#Konami Yoshida
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Magic Knight Rayearth | Hekiru Shiina, Konami Yoshida & Hiroko Kasahara | The Mokona Marching Song
#Magic Knight Rayearth#Mahou Kishi Rayearth#魔法騎士 レイアース#Hekiru Shiina#Konami Yoshida#Hiroko Kasahara#CLAMP#Shiina Hekiru#Yoshida Konami#Kasahara Hiroko#Anime#Audio
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Yoshida Konami, my second Touhou/VTuber OC!!!
#touhou#pixai#touhou original#touhou original character#touhou orikyara#yoshida konami#konami-chan#cute#vtuber#virtual youtuber#kawaii#oni girl#adorable
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I am back! New video up everyone have fun!
#metal gear solid#hideo kojima#hideo kojima game#metal gear#konami#playstation#sony playstation#tornado yoshida#gunspinning#mgs
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Game Informer:
"Cover Reveal – Dragon Age: The Veilguard by Wesley LeBlanc on Jun 09, 2024 at 02:00 PM This month, Dragon Age: The Veilguard (you read that right – Dreadwolf is no more) graces the cover of Game Informer. After years developing Baldur's Gate and its sequel early in its history, BioWare struck out to create its own fantasy RPG. That series began with Dragon Age: Origins in 2009. It was followed up with Dragon Age II in 2011, and then Dragon Age: Inquisition in 2014. While the Dragon Age series' history has its ups and downs, fans have been patiently waiting for BioWare to return to the franchise, and 2024 is finally the year. We visited BioWare's Edmonton, Canada, office for an exclusive look at Dragon Age: The Veilguard, including a look at its character creator, its prologue and opening missions, and more. We also spoke to many of the game's leads about the name change, the series' shift to real-time action combat, the various companions (and the relationships you can forge with them), and The Veilguard's hub location. You can learn about the titular Veilguard, Solas' role in the game, and so much more in our 12-page cover story for Dragon Age: The Veilguard."
"But there are plenty of other excellent reads within this issue of Game Informer! Some of us flew to Los Angeles, California, to attend Summer Game Fest and the not-E3 weekend's various other events to check out new games, interview developers, and more. Our previews section is jam-packed with new details about upcoming releases we can't wait for. Brian Shea flew to Warsaw, Poland, to check out two upcoming releases – Frostpunk 2 and The Alters – and he came away excited about both. Jon Woodey went hands-on with Final Fantasy XIV's upcoming Dawntrail expansion (and spoke to director Naoki Yoshida, too), and as someone with 8,000 hours in the game, his words are the ones you'll want to read. On the freelance front, Charlie Wacholz writes about how last year's Dave The Diver is one of the best game representations of the rewards and struggles of working in the food and beverage industry, and Grant Stoner spoke with Sony and Microsoft about the development of process and history of the companies' Adaptive and Access controllers. And for a lil' terror this summer, Ashley Bardhan spoke to several horror game developers about why the alluring town known as Silent Hill is a crucial location to Konami's horror masterpiece. As always, you'll find an editor's note from editor-in-chief Matt Miller, reviews from various freelancers and staff editors, a Top 5 list (hint hint: dragons), and more. Here's a closer look at the cover:"
"Not a print subscriber yet but want this issue? Well, you're in luck! Subscribing today – or within the next few days – will net you a print copy of this issue! You can join the ranks of the Game Informer print subscribers through our new standalone print subscription! Just head here to sign up for either one or two years at a fraction of the cost of buying the issues individually! You can even gift a print subscription to your favorite gamer! SUBSCRIBE TO THE PRINT MAGAZINE You can also try to nab a Game Informer Gold version of the issue. Limited to a numbered print run per issue, this premium version of Game Informer isn't available for sale. To learn about places where you might be able to get a copy, check out our official Twitter, Facebook, TikTok, Instagram, BlueSky, and Threads accounts and stay tuned for more details in the coming weeks. Click here to read more about Game Informer Gold. Print subscribers can expect their issues to arrive in the coming weeks. The digital edition launches June 18 for PC/Mac, iOS, and Google Play. Individual print copies will be available for purchase in the coming weeks at GameStop."
[source] <- they explain at the link how to read this issue.
aaah they have had a look at the character creator!!! I can't wait for this coverage.
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#solas
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I really wish Konami would turn this into an anime. I don't see it being made into a manga, as Yoshida would likely struggle with its lore while trying to add new elements. It might be best to wait, even if it takes years. If Konami plans to make us happy, we’ll eventually get it.
#yugioh#ygo#yugioh ocg stories#yugioh training card card game#yugioh dm#yugioh gx#yugioh 5d's#yugioh zexal#yugioh arc v#yugioh vrains#yugioh sevens#yugioh go rush#albaz lore
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Vrains was known as the most damaged Yu-Gi-Oh of production problems in the late 2010s because of two factors: One being its choice of writers and the other being ARC-V budget being forced out of it to even having little support from its creator or Konami giving a damn, however, the problem was more like the later since the writers whom all I know are terrible even when fans of that community defend them.
From what I heard that killed Vrains in generals was actually:
The story is heavily plot-focused a lot. One of my problems is that it feels like the plot advances too much. There are almost no breather episodes or even one bad filler episode to balance it out.
The budget was below average every week, it didn't get better or try to subvert the problems ARC-V had during the last arc.
4 of the writers were known despite Yoshida being aboard the writing staff, but that is lost in translation since the Ygo community blames him instead of them. However, Vrains In my depth was kinda boring, mediocre, and wasted by sheer noted incompetence to the end.
If you have anything thoughts on why Vrains or its writers failed the series let me know?
ALSO DON'T ASK ME ABOUT MY TOPICS SLIT OR TELL ME I AM GOING OFF-TOPIC BECAUSE THERE IS A BLOCK BUTTON WHEN YOU ENTER MY CHAT CLOWN.
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Card-en-Ciel launches October 24
From Gematsu
Deckbuilder RPG Card-en-Ciel will launch digitally for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam on October 24 worldwide, developer Inti Creates announced.
In Japan, physical editions of Card-en-Ciel will also be available for PlayStation 5 and Switch. The standard edition will cost 4,950 yen and the limited edition will cost 10,890 yen. The latter includes a copy of the game, art book, three-disc soundtrack CD, and acrylic Ancie keychain. Both the standard and limited physical editions will also include the recently announced Divine Dynamo Flamefrit as a bonus.
Get the latest details below.
■ A Card-Battling RPG Through the Eras of Gaming
Today, Inti Creates has revealed an October 24, 2024 release date for their roguelite card-battling RPG, Card-en-Ciel. Alongside this announcement, they have unveiled a new trailer detailing the gameplay in their new title. Card-en-Ciel stars Neon, a gaming detective, as he collects and battles with over 300 cards on a deck-building RPG adventure. Players will adventure through over 10 different dungeons, earning character cards to strengthen their deck and unlock new techniques to use in ever-expanding roguelite card battles. Special “Muse Cards” add another layer to the card battles, activating powerful abilities with their songs during battle, with 50 vocal tracks included in-game. Together with the Muses’ song abilities, players will use hidden card “glitches” and even enemies’ attacks against them to perform satisfying, full power combos with their unique decks.
■ An In-Universe Game Becomes Real! Divine Dynamo Flamefrit
Inti Creates is turning fantasy into reality, creating a playable version of a game invented for Card-en-Ciel! Stay tuned for more details on Divine Dynamo Flamefrit!
About Divine Dynamo Flamefrit
Divine Dynamo Flamefrit is a 2D action game modeled after the styles of robot anime popular in the 90s. Divine Dynamo Flamefrit is a 2D action homage to 90s fantasy and robot anime. Players are invited to adventure through the fantasy world in top-down view as young man summoned from another world, Yuuto Hino (voiced by Konami Yoshida in Japanese). When he encounters a boss battle, gameplay switches to first-person action aboard his robot companion, Flamefrit (voiced by Kenyuu Horiuchi in Japanese).
■ Story
In the world of the “full-dive” virtual reality game “Rust Tactics,” characters from other video games have started to appear, complete with wills of their own. When a member of the dev team, Ancie, reaches out for help, “Gaming Chair Detective” Neon springs into action to solve the mystery in the digital world. Venture through the games turned into dungeons, encounter heroes and heroines, make friends and save the gaming world! “Time for a prismatic show!”
■ Characters
Neon (voiced by Aleks Le in English, Tomohiro Oono in Japanese)
A talented hacker who solves crimes that take place in full-dive virtual reality worlds, also known as the “Gaming Chair Detective.” When he takes on Ancie’s request to help her in the world of Rust Tactics, he discovers what appear to be sentient characters from other games, kicking off an adventure across the game multiverse.
Ancie (voiced by Christina Vee in English, Ruriko Noguchi in Japanese)
A developer with Helios Interactive, makers of Rust Tactics, who reaches out to Neon for help when an incident occurs in the game world. Ancie supports Neon’s dungeon crawling in various ways, such as analyzing enemy data to create cards.
■ Game Outline
Delve into Roguelite Virtual Dungeons
Freely roam around each dungeon to conquer it at your own pace. Defeating each enemy adds a powerful new ally to your deck of cards, but you’ll be able to skip battles and run straight to the boss when you’re ready to battle. The number of turns you take in a dungeon will determine your score, so be sure to go fast when you’re aiming for a top score! When you enter a normal dungeon, your deck will be reset, allowing you to try out new strategies each time. But don’t worry, that doesn’t mean you lose the cards you gathered in the dungeon! You’ll be able to use your collecting cards by bringing them with you into dungeons, as trump cards during critical moments, and in special Grand Battle Dungeons you’ll unlock while playing the game.
Each Card is its Own Character
Card-en-Ciel includes over 300 different cards featuring characters from in-universe video games, each with their own personality. Every card is fully voiced, from when you first earn it to when you use their special abilities in battle. They’ll even react when you’re doing well or in trouble, and talk to their friends and enemies while idle! The characters on your cards come alive thanks to the “Link Etude System” in Card-en-Ciel. In addition to in-universe game characters, Inti Creates game characters are also featured on cards!
Powerful Muses Offer Their Support With 50 Unique Songs
Special cards featuring “Muse” characters will begin singing in battle when you meet their requirements, providing powerful effects on top of your normal card abilities. The Muses’ songs were created as if they were featured in their respective games, down to the style of the era! 50 songs are included, from opening themes, endings, and hot-blooded battle songs. You can bring multiple Muses into battle, where their songs swap in as you meet their conditions, keeping the action lively.
Enjoy the Full-Fledged Story
The story unfolds across more than 10 dungeons, each with its own unique encounters, cards to collect, and Muses with new songs. Your dungeon dives culminate in a challenging boss fight against the featured game world’s heroes and heroines, with twists that tie into the games themselves. After clearing a dungeon, you’ll gain access to 10 additional difficulty settings. These hard modes not only power up enemies, but add new rules that you might even be able to use to your advantage to take on the tougher foes. In addition to the story mode, you can battle other players in real-time player-versus-player, or challenge a daily dungeon to rank on the online leaderboards!
Watch a new trailer below. View a new set of screenshots at the gallery.
Gameplay Trailer
English
youtube
Japanese
youtube
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Completed - Lunar 2: Eternal Blue Complete
Never sleep in the nude. Especially not when an emergency might happen. Like, say, a home invasion.
Have you been keeping up with the latest hot debate in video games?
Recently, video game publisher Naoki Yoshida revealed a perspective that surprised American audiences regarding the term J-RPG. While seen in the west as a classification of a certain flavor of role-playing games produced in Japan, it is seen as derogatory and reductive to Japanese developers, particularly in how many people use the term to mock design choices in both the game rules and story structure. Which, man, it sucks to hear that it causes pain and sour feelings. Like, a lot of the best video games I've played fall under that categorization. Hell, I grew up in the era where Japanese companies were the most trusted and revered in game development. I'm not saying that the likes of Nintendo, Konami, and Capcom are perfect little angels, particularly when it comes to overworking staff members. But, even today, I still have a positive bias towards Japanese games and developers. Hell, that was my first major link to a culture outside my own. To think anyone would consider them inferior when they both saved the goddamn industry and continue to make major contributions to it is infuriating.
It was definitely a weird time to play "Lunar 2: Eternal Blue Complete," all things considered. Because man, is "Lunar 2" ever the most game of that game type.
"Lunar 2" takes place about 1,000 years after its predecessor. A silent threat is building behind a false front of benevolence, triggering a strange woman to come blasting to Lunar to stop it. She subsequently gets nerfed so hard that even a paper weight could take her out. Lucky for her, a hero named Hiro (lucky that!) comes to her aid. Through various tribulations, Hiro, the strange woman from the Blue Star, and their friends manage to quell the rising threat without using the same destructive power that once killed an entire celestial body. And then, when the strange lady ditches the planet to return home, Hiro re-discovers space travel to reunite with her.
Like, buddy. She says she loves you, then ditches you hard enough that you have to create NASA? Maybe think twice about this.
Are you old enough to remember "The Grand List of Console Role Playing Game Clichés" website? Like, pre-TVTropes TVTropes? This game could literally be that list codified. Like, there are several rules on that page that are named after both "Lunar: Silver Star Story" and "Lunar 2" characters and situations. It's not to say "Lunar 2" is derivative, necessarily. A lot of the party members are creative in the same way that a teenager's fantasies are brashly unique. It's just what you'd expect out of an RPG story. Church bad; dragons good; Satan's a thot; only your girl is pure enough to fight them.
"Lunar 2: Eternal Blue Complete" gets strange when put into the context of time. Like, this remastering was released in 2000. This poor game was released in the same year as "The Legend of Zelda: Majora's Mask" and "Final Fantasy IX." Like, holy shit, right? It's wild how much technology varied between 1999-2001. Absolute cowboy years of gaming. I can't find sales numbers for this particular variant, but if it were sentient, I'd have to imagine it took to drinking with "Wild Arms 2." What a rough time to roll out. Hell, depending on how you look across international markets, even the original game would have had spicy competition from "Shin Megami Tensei" 1 and 2, "Final Fantasy 6", and "Phantasy Star IV." Aspects from those RPGs might make this one look sweet and baby-faced by comparison.
There is one major structural difference between "Lunar 2" and most games. This is the inclusion of its post-game epilogue, where Hiro strives to reunite himself with his lost love. Honestly, this may have been one of the earliest games to try this narrative structure out. Like, it's so unique that I thought this was added to the Playstation version to quell angry players of the Sega CD version. (It's not, but more on the Sega CD version at the end.) It's probably most comparable to "Tales of Graces F" or more recent "Pokémon" games, in terms of content addition. Despite some hang-ups I have about Hiro's relationship, I do think it is critical to play through. It's an additional 15-20 hours on top of the 24 it took you to get to it, but honestly, it feels wrong to let this plot thread hang. Might as well do all you can!
Like its predecessor, "Lunar 2" has a generally likable cast. Most of them are flawed, but still endearing (particularly, alcoholic gambling addict/ex-priest Ronfar, assassin-turned-dancer Jean, and money-hungry, driven mage Lemina.) Even some of the villains are surprisingly kind, once you kick their ass. (Although, Lunn and Borgan probably should have had some subsequent ass beatings for what the hell they pulled. Fucking karma escape artists.)
There was one major character hang-up I had, and that was with the main heroine herself. Like, I get that Lucia is a weird space girl from thousands of years ago, so she might not have the best sense of social cues. But, there are several times where she tries to ditch the party to continue her mission alone, only to end up putting either herself or the party in danger. She initially bails on helping a sick baby because it might take too much time. She gets weirdly prudish as she starts falling in love with Hiro, which seems backwards. Then, there's the whole ditching humanity to go back into a freezer to wait for the Blue Star to recover. Like, hello? Girl? What the hell? Did you learn nothing this entire time about working with humans to accomplish your goals? Could you not have learned about agriculture or the fine points of sustainable space travel? Did you think any less of your goddess for going mortal and abandoning both the Blue Star and Lunar? Do you think any new life on the Blue Star would automatically revere and listen to you like in the past? How are you a princess of a dead planet? What's the governance on that? Is this mike on? Hello?
Oh, well. At least she didn't nuke anybody.
The gameplay of "Lunar 2" is pretty much the same as it was in the first game. It's mostly mazy dungeon exploration + turn-based combat + inventory management on lean funds. I didn't have to stat boost Hiro as much to get through bosses this time, but there's definitely an item in the epilogue that makes stat boosting totally spammable. Absolutely worth it. While Lucia is in your party, you have no control over her actions. It's weird (and honestly irritating in some circumstances), but comparable to the Sega CD variant of Luna from the first "Lunar" game. I don't think you'll find anything too surprising here. It's just mostly about stacking your dominoes in the right order.
The engine for this game is so similar to the first game that I literally encountered the same audio-loading hard lock bug. This time, it hit with a vengeance. Like, if I did not own a disc repair machine, there's a good chance I would not have been able to beat this game. The discs were just in that rough of shape. I guess I can't blame a game for failing if its physical media is melting into sludge. It did make for some frightening moments, though.
Seriously—don't get into physical media collecting if you're not going to put the work into keeping your collection functioning. A lot of the games I like are running on consoles that are between 20-40 years old. It's only a matter of time until a clock battery runs dry or an electrolytic capacitor blows or even a disc reader fails. You've got to be ready for when that happens. Otherwise, you're just making an elaborate garbage pile.
Media degradation isn't the only way this game is rough. A lot of the translation is very of-the-times. Which, for the late 90s/early 200s, means that there is a significant amount of crude language. Like, I gave "Final Fantasy VII"'s translation shit for Tifa's single R-bomb. Ronfar is handing them out like party favors. I'm assuming if you're reading this on Tumblr, you're also well aware of the international discussion of terms used to describe those of the Roma ethnicity. And, okay. I want to be a good international citizen. So, I try to be mindful about the wrong term in the same way one has to be careful about using Eskimo, Indian, or Oriental. And then, Jean literally shouts "Gypsy magic!", and I end up snorting pop up my nose. Like, goddamn. Times really change, don't they? And that's not even getting into one character being solely dragged for his weight! Shit, man.
Oh my God. Anybody remember that bit with the woman in Zulan having amnesia and forgetting she was a mom? That was pretty fucked, too. Like, imagine how horrific being in that position would be for all parties considered. Although, I guess that’s also the plot to "Overboard", in a way. 🙃 Jeepers. Times change, indeed.
This is a minor nitpick, but Hiro's run option was driving me nuts in game. I'm used to using it like you would in an old "Pokémon" game to blast through everything as fast as possible. Hiro's run is very limited. Like, maybe 4-6 tiles out limited. Also, don't expect to gain any invincibility frames from it. The damn thing is really near useless, especially when trying to evade enemies. But, I guess it's there, so…thanks?
If you are interested in playing this game, definitely play "Lunar: Silver Star Story" first. It does add a lot of meaning to the game, although you could probably follow along without that experience. The Playstation version of this game is a must, particularly for those in the NTSC region. I mean, those of us in the U.S. are used to companies dicking around with international releases. There's beefing up enemy stats and increasing item costs, and then there's consuming the experience points used to beef up spells so that you can save your game. Like, okay, Satan. As if 40 hours of grinding weren't enough already!
Whatever you decide to do, I hope you come away from this introspection with at least one important thing to remember. Keep your games clean. And I don't mean linguistically. Although, it can be thoughtful to do that, too.
There's no reason to shit up the world before Space Satan does it.
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Coming May 30th!
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So, Yoshida is literally a polarizing writer who only upsets people because they can’t understand his mistakes, even though I know he’s not perfect and worked hard, right?
People are trying to find a villain, the One Reason that women haven't been in Yu-Gi-Oh! more.
And found his name during Yu-Gi-Oh! 5D's, rather than accepting that the problem is a systemic issue alongside Yoshida's flaws:
Yu-Gi-Oh! is a shonen franchise and boys (and older female fans) want to see cool/hot guys do the fighting.
SEVENS and Go Rush!! having so many women is likely due to cultural shifts (Shadowverse Flame, Cardfight!! Vanguard, Pokemon Horizons, et al have more female heavy casts) and requests slash input from overseas to have more inclusive casts.
But this is boring and isn't satisfying. Ruka likely not having been well thought out, Aki's actress looking for more rewarding/higher paying roles, Yoshida and Ono being busy with BBT and having no clue what to do with Sherry, and Carly's actress being a deranged mentally unwell cult priestess isn't as satisfying as "MISOGYNISTIC GIGAPIG IS SEALING THE TRUE FEMALE HEROINES AWAY".
And Yu-Gi-Oh! 5D's in general seemed to have a lot of problems on the production end which might of been everything from actress availability issues, the movie distracting from the show, likely moral guardian complaints and threats, and just the director is a bit of a himbo, and Konami related requests.
Yoshida's fine, and the reason he lasted up through VRAINS is he's basically a reliable steward to the franchise, even if he's not the greatest writer, it seemed like his strength was being very amicable to everyone else in the franchise that he had to interact with and was willing to rescript for the needs of others.
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Kinda amusing that Toei is the distributor of DSoD, considering how the first animé Series went. Granted, Konami's TCG was originally showcased with the Toei movie, so they are in good terms, it is Bandai who lost the rights is in a slightly worse situation, though they probably don't care anymore since Digimon TCG sells a lot.
The prominence of Bakura in this movie, besides appealing to the fanbase, is likely due to the fact that he was one of the few characters that remains alive in the manga canon that didn't get a closure, Kaiba being the other one since he wasn't part of the final arc in the manga.
Since the collaboration with Studio Gallop is gone, any feature length YGO movie is unlikely, unless Bridge finds an animation studio to team up with. Not to mention, since they can't use classic designs, or characters, a movie for the mainline OCG series is very unlikely. If Konami finds an animation studio that can replicate the classic style, though, that will likely be the end of the Rush Duel TV series, since why would you give money to the animators of your rival Cardfight!! Vanguard series.
(Character designer of the lesser three Series (ie. ZEXAL/ARC-V/VRAINS) is still part of Konami's sphere, doing the OCG Stories manga with Shin Yoshida, who is also still here.)
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Cover Reveal – Dragon Age: The Veilguard
New Post has been published on https://thedigitalinsider.com/cover-reveal-dragon-age-the-veilguard/
Cover Reveal – Dragon Age: The Veilguard
This month, Dragon Age: The Veilguard (you read that right – Dreadwolf is no more) graces the cover of Game Informer. After years developing Baldur’s Gate and its sequel early in its history, BioWare struck out to create its own fantasy RPG. That series began with Dragon Age: Origins in 2009. It was followed up with Dragon Age II in 2011, and then Dragon Age: Inquisition in 2014. While the Dragon Age series’ history has its ups and downs, fans have been patiently waiting for BioWare to return to the franchise, and 2024 is finally the year.
We visited BioWare’s Edmonton, Canada, office for an exclusive look at Dragon Age: The Veilguard, including a look at its character creator, its prologue and opening missions, and more. We also spoke to many of the game’s leads about the name change, the series’ shift to real-time action combat, the various companions (and the relationships you can forge with them), and The Veilguard’s hub location. You can learn about the titular Veilguard, Solas’ role in the game, and so much more in our 12-page cover story for Dragon Age: The Veilguard.
But there are plenty of other excellent reads within this issue of Game Informer! Some of us flew to Los Angeles, California, to attend Summer Game Fest and the not-E3 weekend’s various other events to check out new games, interview developers, and more. Our previews section is jam-packed with new details about upcoming releases we can’t wait for.
Brian Shea flew to Warsaw, Poland, to check out two upcoming releases – Frostpunk 2 and The Alters – and he came away excited about both. Jon Woodey went hands-on with Final Fantasy XIV’s upcoming Dawntrail expansion (and spoke to director Naoki Yoshida, too), and as someone with 8,000 hours in the game, his words are the ones you’ll want to read.
On the freelance front, Charlie Wacholz writes about how last year’s Dave The Diver is one of the best game representations of the rewards and struggles of working in the food and beverage industry, and Grant Stoner spoke with Sony and Microsoft about the development of process and history of the companies’ Adaptive and Access controllers. And for a lil’ terror this summer, Ashley Bardhan spoke to several horror game developers about why the alluring town known as Silent Hill is a crucial location to Konami’s horror masterpiece.
As always, you’ll find an editor’s note from editor-in-chief Matt Miller, reviews from various freelancers and staff editors, a Top 5 list (hint hint: dragons), and more.
Here’s a closer look at the cover:
Not a print subscriber yet but want this issue? Well, you’re in luck! Subscribing today – or within the next few days – will net you a print copy of this issue! You can join the ranks of the Game Informer print subscribers through our new standalone print subscription! Just head here to sign up for either one or two years at a fraction of the cost of buying the issues individually! You can even gift a print subscription to your favorite gamer!
SUBSCRIBE TO THE PRINT MAGAZINE
You can also try to nab a Game Informer Gold version of the issue. Limited to a numbered print run per issue, this premium version of Game Informer isn’t available for sale. To learn about places where you might be able to get a copy, check out our official Twitter, Facebook, TikTok, Instagram, BlueSky, and Threads accounts and stay tuned for more details in the coming weeks. Click here to read more about Game Informer Gold.
Print subscribers can expect their issues to arrive in the coming weeks. The digital edition launches June 18 for PC/Mac, iOS, and Google Play. Individual print copies will be available for purchase in the coming weeks at GameStop.
#000#2024#Accounts#Canada#change#Companies#details#developers#development#Events#Facebook#Food#Fraction#freelance#freelancers#game#games#GATE#gold#Google#google play#hands-on#History#how#Industry#instagram#INterview#iOS#issues#it
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#Gamefemerides
Hace 21 años se lanzó Castlevania: Aria of Sorrow. Es un juego de acción-plataformas con elementos RPG desarrollado y publicado por Konami para el Game Boy Advance de Nintendo. Es el 3er y último Castlevania para el portátil. El productor, Koji Igarashi, quien lideró los equipos de los anteriores, estuvo a cargo de éste. Michiru Yamane también regresó como compositora, junto a Takashi Yoshida y Shoshiro Hokkai. El director, Junichi Murakami, era nuevo en la serie.
#LegionGamerRD #ElGamingnosune #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #GamerDominicano #Podcast #Konami #CastlevaniaAriaofSorrow #Castlevania #Nintendo #Dracula #Nintendo #GameBoyAdvance #GBA #WiiU #NintendoSwitch #PlayStation #PS4 #Xbox #XboxOne #Aventura #Plataforma #Metroidvania #RPG
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Konami Yoshida - Itsuka Tenshi ni Nareru
“Itsuka Tenshi ni Nareru” - Magic Knight Rayearth - Umi Ryuuzaki Image Song
Birthday: March 3
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I get that in the end the main purpose of the anime is to promote the card game (Konami spends a lot of money sponsoring a long-running series for that reason, not to fulfill Shin Yoshida's or Katsumi Ono's artistic passions) but fuck, the series could be way more enjoyable if they were shorter, like Digimon or Gundam.
I want to finish 5Ds, I want to watch Zexal, ARC V, VRAINS and even the Bridge series but damn...it's way too much episodes. 148, 148, 120, 91, God knows how much GO RUSH will end up having...
It's one of those times I'd really appreciate being able to ditch the anime and just go for the manga without missing much of the story. That's what I did with DM.
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Rant#2
Takahashi is more ashamed of each and every one of you who can’t fight like men, trying to stay positive when none of you will even protest against Konami’s BS. During the 5D’s era, you were calm, but from 2012 onwards, you became woke. Then, by 2015, you went berserk, splitting opinions and turning everything into a fight between those who suffer and those who just want to relax.
Here’s what I think: Takahashi couldn’t even swim his way out of an ocean if he saw how spineless this community has become. He wouldn’t be able to save a child, let alone fix the mess it’s in. Honestly, Donald Trump feels more like Yu-Gi-Oh! to me than Takahashi.
But nooo, all you fanboys are going to defend is Atem's ego, blame 4Kids (who aren't even responsible for the dub), and accuse Yoshida for the 100,045th time when he’s not at fault. You don’t even care about non-Duel Monsters products. Instead, you sit there, 'respecting the manga' instead of protecting yourselves from Konami milking the franchise with more Duel Monsters support. All you do is wait around until Konami overloads you, and then you cry over spilled milk. I'm not going to sink that low or follow that path.
You don’t even have the balls to admit I was right—that Takahashi’s manga was bad from the start. It was always crap.
#yugioh#ygo#yugioh dm#yugioh gx#yugioh 5d's#yugioh zexal#yugioh vrains#yugioh arc v#yugioh sevens#yugioh go rush#yugioh ocg stories#kazuki takahashi
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