dragon Age trailer.
First, let's start with the positives:
- Companion diversity: This has always been part of the series' DNA that has been clearly depicted with every iteration, so those who cry foul over "Asian & Black elves", prosthethics, etc etc...I really don't get that, because values and sensibilities evolve over time. Even the series itself has course corrected when needed, eg. Player character creation influencing the family ethnicity of the Couslands in DA:O vs the Hawkes in DA2.
- Unlocked romances: Letting players choose whoever they want to romance regardless of their sexuality and race has always been a positive for me. Allowing everyone to enjoy the experience equally is great (and I'm sure the nuances of player race & gender will be addressed through dialogue and banter). Moreover, CRPGs are long and time-consuming, so to be locked out of character romances mid-way through is never going to be a good time (from personal experience and observing fandom in the past).
Now the negatives:
- Maybe it's me being on the older side of the Bioware fandom (15 years in Dragon Age, 20 years if you count older games like KotOR and Jade Empire), but I cringed very hard watching the trailer. If you followed the development of this game in the past decade, the cancelled live service element that was to be DA4 in one of its iterations was so all over the way the companions were introduced that it brought out a visceral reaction in me. The tonal whiplash from how foreboding Dreadwolf was presented in the past to the patronising happy quippy MEET OUR LITTLE GUYS YOU'RE SURE TO LOVE also did not help as a first concrete look of what to expect after all this time (also poor anachronistic choice of soundtrack when you already have Trevor Morris' compositions right there). I was so dismayed when they went with a looter-shooter-esque lighthearted vibe when they could've leaned hard on the foreboding established mood and momentum they've already got going with Dreadwolf. 
- The branding switch this late in the game that comes with it, especially one as drastic as this will always come with questions and ambivalence. I feel that mitigating uncertainty from announced changes (party number, combat mechanics, setting and environment, etc) should've have been prioritised to reassure existing and lapsed fans before appealing to new ones in such a jarring way.
-  I'm simply baffled at the marketing suit who signed off on whatever this is to be their "best foot forward" at reintroducing the final form of this game? If only there were confident with the world they've already built instead of relying on trendy gimmicks, the amount of damage control I'm seeing prior to the gameplay reveal tonight was so avoidable. Controlling the narrative from the get go is so very important especially now as opinions can easily snowball overnight into behemoth-like proportions especially from bad faith actors. You would think that lessons were learned from DA:O's "THIS IS THE NEW SHIT" and DA2's "Press a button, something AWESOME happens" debacles.
(The thing is, despite it being my least favourite DA out of the three, imho Inquisition has the best marketing campaign in the franchise despite the developmental troubles going on in the background. So it has been pulled off successfully before!)
- I think the Bioware layoffs, especially the recent extensive gutting of senior staff in September 2023, significantly depleted my goodwill as a fan. To see Varric being paraded as a mascot in the trailer, game promotion and supplementary media while having his creator unceremoniously let go after years of building the franchise we love left me so very cold. And it's a me problem, but seeing many other fans barely acknowledging that save for few hollow words before getting back into the fun frustrated me so much. I get being excited to finally get something solid after years of false starts, but with what was lost along the way...I personally don't feel right to approach this installment without cynicism.
Idk, I'm just a bundle of conflicted feelings over this series I guess? When it's so good, it's really good and stays with you as memorable gaming experiences that stays with you for life, but when it stumbles and fumbles the bag...it hurts to see.
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arimiadev · 10 months
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why does aniplex want mahoyo to fail
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I love visual novels. being a long time fate/stay night fan and only having heard of mahoyo from hushed whispers about its cinematography, I was super invested when it was announced to be coming to the west and I could finally play an official version of it.
however, a lot of people interested in type-moon works had never heard of mahoyo, let alone it getting an official english translation. but how? aniplex is publishing the game and they're one of the largest anime distributors in the world.
with the console release of mahoyo being almost exactly a year ago and the steam release being just 10 days away, I want to look over some of aniplex USA's bizarre and nonexistent marketing for one of my favorite visual novels.
let's clear up a few things, first.
mahoyo is the shortened form of mahoutsukai no yoru (not to be confused with mahoutsukai no yome, i.e. the ancient magus bride), which has been localized as witch on the holy night. mahoyo was a linear non-eroge visual novel released by type-moon in 2012, being one of the first scripts kinoko nasu (co-founder of type-moon) wrote back in 1996 and adapted into a VN many, many years later.
in April of 2022, a console remaster (switch, playstation 4) was announced with HD assets and voice acting, to be published by aniplex. notably, this console release would contain an english translation and was later confirmed in June to be sold in the west via online retailers. this was huge news, as this meant mahoyo would be the first type-moon visual novel (not including gameplay-oriented titles like fate/extella or fate/grand order) to be officially released in the west, as despite numerous fan translations, their more recognizable visual novels tsukihime and fate/stay night still had not received a localization.
type-moon is the developer behind mahoyo and aniplex is the publisher, meaning that type-moon made the game and aniplex is in charge of distributing (and marketing) the game worldwide.
timeline:
April 11 2022: Mahoyo rerelease announced for consoles (Switch & PlayStation 4), including English translation
July 4 2022: Aniplex confirms Mahoyo will be available to the West, localized under the name Witch on the Holy Night
October 14 2022: 2nd trailer released, more voice actor info announced
November 3 2022: physical pre-orders launched, demo version available
November 18 2022: Aniplex attends Anime NYC with Mahoyo
December 7 2022: Mahoyo released digitally on Switch / PlayStation 4 (Dec 8th in Japan, Dec 7th in America)
December 12 2022: Mahoyo reaches 110k units sold worldwide
January 27 2023: Mahoyo physicals release
July 5 2023: Mahoyo reaches 150k units sold worldwide
September 10 2023: Mahoyo announced for Steam via a now unlisted Aniplex livestream
December 13 2023: Mahoyo will be released on Steam (Dec 14th in Japan, Dec 13th in America)
some of the dates might be a little fuzzy, especially the release dates, as some sources go by japanese time and some go by american timezones, so just be aware of that.
now, let's talk a bit about mahoyo itself.
mahoyo is a masterpiece. it's a niche game not meant for everyone. its cinematography is top notch among visual novels. its writing style can be off-putting to people who want faster-paced stories. it's one of my most beloved visual novels I've ever played, and I've been in this field for almost a decade and have played well over 100 VNs.
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mahoyo is a completely linear visual novel—meaning it has no choices or gameplay—that follows aoko, a high schooler mage trying to balance her perfect school president facade with her secret life as a mage, something she has to keep secret at the risk of death. this is one of the lesser known type-moon works but it's well beloved because of the care put into it.
if you've ever heard someone talk about it, it's almost impossible for them to not mention the visuals. mahoyo is one of the most visually impressive visual novels I've ever seen, with its inspired use of artwork and in-game animations. I cannot recommend this VN enough if you like modern fantasy and don't mind linear VNs.
before we dive into aniplex USA's marketing, I want to clarify a few marketing terms for people who don't market visual novels as a job. marketing is not just advertising—it's everything related to how a product communicates with potential users, including its branding, its packaging, its everything. when marketing a game, you have several different avenues: social media, press & influencers, trailers, store pages, and more.
today I want to show you how, based off what I have researched after a long, manic day, aniplex USA has failed mahoyo on all of these accounts.
so let's go back to its western release.
mahoyo has a few official english channels:
website
twitter
facebook
aniplex also has an official english twitter with almost 500k followers where they shared mahoyo very rarely—only 9 tweets about the game ever.
well, surely their other pages are more maintained right—
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both accounts stopped posting July 10th/11th, with their last post being about mahoyo going on sale on consoles. let's look at their posts prior to this, though, starting with the twitter.
we can see that the twitter account was made in december of 2022. if we scroll down far enough (it's not hard, given they only have 33 tweets), we can see that their first tweet was on december 6th 2022:
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let's go back to our timeline. can you tell me when mahoyo's remaster released digitally?
yes they made both of the english mahoyo social media accounts the day before the game launched
we can very easily add up the entire social media posts for the game thus far:
mahoyo english twitter - 30 tweets and 3 retweets
mahoyo english facebook - 27 posts
aniplex english twitter - 9 tweets
aniplex english facebook - 2 posts
no other english social media accounts were tied to the website, so these are the only ones I looked at. this means in total, there were only 68 social media posts for the console release of mahoyo by the publisher for english audiences.
but what about the steam release? after the game sold over 150k+ units on consoles, surely aniplex was ready to market it a bit more for pc users—
neither account has made a post about the upcoming steam release.
if we look at the twitter, they have 3 tweets since July that do talk about the upcoming steam release- however, these are retweets from the japanese mahoyo account.
we know that this twitter and this facebook account are the official social media for mahoyo as they're linked on the website, so they're definitely meant to be followed for game updates in the west. well, maybe the english aniplex twitter has posted about it—
none of the english aniplex or mahoyo accounts have made a single post about the steam release
that's right, the social media posts I counted above are the only posts for mahoyo on their english accounts, all dating back before the steam release was announced. since then, they have not made a single original post even mentioning the steam release.
meanwhile, the japanese mahoyo twitter has been hustling hard to promote the upcoming steam release—reposting trailers, character bios, and more almost every day with pretty good numbers.
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in fact, the japanese mahoyo twitter did such a good job at marketing it that the aniplex USA twitter never mentioned the english mahoyo twiter, instead only @ ing the japanese one in tweets (despite the english one being linked on the website).
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why they even bothered making social media accounts and then not running them despite being one of the largest anime distributors in the world I have no clue.
well, maybe they didn't need to rely on social media presence. maybe they were going for the in-person approach and marketing it at conventions.
mahoyo had basically no anime convention presence
the only reference I can find to aniplex notably promoting mahoyo at any western convention is this tweet of them at anime NYC. from someone who was at anime NYC, I've been told that they pushed the game heavily at their booth with TV screens promoting the game.
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however, anime NYC is only one anime convention. you cannot hope to sell a game by just attending one anime convention. mahoyo might have had a presence at other american conventions, but I'm unable to find any images or news about this.
maybe they don't understand type-moon
aniplex is the publisher for fate/grand order, one of the most successful mobile games ever created. they're also the distributor for a majority of type-moon related anime, ranging from fate to garden of sinners to side series. aniplex's marketing team should have lots of experience with type-moon properties.
maybe it was promoted in other aniplex titles
I was also unable to find a news post in fate/grand order related to mahoyo's release, despite news posts for other type-moon series (namely fate but also things like melty blood) getting news posts in fate/grand order. I might've missed the news posts when looking back through FGO but I don't believe there was one.
maybe it sold well in other regions but not western ones
(I'm going to be referring only to the console release for these stats, keep in mind)
mahoyo released December 7th/8th 2022 with an english, japanese, simplified chinese, and traditional chinese translations. at the end of the release week, mahoyo's japanese twitter announced the game had sold 110k copies worldwide and famitsu reported that 66,344 of these units were sold in japan. this means we have around 43k units unaccounted for.
we know the game was available in english, japanese, and chinese languages but we don't know what regions. mainland china has a very large visual novel playerbase (I say this as someone who sells visual novels), which means if it were sold there then it's easy to say that a big chunk of that 43k units could be attributed to them—this also means it would be easy to believe that aniplex saw mahoyo selling worse in western countries and took this as a sign to not promote the game any more there.
but was it ever sold in mainland china? from what I could tell—no.
looking at pricing charts for the nintendo eshop and the playstation store, china is not listed on either. furthermore, searching the game's chinese title on the chinese playstation store does not bring back any results. it looks like the only predominantly chinese-speaking regions that were able to buy it are hong kong, taiwan and possibly singapore (the playstation store page for it doesn't look like it's available for purchase anymore).
so what does this tell us?
without any other numbers it's hard to tell how many of the 43k launch week sales came from english-speaking players, but even if we conservatively say that only around 20k of the 110k launch week units were from western countries, that's still almost a million in revenue (and remember, the physical limited edition of the game was available in english for $60, which is $20 more than the digital base version).
maybe the store page is so good they don't need to market it
here's a little secret: store pages matter a lot more than you'd think. there are entire job positions dedicated to tailoring store pages (like a steam game page) to make it perfect for the game's target audience. there's a science to it that includes the artwork, descriptions, tags, screenshots, and more.
let's see what aniplex did for the steam page of mahoyo.
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A tale told with vivid colors and rich sound in a classic TYPE-MOON visual novel.
I don't know how to describe this short description charitably other than to say it sounds like a person who's never heard of a visual novel has been tasked with describing a visual novel.
this tells me nothing about the game other than it's a visual novel. I hope you know what type-moon is, because if you don't then you've learned nothing else from this. alright, well, let's look at the screenshots—
there's only 1.
currently as of writing this, there's 10 images uploaded as screenshots (no trailers, they keep adding and removing the trailers for some reason). 9 of these images are just the full artworks from the game while 1 is an actual screenshot.
I really hate this, as you're not actually shown what the game looks like unless you look at the very last screenshot. this will absolutely lead to some people not understanding what they're getting into. what's worse is that some of these CGs are spoilers, especially one in particular featuring my wife touko.
why are we spoiling people instead of showing them screenshots? why not show people what mahoyo actually looks like??
there's also absolutely no use of the announcements section on steam. each game on steam can post announcements related to the game, including upcoming releases, new updates, and more. it's customary to post a steam announcement when a game has a release date announcement. mahoyo's steam page has none.
well they probably released the trailers in english for hype
I wish I had that much hope.
on mahoyo's english website, all of the videos listed are from the official type-moon youtube, which is their japanese channel. type-moon went through the effort to translate these videos. aniplex didn't upload these to their own youtube, where they already upload everything related to the fateverse and nasuverse.
searching up witch on the holy night brings up no results for the trailer—aniplex never uploaded the trailer to their channel.
maybe they got influencers to play it
according to steamdb, the max amount of viewers mahoyo streams have had on twitch was 71 viewers.
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furthermore, if we check twitch and look for vods attached to mahoyo, we only find 4 videos total, all of which were posted in the past week. it looks like they didn't even reach out to streamers to play the console release, much less pay them.
over on the press side, it does look like they reached out to at least a few reviewers. for example, on the review by noisy pixel, they clarify that a review copy was provided by the publisher for review purposes. we can add that to the bare minimum of marketing—reaching out to press.
however, they did get for some other influencers to share the game! ...twitter game sale influencers, that is.
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there's actually a lot more of these types of tweets for mahoyo than I was expecting when I searched it on twitter. as a friend pointed out, just because it says "#ad" doesn't necessarily mean these were paid for by aniplex—a lot of these links look to be referrals, which means they're getting a cut of any purchases.
let's recap
mahoyo released over 110k copies in the launch week for it's worldwide console release despite very, very limited marketing efforts from its publisher aniplex. now that the game has proven it can sell very well despite being a lesser known linear visual novel, aniplex has done no marketing for the steam release- no tweets, no influencer outreach, no localization of trailers, no announcements via steam, nothing.
so why?
why does aniplex want mahoyo to fail?
even after all of this, I still do not know why. to me, it's clear that the marketing team at aniplex were (most likely) given no budget for this game and just couldn't do anything with it, deciding to spend what little money they had on press outreach and an anime NYC booth.
but why? why didn't aniplex give them a budget, even a small one? why was their budget so tiny they couldn't even afford to tweet? to RT more posts from the japanese twitter? to share the already translated trailers to their own accounts?
I've heard a few excuses like "type-moon hates western fans and probably caused it" but this doesn't make any sense either. why would you authorize a translation of your game and allow your publisher to sell the game overseas but specifically make them not market the game (and what publisher would agree to that)? I've even heard excuses like "they just forgot it was coming out", to which I ask "how does an entire marketing team (a company the size of aniplex absolutely has a team(s) for marketing and not a singular person) forget a release for a game that's already sold over 150k copies?". the only excuse I've seen that I somewhat buy is that they did not have much faith in the game and relied almost entirely on fans doing word of mouth marketing for the game.
I don't think we'll ever get an answer. while I do believe the marketing team at aniplex was most likely given no budget for mahoyo, it still begs the question of why. why did someone at aniplex not want to give mahoyo a marketing budget? why are the japanese accounts for mahoyo and type-moon the only ones doing the marketing?
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I hope the information I've provided here is accurate—if it's not, I'll try to update with corrections. I don't want this piece to cast hate towards the staff at aniplex or anyone involved with this projects, I'm just trying to assemble the pieces on what feels like a game being left to word of mouth. I've tried to include as many links to my sources as I could so you could come to your own judgements about what has happened regarding mahoyo's worldwide release.
mahoyo is a visual novel that's dear to me and will absolutely sell well on steam—with an estimated 50-80k wishlists, it's going to have a solid launch despite the zero marketing for its steam release. if you love other type-moon works or want to see an absolutely visually stunning visual novel, please check it out.
— arimia
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ranchstoryblog · 24 days
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PRESS RELEASE: Rune Factory: Guardians of Azuma’s Bold Reimagining of a Beloved Franchise is Revealed During Nintendo Direct
Marvelous USA Announces Spring 2025 Release Window for Fresh Take on Fan-Favorite Action RPG/Life-simulation Franchise; PAX West Presence Confirmed
TORRANCE, Calif. — Aug. 27, 2024 — Marvelous USA today revealed Rune Factory: Guardians of Azuma for the Nintendo Switch™ system and Windows PC via Steam, debuting the first official trailer on today’s Nintendo Direct livestream and announcing a Spring 2025 release window. This next-level offering is the latest entry in the popular action-RPG and life-simulation series, and introduces players to the lands of the east for the first time in franchise history with Japanese-inspired visuals and new twists on familiar themes and gameplay elements. Attendees at PAX West, taking place Aug. 30-Sept. 2, will be able to participate in a Rune Factory: Guardians of Azuma booth activity showcasing Earth Dancer abilities and have the chance to earn exclusive, themed merchandise in the Marvelous USA booth, #809. 
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Ravaged by the effects of the Celestial Collapse and the cessation of power provided by the runes, the eastern lands of Azuma are a shadow of their prosperous past. Weakened by corruptive forces, the gods of nature retreated from the world, leaving mountains to crumble and fields to wither. The people of Azuma seek aid against a blight that has swept these once-bountiful lands. One young hero enters into a contract with a dragon and sets out on a journey. “Accept the might of the Earth Dancer. Use this power to save the land.”
Guardians of Azuma takes players on an all-new adventure in the never-before-seen country of Azuma. Here, players will assume the role of an Earth Dancer destined to return hope—and life—to the once-thriving land. Choose from one of two protagonists whose fates are closely tied together, and experience reimagined and expanded Rune Factory gameplay; as Earth Dancer, players will farm with grace, restore and build entire villages, and fight with new weapons like the Bow and Talisman. Azuma is a vast world to explore with majestic villages to uncover, each taking inspiration from Japanese culture and each with a seasonal theme. In addition to exploration, combat, and village-building, players will also cultivate relationships with the locals, recruiting them to your side in battle or to help manage the villages. Wield sacred treasures of the gods and the Earth Dancer’s power of dance to purify the land and return Azuma to its former glory. The adventure of a new world awaits.
Rune Factory: Guardians of Azuma Key Features:
Bold New Abilities and Weapons: As an Earth Dancer, use the power of dance, sacred treasures, and fresh weapons like the Bow and Talisman to purify the land, farm, and undo the Blight’s damage.
It Takes a Village: Don’t just mind the farm—rebuild entire villages! Construct and place buildings strategically to entice people to return to the villages and contribute. Revive the gods to bring vitality and valuable resources back to the plagued lands.
Your Fantasy Japanese Life: Experience beautiful Japanese-inspired character designs and aesthetics—from festivals to events to monsters. Explore Azuma’s natural landscapes and its seasonal-themed locales steeped in tradition.
Classic Romance and Relationships: Choose between male and female protagonists, then befriend or romance any of the eligible candidates—god and mortal alike—in fully voiced scenarios. Recruit these new friends to aid in dynamic battles, too!
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Pre-orders for the Rune Factory: Guardians of Azuma “Earth Dancer Edition” will be available soon via the Marvelous USA store and at participating retailers for an MSRP of $99.99. This stunning collection comes in a custom outer box featuring awe-inspiring art of a battle high above Azuma, and includes a physical copy of the game, an original soundtrack CD, an art book, an Azuma-inspired folding fan, the “Seasons of Love” DLC bundle, additional DLC costumes for your protagonists and their divine sidekick Woolby, and a plush Woolby keychain. The standard edition of the game will also be available to pre-order for an MSRP of $59.99. Details on digital editions and pricing will be announced later.
Developed by Marvelous and published in the Americas by Marvelous USA, Rune Factory: Guardians of Azuma is scheduled for release on the Nintendo Switch™ and Windows PC via Steam in Spring 2025. The title will be published in Japan by Marvelous Inc. and in Europe by Marvelous Europe. More information can be found on the official website, https://na.runefactory.com/azuma/, and on X @RuneFactory. This title has not yet been rated by the ESRB.
Information about Marvelous USA’s products can be found at www.marvelous-usa.com. Fans can also check out the latest videos from the Marvelous family of titles on YouTube and get updates by following on Facebook, X, Instagram, and Threads.
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jimc0 · 2 months
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Guilty Gear Strive Season 4: New Characters, 3v3 Mode, and More! Get ready to rock! Arc System Works officially announced Guilty Gear Strive Season 4 on July 22nd, promising a thrilling array of new content that will elevate your gameplay experience to new heights.
New 3v3 Multiplayer Mode The highlight of this season is the exciting new 3v3 multiplayer mode. In this mode, one player takes the lead while two others provide support as assists, creating dynamic and strategic team battles. This update also features unique power-ups and abilities specific to the mode, adding even more diversity and depth to the gameplay. Fans can also look forward to exclusive new colors for beloved characters such as Happy Chaos, Nagoriyuki, Giovanna, and Bridget, along with stunning new battle stages.
Returning and New Characters The roster will expand with the return of memorable characters, including the “Queen of Vialattea” Queen Dizzy, set to release in October 2024, and “The Phantom” Venom, arriving in early 2025. Adding to the excitement, a brand new character, “Unika,” will join the fight, as previously revealed in Guilty Gear Strive - Dual Rulers. And for the first time ever, a guest character from the anime series Cyberpunk: Edgerunners, Lucy, will make her debut in 2025.
Don't Miss Out on the Action! Enhance your Guilty Gear Strive experience with these exciting updates. Stay tuned for more details and get ready to unleash your fighting spirit!
#GuiltyGearStrive #GuiltyGear #GGST #Season4 #ArcSystemWorks #NewCharacters #3v3Mode #FightingGames #GamingNews #QueenDizzy #Venom #Unika #Lucy
GUILTY GEAR -STRIVE- Season Pass 4 Teaser Trailer
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demilypyro · 3 months
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I kinda stopped doing reaction streams to game announcements cause I realized I'm kinda hard to impress lol. I'm not a screamer or a shouter, I'm an "huh okay seems cool ig"-er. I need 2 gameplay trailers and an in-depth review to decide whether I'm interested in playing something
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satoshi-mochida · 10 months
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Cupid Parasite: Sweet & Spicy Darling coming west in 2024
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Idea Factory International will release otome visual novel Cupid Parasite: Sweet & Spicy Darling for Switch in 2024 in the west, the publisher announced.
Cupid Parasite: Sweet & Spicy Darling will launch first in Japan on November 30.
Here is an overview of the game, via Idea Factory International:
About
While working for a major marriage agency named Cupid Corporation, Cupid the goddess of love herself, strived to become the top bridal advisor. She was assigned five hopeless clients known as the Parasite 5! Even after guiding them through mock dates, matchmaking seminars, and the reality show “Parasite House,” all five abruptly canceled their memberships! Yet their departures brought all their personal challenges to the surface. As she confronted these issues with them, they overcame many unexpected obstacles… And she fell in love with “him.” This is the continued love story of the goddess of love, Cupid, experiencing love firsthand. It’s the tale of when she becomes a goddess “only” for him. Marriage wasn’t the end goal, but the start of a new chapter. Whether they began dating or got married, the only thing awaiting them is a series of unexpected challenges! A mysterious new creature has appeared in Los York! Could it be a divine message or evidence of an unknown civilization? A love story so sweet, it’ll make your heart melt! The whirlwind of feelings taking the world by storm is far from over! An endearing, joyful, and chaotic tale that’s richer and more exhilarating than ever! This romance featuring a former goddess is so sweet and spicy, it’ll make your teeth ache and set your soul ablaze! And in Merenice Levin’s route, her days as Cupid are far from over! A romantic and comedic story in the world of matchmaking is set to unfold!
Key Features
Sweeter and Spicier! – Return to Los York with the original cast of Cupid Parasite, plus an all new-character Merenice Levin. Rendezvous with seven of the sweetest and spiciest bachelors in up to three game modes and unlock over 80 CGs, including some that may be too hot to handle!
All Different Flavors to Choose From – Pick from three different modes that can satiate anyone with a sweet tooth. Select “After Drama” mode to follow-up with the original Parasite 6 and pick up from where you last left off. Go with “New Parasite” mode for a chance to experience Merenice Levin’s perspective of the events that take place after the common route of Cupid Parasite. You can also explore routes you unlocked in “Bonus Episode” mode for six bonus episodes with their own unlockable CGs!
In Sweetness and In Spiciness?! – You must choose the flavor of the next course. Will you go with the sweet? Or will you go with the spicy? When prompted with the choice during gameplay, select between sweet or spicy to impact the ending of your selected route. Manage to balance the flavors for a chance at something really appetizing.
Rich, Decadent Visuals and Savory Scenarios – The original scenario writer and illustrator of Cupid Parasite return! Ririka Yoshimura (scenario writer) and Yuuya (illustrator) join forces once again to bring fans a delectable addition to the Cupid Parasite universe.
Watch a teaser trailer below. View a set of screenshots at the gallery. Visit the official website here.
Teaser Trailer
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