#dualshock my beloved…..
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they gave her boobs and she revolutionised gaming forever
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ugh thought i'd fixed the dualshock 3 controller just fine (i'd impulsively disassembled it to try and clean the internals which miraculously worked and i got the controller reassembled and working), it had been behaving perfectly yesterday and earlier this morning but suddenly it started having the same weird behavior as before. all the shoulder inputs started firing on their own and when i paused the game, some of the face buttons and possibly the analog stick were also firing without any input from me, even unpausing it several times. which was the exact issue i had before taking it apart and cleaning it (both my dualshock 3s did this but i only took apart & cleaned one of them). that's frustrating. i really don't want to have to use the dualshock 4 just out of personal preference bc the 3 is so much nicer to hold and feels very similar to the dualshock 2 (my beloved). idk if it's issue with the software/drivers i had to download to make it work, the emulator, or the controller itself. it's getting older now and both of my dualshock 3s have gotten a lot of use over the years i guess it makes sense if they're getting a little unstable :\
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so i have successfully downgraded from ps4 to ps3. had a lot of ps4 games on my pc already so i figured i’d ditch it and get a ps3, which had more exclusives, like my beloved inFAMOUS games. i was very lucky when i went to the used game store in that they had ps3s, they had exactly one copy of inFAMOUS 1 and 2, and also 8 other interesting games that i decided to get as well. so i’m a pretty happy camper. only downside is iirc the ps3 controller is tiny, doesn’t have the extended handles like the dualshock 4 does. oh well
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So I'm finally playing Castlevania 64 for myself and man... people are so wrong to diss this game
Yeah, the camera is super jank, but the vibes... THE VIBES... Absolutely delicious🍷 The villa was a short area but I adore the atmosphere there, and then the entrance to the tunnel when you walk up to that coffin? YUMMY EARLY 3D HORROR MY BELOVED
I think one of the things I'm enjoying the most with CV64 is how it is the closest the series has come to traditional "horror" as a video game genre, if that makes sense? Even the cutscenes have that horror vibe, like the first one with Rosa. Oh, and that one scene in the villa with the villager and the mirror, mmmmmmm that was gooooood
And, like, I get it—the controls are very uhhh... early attempt at 3D movement and camera, and it takes a little getting used to (though I've got it mapped pretty nicely on my Dualshock 4), but this game did NOT deserve the hate I've always seen it get
Would it be too much for me to say this might end up being my 4th favorite Castlevania if it keeps up the pace and I enjoy it this much to the end? Because I honestly think it might
I know there's the infamous nitro part later though and I'm afraid to get to that lmao
#and i hear that curse of darkness is improved from this? that sounds amazing; i'm excited to get to it after this one#i'm playing as reinhardt right now but i'll probably do a carrie run too since they have some unique locations each i think#h.text#h.VaniaVomit
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ps1 games that are dualshock compatible my Beloved
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My Sony PS4 DualShock 4 V2 Controller (w/ my Paper Dolls) - Part 3 [Dec. 14,2019]🎮
Here’s my 2nd part of my newly game controller item - the Sony PS4 DualShock4 V2 Controller with my two Paper Dolls (Chowder and Panini). =)
Before I made a comparison I just want to say something; ‘Third party controller’ is becoming to spread all around the world for all gamers - beginners, amateurs, professionals, etc... From well known companies such as Hori, Logitech, 8Bitdo to all knock-off-cheap-price unbranded controllers. They’re coming all shapes and sizes, some of them are trying to inspire but the most popular of all are the well known companies such as Sony, Nintendo and Microsoft Xbox’s shaped design controllers -they’re now completely stapled in both gaming history and industry as a whole. ‘Third party controller’ has everywhere - every single gampad sold, and without the genuine well known game companies as we mentioned before they’ll never make a mocked controller from independent game hardware company, thus these controllers are prove of that.
So now it is time a gamepad comparison with my two controllers, let’s get to it!
1st to 6th images:
• Here are my three controllers (left: Logitech F310, right: iPega 9069, top: Sony PS4 DualShock4 V2 Controller CUH-ZCT2G) comparison on their different parts from front, rear to side-by-side grip. I don’t want to make explain a lot because this is just comparison, right? ^^;
So if you want to see more please check out these links: • Logitech F310 wired controller • iPega 9069 wireless controller
7th to 8th images: • Both iPega and the DualShock 4 controller are all build in Bluetooth connection, Logitech F310 on the other hand it doesn’t because it already attached the wired USB cable, I really preferred the wireless mode though for less wiring. But unlike the genuine DS4 and much like the clone / fake counterpart (am I add) - the iPega 9069 has a included micro USB cable for either charging or in wire mode when connect to PC / laptop. I’ve already discussed before so again please check out my link from above.↑
9th & 10th images:
• Just saying - but It seems ME and my beloved paper dolls are now ready to play! Heheh! 😁 🎮 🎮 🎮
BTW: I’m not gonna share my latest topic to my deviantART and also my twitter right now. I already shared my two parts and the rest of my upcoming part(s) will be on completely ‘exclusive’ to tumblr.
So that’s all I could say now, next part will be connection test with our PS4 pro gaming console and see how it performs much like our two currently DS4 controllers.
More part(s) coming up soon, and if case you missed my previous posts then I’ve already provide some links down below.↓😉
Previous: • Unopened Parcels • Opening 1st Parcel [low quality video] • Opening 1st Parcel [true quality video] • Part 1 [Dec 9,2019] • Part 2 [Dec 12,2019]
#My Photos#My Photo#MyPhotos#MyPhoto#Photos#Photo#Chowder#Panini#Chowder Panini#Cartoon Network#CHGreenblatt#Paper Dolls#Game Controllers#Game Controller#Sony#Dualshock 4#Dualshock 4 V2#Logitech#Logitech F310#iPega 9069#iPega#iPega Game Controller#Compare#Comparison#Photography
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[Review] Lego Harry Potter Collection (PS4/DS/3DS)
Hey old news, I played another Lego game with my spouse. Even older news, it’s a remaster of games we already played before. But they’re prettier now and almost completely bug-free. I also played along with the respective handheld versions. It was all a jolly old time.
The Wii ports of Lego games were never the ideal way to play; they did have pointer support for a while which was a fun novelty and helped a “developing gamer” hone their skills. But they didn’t run super well, with frequent hardware crashes and—especially for the second game—a dark atmosphere combined with low resolution made them appear muddy and gloomy. I’m glad to say that the HD experience of these remasters was smooth as butter; Double Eleven did a great job.
Not only do they look good, but load times are short and there are quality of life improvements such as listing a character’s skills beneath their portrait in the UI. Plus the silly frippery of the Dualshock lighting up with the corresponding colour when you use a spell. This collection includes the DLC for Years 5-7 (not even available on Wii, mind you) which amounts to a handful of characters. Not too exciting, especially when the game failed to recognise Salazar Slytherin’s dark magic powers until we’d unlocked another dark magic user legitimately through progress. Bug or intentional gating? Hmm.
I could talk about what an innovation Years 1-4′s vast Hogwarts hub was at the time, expanded even more in the sequel, but the truth is I never fail to get lost in it; too much versimilitude perhaps, and it’s been superceded many times over since. The system of unlocking magical spells through the story makes for a good feeling of progress even if cycling through them is fiddly, especially in the tedious “duel” boss battles. Really the main reason to play the games is being a fan of the property and living out the adventures, or picking out beloved or obscure characters for free play mode. And I had great fun constantly asking my loremaster spouse about all the events and character motivations, which she fielded admirably.
I’ve played the handheld versions before, but only on mobile. On proper hardware they fare well. The first (on DS) is excitingly structured very differently to the console game, giving a fresh perspective on how to translate the story into Lego form. The second (on 3DS) feels much more like a “cut-down” console version, doing the same beats a bit differently but also just cutting some events (so much that year seven part 1 is half as long as the other segments). At least the duels are ever so slightly more interesting. It should be noted that the explorable hub is completely absent from both these games, and they’re solo only, but I do like the particular brand of charm that comes from TT Fusion’s handheld instalments. They’re always a bit clunkier and simpler but... warm and friendly. And of course with a unique selection of characters, so they’re good for fanservice.
The Lego games have come a long way since Harry Potter, with voice acting, more ambitious hubs, quests, and DLC level packs. Sometimes it’s nice to step back to when things were a little simpler. This remaster was a great way to re-experience these games.
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PlayStation 5 Review
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It’s easy to forget because if how hard it is to actually buy one, but the PlayStation 5 is finally here. With it comes Sony’s hopes to not only further the legacy of the PS4 but surpass the success of arguably one of the most beloved consoles of the last 20 years.
While few consoles have written the final word on their legacies so early in their lifecycles, it’s rare that a console gets to make a successful second impression after a bad launch. A console’s debut not only sets the tone for the rest of its run, but it tells you whether or not it’s worth actually investing in an expensive new platform.
Since we were lucky enough to receive a PlayStation 5 from Sony, we’re going to help you answer that question by breaking down nearly every facet of the PS5. Is the next-gen console a worthy addition to the PlayStation family or a misguided attempt to recapture former greatness in the face of a rapidly changing industry?
PlayStation 5 Specs
Here’s a quick overview of the PS5’s specs and how they compare to the Xbox Series X:
If forced to compare the two consoles from a raw power perspective (which is difficult to do this early in the game), I’d still stick with the conclusion that I arrived at back in March: the Xbox Series X has a slight advantage on paper due to its marginally better GPU and CPU. However, the PS5 could end up becoming the more advanced console due largely to the potential of its custom NVMe SSD.
Taken on its own merits, the PS5 is a remarkably powerful game console. It’s leagues ahead of the PS4 Pro in terms of its GPU and CPU, but the big story here is the advantages offered by the console’s SSD and RAM. Gaming technology as a whole has been sidetracked the last couple of years due to the lack of a standardized SSD in last-gen consoles as well as their subpar memory. If nothing else, the PS5’s technology will result in drastic quality of life improvements that will be immediately apparent in next-gen games.
While the PS5’s specs can’t quite compete with the latest and greatest GPUs offered by NVIDIA and AMD, that shouldn’t really be too much of a factor as it’s going to be quite a while before we start to see games even try to explore what those GPUs are really capable of.
In fact, the raw power of the PS5 combined with its unique architecture and features means that we could soon see some first-party PlayStation games that will be able to compete with high-end third party PC games running on max settings. You could already argue that Demon’s Souls showcases the console’s potential in that respect.
Even Astro’s Playroom and Marvel’s Spider-Man: Miles Morales offer a glimpse at what the PS5 can do despite the latter being a cross-gen game and the former being a pack-in title:
The bottom line is that the PS5 has more than enough power to keep up with a somewhat homogenized third-party game market while its architecture will lead to jaw-dropping exclusives that will likely look as good or better than the competition. It’s going to be a while before the PS5 starts to feel outdated.
PS5 DualSense Controller
As we’ve covered in our history of PlayStation controllers, the evolution of the DualShock line has largely been focused on improving what was already a solid design. When Sony announced that the PS5’s controller would feature a new name and design, I wondered if the company would really be able to build on the DualShock’s solid foundation and turn it into something new. Thankfully, that’s exactly what happened. In fact, let me end the suspense by telling you that my time with the PS5 DualSense has left me with the impression that this is the best controller Sony has ever made.
It starts with the feel. PlayStation controllers have typically felt good in your hands, but the PS5 raises Sony’s standards through a series of subtle changes. For instance, the slope of the R2/L2 triggers feels much more natural than it did on the PS4 controller while the DualSense’s grips aren’t quite as “stubby” as those on its predecessor. There’s also a noticeable (and welcome) additional heft to the DualSense controller which helps it feel much sturdier than what we had before.
When you’re talking about the exceptional design of the DualSense, though, it’s really all about the console’s haptic feedback and adaptive triggers. I’d heard the good word about PlayStation 5’s advanced rumble features, but feeling really is believing in this instance. Not only is the DualSense capable of producing powerful vibrations the likes of which I’ve never felt from a controller, but it utilizes feedback in a way that consoles like the Nintendo Switch have promised but rarely delivered. The controller really is capable of registering situation feedback that accounts for whatever is happening on screen.
In Demon’s Souls, that meant feeling the left side of my controller vibrate when a dragon roared by my’s character’s left. In Astro’s Playroom, it meant being able to tell what kind of surface I was walking on based solely on the feedback I received from the controllers. Meanwhile, the DualSense’s adaptive triggers enhanced the already great feeling of swinging around the city in Spider-Man: Miles Morales by varying the tension slightly based on where I was in a swing and other environmental factors. Games quite literally just feel different on the PS5.
Of course, the important thing to keep in mind about haptic feedback and adaptive triggers is that their value in the long term is going to depend on how developers choose to utilize these features. That potential for variance is already clear when comparing how those functions work in a game like Astro’s Playroom, which was designed to showcase the PS5’s features, to even a first-party title like Miles Morales. I believe both of these features are substantial enough for developers to commit to in the long-term, but we’ll have to wait and see.
I have similar concerns about the DualSense’s touchpad and microphone. The DualSenes’s touchpad feels much more responsive than the DualShock 4’s, but I’ve yet to see developers use it for anything more exciting than some menu shortcuts. As for the microphone, it’s nice in a jam if you don’t have a headset handy, but it’s hardly a long-term solution to that problem, and it seems studios are still trying to discover the most interesting ways to use it as a feedback device.
Ultimately, it’s a good thing that we’re talking about a controller so advanced that it’s going to force developers to change how they look at game design.
PS5 Home Screen UI
The best kind of console UI is the kind you don’t have to think about all that much. For the most part, the PS5’s home screen UI fulfills its obligations in that respect, but a couple of shortcomings are already apparent.
Let’s start with the good. The PS5 utilizes a somewhat minimalist UI. It attempts to consolidate as much information as possible into a row of icons located on top of the screen. When you select an icon, more information related to your chosen app is moved to the bottom of the screen. If you owned a PS4, you’ll find that this part of the UI functions about the same as it did before.
But even here, the PS5 UI introduces some wonderful little changes that streamline an already efficient experience. For instance, your media and game apps now have a screen of their own, which is quite handy when you want to be able to quickly access either. The PlayStation Store is also seamlessly integrated into the home screen this time around, so you’ll be able to hop in and out of it with ease. Again, the ways you’ll navigate through the PS5’s interface on a day-to-day basis are feel smooth and intuitive.
It’s when you dive into the advanced settings that some problems start to emerge. The PS5 offers a lot of ways to tweak your experience (including, but certainly not limited to, setting performance presets, managing automated recording, monitoring your storage, and altering the strength of the DualSense’s effects), but many of those features are grouped together in a generic “Settings” area which lacks the design fluidity of the home screen. I still find myself pausing when I need to navigate the console’s advanced settings as I consider the various categories on the left and try to remember which houses the option that I’m looking for. It’s not a big deal, but given how clean the home screen UI is, it would have been nice to see a more user-friendly version of the Settings area.
You may have also heard reports of people accidentally installing and running the previous-gen version of a game, which it turns out is actually an easy mistake to make due to how the PlayStation UI can sometimes struggle to relay a glut of text-based information on-screen.
Generally, I find that I prefer the clean layout of the PS5’s home screen to the more cluttered home screen of the Xbox Series X, but the more you ask of it in terms of settings and advanced features, the more you start to notice some of the seams.
PS5 Control Center
While the PS5’s home screen is largely a remodel of the PS4’s UI, the PS5’s Control Center will change the way that you interact with your console while you’re in a game.
In case you missed Sony’s extensive breakdown of this aspect of the PS5, the Control Center is what you’ll see when you press the PlayStation button in a game. Previously, pressing the PlayStation button in a PS4 game would just take you to the PS4’s home screen.
The Control Center offers so much more than a shortcut to the PS5’s home screen options. In it, you’ll be able to join a friend’s game or access help videos and cards which do everything from tell you more about the current level you’re playing to what activities you have yet to complete.
Speaking of videos, the Control Center works well with the PS5’s new Create button. Essentially a replacement for the PS5’s Share button, the Create button lets you do everything from snap a screenshot to tell the PlayStation whether or not you’d like to automatically record gameplay clips of a certain length. It’s a remarkably diverse improvement made that much better by the ways that the Control Center allows you to manage your photos and videos without ever leaving the game itself.
From a sheer quality of life perspective, the Control Center’s best feature is the way that it allows you to access more information without needing to exit your game. Along those same lines, it’s nice that putting the PS5 in rest mode while running a game will bring you back to the Control Center so that you can jump straight back into the action.
Of course, that last note does bring us to the issue of PlayStation 5’s “Quick Resume.” While you can switch between PlayStation 5 games without going back to the home screen (thanks to a “Switcher” option that appears when you press the PlayStation button), there’s no way to instantly pick up where you left off as on Xbox Series X/S. Quick Resume really is one of the best quality of life features for next-gen consoles so far, and I’m interested to see whether Sony is able to (or interested in) offering similar functionality at a later date.
As for the Control Center’s more advanced options, their appeal varies based on your preferences and whatever game you’re playing. Here again, Astro’s Playroom is the best way to explore the potential of these features as its Control Center offers a variety of cards that offer everything from information on hidden objectives to accurate breakdowns of how much time remains in a given level. Even Demon’s Souls clearly lays out some excellent challenges that offer new ways to play the game for those who seek out such things.
That’s kind of the theme of the Control Center. Obviously, its usefulness will depend on how developers utilize it, but its value will also be based on what you want from it. The good news is that, even if you’re not someone who is looking for in-game help or more information about achievements, you’ll still be able to take advantage of the expedited UI options that the Control Center offers as well as the potential growth of its multimedia features, such as a picture-in-picture mode and instant Spotify access.
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Games
Xbox Series X vs. PS5: Which Features Set Each Console Apart?
By Matthew Byrd
Games
PS5 Consoles Unboxed: What Media Outlets, Influencers, and Travis Scott Are Saying So Far
By John Saavedra
PS5 Backward Compatibility
When it comes to backward compatibility, the story of the PS5 boils down to quality vs. quantity. The fact of the matter is that the PS5’s backward compatibility program isn’t nearly as extensive as the one featured in the Xbox Series X/S. The Xbox Series X/S supports four generations of Xbox software and the PS5 is only natively backward compatible with PS4 games. Simple math puts Sony at a disadvantage.
Is it disappointing that the PS5 doesn’t support PS, PS2, and PS3 games? Actually, it kind of is. PlayStation consoles have featured some of the best games ever made, and too many of them remain inaccessible outside of owning retro hardware/software. The logistical hurdles to offering that level of backward compatibility support are real, but that doesn’t make it any less disappointing that the PS5 isn’t simply the only PlayStation you’ll need.
Having said that, the backward compatibility you do get with the PS5 is mostly exceptional. While not every PS4 game has been optimized for PS5, every PS4 game does benefit from the PS5’s faster loading times, enhanced resolution options, and processing power. If you do find a PS4 game that has been properly optimized for PS5 (such as God of War), then you’ll marvel at how the console rejuvenates some of that console’s greatest titles with 4K/60 FPS gameplay. It’s important to remember that you can also upgrade select PS4 titles to their optimized PS5 versions at no extra cost.
I have heard Sony’s warnings that some PS4 games may not run as well as others on PS5, but I haven’t encountered a game whose performance noticeably suffers on the next-gen console. I suspect such problems may be limited to smaller titles, but I’m curious to hear more about this potential problem once more users have tested a wider variety of PS4 games.
Accessing those PS4 games can be done by purchasing them outright on the PlayStation store, diving into the greatest hits offerings featured in the PlayStation Plus Collection, or by simply transferring your PS4 games to the PS5 (or inserting a PS4 disc if your PS5 has a disc drive).
The transfer process works well enough if you’re transferring PS4 games over wi-fi (as I did), but I have heard reports of issues from users who tried to transfer games via a hard drive or ethernet cable. That could be related to separate reported issues with the console’s rear ports, but the general transfer process seems to work well, even if transfers over wi-fi are sometimes quite slow.
There are ultimately few reasons why I’ll need to keep my PS4 around now that I own a PS5 unless I want to play P.T. or…umm…Joe’s Diner.
PS5 Launch Games
I’ve heard some people say that the PS5’s launch lineup is the best in the history of game consoles. I’m not ready to commit to such a bold statement yet, especially given what I feel is a lack of a true system seller next-gen exclusive, but you’re certainly not going to be watching your console gather dust from a lack of games to play.
One of the biggest surprises of the PS5 lineup so far has been Astro’s Playroom. It may come pre-installed on your PS5, but it’s a great little 3D platformer with a ton of PlayStation easter eggs and the best playable examples of the PS5’s unique features.
Demon’s Souls is obviously the PS5’s most technically impressive game, and Miles Morales offers enough next-gen benefits to consider it a “soft” next-gen exclusive (even though it is also available on PS4). Godfall, Sackboy: A Big Adventure, and Bugsnax are also all fine, even if none of them quite live up to the highest expectations.
Outside of that, you’ll rely on a list of third-party games optimized for the PS5, but that’s hardly a bad thing considering that list includes titles like Assassin’s Creed Valhalla, Call of Duty: Black Ops Cold War, and Mortal Kombat 11 Ultimate.
The PlayStation 5’s early next-gen line-up feels stronger overall than the Xbox Series X’s and even includes a solid GOTY candidate in Demon’s Souls. The considerable trade-off, of course, is that the PS5 doesn’t really have its own version of Game Pass outside of the PlayStation Now program, which just can’t compete in terms of both selection and functionality.
My strong suspicion is that PlayStation will make a move to turn PlayStation Now into a true Game Pass rival sometime during this generation. After all, the rapidly approaching age of the $70 game is going to make it that much more difficult for many gamers to play all the great titles Sony surely intends to produce for the PS5.
PS5 SSD
Discussions concerning the PS5’s SSD should come down to what the SSD will do for you now versus what it may do for you in the future.
In the short term, the PS5’s SSD offers the main thing most people are looking for in an SSD: faster load times. The PS5’s SSD is so fast that you won’t even be able to enjoy the hilarious subway train fast travel sequences in Marvel’s Spider-Man because they no longer exist. Next-gen games like Demon’s Souls obviously benefit the most from the SSD’s power, but even titles that haven’t been optimized for the PS5 benefit from lightning fast load times or no load times at all.
There’s no going back once you’ve used the PS5’s SSD, but it remains to be seen how it will be used in the future. We’ve spoken before about what makes the PS5’s SSD unique, but the fact is that we’re not going to see what this thing is really capable of until we start seeing more proper next-gen games designed specifically for it.
So while it’s a little annoying that the PS5’s SSD is smaller than the one in the Xbox Series X (especially since you can’t currently store PS5 games on an external drive), I do remain confident that the difference will be worth it once the PlayStation Studios teams start exploring what this thing is really capable of.
PS5 Console Design
Look, the PlayStation 5 is a chonker, and there’s really no getting around that fact.
The size of the console is borderline absurd, and it’s made slightly more annoying by the fact that you need to adjust a stand to safely store the console vertically or horizontally. If you’re planning on keeping this thing in a small entertainment center or anything with cubby holes, you’re going to have to get creative.
But…I kind of love the PS5’s design. It’s a bold-looking console that immediately captures your attention with its sheer size, sleek curves, and nice color palette. It casts a large shadow over my nearby Xbox Series X, and I don’t just mean the literal kind generated by its nearly villainous proportions.
While I was not able to perform an extensive heat test on the PS5, I can tell you that a simple hand wave by the console’s fans after a long gameplay session suggests that the PS5 runs much cooler than the PS4.
Formal heat tests tell a similar tale (and Sony’s engineers explained that the console’s size can partially be attributed to its extensive cooling system) so it seems that the PS5 doesn’t suffer from any notable heating problems straight out of the gate. We’ll see whether wear, tear, and time reveal something different.
The PS4 and PS4 Pro suffered from serious noise problems, so it’s hardly a surprise that Sony felt it needed to address that issue with the PS5’s design. What is a bit surprising is the results of their efforts. The PS5 generates almost no noticeable noise, even after lengthy gameplay sessions. I tried putting this thing through its paces as best as I was safely able to, and I just couldn’t get the fan to generate a significant amount of noise.
Again, we’ll see if the PS5 stays quiet after a few years of use, but everything seems to be working as intended in the early going.
PS5 Technical Issues
We’ve spoken about some of the PS5’s known issues, but the gist of the story is that the console does suffer from some early technical problems, many of which seem to be related to its rear ports.
Based on my own experience and existing user reports, though, it seems that the PS5 is a mostly stable system. It will crash on you from time to time, it is apparently possible to get a broken console, and there are some glitches that will need to be resolved in the short term.
However, the same is true of nearly every device. Nothing I’ve seen thus far suggests that you’ll need to worry about any significant short-term issues at this time.
The Little Things
Here are some other observations about the PS5 that I just couldn’t quite fit into any of the sections above:
I love that you can now see how many hours you’ve played games via your PlayStation profile, even if I’m hesitant to know the answers to such questions.
The PS5 allows you to set a universal difficulty level and graphics settings (Performance or Resolution) from the console’s menu. I suspect that you may still want to change this on a case-by-case basis, but the option is more than welcome.
You can actually customize exactly what the PS5’s Create button does, which is fantastic if you’re someone who loves to constantly capture clips and photos. But you may prefer to dynamically adjust these settings based on your needs.
You can actually turn spoilers “off” in the PS5 settings, which should prevent them from appearing in shared media and tips. I say “should” because the extent of this feature hasn’t really been tested, and your definition of what constitutes a spoiler may vary.
Wi-fi download speeds on the PS5 feel better overall, but if you have to download a larger file, you’re still going to want to use an ethernet cable.
The PS5 setup process is remarkably easy, with the only real hitches coming if you want to transfer PS4 games to PS5 right away. Even then, that just means the process will take a bit longer.
It’s a little annoying that you can’t just hold down the PlayStation button and choose to shut down or restart the console right away. Granted, that option is only a couple of button presses away, but considering how much else of the PS5 is devoted to quality of life, this function feels more annoying than it needs to be.
I did encounter a glitch with the PS5’s rest mode which resulted in my console improperly shutting down, but aside from the one-off occurrence, it seems to work well and is reportedly power efficient.
I’m a little worried about the usefulness of the PS5’s recording options considering that the console’s internal SSD is relatively small. You’ll eventually have to rely on an external drive if you plan on capturing a lot of media on your PS5 while downloading a reasonable amount of games.
I can’t say enough nice things about Astro’s Playroom. Not only does it show what the PS5 is capable of, but it’s an incredibly fun game in its own right that is more than worthy of a full-length follow-up.
The Verdict
Let’s be honest: rendering a PS5 verdict right now is, at best, premature. The value of a console fully reveals itself over time. Besides, it’s not like you’re able to easily buy a PS5 at the moment no matter how badly you want one.
Yet, the PS5’s early accomplishments are impressive. I never regretted owning a PS4, and the PS5 is (at the very least) poised to be a better PS4. It improves upon its predecessor’s biggest weaknesses while offering an array of new features.
More importantly, the PS5 already boasts a library of games that I find myself bouncing between. The PS4’s biggest strength was how its army of exclusives essentially forced you to own the console if you wanted to play the best that the previous generation of gaming had to offer, and with Demon’s Souls and Astro’s Playroom (as well as the best way to play Spider-Man: Miles Morales and other cross-gen games), the PS5 is already on its way to replicating that feat.
While I’m also head over heels about the Xbox Series X for Game Pass alone, the PS5 has honestly revived my love of console gaming with its smooth performance and a controller that makes every game feel more satisfying than it would be on any other platform.
What excites me most, though, is that we’re just getting started. Yes, some of the PS5’s best features are dependent on the contributions of the console’s developers, but the PS5 sets up developers for greatness in a way that goes far beyond its raw power. Even if we only see first-party studios tap into the PS5’s full potential, that means games from Naughty Dog, Santa Monica Studio, Insomniac, Sucker Punch, and Guerrilla that will feature expansive SSD-powered worlds, Control Center interactions, and gameplay moments only made possible by the DualSense controller.
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Sony seems determined to carry on its “games first” philosophy from the PS4 while exploring the room a bit more in terms of a console’s multimedia potential and advanced features. Because of that, you’ll probably end up wanting a PS5 at some point, but don’t feel too bad if that’s not until 2021 at the earliest as we’re still months away from next-gen consoles truly becoming the industry standard.
The post PlayStation 5 Review appeared first on Den of Geek.
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The Walking Dead’s Lee and Clem Brilliantly Cosplayed by Father and Daughter
July 20, 2020 9:00 AM EST
Super wholesome content incoming…
Telltale’s The Walking Dead has been a beloved part of many gamer’s life since being released episodically between April and November 2012. Even though the awful demise of TellTale Games took the gaming community by shock in September 2018, people still hold a special place in their hearts for the characters Clementine and Lee. After losing the people closest to her, Clementine becomes hardened in her outlook, but still bravely overcomes the dangers of a post-apocalyptic world head-on and tries her best to maintain some of her previous faith in humanity, hanging on to what her father figure Lee has taught her. What could be a more appropriate way to honor this pair than a real-life father and daughter cosplaying as the unstoppable duo?
Welcome into the DualShockers cosplaying family Lex, a Black and Chinese trans-non binary cosplayer, actor, and musician from Vancouver who after years of being told that Lex and their father should cosplay as Lee and Clem, they finally bit the bullet and what an amazing end result. To achieve this look, Lex firstly dyed a bunch of clothes to make it look as dirty as possible because hey, it’s the apocalypse after all. Regarding any cosplaying that comes from games such as The Walking Dead or Borderlands, cell-shading is key so Lex painted along anywhere that had a seam or crease in the garments. Of course, with all the zombie killing there has to be blood at least somewhere on the clothes, too. You can check out Lex’s video below on how they made Lee’s clothes for the cosplay.
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Lex also describes what goes into Lee’s makeup. In a tutorial video, we can see Lex’s father sitting patiently about to get his Walking Dead makeover applied, and to do this Lex slaps some foundation on to highlight his face with a little contouring thrown in for good measure. Next Lex again highlights their father’s features to make them stand out and to give it that cel-shading vibe, adding in also Lee’s stubble beard. Like Lee’s clothes, Lex applies some dirt and dried blood to his face and hands using Skin Illustrator’s zombie palette that has been used on movies like Dawn of The Dead (2004). To finish it all off, Lex sprays their dad with setting spray so that all the makeup stays in one place (hopefully). You can check out how Lex’s father achieved “the Lee” look in the video below which also includes some more cosplay pictures of the adorable duo towards the end.
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Just look at these two! Here we see Lex as a child and their father on what looks to be Christmas morning and below that, Lex and their father as Lee and Clementine. It’s pretty clear that these two have a great relationship and it’s brilliant to see families get together to celebrate cosplaying but most of all, creating special lifetime moments that can always be looked back on.
You can follow Lex and their cosplaying adventures over on Instagram and also Twitter where you will see Lex dress up as other characters like Katsuki Bakugo from My Hero Academia, Cassandra from Dragon Age, Ellie from The Last of Us plus many, many more.
If you fancy a worthwhile game to play on your PSVR, maybe you’d like to give this year’s release of The Walking Dead: Saints & Sinners a go. Our very own Allisa James got to check out the game last fall and shared her impressions on Saints & Sinners as a VR-driven first-person experience. If you enjoyed Lex’s cosplaying endeavours, check out this article on Alexandra Seryogina who steps into the shoes of Clementine from TellTale’s The Walking Dead with so much accuracy you’ll almost think it’s Clem herself!
The Walking Dead: The Telltale Definitive Series which includes all four seasons including updated visuals for seasons one, two, and three is available on PlayStation 4 and Xbox One. You can purchase the Definitive Series over on Amazon.
This post contains affiliate links where DualShockers gets a small commission on sales. Any and all support helps keep DualShockers as a standalone, independent platform for less-mainstream opinions and news coverage.
July 20, 2020 9:00 AM EST
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Marvel Games Looks to be Teasing Something Involving the Number 4, Could be Fantastic Four Related
It has already been a big 2019 for the folks over at Marvel Games with the announcement of a new project being in the works from some former Blizzard developers along with some big promotions for some of the company’s most recognizable figures. The announcements don’t seem to be ending there, either, if a new tease on the company’s Twitter account indicates anything.
Recently over on the official Marvel Games Twitter account, some began to notice that the avatar for the account changed, albeit very subtly. The logo for the account which previously just read as “Marvel Games” had been altered to now read “Marvel G4mes” with the number 4 now taking the place of the letter A. Marvel Games did this without making a big deal out of things, perhaps to see who would notice.
Naturally, there are a few conclusions that many will likely jump to with this mysterious “4” now appearing in the company’s name. One thought is that Marvel vs Capcom 4 could now be in development, a game that many have asked for since the failure of 2017’s MvC Infinite. However, this seems far too soon for another entry in this beloved fighting series and following the previous game’s failure, I doubt Capcom and Marvel would be so quick to return to the IP.
Another thought is that Marvel Games could be teasing something centered around Marvel’s first family, the Fantastic Four. This seems more likely for a few reasons, most notably that Marvel has a new event kicking off tomorrow centered around the World’s Greatest Heroes. Fantastic Four: World’s Greatest Week is a new weeklong event lasting from January 8 until the 16th that is dedicated to the classic hero group. Marvel says they have a lot of FF related announcements planned starting with a new livestream taking place tomorrow. While a lot of these reveals will likely deal with the comics side of things, there is potential for some gaming-related announcements as well.
So should we expect an all-new Fantastic Four video game to be one of these reveals? I wouldn’t say so. As a best-case scenario, we could see a new Fantastic Four game announcement, but I think this reveal on the gaming side will be much simpler. For example, the Fantastic Four still haven’t made their way to Marvel Strike Force, the mobile game which features classic characters from the universe. Their addition to a game like this seems much more likely than any other options. Then again, maybe this is where we see Second Dinner’s upcoming game revealed and it just happens to involve the Fantastic Four.
Keep in mind that a lot of this is just conjecture on my own part, so I wouldn’t get your hopes up too much in any one way just yet. While everything is lining up for the Fantastic Four to somehow be involved in the gaming realm here soon, Marvel Games could have just changed its avatar as a way to promote this coming week’s celebration of the FF across all avenues of Marvel. It’s really hard to make predictions based on this information we have at hand right now, so you’re better off just waiting for an official announcement of some sort.
We’ll have to wait and see if this number 4 tease is at all related to the Fantastic Four over the next week. If there are any major announcements, we’ll be sure to let you know.
The post Marvel Games Looks to be Teasing Something Involving the Number 4, Could be Fantastic Four Related by Logan Moore appeared first on DualShockers.
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My Experience With Chain of Memories
Okay, so I bought Kingdom Hearts: Re: Chain of Memories for my new PS2, I was hyped, I screamed a little when I finally got my hands on it. I had discovered Kingdom Hearts two years prior to getting the game, and in that time I had watched basically every single cutscene, read all of the manga, and understood the plot of the entire franchise. So, I eventually decided that I needed to own one of the games. I decided that, out of the 3 games on the PS2, Re: Chain of Memories was the way to go.
I started it up. My breath was held. I was waiting for the Disney and Square Enix logos to show up, to hear Dearly Beloved coming from my game screen for the first time.
“ERROR: There is no DUALSHOCK controller plugged into Controller Slot 1. Please insert the controller.”
...WHAAAAAAAAAT?!
Apparently, the controller I had been using for all of my PS2 games beforehand was not an “official” PS2 controller. It just so happened to be compatible with the PS2 system. Most of the time.
I’m pretty sure I cried a little over that. I waited TWO YEARS to finally be able to have this game, and now I need to spend money on a new controller?!
It took around 3 months--THREE MONTHS, OKAY--to finally have the time to drive all the way to the game store and to actually have the money to buy the controller. (I also picked up Shadow the Hedgehog while I was there, because hey, why not.)
Okay, NOW I was hyped. I had the controller. I had the game. I had the system. Which meant I had the POWER.
I let out a cry of joy when the Disney logo appeared on screen. I spent a few minutes listening to the Dearly Beloved menu screen, and started up my file. Standard Mode, Stereo Audio, the whole shabang. I was FRIGGIN HYPED, OKAY.
I soon discovered that the battle system was extremely complicated and I was worried about how I would fare against the bosses. But no matter! The Save Point was in sight! I was going to save my game, and continue onward to GLORY!!!
“There is not enough free space in Memory Card Slot 1. You need at least 100kb to save KH: ReCoM data.”
...I’m sorry, what?
I... don’t have enough space?
I ONLY HAVE THREE OTHER GAMES ON THIS THING, WHAT THE FLIP DO YOU MEAN I DON’T HAVE ENOUGH SPACE?!?!
I checked my memory card. Sure enough, there was roughly 120,075kb free space. What was wrong with the game now?!
It took me a few months to discover the problem. A few months of replaying the same tutorial, the same three worlds or so, watching the same first several cutscenes because I WANTED TO PLAY THE GAME SO BAD!!!
As it turns out, the memory card I was using wasn’t an official PS2 memory card. It didn’t have the logo. Which meant I couldn’t save. HOW PICKY IS THIS GAME AND WHY IS IT THE ONLY ONE GIVING ME TROUBLE?!
Now, you’re probably expecting to hear that I have the memory card now, I’m playing the game, and everything is fine. WRONG!!! More months have passed, 2.8 came out in both English and Japanese, my birthday has come and gone, and guess what?
I STILL DON’T HAVE THE MEMORY CARD.
I STILL CAN’T PLAY THIS GAME.
THIS IS THE ACTUAL MOST FRUSTRATING GAMING EXPERIENCE I’VE EVER HAD IN MY ENTIRE LIFE!
AAAAARRRRRRRGGGGGHHHHHH!!!! D8
:’(
#kh#kingdom hearts#kingdom hearts chain of memories#kh sora#kh riku#kh namine#kh axel#organization xiii#I just had to get this out there#This is too much#WHY IS THIS MY LIFE
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"Shin Sakura Taisen Rekidai Kayoushuu" Review (Final Part)
Pave way for the old guards! The final three songs of the 6-Disc Limited Edition "Shin Sakura Taisen Rekidai Kayoushuu" were a blend of past and present.
But before I proceed to talk about them, I would like to share the background of the game first. I've been reading up some articles surrounding the game recently, and have learned about details and plot points that ventured into SPOILER territory (including those of past titles). Of course, if you're already well informed about it (unlike yours truly), then please skip ahead to the songs. You can also just stop right here and walk away if you feel like waiting until the game's international release to find it out fresh.
"Shin Sakura Taisen" is both a sequel and also a soft reboot for the franchise. The other day, I wondered about one important thing: What happened to the Teito, Paris, and New York Original members? Well, their fate had actually been revealed. And it's a depressing, albeit convenient one that serves as the baseline of the new generation. During a "Great Demon War" supposedly in 1930 (or sometime in the 12 years that had passed since "Sakura Taisen V"), they sacrificed themselves and had gone missing ever since. Heartbreaking, isn't it? Hence why everything started in a clean slate, and new cities began building their units (Berlin, Shanghai, London, and Moscow so far) following the formation of the "WLOF" (World Luxuriant Opera Federation). Teikoku Kagekidan itself is in a state of shambles, on the brink of shutting down. Yang Xiao Long and Huang Yui of Shanghai Kagekidan were assigned to protect Tokyo in their place. Sakura Amamiya's dream is to bring back her beloved Hanagumi to its former glory and honor. Seijuurou Kamiyama is enlisted to lead as captain because, in spite of Sakura's noble goal, the team is losing motivation by and by.
Just to clear things up again: I haven't played the game. Probably won't until its international release sometime next year (Spring 2020 is my best bet). So I don't know how that whole premise will evolve and how it opens the path for the future. It does seem that there will be a continuation of some sort, after learning how the game ends (which is unsurprisingly a callback to previous games). Are the past members truly gone, or are they trapped in some kind of parallel world? Will the story revolves around or explore their absence eventually? I'm sure this is a lingering question that long-time fans would have. The fact that two important original cast members are here, might suggest that route. But that is merely pure speculation on my part. At the very least, for the time being, we get to hear some familiar voices.
Kuruisake Teito ni (Disorder to Teito) by. Yasha (Chisa Yokoyama)
In the previous review, I compared New Sakura's image song to Original Sakura. Well, there's a good reason for that, to the point that I really can't help it. Sakura Shinguuji's Chisa Yokoyama is also part of the cast. Aside from being a figure that encouraged Sakura Amamiya to pursue her goal (apparently, Shinguuji rescued and thus inspired little Amamiya), she is also some kind of her archenemy in this game, in the form of an enigmatic antagonist named Yasha. Now, popular opinion (including yours truly) suggests that this is Sakura Shinguuji who had fallen to the dark side. For those who had not seen or knew about "Sakura Taisen", the Shinguuji bloodline had this scary "curse" called the "Haja no Chikara". And later in "Sakura Taisen 2", Sakura's father Kazuma Shinguuji, who had sacrificed himself many years prior, made an antagonistic return as a "Black Demon Society" leader named "Oni-Ou". Who's to say that his daughter wouldn't suffer the same fate, right? There was never a guarantee that Sakura Shinguuji couldn't fall into that scenario. Even Ayame Fujieda, the Vice Commander of the original Hanagumi was corrupted into a villainess Aya-me. As with most popular Hollywood reboots, there's a chance that SEGA is pulling off the same twist, right? On the other hand, the fact that SEGA wasn't even trying to conceal Yasha's VA identity from the get-go, implicitly hinted that that's not the case. However, there's another interesting tidbit to make this even more puzzling. Turns out, Yokoyama initially turned down the offer to play Yasha! Famitsu published a special interview (you can read a translated version on DualShockers) with her and Michie Tomizawa about their roles in this game. Yokoyama's argument was clear and obvious: "...it’s a mystery whether Yasha is supposed to be Sakura Shinguuji or not... The problem was, if Sakura really is Yasha, then I must voice her. However, if they aren’t the same person, then I shouldn’t be needed and they should pick someone else. Because Yasha’s identity wasn’t clear, I ended up declining the role." Somehow, she started giving feedbacks that shaped Yasha into a better version, eventually leading her to agree for the role. I'm not suggesting that this adds more confirmation to the fan theory. But personally, it does give some kind of hope that the original Hanagumi members are still alive, somehow. On to the song! There's not much to say about it, to be honest. It's a very musical villain song, with lyrics that are pretty generic when it comes to... uhmm, being evil. There's even a line saying that Yasha's goal is to let the dark flowers bloom in Tokyo, highly likely teasing more about the mystery surrounding her identity. Fans of the live musicals shouldn't be surprised by this kind of tune as well. Many of the shows featured a devilish tune or two, either performed by one of the Hanagumi members as part of their plays, or by a secondary character. But there's one fact that elevated this song on an entirely different level. I've come to realize that this is, in fact, the first time in the franchise that a game soundtrack included an antagonist solo! "Sakura Taisen 3" actually had "Ciseaux's Theme". But just like Erica Fontaine's famous "Ohayou Bonjour" jingle, it was never a part of the official album and was released later on the Complete Song Box. Chisa Yokoyama has range, as proven by many of her Sakura Taisen repertoires. As part of the plays, she got to sing melodies of a princess, a pig demon, a mystical bird of happiness, up to a fiery rebel. But as Sakura Shinguuji, her tunes were mostly sweet and cheery, a hit or miss for me. Therefore, it delighted me so so very much that she finally got to sound dark and chilling, and did an exceptionally powerful work with this. Most definitely one of the highlights of the album. You could easily sense a sinister and eerie feeling throughout the song. And I actually sighed a relief when it ended. Not because it's bad, but because it felt like I had been engulfed in a shroud of darkness, trying to claw my way out gasping for air, and that I could finally see the light again. Hold on, is that representative of who Yasha is too? Well, we'll just have to wait and see...
RURIRURAN Ginza Roman (Ruriruran Romance of Ginza) by. Itsuki Saijou (Mayu Yoshioka)
I'm going to say it out loud. I do NOT like this song. And it's my least favorite of the album. If I'm not mistaken, as a supporting character, Itsuki Saijou is a self-proclaimed number one fan of the Teigeki? So basically, she's the young female version of Shintarou Sonooka's Kousuke Dan/ Dandy Boss (FYI, he's still performing Sakura Taisen-themed live show until now, alongside other male actors of the franchise). At first, I'm confused as to why this is part of the album. I would rather have a musical tune from one of the Shin Hanagumi's plays like "Momotarou" or others. But then it came to my sense: Ginza itself has been a staple district in the franchise. Even Dandy Boss and his Dandy Dan have had more than one song for it. Basically, this could be a tribute to that, which also fits in this "Old meets New" section of the album. As for the "RURIRURAN" title, that's apparently the name of a Cafe in the district that players can visit time to time. Sorry if I didn't get that correctly, though. The song's music was another showcase of Kouhei-sensei dualism of tone. It started playful and bouncy, though in a rather unmemorable way. It's a sweet and young sound that greeted us with a smile after going through Yasha's darkness. Then it suddenly shifted to a tense gloomy mode in the middle, likely to depict the situation of the game, as well as Ginza as a place of both glamour and shady areas. I'm not familiar with Mayu Yoshioka (who I just learned voiced the main character Tilarna Excedillica in "Cop Craft", and sang that ending theme. She sounds different...), but she did showcase her range here and that's good. Regardless, I'm just not a fan of this song. And more often than not, I ended up pressing skip to jump to the final song instead.
STAR Tanjou (A Star is Born) by. Sumire Kanzaki (Michie Tomizawa), Kaoru Ringou (Yui Ishikawa) & Komachi Ouba (Ryouko Shiraishi)
After we heard echoes of a nostalgic voice from the olden days, followed by a new unfamiliar ring of the present, both eras came together as the final send-off of the album. Sumire Kanzaki, original Hanagumi's "TOOOOP-PU STAR" joined the new theatre staff members, Secretary Kaoru and Merchandise Seller Komachi, to celebrate and welcome the audience (read: fans and players) old and new to the Dai Teikoku Gekijou (Grand Imperial Theatre). Or "Teigeki", for short. PAOOOON... Life hadn't been kind for the great Ms. Kanzaki. How would you feel, if all the loved ones in your life are suddenly taken away from the face of the earth? Devastating, right? Well, that would be what Sumire felt when her beloved comrades, those she considered as a second family, vanished without a trace, leaving her all alone. Even worse, she managed to survive only because her depleting spiritual power had forced her to officially resign from the original Hanagumi. Otherwise, she would've still been a powerhouse of the team, thus becoming history alongside Sakura Shinguuji and the others. That's probably the base of reasoning to why she decided to go back, to help mentor and guide the new generation as the Teigeki's new leader. That sense of loss and confusion, a burden that piled towards new resolution also resonated with her VA, Michie Tomizawa. As you can read on the Famitsu link above, Tomizawa too, felt apprehensive about reprising her role. Ironically, as long-time fans would know, Sumire's retirement was caused by Tomizawa's own retirement from the entertainment industry. This occurred following the release of "Sakura Taisen 4". Because series creator Ouji Hiroi was against recasting actors (a decision I've fully supported), the franchise ended up officially bidding farewell to Sumire with a special New Year live performance dedicated for her, and an animated special "Sakura Taisen OVA: Sumire". Those were melancholic times. Tomizawa was absent from the franchise for several years until she officially returned to acting, hailing Sumire reemergence as a special guest star in "Super Kayou Show IV: Shin Aoi Tori". In that musical, she made a friendly visit to the original Commander Ikki Yoneda who was living a peaceful life after retiring from Teigeki. Yoneda had handed over his managerial role to Ichirou Ougami, who naturally had perished in the Great Demon War too. That's why it made perfect sense why Sumire took over as Shin Hanagumi's manager and Commander! She's the only one left. Tomizawa's words, with Yokoyama's blessing, added a much-needed hope to long-time fans: "I vowed that I would definitely reunite with the old members of the Flower Division one day. And that I will protect the members of the new Flower Division. That I would shoulder these two responsibilities... The old Sumire will come back after she managed to bring back her old comrades" Music-wise, this song was basically the Teito version of New York's "Koko wa Paradise" (heck, one of the line even says "Paradise"!) or Chattes Noires' can-can dance number "Hana no Paris". Complete with that touch of canon harmony in the chorus. But whereas those two titles were more upbeat or flashy, this felt a bit... subdued, calmer and elegant (that's Sumire, all right!). Kouhei-sensei did say this carried the style of "Gekijou e Ikou!" and "Kono Yo wa Tanoshii". You can look up for those songs online, and will get a pretty good idea of how this sounds. It's not really the best part of the album, but it's okay and enjoyable. Personally, I kinda feel an accompaniment song like this should've been the second track of the album, instead of those two massive group songs (Track 2 and 3) that served better as a showstopper closing. This would sound better to prepare the stage for more and bigger things to come, right? But thematically, it did serve the purpose of being a culmination of "Old Meets New". I don't know if that's the true goal, but that's the way I see it now. And perhaps, the purpose is to tell everyone that there will be more songs to come in the near future. Yes, that seems to be the case. During the "Tokyo Game Show", Kouhei-sensei accidentally spoiled that Shin Hanagumi members had recorded their version of this song, along with a new ending theme for the TV series. Simply put, this song concluded the album as a new beginning. So I guess I can deal with that! Hahaha... PS: Sumire's inclusion in the game does propose other unanswered questions. What happened to the other characters who are logically still alive? Is Yoneda still alive? But what about Vice Commander Kaede Fujieda? And then there's their Paris and New York counterparts: Grand Mere, Michael Sunnyside, and Ratchet Altair. Lest we forget the back-up ladies, Kazegumi, Mell Raison, and Ci Caprice, Plum Spaniel, and Anri Yoshino, along with many other supporting characters. Are they still alive? Then what about Neko Miyabi and the all-male musician team of Kanadegumi? Have they been written off history, just like that? It might be a stretch, but I'm hopeful that we will get answers about all of those in the game's next installment(s). Assuming "Shin Sakura Taisen" is successful enough to warrant one, of course...
OVERALL REVIEW
Once the final notes of "STAR Tanjou" faded away into silence, a sense of exhaustion hit me. Nope, perhaps the more suited term would be "emotionally drained". Not because it's something bad or anything, goodness no! As I've said at the beginning, it's been a while since I did this. And even though I've already split it into 4 thematic parts, I've gotten older now, and I haven't had this much excitement from the franchise for a while. A sense of relief, a thrust of thrill that... can only be compared to something people might find inappropriate to say. It makes sense, really. Considering I've just gone through an imaginary world tour through a potpourri of musical genres, happily stimulating and satiating myself with a rich and luxury full-course feast of intricate melodies and addictive rhythms. For a soundtrack of a full Sakura Taisen game, this probably felt the most colorful. Which on the other hand, might make it a tad heavy to hear for common listeners too. In particular, the younger people who're more accustomed to repetitive idol-ish techno notes and autotunes vocals. It's not hard to analyze why, though. Most of the past games only had like around 10 songs each, and "Shin Sakura Taisen" delivered a whopping 14 new tunes (just look at the tracklist). It's a tie with "Sakura Taisen 2", but that game featured 8 Hanagumi members! After all, this also had to introduce three new Kagekidan theme songs. And they were all scene-stealers, especially when compared to some of the solo numbers (looking at you, Itsuki, and sadly... Sakura). To be honest, If I had a say in this, I would totally release those new anthems on a separate album/release. At the very least, to balance things out. Of course, I suspect this is SEGA's way of foreshadowing/promoting potential sequels for the game. And if that's the case, then who am I to complain? All in all, I'm sure any Sakura Taisen fan would enjoy this, particularly due to the sense of nostalgia that looms over from start to finish. But the young generations (among them is my nephew. Good thing there's a cool uncle who can share exquisite things, huh? LOL) who haven't had the chance to know or experience this big fandom during its golden years, can see and understand why it's so special. Back then, people could only follow this franchise from Japan, where the franchise thrived and flourished while being unfamiliar to the rest of the world. But that time is gone, the era has changed, and everything is just a click away. That dream continues and CAN continue in a global scope. Will this result in a bigger love and appreciation for the past titles and music too? I would certainly love that, but we'll see. Just like "Shin GEKITEI", the entire song collection brought the same feeling, but also carried something new. And my one sincere hope is that it finds a special place in your hearts too!
Score: 8,09 out of 10 Note: The score is the average sum of my personal grading for each song in this CD.
Image is screencaptured from the game's opening movie that I featured in the Part 1. Video is available on SEGA Official Youtube Channel. "Shin Sakura Taisen" is produced by SEGA, and RED Entertainment. Credits and copyrights belong to their respective owners.
#music#review#sakura wars#Sakura Taisen#shin sakura taisen#Shin Sakura Wars#project sakura wars#melancholymoments
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No More Heroes Interview -- Suda51 Talks About Spinning-Off and Potential of a New Numbered Sequel
Travis Strikes Again: No More Heroes is the latest game from the much-beloved director Goichi “Suda51” Suda that features the return of the titular character Travis Touchdown. After over a decade away from leading a No More Heroes project, Suda51 has returned to one of his most popular franchises, but this time is putting a bit of a different spin on things.
During PAX East, we met up with Suda 51 to chat about all things Travis Strikes Again and to better understand why Suda51 decided to make Travis Touchdown’s return occur in this manner rather than through a standard numbered sequel.
Logan: It has been over a decade since you last led a No More Heroes project, so why did you feel like now was the right time to revisit Travis Touchdown and this world?
Suda51: I used to get a lot of comments from people asking about when No More Heroes would come back but it wasn’t until Nintendo showed me the Switch hardware that I got this instinct and realized, “Okay, now is when I have to do this.”
L: Why did you decide to go in the direction of making Travis Strikes Again: No More Heroes a spin-off within the franchise rather than doing a formal No More Heroes 3?
S51: With No More Heroes 1 and 2 the formula of No More Heroes was put in place and became a sort of tradition. With this game, I really wanted to break the tradition and do something that the series hasn’t done before, which is why it’s a spin-off. Instead of the normal formula, it’s like a game within a game. Everything is different.
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L: I think a lot of fans were surprised, not necessarily in a negative way, that this was the direction you decided to go in with Travis Strikes Again. Do you have a desire to one day return to that original formula of what a No More Heroes game is?
S51: Travis Strikes Again is a very new adventure for Travis but if it’s a success then I would like to make another numbered sequel that’s more in line with the tradition of the series.
L: You’ve shown that there are a variety of different genres within Travis Strikes Again but are there going to be any other differences in these games? Things such as different styles of music, art styles, or even graphics?
S51: Yeah, the music will be different and there will be some very extreme changes in the art between worlds. There’s going to be vector scanning in one world. I want everyone to be excited about what’s in store.
L: You revealed a bit of Adventure Mode in the most recent Nintendo Direct but you didn’t really expand on what that is exactly. Could you tell me a little bit more about what this mode is?
S51: So Travis is going to play through the games within the game but in order to get the actual games to play, he has to go outside of his trailer and search for them. That part of the game will be like a visual novel style adventure game.
L: The first two No More Heroes games had some open world sections that were a lot of fun to mess around in. Is there going to be any sort of hub world in Travis Strikes Again?
S51: The place where you can really mess around a lot in this game is in the trailer. That’s going to be the open world, or, closed world, because it’s inside the trailer.
L: This is a bit of an existential question, but how do you feel like you’ve changed as a Director and over the past decade since you last led a No More Heroes project?
S51: The more I think about it, the less I feel I’ve changed at all. I’m just as stupid as ever and I get really hungry quickly and eat a lot. I’m pretty much the same. I do drink a lot more beer now than I did ten years ago, though.
L: One of the things I really loved from the original No More Heroes games was the wrestling moves that you put in. Will there be any wrestling moves in Travis Strikes Again whether they be old or new?
S51: Of course there will be wrestling moves! Travis can use twelve illusionary different types of suplexes in this game.
L: On a personal note, do you still follow wrestling yourself? Are you into New Japan or anything like that?
S51: Every once in awhile but not as much as I used to.
L: Well, you should get back into it because it’s been really good lately.
S51: Whenever there’s some big event, I try to watch it. Shinsuke Nakamura is really popular here right now, so I’m really happy about that.
L: My last question for you is somewhat off topic, but there’s a new Super Smash Bros. game being developed and I’m wondering whether or not you’d want Travis Touchdown in the game, if possible.
S51: Of course, but it’s up to the media people. They have to take a stand and make Nintendo put him in the game.
L: Well, we’ll start a campaign at DualShockers and make sure everyone knows that they need to get Travis in the game.
S51: Thank you, thank you.
Travis Strikes Again: No More Heroes is slated to release at an undetermined date later this year, exclusively on the Nintendo Switch.
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Fairy tale 3 Rare Works Locations Overview (Xbox 360).
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' Game Of Powers' Star May Have Leaked Time 7 Debut Date.
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Michael Moore
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