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#rika japan 2024
rika-hatsuya · 5 months
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Japan trip 2024: Universal Japan : JAWS
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white-cat-of-doom · 2 months
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New character portraits from Japan as they get ready for opening night in Shizuoka tomorrow, 17 July 2024!
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Kanako Fujiwara as Sillabub.
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Ayaka Yoshida as Jellylorum.
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Yukako Shingu as Jemima.
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Nanako Yoshimura as Victoria.
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Namiko Hanada as Jennyanydots.
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Akane Aihara as Demeter.
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Haruka Yamazaki as Bombalurina.
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Rika Takeshita as Tantomile.
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Ayu Shimizu as Rumpleteazer.
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Ryudo Tsutaki as Mungojerrie.
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Kyomi Ishibashi as Cassandra.
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Junpei Sano as Tumblebrutus.
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Miki Kanehara as Grizabella.
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Yuto Tanaka as Mistoffelees.
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Yujin Haga as Gilbert.
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Suguru Fuminaga as Macavity.
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Junpei Wakebe as Munkustrap.
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Kazuki Kanemoto as Old Deuteronomy.
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Seiji Hashimoto as Bustopher Jones and Gus.
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Masaru Kitamura as Rum Tum Tugger.
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Kaisaer Tatike as Skimbleshanks.
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Shuichi Kawazu as Carbucketty.
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Ryujiro Isshiki as Coricopat.
All photos from the previous stop in Nagoya, which took place between July 2022 and May 2024.
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redsamuraiii · 9 months
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Shojiki Fudosan / Honest Real Estate Season 2 (2024) by 日劇啤酒屋-就是愛News
Yamashita Tomohisa returns as the real estate agent that cannot lie, alongside his junior, Haruka Fukuhara and crush Rika Izumi.
Video by Fan girl has something to say to you
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corrupted-nightshade · 5 months
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List of things that point towards Gojo Satoru & Geto Suguru being kissers of boys with connections to eachother
(If they did kiss though is another story)
Note: the list will be divided into different sections with space in between. So don't go speed scrolling through if you don't want spoilers. :"3
Some of these are less serious, but are still included because all the more content for these two sillies.
--- Last updated: April 26th, 2024 Note: Make sure to check the original post if viewing a reblog version in case Tumblr does not update things under the "read more" like it used to be able to.
Various
572. This number is used frequently as a ship number for the two as "GoGe" the ship name can also be produced as "GoNatsu". Go means 5 and the rest sound similar to 72. These numbers ironically show up accross the series a few times and also in official merch. (Some examples being a clock in season 2 episode 1 stopped at 5 hours 7 minutes 20 seconds or a Gojo teddy bear priced at ¥57,200)
JJK official fanbook
"Q: Please tell us his first impression when he first met Geto. A: Bangs."
"Q: He seems to be aware that he is handsome, but doesn't he want a lover? A: I can't imagine Gojo being faithful to a particular woman."
"Q: Is there anything you are particular about Geto's character design? A: Bangs"
One of Gojo's songs & one of Geto's songs given to them. "Shame on you" by "Avicii" (a break up song) for Gojo and "Come back Home" by "Two door cinema club" for Geto. Stated in volume 3 chapter 24.
The sheer amount of times Geto shows up in MMVs for Gojo and how they display the impact Geto had on Gojo (For example, the latest MMV for volume 26's release)
Their birthday's solar terms tying in with parts. (Geto being "Risshun" beginning of spring & Gojo being "Taisetsu" heavy snow.)
Rings for them that were released on August 8th, which is "Pairing day" in Japan
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Jujutsu Kaisen 0
Geto's kesa is specifically a Gojo kesa
Gojo stating in 0 that
"I've always believed... ...Love manifests the most distorted curses." / "This is my personal theory, but there's no curse more twisted than love."
Even after 10 years, Gojo recognized Geto's smell. (The mall scene after Yuta & Toge fought the curse)
Geto renaming someone to "Sato" because
"That's what I've decided, so Sato is better."
This sunset scene
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Gojo's veil is black & Geto's veil is white. Gojo's veil causes darkness, Geto's does not. [Peep who reminded me]
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The song "This is pure love" not only plays over Yuta & Rika vs Geto, but also plays over Geto & Gojo's conversation
The way that Geto looks at Gojo & says his name, and how Gojo looks at Geto & says his name
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Geto's blushing face at Gojo that we were robbed of in the anime
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Some of the lines from the JJK 0 light novel lines
"Yet Gojo's bandage-covered eyes kept watching, kept following the shape of Geto's soul."
"But to Gojo Satoru, he was —— '————, ————' '...ha.' When he heard the words Gojo blurted out, Geto couldn't help but laugh. Such embarrassing [...] words. Even why they were students, those words had never been said before. 'You should've at least cursed me a little before the end.' December 24, 2017. The curse called Geto had been well and truly exorcised."
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Season 1
JJK Juju stroll
"Q: What kind of person is your type?" Gojo: "[...]The one who seemed nice. With the notable bangs."
yes, i know who he stated but the way he answered was so half arsed as he struggled to come up with an answer as an example of his type. 💀
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Season 2
Again, the way they look at each other and say each other's names (There's another picture with Gojo looking at Geto, but I'm missing it right now)
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THE HECKIN GOJO & GETO VALENTINES CAKE??
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They literally even have a themed honeymoon place???
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Geto makes sure Gojo has his favorite soda. :3
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Part 1 / volume 8 - 9
The intro for season 2 part 1
"Even after I got to know the smell of you, different from mine"
"In such a color as if it were a silent love"
"I've got a curse word for you stuck in the back of my throat"
The outro for season 2 part 1:
"Even trivial conversations are fine Show me your blushing face once more"
"It only exists here I want to touch you"
The fish in the outro
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The flowers in the intro & outro. [Peep who reminded me]
The purple ones (Located on table in the part where older Gojo is sitting in a chair by a window) are possibly Primula/Primrose flowers. They can represent young love, beauty, desire, desperate, and can be a symbol of spring and renewal/new beginnings. etc.
The yellow ones (Located in the part where Gojo & Geto are sitting together with their hands & cans of soda surrounded by the flowers) are possibly osmanthus flowers. They can represent love, passion, happiness, beauty, etc.
[See here , here, here , here , here , here ]
Geto not answering Tsukumo Yuki's question of what kind of woman is his type more than once
When Geto is asked by Haibara if he would like a sweet or savory souvenir, Geto says
"Satoru will probably have some too, so maybe something sweet."
Part 2 / volume 11
This whole image (Geto in the glasses on the left, and Kenjaku's silhouette on Gojo's face on the right)
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Season 2 part 2's "Specialz" intro hidden meaning
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Despite the following about Geto's state, Geto's body still instinctively reacted to stop Kenjaku from hurting Gojo.
"Q: Fake Geto's arm was moving during the Shibuya Incident, but how much of Geto's consciousness remains in the body? A: Not much. He was moving like how a dragonfly whose neck was torn off can move."
Fun fact: Some owls pair/bond for life (Whether the owl is supposed to be Geto's because Kenjaku is using Geto at the time or it's not Geto's animal because that is Kenjaku is up to you)
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Volume 26
The Camilla flowers with snow. Not only do they represent Gojo well with their meaning, including one meaning being unchanging/strong love alongside modest love / beauty for pink, but flowers are given to different dates. The birth flower of February is this flower, said to bloom on the 3rd of this month. Aka Geto's birthday.
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Chapter 236
Gojo actively chose to fight on December 24th (a day considered romantic for Japan) which is now the day both Geto and him have died on. Even Kenjaku acknowledges the days significance with
"Ha ha! How romantic. Isn't it gross to make plans with each other on Christmas eve?"
These lines
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Both Gojo & Geto's volumes' numbers can have bad meanings in Japan. 4 can mean death & 9 can mean to suffer/agony. (I put this under volume 26's section because of the spoiler)
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There's likely more, but this is what we could think of right now. XD If you have anything you want to add on, feel free to send it my way because the more help the better & easier this is. (^w^ ) Same for any corrections to the list (as it's just me writing up this post and I may make slip ups)
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satoshi-mochida · 2 days
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Double Dragon Revive ‘TGS 2024 Gameplay Introduction’ trailer, screenshots - Gematsu
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Publisher Arc System Works and developer Yuke’s have released a new trailer and screenshots for Double Dragon Revive, which will be playable at Tokyo Game Show 2024 from September 26 to 29 at Makuhari Messe in Chiba, Japan.
The screenshots introduce playable characters Billy Lee (voiced by Kazuyuki Okitsu) and Jimmy Lee (voiced by Takehito Koyasu), and enemy characters Roper (voiced by Jun Fukushima), Abobo (voiced by Yuki Onodera), Williams (voiced by Egashira Hiroya), Joji (voiced by Shota Yamamoto), Anh (voiced by Natsumi Fujiwara), and Minh (voiced by Rika Tachibana), as well as the combat mechanics “Basic Attack,” “Grab,” “Special Moves,” “Mid-Air Special Moves,” “Super Special Moves,” and “Critical Assault.”
Double Dragon Revive is due out for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and PC via Steam in 2025. Read more about the game here.
Watch the trailer below. View the screenshots at the gallery.
Tokyo Game Show 2024 Gameplay Introduction Trailer
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Japanese
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ayuvogue · 1 year
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Ayumi Hamasaki's official site has released the logo and official dates for her upcoming 25th Anniversary Live Tour. First announced at her one-night 25th anniversary arena show, the ambitious hall tour will visit all 47 of Japan's prefectures for the first time.
Ticket information has not been announced yet; we will no doubt have more details after TeamAyu is relaunched as an app next month. The tour dates are as follows:
July 8, 2023 (Sat) Chiba: Ichihara Civic Hall
July 9, 2023 (Sun) Chiba: Ichihara Civic Hall
July 15, 2023 (Sat) Saitama: Saitama City Cultural Center
July 22, 2023 (Sat) Aomori: Link Station Hall Aomori
July 23, 2023 (Sun) Iwate: Morioka Civic Cultural Center
July 29, 2023 (Sat) Niigata: Niigata Prefectural Civic Center
August 1, 2023 (Tue) Hokkaido: Sapporo Cultural Arts Theater Hitaru
August 5, 2023 (Sat) Yamanashi: YCC Prefectural Cultural Hall
August 18, 2023 (Fri) Osaka: Festival Hall
August 19, 2023 (Sat) Osaka: Festival Hall
August 26, 2023 (Sat) Aichi: Nagoya Conference Center Century Hall
August 27, 2023 (Sun) Aichi: Nagoya Conference Center Century Hall
September 2, 2023 (Sat) Ibaraki: The Hirosawa City Hall
September 8, 2023 (Fri) Ehime: Matsuyama Civic Hall
September 9, 2023 (Sat) Kagawa: Rexxam Hall
September 17, 2023 (Sun) Yamagata: Shelter Nanyo Hall
September 18, 2023 (Mon・Public Holiday) Fukushima: Kenshin Koriyama Cultural Center
September 30, 2023 (Sat) Tochigi: Utsunomiya City Cultural Center
October 2, 2023 (Mon) Kanagawa: Kanagawa Prefectural Hall
October 8, 2023 (Sun) Hyogo: Kobe International House Kokusai Hall
October 9, 2023 (Mon・Public Holiday) Kyoto: ROHM Theater Kyoto Main Hall
October 14, 2023 (Sat) Okayama: Kurashiki Civic Hall
October 15, 2023 (Sun) Hiroshima: Hiroshima Bunka Gakuen HBG Hall
November 4, 2023 (Sat) Gunma: Beisia Cultural Hall
November 18, 2023 (Sat) Miyagi: Tokyo Electron Hall Miyagi
November 19, 2023 (Sun) Akita: Yuzawa City Cultural Center
November 24, 2023 (Fri) Fukuoka: Fukuoka Sun Palace
November 25, 2023 (Sat) Nagasaki: Nagasaki Brick Hall
December 3, 2023 (Sun) Shizuoka: Shizuoka Civic Cultural Center Large Hall
December 30, 2023 (Sat) Tokyo: To be announced soon!!
December 31, 2023 (Sun) Tokyo: To be announced soon!!
January 7, 2024 (Sun) Kagoshima: Hozan Hall (Kagoshima Prefectural Cultural Center)
January 8, 2024 (Mon・Public Holiday) Miyazaki: Miyazaki Civic Cultural Hall
January 13, 2024 (Sat) Shiga: Biwako Hall Large Hall
January 14, 2024 (Sun) Nara: Nara Centennial Hall Large Hall
January 20, 2024 (Sun) Ishikawa: Honda no Mori Hall Rescheduled 4/24 due to earthquake
January 21, 2024 (Sun) Fukui: Phoenix Plaza Rescheduled 4/23 due to earthquake
January 27, 2024 (Sat) Gifu: Toki City Cultural Plaza Sun Hall
January 28, 2024 (Sun) Mie: Yokkaichi City Cultural Hall 1st Hall
February 3, 2024 (Sat) Tokushima: Asty Tokushima
February 4, 2024 (Sun) Kochi: Kochi City Cultural Plaza CUL-PORT
February 9, 2024 (Fri) Oita: Oita Holt Hall
February 12, 2024 (Mon・Public Holiday) Yamaguchi: Shunan City Cultural Center
February 17, 2024 (Sat) Saga: Saga City Cultural Center
February 18, 2024 (Sun) Kumamoto: Kumamoto Castle Hall
February 23, 2024 (Friday) Tottori: Rika Hall, Torigin Bunka Kaikan
February 24, 2024 (Sat) Shimane: Shimane Prefectural Civic Center Large Hall
March 1, 2024 (Fri) Toyama: Aubade Hall
March 2, 2024 (Sat) Nagano: Hokuto Bunka Hall
March 9, 2024 (Sat) Wakayama: Wakayama Prefectural Cultural Center Large Hall
March 10, 2024 (Sun) Osaka: Orix Theater
March 23, 2024 (Sat) Okinawa: Okinawa Convention Center
March 24, 2024 (Sun) Okinawa: Okinawa Convention Center
April 23, 2024 (Tues) Fukui: Phoenix Plaza (rescheduled from January)
April 24, 2023 (Weds) Ishikawa: Honda no Mori Kitaden Hall (Rescheduled from January)
The only dates without a set venue are the New Year's Eve Tokyo dates, suggesting the possibility of a more traditional COUNTDOWN LIVE.
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yeonchi · 2 months
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Koei Warriors Retrospective Part 1: Dynasty Warriors 1 & 2
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Dynasty Warriors (三國無双) Platforms: PlayStation Release dates: Japan: 28 February 1997 USA: 27 June 1997 Europe: 10 December 1997 (source)
On 31 May 2024, Dynasty Warriors Origins was announced for a 2025 release. I thought they would have gone the way of the iPhone and named it Dynasty Warriors/Shin Sangoku Musou X in all regions, but it is what it is.
Over the past few years, I've been slowly rekindling my love for Koei Tecmo's Warriors games after leaving the fanbase in 2018 for various reasons including the dumpster fire that was Dynasty Warriors 9. After being delayed for two years because of projects and real life getting in the way, I've finally found an opportunity to begin my Koei Warriors Retrospective, and not too soon as well (at the time of writing).
As I said in my 1000th Post Special that acted as the introduction to this series, I'm going to be reviewing each generation of Dynasty Warriors, Samurai Warriors and Warriors Orochi games along with their expansions and spin-offs. Without further ado, let's begin the relaunch of the Koei Warriors Rant Series with the OGs, Dynasty Warriors 1 and 2.
Dynasty Warriors
Dynasty Warriors 1, more commonly known without the number, was originally released in 1997 for the PlayStation 1. It's a fighting game more akin to Street Fighter as each of the buttons perform or block against slashes and thrusts and moves are performed by combining button inputs.
Playing Warriors games for many years has made me accustomed to the format of a button being assigned to a function, plus buttonmashing is my thing, so I wasn't necessarily accustomed to playing fighting games like this. Initially, I tried playing this game a few times but I couldn't get the hang of the controls enough to land enough hits on my opponents, which made me want to reconsider reviewing this game that seriously. As I wrote this review, I got the idea to try performing Musou Attacks in the Practice mode and once I got the hang of it (on top of setting the CPU difficulty to Very Easy and changing the controller settings to make use of the triggers), I was able to fight effectively. Musous can be interrupted or countered, so this is something to note.
The characters introduced in this game are as follows along with the stages during which they appear in (the time of day varies depending on who you play as and against):
Shu - Changban (Yellow)
Zhao Yun
Guan Yu
Zhang Fei
Secret: Zhuge Liang (Wuzhang Plains)
Wei - Guandu (Green)
Xiahou Dun
Dian Wei
Xu Zhu
Secret: Cao Cao (Great Hall, Shang Yong aka Xuchang, like why couldn't you just have used that name)
Wu - Chibi (Red)
Zhou Yu
Lu Xun
Taishi Ci
Secret: Sun Shangxiang
Other - Various (Blue)
Diaochan (Phoenix Palace)
Lu Bu (Hulao Gate)
Nobunaga (Hulao Gate)
Toukichi/Hideyoshi Hashiba (Xuchang)
Typically the format for the game is as follows - you play a character from Kingdom 1, fight against three characters from Kingdom 2, then Diaochan, then against three characters from Kingdom 3, then Zhuge Liang or Cao Cao, and finally Lu Bu for 9 rounds in total. The secret characters can be unlocked by playing the game with all characters, then pressing button sequences on the title screen for Sun Shangxiang, Nobunaga or Toukichi.
The character voices in this game are entirely in Japanese due to it being Koei's first game to be localised to the West. The name display and announcement settings can also be changed in the settings. The Japanese version allows you to select how the character names should be displayed, either with the Kanji only, the Japanese pronounciation or the Chinese transliteration, aka their English names. Both versions allow you to change the announcement from their selection phrase to the character's name in Chinese, or rather, Masaya Onosaka's attempts at saying their names. The Japanese version also adds a female voice saying the character's name in Japanese as an option (either Rika Komatsu or Eri Uwagawa, I'm not too sure). Even with the Chinese voice, Nobunaga's name is still in Japanese and Toukichi's name isn't voiced for some reason in either Chinese or Japanese.
Aside from the 1P Battle (Story Mode) and the 2P Versus modes, there is also a Team Battle Mode (a 3-vs-3 tournament), the Tournament Mode (an 8-character elimination format), a Time Trial Mode (same as 1P Battle but in a time trial format), Endurance Mode (where you defeat as many opponents as you can with one life bar) and finally, Practice Mode, where you can test out characters. Note that your game difficulty settings will not affect the CPU difficulty in the Time Trial and Endurance Modes.
The ending image song for this game, Blue Sky Blue, So Blue, was sung by a Chinese girl group known as Seirei Bishojotai Ceres (聖麗美少女隊セレス), or by its real name, 青春美少女. The group was made up of Liu Ying, Li Yan, Hu Jing, Jiang Zhong Yi and Xin Xin. The writer and composer, Maiko Kikkawa, changed some of the lyrics and finished the song as a self-cover known as Sora no Kakera (そらのかけら), which was used as the first ending theme for the anime series Bomberman B-Daman Bakugaiden in 1998.
The group has been through four generations, with the aforementioned five making up the first generation disbanding in May 1999. Their agents went through quite a few lawsuits back then as their activities were apparently affecting the girls' education. As a result, the second generation only lasted four months before three of them left and had to be replaced, creating the third generation. The fourth generation was formed in 2003 after the disbanding of the third and the current lineup has lasted to this day. Talk about 30-year-old teenagers lol.
I initially thought that this game was difficult until I finetuned the settings and got the hang of it. Anyway, this isn't what I'm really here for, so let's quickly move on to...
Dynasty Warriors 2
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Dynasty Warriors 2 (真・三國無双) Platforms: PlayStation 2 Release dates: Japan: 3 August 2000 USA: 26 October 2000 Europe: 24 November 2000
And so we come to the game that paved the way for the hack-and-slash genre. This game was originally meant to be a sequel fighting game, but it was changed as the genre was becoming more of a niche (not that that stopped Tekken and Street Fighter). With the new game intended to be made for the PlayStation 2, its stronger graphic capabilities allowed battlefields to be realised.
This is normally where I would cover the Xtreme Legends expansions for the mainline games, but given the nature of the first game and the length of that review, I've decided to cover this game as well. Honestly, I was tempted to review each game individually, but the problem with that was what I would do when I got to a game I wouldn't be able to play for this review.
In Japan, this game was released as Shin (True) Sangoku Musou (真・三國無双) while in the West, this game was released as Dynasty Warriors 2. This would begin a numbering tradition where subsequent games in the West would be numbered one more than their original counterpart.
The characters from the last game are carried over to this game with additions to all factions. Adding new characters would become a staple of future sequels and later, spinoff games.
Shu
Liu Bei
Ma Chao
Huang Zhong
Jiang Wei
Wei
Xiahou Yuan
Zhang Liao
Sima Yi
Wu
Sun Jian
Sun Quan
Lu Meng
Gan Ning
Other
Dong Zhuo
Yuan Shao
Zhang Jiao
The main story mode in this game is known as Musou Mode. Characters in Shu, Wei and Wu play the same five stages for each kingdom as follows:
All kingdoms
Yellow Turban Rebellion
Hulao Gate
Shu
Changban
Yiling
Wuzhang Plains
Wei
Guandu
Chibi
Wuzhang Plains
Wu
Chibi
Hefei
Yiling
The battle system for this game is a 4-hit combo system, that is, you can perform up to 4 levels of Normal Attacks by pressing the Square button. At the same time, you can perform up to 4 Charge Attacks by pressing the Triangle button on its own or in conjunction with other attacks. Typically, the C1 breaks enemies' guards, the C2 knocks enemies into the air, the C3 stuns enemies, and the C4 sends the enemy flying away. The Musou Attack is performed by pressing Circle when the gauge is full, which can be filled up with attacks. Guarding, jumping and sidestepping are possible, along with jump attacks, bow attacks and counterattacks. Typically I don't really care for counterattacks because it's so hard to get the timing right, but that's a thing I guess.
Practically all of the new characters debuting in this game have cloned movesets. Most of the sword-wielding characters (including Sima Yi and Zhang Jiao) share their movesets with Liu Bei, while other debutants share movesets with each other. Cloned movesets have been criticised by fans, particularly with their use in future games. I'll elaborate on this in future instalments.
There are two main problems that you can encounter in battle. One of them is that once you hit an enemy, your character will keep going in their direction and you aren't able to rotate towards other enemies around you. This is a phenomenon known as "charge lock" or "lock-on" that would be resolved in future games. The other one is that when you knock enemy officers back, they will typically recover their health, oftentimes recovering their whole life gauge so you have to start all over again. The AI can get fairly aggressive compared to later games, to the point where playing this game on Easy is equivalent to playing on Hard in the modern series games.
In this game, you start with two bodyguard soldiers, but as you level up, you can get up to 8 bodyguard officers. Enemy officers will typically have horses so you can knock an officer off and take their horse to attack, however enemies that you trample dead don't get counted to your KO count. There's also another problem where you can't pick up items on horseback, which is also resolved in future games. As I'm playing the Japanese version of the game, there is no way to save your progress. This capability has been added to Western versions (presumably due to feedback given the gap between releases) by finding memory card items in crates.
After playing with one character from each kingdom, you can unlock Free Mode, which also allows you to play as the other faction in battles (if not already playable through Musou Mode). It's also a good more for grinding character growth, even if you play on Easy and are constantly stuck with +1/+2 boosts. The BGM test feature is also unlocked along with the opening edit movie, which allows you to create a custom opening cutscene montage with different characters. The opening edit feature was inspired by a fan of Xu Zhu who made a fan edit linking together the different ending cutscenes from the first game.
Although I initially believed that Dynasty Warriors 1 and 2 didn't have any English voices, let alone Japanese voices due to most of them being grunts and wails, Dynasty Warriors 2 does include more voiced lines than the first. Where the first game only had officer selection lines and victory lines, the second game adds voices to cinematic movies that appear between battles (different to in-battle events). After looking up some of the names in the English credits, I found out that they were also featured in Japanese-produced English dub works, such as Iron Chef, Shenmue and the Ultra Galaxy Fight series, meaning that this game was dubbed in Japan by a company known as Movie Television Inc. I guess that's the reason why those English voice actors were credited.
This game did not receive much attention and the initial shipment was only for 100,000 copies, with the popularity going to Kessen, which was released earlier that year as a launch title for the PS2. Despite this, Dynasty Warriors 2 ended up selling well through word-of-mouth, a marketing strategy that would prove detrimental when it came to certain decisions being made in later years.
The ending song for this game is Can't Quit This!!! ~ KNOCK'EM OUT ~ by m.o.v.e, which is used in the credits.
Rant: Why localise?
As the Koei Warriors Retrospective is a spiritual sequel to the Koei Warriors Rant Series, I want to include a rant in each mainline instalment. This time, I want to ask the question, "Why localise the games in the first place?"
During the events of 2017, one of my haters made the argument that the target audience for these games is not Westerners, but only Japanese because the market is too shallow and game companies wouldn't make a profit from them if they released their games abroad. Naturally, I called bullshit on that right away, because if that was the case, why would Japanese gaming companies set up international divisions? Why are Japanese gaming franchises popular with Western fans? Why would Japanese gaming companies continue releasing games in the West if they thought it wouldn't make a profit?
See, the argument that "the target audience is only Japanese people" can only be made if a company's offerings aren't regularly being released to the West (preferably by the company themselves and not through third-parties). This is an argument that you can make for tokusatsu, particularly Toei's Super Sentai and Kamen Rider franchises, as uploads of clips and compilations are frequently demonetised and taken down due to them not believing in the Western doctrine of "free use", yet the only Western releases we get are basically a trickle stream with no clear plans for the future, although I wouldn't rule out Hasbro getting in the way even if such plans existed.
"But then why release the games to the West in the first place?" After thinking about it years after, it's very likely that the first attempts at localisation were to test the waters for Western markets, hence why the dub for Dynasty Warriors 2 was produced in Japan before moving to North American studios for future dubs (like most localised Japanese games). When companies continue to release future works to the West, it becomes a habit for the company and an expectation for the fanbase the longer it continues. And as long as the money keeps coming in, it's very unlikely that they will stop localising anytime soon.
However, as I speculate in future instalments, it can be concluded that Koei Tecmo does seem to prioritise the opinions of their Japanese and Asian fanbases more than their Western fanbases. Even with that atypical Japanese sense of xenophobia that foreigners are unfamiliar with, it sometimes does feel that Western fans are being treated like dogs and being fed scraps left by the Japanese companies, even if companies go out of their way to seek the opinions of international fans in future years. At that point, you can probably make an argument about certain fans like community managers and influencers claiming to speak for entire fanbases, but that's an entirely different story and I'm totally not one of those people lol.
In the end, while I do concede that the hater may have had a point (especially given that Tsuburaya has really put Japanese-based English voice actors to work in recent years), I'm not giving him the satisfaction of being correct because he was still wrong about the whole thing. Maybe they might have known better if they kept playing localised Japanese games past the year 2000.
Dynasty Warriors 1 began the dive into ancient Chinese history through an adaptation of Romance of the Three Kingdoms, while Dynasty Warriors 2 became a groundbreaking title with much potential that would gradually be realised and improved in later years. It's honestly hard to judge older games on their own merits when you're accustomed to playing newer games, but as this series goes on, you'll see how the series gradually improves or deteriorates.
That's it for Dynasty Warriors 1 and 2. Next time, the Xtreme Legends begin with Dynasty Warriors 3.
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avomagazine · 4 months
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Every week, AVO Magazine brings you a treasure trove of captivating music videos from lesser-known, new and intriguing Japanese artists who deserve your support! Read our latest article, published for week 20 of 2024.
Find the article here:
This week we highlighted music videos from: 🍙 透明受胎 (Toumei Jutai) 🍙 突発的犯行 (Sudden Crime) 🍙 ニレ (Nire) 🍙 BabyFaith 🍙 初期の藤林里佳 (Shoki no Fujibayashi Rika) 🍙 四半世紀少年 (Shihanseiki Shounen) 🍙 Analogfish
Since 2020, AVO Magazine has been publishing a list of seven music videos by Japanese artists in various music genres (from pop to rock to metal) that we think you will find interesting!
Enjoy the music!
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rika-hatsuya · 5 months
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Japan trip 2024: castle, shrine, cherry blossom
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rikamanabe · 5 months
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Food Styling and iPhone Photography Workshop in Seattle (May 18, Saturday 2024)
Hello! I am delighted to announce that I am hosting a food styling and photography workshop for beginners with my friend and multi-talented pastry chef and photographer, Junko Mine. This is our first workshop together. It will be a fun and information-packed half-day event at my home in the View Ridge neighborhood in NE Seattle.
Junko will teach how to style a Japanese-style matcha chiffon cake (that she will bake, of course!) on beautiful ceramic pieces created by a master ceramist in Japan. I will lead the photography part and guide you through how to photograph and edit aesthetic images using an iPhone.
As a bonus, we will serve Japanese bento-style brunch as well as a gift bag filled with high-quality craft items.
Please see below for detailed information and to register. Space is limited to only 5 attendees so that we can focus better, give better personal attention, and delve deep into crafting food styling and photography.
We will close the registration as soon as the spots are filled.
Thank you for your interest, and we look forward to seeing you in May!
Rika
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articlesfood · 3 years
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Global Internet Advertising  Market Size 2021 Global Analysis, Trends, Forecast up to 2028
Internet Advertising Market 2021-2027
A New Market Study, Titled “Internet Advertising Market Upcoming Trends, Growth Drivers and Challenges” has been featured on fusionmarketresearch.
Description
This global study of the Internet Advertising market offers an overview of the existing market trends, drivers, restrictions, and metrics and also offers a viewpoint for important segments. The report also tracks product and services demand growth forecasts for the market. There is also to the study approach a detailed segmental review. A regional study of the global Internet Advertising industry is also carried out in North America, Latin America, Asia-Pacific, Europe, and the Near East & Africa. The report mentions growth parameters in the regional markets along with major players dominating the regional growth.
Online advertising, also called online or Internet advertising or web advertising, is a form of marketing and advertising which uses the Internet to deliver promotional marketing messages to consumers. Online advertising is a marketing strategy that involves the use of the Internet as a medium to obtain website traffic and target and deliver marketing messages to the right customers. Online advertising is geared toward defining markets through unique and useful applications.
Request a Sample Report @ https://www.fusionmarketresearch.com/sample_request/(COVID-19-Version)-Global-Internet-Advertising-Market/12724
The report offers detailed coverage of Internet Advertising industry and main market trends with impact of coronavirus. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading Internet Advertising by geography. The report splits the market size, by volume and value, on the basis of application type and geography. First, this report covers the present status and the future prospects of the global Internet Advertising market for 2015-2024. And in this report, we analyze global market from 5 geographies: Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia], Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland], North America[United States, Canada, Mexico], Middle East & Africa[GCC, North Africa, South Africa], South America[Brazil, Argentina, Columbia, Chile, Peru]. At the same time, we classify Internet Advertising according to the type, application by geography. More importantly, the report includes major countries market based on the type and application. Finally, the report provides detailed profile and data information analysis of leading Internet Advertising company.
Key Companies Wacker Nippon Rika Ajinomoto Ningbo Zhenhai Haide Biochem Wuhan Grand Hoyo Wuxi Bikang Donboo Amino Acid
Market Segment as follows: By Region Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia] Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland] North America[United States, Canada, Mexico] Middle East & Africa[GCC, North Africa, South Africa] South America[Brazil, Argentina, Columbia, Chile, Peru]
Market by Type Food Grade Tech Grade Pharma Grade
Market by Application Food Industry Pharmaceutical Industry Cosmetics Industry Animal Feed
Ask Queries @ https://www.fusionmarketresearch.com/enquiry.php/(COVID-19-Version)-Global-Internet-Advertising-Market/12724
Table of Contents
Part 1 Market Overview 1.1 Market Definition 1.2 Market Development 1.2.1 Current Situation 1.2.2 Aspects of COVID-19 Impact 1.3 By Type Table Type of Internet Advertising Figure Global Internet Advertising Market Share by Type in 2019 1.4 By Application Table Application of Internet Advertising Figure Global Internet Advertising Market Share by Application in 2019 1.5 By Region Figure Global Internet Advertising Market Share by Region in 2019 Figure Asia Internet Advertising Market Share by Region in 2019
Part 2 Key Companies 2.1 Wacker 2.1.1 Company Profile Table Wacker Overview List 2.1.2 Products & Services Overview 2.1.3 Sales Data List Table Internet Advertising Business Operation of Wacker (Sales Revenue, Sales Volume, Price, Cost, Gross Margin) 2.2 Nippon Rika 2.3 Ajinomoto 2.4 Ningbo Zhenhai Haide Biochem 2.5 Wuhan Grand Hoyo 2.6 Wuxi Bikang 2.7 Donboo Amino Acid
Part 3 Global Market Status and Future Forecast 3.1 Global Market by Region Table Global Internet Advertising Market by Region, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Region in 2019 (Million USD) 3.2 Global Market by Company Table Global Internet Advertising Market by Company, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Company in 2019 (Million USD) 3.3 Global Market by Type Table Global Internet Advertising Market by Type, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Type in 2019 (Million USD) 3.4 Global Market by Application Table Global Internet Advertising Market by Application, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Application in 2019 (Million USD) 3.5 Global Market by Forecast Figure Global Internet Advertising Market Forecast, 2020-2025 (Million USD)
Part 9 Market Features 9.1 Product Features 9.2 Price Features 9.3 Channel Features 9.4 Purchasing Features Part 10 Investment Opportunity 10.1 Regional Investment Opportunity 10.2 Industry Investment Opportunity
PART 11 Coronavirus Impact 11.1 Impact on Industry Upstream 11.2 Impact on Industry Downstream 11.3 Impact on Industry Channels 11.4 Impact on Industry Competition 11.5 Impact on Industry Obtain Employment Part 12 Conclusion
Continue…
ABOUT US :
Fusion Market Research is one of the largest collections of market research reports from numerous publishers. We have a team of industry specialists providing unbiased insights on reports to best meet the requirements of our clients. We offer a comprehensive collection of competitive market research reports from a number of global leaders across industry segments.
CONTACT US
PH : +(210) 775-2636
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fusion-kunal · 3 years
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Internet Advertising Market Type, Application, Region And Forecast 2021-2027
Internet Advertising Market 2021-2027
A New Market Study, Titled “Internet Advertising Market Upcoming Trends, Growth Drivers and Challenges” has been featured on fusionmarketresearch.
Description
This global study of the Internet Advertising market offers an overview of the existing market trends, drivers, restrictions, and metrics and also offers a viewpoint for important segments. The report also tracks product and services demand growth forecasts for the market. There is also to the study approach a detailed segmental review. A regional study of the global Internet Advertising industry is also carried out in North America, Latin America, Asia-Pacific, Europe, and the Near East & Africa. The report mentions growth parameters in the regional markets along with major players dominating the regional growth.
Online advertising, also called online or Internet advertising or web advertising, is a form of marketing and advertising which uses the Internet to deliver promotional marketing messages to consumers. Online advertising is a marketing strategy that involves the use of the Internet as a medium to obtain website traffic and target and deliver marketing messages to the right customers. Online advertising is geared toward defining markets through unique and useful applications.
Request a Sample Report @ https://www.fusionmarketresearch.com/sample_request/(COVID-19-Version)-Global-Internet-Advertising-Market/12724
The report offers detailed coverage of Internet Advertising industry and main market trends with impact of coronavirus. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading Internet Advertising by geography. The report splits the market size, by volume and value, on the basis of application type and geography. First, this report covers the present status and the future prospects of the global Internet Advertising market for 2015-2024. And in this report, we analyze global market from 5 geographies: Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia], Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland], North America[United States, Canada, Mexico], Middle East & Africa[GCC, North Africa, South Africa], South America[Brazil, Argentina, Columbia, Chile, Peru]. At the same time, we classify Internet Advertising according to the type, application by geography. More importantly, the report includes major countries market based on the type and application. Finally, the report provides detailed profile and data information analysis of leading Internet Advertising company.
Key Companies Wacker Nippon Rika Ajinomoto Ningbo Zhenhai Haide Biochem Wuhan Grand Hoyo Wuxi Bikang Donboo Amino Acid
Market Segment as follows: By Region Asia-Pacific[China, Southeast Asia, India, Japan, Korea, Western Asia] Europe[Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland] North America[United States, Canada, Mexico] Middle East & Africa[GCC, North Africa, South Africa] South America[Brazil, Argentina, Columbia, Chile, Peru]
Market by Type Food Grade Tech Grade Pharma Grade
Market by Application Food Industry Pharmaceutical Industry Cosmetics Industry Animal Feed
Ask Queries @ https://www.fusionmarketresearch.com/enquiry.php/(COVID-19-Version)-Global-Internet-Advertising-Market/12724
Table of Contents
Part 1 Market Overview 1.1 Market Definition 1.2 Market Development 1.2.1 Current Situation 1.2.2 Aspects of COVID-19 Impact 1.3 By Type Table Type of Internet Advertising Figure Global Internet Advertising Market Share by Type in 2019 1.4 By Application Table Application of Internet Advertising Figure Global Internet Advertising Market Share by Application in 2019 1.5 By Region Figure Global Internet Advertising Market Share by Region in 2019 Figure Asia Internet Advertising Market Share by Region in 2019
Part 2 Key Companies 2.1 Wacker 2.1.1 Company Profile Table Wacker Overview List 2.1.2 Products & Services Overview 2.1.3 Sales Data List Table Internet Advertising Business Operation of Wacker (Sales Revenue, Sales Volume, Price, Cost, Gross Margin) 2.2 Nippon Rika 2.3 Ajinomoto 2.4 Ningbo Zhenhai Haide Biochem 2.5 Wuhan Grand Hoyo 2.6 Wuxi Bikang 2.7 Donboo Amino Acid
Part 3 Global Market Status and Future Forecast 3.1 Global Market by Region Table Global Internet Advertising Market by Region, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Region in 2019 (Million USD) 3.2 Global Market by Company Table Global Internet Advertising Market by Company, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Company in 2019 (Million USD) 3.3 Global Market by Type Table Global Internet Advertising Market by Type, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Type in 2019 (Million USD) 3.4 Global Market by Application Table Global Internet Advertising Market by Application, 2015-2019 (Million USD) Figure Global Internet Advertising Market Share by Application in 2019 (Million USD) 3.5 Global Market by Forecast Figure Global Internet Advertising Market Forecast, 2020-2025 (Million USD)
Part 9 Market Features 9.1 Product Features 9.2 Price Features 9.3 Channel Features 9.4 Purchasing Features Part 10 Investment Opportunity 10.1 Regional Investment Opportunity 10.2 Industry Investment Opportunity
PART 11 Coronavirus Impact 11.1 Impact on Industry Upstream 11.2 Impact on Industry Downstream 11.3 Impact on Industry Channels 11.4 Impact on Industry Competition 11.5 Impact on Industry Obtain Employment Part 12 Conclusion
Continue…
ABOUT US :
Fusion Market Research is one of the largest collections of market research reports from numerous publishers. We have a team of industry specialists providing unbiased insights on reports to best meet the requirements of our clients. We offer a comprehensive collection of competitive market research reports from a number of global leaders across industry segments.
CONTACT US
PH : +(210) 775-2636
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preranajoshi1096 · 3 years
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Automotive Keyless Entry System Market Top 10 Companies Analysis by Size, Industry Share, Statistics, Growth Factors, Business Strategies, Trends and Forecast to 2027
Automotive Keyless Entry System Market 2018-2024 The forecast period 2018-2024 is expected to show significant growth in global automotive keyless entry systems market. There will be a new resurgence in the sales and utilisation of automotive keyless entry systems. Are you ready to cope up with growing market?  No, then have a look at our report overview and send your query to us.
Now these days, the introduction of high-end advanced electronic entry systems is the most advanced technology. Automotive keyless entry system is integrated circuits that communicate through magnetic attraction signals to lock or unlock the vehicle door. The increasing proliferation of automotive electronic solutions that provide customers centralized controls and seamless exchange of knowledge among varied systems can revolutionize the automotive trade.
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* Sample pages for this report are immediately accessible upon request. *
The report classifies and defines the Automotive Keyless entry systems market volume and value. The market volume is provided in terms of thousand units; whereas the value for the market is provided in terms of USD million from 2018-2024. The geography (North America, Europe, Asia-Pacific, Latin America and Middle East & Africa) focusing on key countries in each region.
The report also gives a comprehensive review of the market drivers, restraints, opportunities, challenges, and key issues in Automotive Keyless entry systems market. The key players in the market for automotive Keyless entry systems have also been identified and profiled.
 Future of Automotive Keyless Entry System Market
The future of automotive keyless entry system market presents promising prospects despite underlying challenges in some regions of the world. Europe is on the brink of recovery from recession and is anticipated to witness average growth in returning future. Asia Pacific region is projected to highest growth in the forecast period to increasing local demand of vehicle with added safety equipment’s within the vehicle.
Automotive Keyless Entry Systems Market: Key Players
Advanced     Keys
Alps     Electric
Bosch
Calsonic     Kansei
Denso
Directed     Electronics
Hyundai     Mobis
Lear     Corporation
Marquardt
Microchip     Corporation (ATMEL)
Mitsubishi     Electric
OMRON     Automotive Electronics
Panasonic
Tokai     Rika
Voxx     International
Along with these leading players, there are number of other small and mid-sized players who are coming with huge investment and innovative product launch in the automotive keyless entry system industry. On the bases of product, end user and vehicle type keyless entry system market are divided as follows,
by Product Type
RKE     systems
PKE     systems
by End-user
OEM     market
Aftermarket
by Vehicle Type
Passenger     cars
LCVs
HCVs
by Region
 U.S.
 Canada
 U.K.
 France
 Germany
 Italy
 China
 Japan
 India
 Southeast      Asia
 Brazil
 Mexico
 GCC
 Africa
 Rest      of Middle East and Africa
Our new report discusses issues and events affecting the automotive Keyless entry system market.
The report covers discussions and qualitative analyses:
The strong growth of Automotive Keyless entry system market.
Trends toward Automotive Keyless entry system
Recent advancement in automotive technology
Table of Content
1. Chapter - Report Methodology
1.1. Research Process
1.2. Primary Research
1.3. Secondary Research
1.4. Market Size Estimates
1.5. Data Triangulation
1.6. Forecast Model
1.7. USP’s of Report
1.8. Report Description
2. Chapter – Global Automotive Keyless Entry System Market Overview: Qualitative Analysis
2.1. Market Introduction
2.2. Executive Summary
2.3. Global Automotive Keyless Entry System Market Classification
2.4. Market Drivers
2.5. Market Restraints
2.6. Market Opportunity
2.7. Automotive Keyless Entry System Market: Trends
2.8. Porter’s Five Forces Analysis
2.9. Market Attractiveness Analysis
3. Chapter - Global Automotive Keyless Entry System Market Overview: Quantitative Analysis
4. Chapter – Global Automotive Keyless Entry System Market Analysis: Segmentation By Type
5. Chapter – Global Automotive Keyless Entry System Market Analysis: Segmentation By Application
Continued........
Full Research Report @ https://brandessenceresearch.com/automotive-transport/global-automotive-keyless-entry-system-market-2018-2024
About Us: Brandessence Market Research and Consulting Pvt. ltd.
Brandessence market research publishes market research reports & business insights produced by highly qualified and experienced industry analysts. Our research reports are available in a wide range of industry verticals including aviation, food & beverage, healthcare, ICT, Construction, Chemicals and lot more. Brand Essence Market Research report will be best fit for senior executives, business development managers, marketing managers, consultants, CEOs, CIOs, COOs, and Directors, governments, agencies, organizations and Ph.D. Students. We have a delivery center in Pune, India and our sales office is in London.
Contact us at: +44-2038074155 or mail us at [email protected]
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dineshkarde103 · 4 years
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Global brake shims Market 2021-2025: COVID-19 Analysis, Drivers, Restraints, Opportunities, and Threats
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Market Overview
The Global Bone Graft and Substitutes Market is foreseen to experience a fall from USD XX billion in 2020 to USD XX billion in 2021 at a CAGR of XX%. The descent is primarily the result of economic decline across countries unsettled due to ongoing Coronavirus outbreak, including controlling it. Thereafter, the Bone Graft and Substitutes market is likely to restore and expand at a CAGR of XX% from 2021, stretching up to USD XXX billion in 2024.
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This Discount offer is valid till 31st March 2021
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The research document comprises market traits, opportunities, industry size, fragmentation, territorial breakdowns, market shares, ongoing trends, competitive landscape, and strategies for the Bone Graft and Substitutes market. The report also tracks essential information about the market and predict market expansion by the geographic landscape. It also positions the market under the extensive Bone Graft and Substitutes market framework and collates it with other alternative markets.
This report also offers the planners, policymakers, senior leadership, and traders crucial details to estimate the global Bone Graft and Substitutes market as it arises from the COVID-19 closure.
Market Scope
The Bone Graft and Substitutes Industry sets out tendencies that affect various subsidiary industries. Therefore, the Global market has ruled for being one of the leading revenue generators over the past several decades. This industry has challenged every economic disruption and withstands the test of time. Though this could benefit to motivate new market players in the Global industry, the preference for product development and novel procedures could assist new participants in obtaining a stronghold.
Browse Full Premium Report @ https://ordientmarketresearch.com/life-science/world-bone-graft-and-substitutes-market/OMR2220
Bone Graft and Substitutes Market Research Report is Segmented as Follows:
 Product Types can be segregated as:
 Allografts
Bone Graft Substitutes
 Applications can be segregated as:
 Spinal Fusion
Long Bone
Foot and Ankle
Craniomaxilofacial
Joint Reconstruction
Dental
 Regions covered in this report are:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa
Checkout Inquiry For Buying or Customization of Bone Graft and Substitutes Market: https://ordientmarketresearch.com/enquiry/life-science/world-bone-graft-and-substitutes-market/OMR2220
Global Bone Graft and Substitutes Market Report provide in-depth information about the Leading Competitors involved in this report:
ZF Friedrichshafen
Kongsberg
Tokai Rika
Fuji Kiko
Ficosa
Fine Sinter
Tata
Supreme Machined Products
Kuayue group
Innovations in the technology field have contributed to the growth of the Global industry. The arrival of energy- and cost-efficient appliances have rejuvenated procedures in the Bone Graft and Substitutes industry. 
Economic expansion in developing countries as well have arisen as an advantage for the Global industry. Although strict rules that supervise global production and processing affect the growth rate of the Global industry.
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Develop regional and territorial schemes depending on local data     and research.
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Make use of the links between primary datasets for top-class     strategy development.
Recognize growth sectors for making investments.
Perform best among competitors by using prediction data, including     the trends and drivers affecting the market.
Learn more about the impact of coronavirus. Also, perceive the     probabilities of market growth as the effect of the virus decreases.
The report is adequate for all your domestic and external     exhibitions with authentic top-notch research and data.
We assure you to offer the latest and up-to-date data and the     timely delivery of the report.
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wiseguyreport1221 · 4 years
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Global Passenger Car Security SystemsMarket Research Report 2020-2026
According to this study, over the next five years the Passenger Car Security Systems market will register a 2.0%% CAGR in terms of revenue, the global market size will reach $ 7553.9 million by 2025, from $ 6986.6 million in 2019. In particular, this report presents the global market share (sales and revenue) of key companies in Passenger Car Security Systems business, shared in Chapter 3.
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This report presents a comprehensive overview, market shares, and growth opportunities of Passenger Car Security Systems market by product type, application, key manufacturers and key regions and countries.
ALSO READ : https://icrowdnewswire.com/2021/01/15/passenger-car-security-systems-global-market-segmentation-major-players-applications-and-analysis-2020-2025/
This study specially analyses the impact of Covid-19 outbreak on the Passenger Car Security Systems, covering the supply chain analysis, impact assessment to the Passenger Car Security Systems market size growth rate in several scenarios, and the measures to be undertaken by Passenger Car Security Systems companies in response to the COVID-19 epidemic.
ALSO READ : https://industrytoday.co.uk/recycling_and_waste/mobile-phone-recycling-service-global-market-2018-2025--apple--recellular--envirophone--mobilemuster--redeem
Segmentation by type: breakdown data from 2015 to 2020, in Section 2.3; and forecast to 2025 in section 11.7. Immobilizer Remote Keyless Entry (RKE) Passive Keyless Entry (PKE) Passive Keyless Go (PKG)
ALSO READ : http://www.marketwatch.com/story/lady-cigarettes-market-growth-analysis-2021-2027-segmentation-trends-industry-research-and-more-2021-01-10
Segmentation by application: breakdown data from 2015 to 2020, in Section 2.4; and forecast to 2024 in section 11.8. OEM Aftermarket
ALSO READ : https://www.einpresswire.com/article/532514180/video-recording-software-market-share-trends-opportunities-projection-revenue-analysis-forecast-outlook-2026
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8. Americas United States Canada Mexico Brazil APAC China Japan Korea Southeast Asia India Australia Europe Germany France UK Italy Russia Middle East & Africa Egypt South Africa Israel Turkey GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3. Bosch Mitsubishi Continental Alps Electric TRW Automotive Delphi Automotive Valeo Lear Tokai Rika Hella Compustar Crimestopper Autowatch Fortin Cheetah Avital iKeyless Mitech Viper Scorpion Group Hongtai Yamei Hirain Changhui Shouthern Dare
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key manufacturers and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives To study and analyze the global Passenger Car Security Systems consumption (value & volume) by key regions/countries, type and application, history data from 2015 to 2019, and forecast to 2025. To understand the structure of Passenger Car Security Systems market by identifying its various subsegments. Focuses on the key global Passenger Car Security Systems manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years. To analyze the Passenger Car Security Systems with respect to individual growth trends, future prospects, and their contribution to the total market. To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks). To project the consumption of Passenger Car Security Systems submarkets, with respect to key regions (along with their respective key countries). To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market. To strategically profile the key players and comprehensively analyze their growth strategies.
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marketnewsri · 4 years
Text
Smart Rearview Mirror Market Opportunities, Challenges, Strategies And Forecast 2020-2024
January 04, 2021: In this report, the global Smart Rearview Mirror market is valued at USD XX million in 2020 and is projected to reach USD XX million by the end of 2024, growing at a CAGR of XX% during the period 2020 to 2024. Smart rearview mirror is a completely new multifunctional gadget that makes driving easier and safer. In the context of China-US trade war and global economic volatility and uncertainty, it will have a big influence on this market. Smart Rearview Mirror Report by Material, Application, and Geography - Global Forecast to 2023 is a professional and comprehensive research report on the world's major regional market conditions, focusing on the main regions (North America, Europe and Asia-Pacific) and the main countries (United States, Germany, United Kingdom, Japan, South Korea and China). Request a Free Sample Copy of this Report @ https://www.radiantinsights.com/research/global-smart-rearview-mirror-market-research-report-2020-2024/request-sample The report firstly introduced the Smart Rearview Mirror basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the world's main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis. The major players profiled in this report include: •    Magna •    Murakami Kaimeido •    Samvardhana Motherson •    Gentex •    Ichikoh •    Ficosa •    Tokai Rika •    MEKRA Lang •    Xiaomi The end users/applications and product categories analysis: On the basis of product, this report displays the sales volume, revenue (Million USD), product price, market share and growth rate of each type, primarily split into- •    General Type On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, sales volume, market share and growth rate of Smart Rearview Mirror for each application, including- •    HEV •    PHEV •    EV Download Full Research Report @ https://www.radiantinsights.com/research/global-smart-rearview-mirror-market-research-report-2020-2024
Table of Contents Part I Smart Rearview Mirror Industry Overview Chapter One Smart Rearview Mirror Industry Overview 1.1 Smart Rearview Mirror Definition 1.2 Smart Rearview Mirror Classification Analysis 1.2.1 Smart Rearview Mirror Main Classification Analysis 1.2.2 Smart Rearview Mirror Main Classification Share Analysis 1.3 Smart Rearview Mirror Application Analysis 1.3.1 Smart Rearview Mirror Main Application Analysis 1.3.2 Smart Rearview Mirror Main Application Share Analysis 1.4 Smart Rearview Mirror Industry Chain Structure Analysis 1.5 Smart Rearview Mirror Industry Development Overview 1.5.1 Smart Rearview Mirror Product History Development Overview 1.5.1 Smart Rearview Mirror Product Market Development Overview 1.6 Smart Rearview Mirror Global Market Comparison Analysis 1.6.1 Smart Rearview Mirror Global Import Market Analysis 1.6.2 Smart Rearview Mirror Global Export Market Analysis 1.6.3 Smart Rearview Mirror Global Main Region Market Analysis 1.6.4 Smart Rearview Mirror Global Market Comparison Analysis 1.6.5 Smart Rearview Mirror Global Market Development Trend Analysis Chapter Two Smart Rearview Mirror Up and Down Stream Industry Analysis 2.1 Upstream Raw Materials Analysis 2.1.1 Proportion of Manufacturing Cost 2.1.2 Manufacturing Cost Structure of Smart Rearview Mirror Analysis 2.2 Down Stream Market Analysis 2.2.1 Down Stream Market Analysis 2.2.2 Down Stream Demand Analysis 2.2.3 Down Stream Market Trend Analysis
About Radiant Insights: At Radiant Insights, we work with the aim to reach the highest levels of customer satisfaction. Our representatives strive to understand diverse client requirements and cater to the same with the most innovative and functional solutions. Media Contact: Michelle Thoras. Corporate Sales Specialist Radiant Insights, Inc. Phone: +1-415-349-0054 Toll Free: 1-888-928-9744 Email: [email protected] Web: https://www.radiantinsights.com/  
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