Toybox Articles and News 3b6m5c Siliconera The secret level in the world of video game news. Wed, 07 May 2025 20:08:11 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Toybox Articles and News 3b6m5c Siliconera 32 32 163913089 Review 2hn2r 7’scarlet Gets Great When Its Mysteries Are Solved https://siliconera.sitesdebloques.org/review-7scarlet-gets-great-when-its-mysteries-are-solved/?utm_source=rss&utm_medium=rss&utm_campaign=review-7scarlet-gets-great-when-its-mysteries-are-solved https://siliconera.sitesdebloques.org/review-7scarlet-gets-great-when-its-mysteries-are-solved/#respond <![CDATA[Jenni Lada]]> Mon, 12 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation Vita]]> <![CDATA[7'scarlet]]> <![CDATA[Aksys]]> <![CDATA[Europe]]> <![CDATA[Idea Factory]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=1091502 <![CDATA[

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You don’t just forget the loss of a loved one, and that kind of trauma can compel you to head into potentially dangerous situations in search of answers. 7’scarlet is the the sort of otome game that broaches that idea, with a missing person’s case compelling the people left behind to return to a childhood home town in search of answers and insights into a rather mysterious place. What’s remarkable here is, even almost 10 years after its debut in 2016, this otome game still feels fresh upon its Switch debut.  

Years ago, Ichiko Hanamaki and her family used to live in the town of Okunezato. She doesn’t much about that time, which makes it even worse when her brother Hanate disappears after returning there for a visit a year before. Since a summer vacation is coming up and her childhood friend and classmate Hino is heading back for a meeting of the Okunezato Supernatural Club, she takes the opportunity to him and find answers. However, the prospect of a brief job at the Fuurinkan Hotel offers a chance to spend even more time in town investigating and possibly falling in love with a shocking number of men she’s met before and doesn’t , and Ichiko seizes it in the hopes of discovering the truth.

https://www.youtube.com/watch?v=5-mW8lFoREI

7’scarlet always ended up being an otome game that balances both a mystery of sorts with dating sim elements, and that didn’t change for the Switch release. Depending on the guy you’re pursuing, you essentially learn more about a particular mystery or element of the game. Some of them are the most basic and deal with potential threats to Ichiko’s life. Others are more detailed and offer insights into the supernatural urban legend tied to alleged Revenants roaming the streets of Okunezato and murdering the innocent each year. Maybe you’ll also find out what happens to Hanate. Depending on the person you pursue, the possibilities of actual romance and answers may vary. In general, it’s pretty well-written, though Ichiko herself is one of those heroines that suffers from a rather malleable personality that varied based on what type of role Idea Factory needed her to fill in that storyline. 

The art is also generally pretty great, and the UI is quite clear. There are a pretty decent array of CGs scattered throughout most routes, though one of the six doesn’t feel like it gets the same treatment as the others. Most of the storylines do feature moments that showcase a connection gradually growing and forming between Ichiko and the chosen partner, so I didn’t feel like there were too many shocks from a route suddenly being romantic after no signs telegraphed throughout the story. Appropriately enough, there are some possible bad ends and dangerous outcomes, which fits given this is a young woman heading off to try and solve a missing person’s case on her own in a town known for unexplained yearly murders. 

Given this is a very straightforward port, the same problems present in the Vita and PC versions of 7’scarlet remain in the Switch version of the otome game. Primarily, it’s the way the mystery is handled. There are only some routes that fully cover what’s going on in Okunezato and with Ichiko and her brother Hanate. The others are still fulfilling in their own way, but given the mystery of his disappearance, her departing the town as a child, and the rumor about Revenants that return to the village, it’s really a letdown when things don’t cover those mysteries. I feel like the Toa and Yuzuki handle things best. The final route, though it should be most fulfilling, is sort of the worst, even though it does provide all of the answers. 

Honestly, that last route is probably the one I like least because of the execution. It’s a pity, since it feels like all of 7’scarlet’s story is building up to it! But then when you get there, it isn’t as well developed as the other love interests’ storyline. Even the relationship doesn’t feel as authentic as a result, which is especially troublesome given you’d need to get over some of the connotations associated with it.  

While there may be some unfulfilling moments in 7’scarlet, depending on the route, as a whole it’s an enjoyable and often otherworldly otome game. Given how unusual its storyline can get and the twists and revelations that come after chasing after certain love interests, it’s definitely one that stands out among other Aksys, Otomate, and Idea Factory works. I’m glad it’s gotten a Switch release so even more people can experience and appreciate it.

7’scarlet will come to the Nintendo Switch on May 15, 2025, and it is also available on the Vita and PC worldwide. 

The post Review: 7’scarlet Gets Great When Its Mysteries Are Solved appeared first on Siliconera.

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<![CDATA[

Review: 7’scarlet Gets Great When Its Mysteries Are Solved

You don’t just forget the loss of a loved one, and that kind of trauma can compel you to head into potentially dangerous situations in search of answers. 7’scarlet is the the sort of otome game that broaches that idea, with a missing person’s case compelling the people left behind to return to a childhood home town in search of answers and insights into a rather mysterious place. What’s remarkable here is, even almost 10 years after its debut in 2016, this otome game still feels fresh upon its Switch debut.  

Years ago, Ichiko Hanamaki and her family used to live in the town of Okunezato. She doesn’t much about that time, which makes it even worse when her brother Hanate disappears after returning there for a visit a year before. Since a summer vacation is coming up and her childhood friend and classmate Hino is heading back for a meeting of the Okunezato Supernatural Club, she takes the opportunity to him and find answers. However, the prospect of a brief job at the Fuurinkan Hotel offers a chance to spend even more time in town investigating and possibly falling in love with a shocking number of men she’s met before and doesn’t , and Ichiko seizes it in the hopes of discovering the truth.

https://www.youtube.com/watch?v=5-mW8lFoREI

7’scarlet always ended up being an otome game that balances both a mystery of sorts with dating sim elements, and that didn’t change for the Switch release. Depending on the guy you’re pursuing, you essentially learn more about a particular mystery or element of the game. Some of them are the most basic and deal with potential threats to Ichiko’s life. Others are more detailed and offer insights into the supernatural urban legend tied to alleged Revenants roaming the streets of Okunezato and murdering the innocent each year. Maybe you’ll also find out what happens to Hanate. Depending on the person you pursue, the possibilities of actual romance and answers may vary. In general, it’s pretty well-written, though Ichiko herself is one of those heroines that suffers from a rather malleable personality that varied based on what type of role Idea Factory needed her to fill in that storyline. 

The art is also generally pretty great, and the UI is quite clear. There are a pretty decent array of CGs scattered throughout most routes, though one of the six doesn’t feel like it gets the same treatment as the others. Most of the storylines do feature moments that showcase a connection gradually growing and forming between Ichiko and the chosen partner, so I didn’t feel like there were too many shocks from a route suddenly being romantic after no signs telegraphed throughout the story. Appropriately enough, there are some possible bad ends and dangerous outcomes, which fits given this is a young woman heading off to try and solve a missing person’s case on her own in a town known for unexplained yearly murders. 

Given this is a very straightforward port, the same problems present in the Vita and PC versions of 7’scarlet remain in the Switch version of the otome game. Primarily, it’s the way the mystery is handled. There are only some routes that fully cover what’s going on in Okunezato and with Ichiko and her brother Hanate. The others are still fulfilling in their own way, but given the mystery of his disappearance, her departing the town as a child, and the rumor about Revenants that return to the village, it’s really a letdown when things don’t cover those mysteries. I feel like the Toa and Yuzuki handle things best. The final route, though it should be most fulfilling, is sort of the worst, even though it does provide all of the answers. 

Honestly, that last route is probably the one I like least because of the execution. It’s a pity, since it feels like all of 7’scarlet’s story is building up to it! But then when you get there, it isn’t as well developed as the other love interests’ storyline. Even the relationship doesn’t feel as authentic as a result, which is especially troublesome given you’d need to get over some of the connotations associated with it.  

While there may be some unfulfilling moments in 7’scarlet, depending on the route, as a whole it’s an enjoyable and often otherworldly otome game. Given how unusual its storyline can get and the twists and revelations that come after chasing after certain love interests, it’s definitely one that stands out among other Aksys, Otomate, and Idea Factory works. I’m glad it’s gotten a Switch release so even more people can experience and appreciate it.

7’scarlet will come to the Nintendo Switch on May 15, 2025, and it is also available on the Vita and PC worldwide. 

The post Review: 7’scarlet Gets Great When Its Mysteries Are Solved appeared first on Siliconera.

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Review 2hn2r Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy https://siliconera.sitesdebloques.org/review-natsu-mon-20th-century-summer-kid-cozy-life-sim-sparks-joy/?utm_source=rss&utm_medium=rss&utm_campaign=review-natsu-mon-20th-century-summer-kid-cozy-life-sim-sparks-joy https://siliconera.sitesdebloques.org/review-natsu-mon-20th-century-summer-kid-cozy-life-sim-sparks-joy/#respond <![CDATA[Jenni Lada]]> Mon, 05 Aug 2024 17:01:00 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Millenium Kitchen]]> <![CDATA[Natsu-Mon]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Spike Chunsoft]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=1045913 <![CDATA[

Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy

Once you hit a certain age, life gets so busy. You tend to see it all. Work takes up more of your life than you’d expect. Arranging time to hang out with friends can get tougher. It’s part of why some probably seek out a cozy life sim or two, so they can at least virtually enjoy some downtime. With Natsu-Mon: 20th Century Summer Kid, Millennium Kitchen and Toybox present an experience that perfectly recreates that summer vacation experience. It really is like you’re 10 again, life is new and fresh, you have total freedom, and only new, pleasant, positive experiences await you.

Satoru is a circus kid. I mean, not literally. His parents are letting him decide his own path. But the two of them are a part of a circus, and the three of them set up shop with coworkers at Yomogi Town for a show. While Satoru’s parents and crew work out some details related to the show and debt, he — and by extension the player — have the whole summer ahead of them to explore the town, meet the locals, engage in peaceful activities, take on challenges like bug catching, fishing, fundraising, solving mysteries, and summer homework. While there are recommended quests and you’ll eventually take on tasks that increase your stamina for climbing power, it’s up to you to do what makes you happy.

https://www.youtube.com/watch?v=nnPRIEbXqWE

Almost immediately after getting into Natsu-Mon, a player is given the freedom to do whatever they’d like. After initially talking with your family, the owner of the Guesthouse Ashitaba where you’re staying, and fellow circus troupe … you’re free. I ended up catching 10 bugs to boost my stamina by one, met the local kids and agreed to help them with their first mystery, then got home in time for dinner. After that, I met more of the people staying at Ashitaba, talked to the Shrine Dude, relit lanterns, then fell asleep. The next day, I took a look at my map to see who I hadn’t met yet, talked to more locals, and looked into doing some fishing to help the circus with some debt. 

You’re never gated off while playing Natsu-Mon, and it’s refreshing. I felt like as long as I kept being curious and exploring, I’d get to see new things, meet new people, and savor these delightful moments. Especially since it’s so easy to earn Stickers to increase the Stamina gauge for climbing and dashing via things like Big Adventures quests or Flatfoot Files with the Yomogi Town kids. And recounting said activities in the diary for summer school homework is a great way to keep track of everything you’ve done.

Image via Spike Chunsoft

Which also ties in to another amazing thing about Natsu-Mon: the localization. I think it’s one of the most charming, cozy, funny, creative, and curious scripts in a Switch life sim. The lines Satoru has, including the choices you can make for his responses, are fantastic. The reactions of other characters are so personable and feel real. This is one of those games where you want to talk to every NPC, as well as do so as often as possible, so you can see what they’ll say next. I will definitely eventually replay it again, so I can relive certain moments, like the summer festival and see experience certain interactions again.

The only time Natsu-Mon doesn’t delight is that sometimes this life sim can feel more awkward than cozy. For example, you might occasionally happen upon a challenge or task that involves Satoru engaging in some light parkouring or platforming. Lighting the shrine lanterns is a perfect example. As good as the game is, it doesn’t lend itself well to precise jumping. It also can be so freeform that, before you find your bearings, you might not immediately know where to go and what to do. On the very first day, I found myself flummoxed when it came to figuring out how to actually go to bed. Especially since the game just warned that if I stayed up late, I would miss morning exercises! I also found myself wasting time the first day trying to find a way to fish, with it not happening for me until my second day began. Also, while bug catching does involve a helpful circle around potential catches within range, I sometimes didn’t feel like I was catching the critter I intended to if multiple ones were around. 

Image via Spike Chunsoft

Natsu-Mon: 20th Century Summer Kid launched at a time when I really needed it, and that made me appreciate this cozy life sim even more. The older we get, the rarer it is to enjoy weeks of freedom, discovery, and joy. I get so caught up in work, especially around summer events when there are events back-to-back. Millennium Kitchen and Toybox really captured the magic of a peaceful summer where you can live at your own pace. Everything is new and an adventure. It’s refreshing and rejuvenating.

Natsu-Mon: 20th Century Summer Kid will be available for the Nintendo Switch and PC on August 6, 2024. A demo is available on the Switch.

The post Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy appeared first on Siliconera.

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<![CDATA[

Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy

Once you hit a certain age, life gets so busy. You tend to see it all. Work takes up more of your life than you’d expect. Arranging time to hang out with friends can get tougher. It’s part of why some probably seek out a cozy life sim or two, so they can at least virtually enjoy some downtime. With Natsu-Mon: 20th Century Summer Kid, Millennium Kitchen and Toybox present an experience that perfectly recreates that summer vacation experience. It really is like you’re 10 again, life is new and fresh, you have total freedom, and only new, pleasant, positive experiences await you.

Satoru is a circus kid. I mean, not literally. His parents are letting him decide his own path. But the two of them are a part of a circus, and the three of them set up shop with coworkers at Yomogi Town for a show. While Satoru’s parents and crew work out some details related to the show and debt, he — and by extension the player — have the whole summer ahead of them to explore the town, meet the locals, engage in peaceful activities, take on challenges like bug catching, fishing, fundraising, solving mysteries, and summer homework. While there are recommended quests and you’ll eventually take on tasks that increase your stamina for climbing power, it’s up to you to do what makes you happy.

https://www.youtube.com/watch?v=nnPRIEbXqWE

Almost immediately after getting into Natsu-Mon, a player is given the freedom to do whatever they’d like. After initially talking with your family, the owner of the Guesthouse Ashitaba where you’re staying, and fellow circus troupe … you’re free. I ended up catching 10 bugs to boost my stamina by one, met the local kids and agreed to help them with their first mystery, then got home in time for dinner. After that, I met more of the people staying at Ashitaba, talked to the Shrine Dude, relit lanterns, then fell asleep. The next day, I took a look at my map to see who I hadn’t met yet, talked to more locals, and looked into doing some fishing to help the circus with some debt. 

You’re never gated off while playing Natsu-Mon, and it’s refreshing. I felt like as long as I kept being curious and exploring, I’d get to see new things, meet new people, and savor these delightful moments. Especially since it’s so easy to earn Stickers to increase the Stamina gauge for climbing and dashing via things like Big Adventures quests or Flatfoot Files with the Yomogi Town kids. And recounting said activities in the diary for summer school homework is a great way to keep track of everything you’ve done.

Image via Spike Chunsoft

Which also ties in to another amazing thing about Natsu-Mon: the localization. I think it’s one of the most charming, cozy, funny, creative, and curious scripts in a Switch life sim. The lines Satoru has, including the choices you can make for his responses, are fantastic. The reactions of other characters are so personable and feel real. This is one of those games where you want to talk to every NPC, as well as do so as often as possible, so you can see what they’ll say next. I will definitely eventually replay it again, so I can relive certain moments, like the summer festival and see experience certain interactions again.

The only time Natsu-Mon doesn’t delight is that sometimes this life sim can feel more awkward than cozy. For example, you might occasionally happen upon a challenge or task that involves Satoru engaging in some light parkouring or platforming. Lighting the shrine lanterns is a perfect example. As good as the game is, it doesn’t lend itself well to precise jumping. It also can be so freeform that, before you find your bearings, you might not immediately know where to go and what to do. On the very first day, I found myself flummoxed when it came to figuring out how to actually go to bed. Especially since the game just warned that if I stayed up late, I would miss morning exercises! I also found myself wasting time the first day trying to find a way to fish, with it not happening for me until my second day began. Also, while bug catching does involve a helpful circle around potential catches within range, I sometimes didn’t feel like I was catching the critter I intended to if multiple ones were around. 

Image via Spike Chunsoft

Natsu-Mon: 20th Century Summer Kid launched at a time when I really needed it, and that made me appreciate this cozy life sim even more. The older we get, the rarer it is to enjoy weeks of freedom, discovery, and joy. I get so caught up in work, especially around summer events when there are events back-to-back. Millennium Kitchen and Toybox really captured the magic of a peaceful summer where you can live at your own pace. Everything is new and an adventure. It’s refreshing and rejuvenating.

Natsu-Mon: 20th Century Summer Kid will be available for the Nintendo Switch and PC on August 6, 2024. A demo is available on the Switch.

The post Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy appeared first on Siliconera.

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Natsu 301c2v Mon Will Come Out in English This Summer https://siliconera.sitesdebloques.org/natsu-mon-will-come-out-in-english-this-summer/?utm_source=rss&utm_medium=rss&utm_campaign=natsu-mon-will-come-out-in-english-this-summer https://siliconera.sitesdebloques.org/natsu-mon-will-come-out-in-english-this-summer/#respond <![CDATA[Stephanie Liu]]> Fri, 21 Jun 2024 02:00:00 +0000 <![CDATA[News]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Millenium Kitchen]]> <![CDATA[Natsu-Mon]]> <![CDATA[North America]]> <![CDATA[Spike Chunsoft]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=1037898 <![CDATA[

natsu-mon english

An English version of Natsu-Mon will come out on August 6, 2024. The Steam page right now does not display English as one of its ed languages, but there is a notice above the description for the game.

Natsu-Mon is an open world game that lets you experience summer in a countryside town. One of the selling points is that you’ll be able to seamlessly travel between different sections of town. There won’t be a loading screen or anything to disrupt your gameplay. It promises to deliver a nostalgic experience that’ll remind people of adventures they might’ve had in childhood during summer vacations.

As for the plot of Natsu-Mon, you’re the son of the leader of a circus troupe that arrived in Yomogi Town. Yomogi Town is surrounded by the sea and mountains, making it full of natural beauty. Aside from helping out with the circus, you can spend time with the townspeople, fish, catch bugs, and even participate in festivals and bon dancing. If you’re bored of Yomogi Town, you can even take the train to visit the next town over.

In of the genre, it’s very similar to other games that promise to deliver a nostalgic summer experience. Such titles include Boku no Natsuyasumi and Crayon Shin-chan: Ora to Hakase no Natsuyasumi. That might be expected, though. Kazuhiro “Kaz” Ayabe, the creator of Boku no Natsuyasumi, is the writer and game designer for Natsu-Mon as well. Aside from English, Natsu-Mon will be available in Japanese (with audio), Simplified Chinese, and Traditional Chinese.

Natsu-Mon will come out on August 6, 2024 in English for the Windows PC. It's readily available on the Nintendo Switch.

The post Natsu-Mon Will Come Out in English This Summer appeared first on Siliconera.

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<![CDATA[

natsu-mon english

An English version of Natsu-Mon will come out on August 6, 2024. The Steam page right now does not display English as one of its ed languages, but there is a notice above the description for the game.

Natsu-Mon is an open world game that lets you experience summer in a countryside town. One of the selling points is that you’ll be able to seamlessly travel between different sections of town. There won’t be a loading screen or anything to disrupt your gameplay. It promises to deliver a nostalgic experience that’ll remind people of adventures they might’ve had in childhood during summer vacations.

As for the plot of Natsu-Mon, you’re the son of the leader of a circus troupe that arrived in Yomogi Town. Yomogi Town is surrounded by the sea and mountains, making it full of natural beauty. Aside from helping out with the circus, you can spend time with the townspeople, fish, catch bugs, and even participate in festivals and bon dancing. If you’re bored of Yomogi Town, you can even take the train to visit the next town over.

In of the genre, it’s very similar to other games that promise to deliver a nostalgic summer experience. Such titles include Boku no Natsuyasumi and Crayon Shin-chan: Ora to Hakase no Natsuyasumi. That might be expected, though. Kazuhiro “Kaz” Ayabe, the creator of Boku no Natsuyasumi, is the writer and game designer for Natsu-Mon as well. Aside from English, Natsu-Mon will be available in Japanese (with audio), Simplified Chinese, and Traditional Chinese.

Natsu-Mon will come out on August 6, 2024 in English for the Windows PC. It's readily available on the Nintendo Switch.

The post Natsu-Mon Will Come Out in English This Summer appeared first on Siliconera.

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Deadly Premonition 2 PC Version Released 3r2p5j https://siliconera.sitesdebloques.org/deadly-premonition-2-pc-version-released/?utm_source=rss&utm_medium=rss&utm_campaign=deadly-premonition-2-pc-version-released https://siliconera.sitesdebloques.org/deadly-premonition-2-pc-version-released/#respond <![CDATA[Jenni Lada]]> Sat, 11 Jun 2022 20:00:23 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[Deadly Premonition 2]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Now Production]]> <![CDATA[Toybox]]> <![CDATA[White Owls]]> https://siliconera.sitesdebloques.org/?p=929819 <![CDATA[

Deadly Premonition 2 PC Version Available

Among the not-E3/Summer Game Fest 2022 announcements was the reveal of a Deadly Premonition 2 PC port. The game is now immediately available. It is $39.99 on Steam. However, a 30% launch discount is in effect until June 18, 2022. That brings the price down to $27.99. Previously, the Hidetaka “Swery” Suehiro was a Nintendo Switch exclusive.

As with the first game, Deadly Premonition 2 follows agent Francis Zach Morgan as he investigates a murder in Le Carre, Louisiana. As with the original game, things aren’t exactly straightforward. There are supernatural elements that come into play as he attempts to find out what led to the murder of a teenager and learns more of the town’s secrets.

The PC port of Deadly Premonition 2 comes almost two years after its Switch release. It initially suffered from issues at launch. However, a series of patches did things like address problems with a character’s depiction and frame rate problems. The game also features a yearly event to honor people who died in Hurricane Katrina.

Deadly Premonition 2 is available for the Nintendo Switch and PC.

The post Deadly Premonition 2 PC Version Released appeared first on Siliconera.

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<![CDATA[

Deadly Premonition 2 PC Version Available

Among the not-E3/Summer Game Fest 2022 announcements was the reveal of a Deadly Premonition 2 PC port. The game is now immediately available. It is $39.99 on Steam. However, a 30% launch discount is in effect until June 18, 2022. That brings the price down to $27.99. Previously, the Hidetaka “Swery” Suehiro was a Nintendo Switch exclusive. As with the first game, Deadly Premonition 2 follows agent Francis Zach Morgan as he investigates a murder in Le Carre, Louisiana. As with the original game, things aren’t exactly straightforward. There are supernatural elements that come into play as he attempts to find out what led to the murder of a teenager and learns more of the town’s secrets. The PC port of Deadly Premonition 2 comes almost two years after its Switch release. It initially suffered from issues at launch. However, a series of patches did things like address problems with a character’s depiction and frame rate problems. The game also features a yearly event to honor people who died in Hurricane Katrina. Deadly Premonition 2 is available for the Nintendo Switch and PC.

The post Deadly Premonition 2 PC Version Released appeared first on Siliconera.

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Kowloon Highschool Chronicle Comes to PS4 in March 2022 3m4m3t https://siliconera.sitesdebloques.org/kowloon-highschool-chronicle-comes-to-ps4-in-march-2022/?utm_source=rss&utm_medium=rss&utm_campaign=kowloon-highschool-chronicle-comes-to-ps4-in-march-2022 https://siliconera.sitesdebloques.org/kowloon-highschool-chronicle-comes-to-ps4-in-march-2022/#respond <![CDATA[Josh Tolentino]]> Tue, 14 Dec 2021 21:00:17 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[PlayStation 4]]> <![CDATA[Arc System Works]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Kowloon Highschool Chronicle]]> <![CDATA[North America]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=908679 <![CDATA[

Kowloon Highschool Chronicle

Remastered dungeon RPG Kowloon Highschool Chronicle is coming back to PlayStation consoles. The game was originally released in 2004 on the PlayStation 2, but saw a rerelease on the Nintendo Switch in 2020 and its first-ever English localization in 2021. Now Arc System Works is working on an improved version for the PS4. It's set for release on March 18, 2022 in Japan.

Arc System Works also released a teaser trailer and the opening to promote the project.

https://www.youtube.com/watch?v=lM4qG9oRY38

The trailer shows off close-up, stylized live footage of a person gearing up for battle. The footage is interspersed with shots of characters from the game and text.

Check out the opening movie.

https://www.youtube.com/watch?v=zjoJ-J3O8zw&t

Kowloon Highschool Chronicle is a hybrid of adventure game and dungeon RPG. Players take on the role of a transfer student to Shinjuku's Kamiyoshi Academy. The player is actually an undercover agent, tasked with investigating mysterious, labyrinthine ruins underneath the school. The game blends everyday school life simulation with dungeon exploration. During the day players will interact with characters and form relationships. At night they'll explore the dungeon, solving puzzles, leveling up, and battling monsters.

The PS4 edition of Kowloon Highschool Chronicle will have some additional features. The graphics are being reworked to improve their quality at high resolution and accommodate a widescreen, 16:9 aspect ratio. The main story campaign will also gain full voice acting.

Kowloon Highschool Chronicle will release on the PS4 in Japan on March 18, 2022. It is immediately available in English on the Nintendo Switch.

The post Kowloon Highschool Chronicle Comes to PS4 in March 2022 appeared first on Siliconera.

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<![CDATA[

Kowloon Highschool Chronicle

Remastered dungeon RPG Kowloon Highschool Chronicle is coming back to PlayStation consoles. The game was originally released in 2004 on the PlayStation 2, but saw a rerelease on the Nintendo Switch in 2020 and its first-ever English localization in 2021. Now Arc System Works is working on an improved version for the PS4. It's set for release on March 18, 2022 in Japan. Arc System Works also released a teaser trailer and the opening to promote the project. https://www.youtube.com/watch?v=lM4qG9oRY38 The trailer shows off close-up, stylized live footage of a person gearing up for battle. The footage is interspersed with shots of characters from the game and text. Check out the opening movie. https://www.youtube.com/watch?v=zjoJ-J3O8zw&t Kowloon Highschool Chronicle is a hybrid of adventure game and dungeon RPG. Players take on the role of a transfer student to Shinjuku's Kamiyoshi Academy. The player is actually an undercover agent, tasked with investigating mysterious, labyrinthine ruins underneath the school. The game blends everyday school life simulation with dungeon exploration. During the day players will interact with characters and form relationships. At night they'll explore the dungeon, solving puzzles, leveling up, and battling monsters. The PS4 edition of Kowloon Highschool Chronicle will have some additional features. The graphics are being reworked to improve their quality at high resolution and accommodate a widescreen, 16:9 aspect ratio. The main story campaign will also gain full voice acting. Kowloon Highschool Chronicle will release on the PS4 in Japan on March 18, 2022. It is immediately available in English on the Nintendo Switch.

The post Kowloon Highschool Chronicle Comes to PS4 in March 2022 appeared first on Siliconera.

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Review 2hn2r DC Super Hero Girls: Teen Power Tries to Be Ambitious https://siliconera.sitesdebloques.org/review-dc-super-hero-girls-teen-power-tries-to-be-ambitious/?utm_source=rss&utm_medium=rss&utm_campaign=review-dc-super-hero-girls-teen-power-tries-to-be-ambitious https://siliconera.sitesdebloques.org/review-dc-super-hero-girls-teen-power-tries-to-be-ambitious/#respond <![CDATA[Jenni Lada]]> Sun, 13 Jun 2021 19:00:52 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[DC Super Hero Girls: Teen Power]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=886147 <![CDATA[

I loved comic books when I was growing up, but I could tell I wasn’t the target audience. It wasn’t until Generation X showed up when I was in grade school that I felt like it was more for “me.” DC Super Hero Girls is something I would have obsessed over back then. And, while it isn’t perfect, DC Super Hero Girls: Teen Power on the Switch and its attempt to try and include elements from games from older audience shows an irable amount of ambition.

Something is fishy involving Lex Corp’s latest project. Hob’s Bay is a destroyed area of town that Lex Luthor is going to rebuild. And he’s going to do so with the help and input of the city’s high schoolers. (Hurray for unpaid creative input and labor!) However, for some reason Luthor’s robots keep being hacked and going haywire. Some unnerving mechanical dolls keep showing up to attack people too. It is up to you to help people around town, build up Hob’s Bay, and deal with the Toyman’s threats.

dc super hero girls teen power batgirl 2 switch

While there are a lot of super hero (and villain) girls in the DC Super Hero Girls: Teen Power Switch game, unfortunately only the most obvious ones are playable. You can be Batgirl, Catwoman, Harley Quinn, Star Sapphire, Super Girl, and Wonder Woman. The good part is that all of them have different body types and skin tones, which is nice to see. You can also customize their outfits, and that is fun. The bad is that some of the voice acting is absolutely terrible. (I find Barbara especially grating, and Catwoman sounds like she’s 30.) The other heroes and hero-adjacent characters are here too, like an especially shrill rendition of Lois Lane, but in an ancillary role. (I’m very disappointed I couldn’t be Bumblebee.)

Gameplay is divided into two parts. In their day-to-day life, the young women explore the city. You might do things like take pictures of certain people or objects. This can boost your follower count, granting access to special shops. There could be side quests, which involve finding items or defeating enemies. There are accessories to buy. People hang out, ready to chat. It feels rather social. I’d say it is an attempt at a hub city like one found in Genshin Impact or Persona. You also are helping to rebuild the dilapidated Hob’s Bay, potentially earning new buildings for that extra space in town. So there’s a small open city to explore. As a caveat, you can only be in their normal teen form for town side quests or exploring town. They’ll only be super heroes during designated missions.

dc super hero girls teen power harley quinn 3

The bulk of the story involves said missions. While eventually you can choose which character you explore areas with, some main and side missions require you to use specific people. While the basic gameplay involves beat’em up sorts of elements that rely on combos and dodges, each character has her own moveset. As they level up, you can invest in different skills. So there’s an incentive to using people evenly. Though if you do have trouble completing a mission, failing a certain number of times will trigger an option where the difficulty and rewards are adjusted so the player doesn’t get stuck.

While most of the characters feel rather balanced, I will say is that flying is absolutely dreadful in DC Super Hero Girls: Teen Power. Which, in turn, makes the Supergirl segments downright disappointing. It all comes down to controls. You move forward with the directional buttons. There’s no “ascend” or “descend” button. Changing elevation is tied to the acceleration trigger. Which means you have to press up or down while holding a trigger to move forward, perhaps also pressing an attack button when you do. But changing altitude isn’t inversed, like they are in a real plane or you’d expect, so there’s a sense of disorientation when pressing down doesn’t make you go up.

dc super hero girls teen power star sapphire 4 switch

Oh, and the tutorial where you learn to fly has a 15 second timer, doesn’t explain you’re supposed to have Supergirl ram into the enemy robot’s legs, and makes it seem like a whole area with people still in it is destroyed if you fail.

But clearly, DC Super Hero Girls: Teen Power attempts to do a lot. And there’s a lot of fun stuff there. Like I genuinely enjoyed playing dress-up. Some of the missions and boss fights are genuinely challenging. The general ambiance is also quite good and captures the style of the series perfectly. The only issue I have is that it gets a bit tedious at times. While the missions can have diverse objectives, they can lead to a lot of button mashing. Being limited to when you can use powers is a little frustrating too. Still, it is charming in its way. For a title made for a younger audience, it’s quite a quality affair and I appreciate that. It doesn't talk down to anyone and tries to offer light versions of meatier gameplay elements.

DC Super Hero Girls: Teen Power is available for the Nintendo Switch.

The post Review: DC Super Hero Girls: Teen Power Tries to Be Ambitious appeared first on Siliconera.

]]>
<![CDATA[

I loved comic books when I was growing up, but I could tell I wasn’t the target audience. It wasn’t until Generation X showed up when I was in grade school that I felt like it was more for “me.” DC Super Hero Girls is something I would have obsessed over back then. And, while it isn’t perfect, DC Super Hero Girls: Teen Power on the Switch and its attempt to try and include elements from games from older audience shows an irable amount of ambition.

Something is fishy involving Lex Corp’s latest project. Hob’s Bay is a destroyed area of town that Lex Luthor is going to rebuild. And he’s going to do so with the help and input of the city’s high schoolers. (Hurray for unpaid creative input and labor!) However, for some reason Luthor’s robots keep being hacked and going haywire. Some unnerving mechanical dolls keep showing up to attack people too. It is up to you to help people around town, build up Hob’s Bay, and deal with the Toyman’s threats.

dc super hero girls teen power batgirl 2 switch

While there are a lot of super hero (and villain) girls in the DC Super Hero Girls: Teen Power Switch game, unfortunately only the most obvious ones are playable. You can be Batgirl, Catwoman, Harley Quinn, Star Sapphire, Super Girl, and Wonder Woman. The good part is that all of them have different body types and skin tones, which is nice to see. You can also customize their outfits, and that is fun. The bad is that some of the voice acting is absolutely terrible. (I find Barbara especially grating, and Catwoman sounds like she’s 30.) The other heroes and hero-adjacent characters are here too, like an especially shrill rendition of Lois Lane, but in an ancillary role. (I’m very disappointed I couldn’t be Bumblebee.)

Gameplay is divided into two parts. In their day-to-day life, the young women explore the city. You might do things like take pictures of certain people or objects. This can boost your follower count, granting access to special shops. There could be side quests, which involve finding items or defeating enemies. There are accessories to buy. People hang out, ready to chat. It feels rather social. I’d say it is an attempt at a hub city like one found in Genshin Impact or Persona. You also are helping to rebuild the dilapidated Hob’s Bay, potentially earning new buildings for that extra space in town. So there’s a small open city to explore. As a caveat, you can only be in their normal teen form for town side quests or exploring town. They’ll only be super heroes during designated missions.

dc super hero girls teen power harley quinn 3

The bulk of the story involves said missions. While eventually you can choose which character you explore areas with, some main and side missions require you to use specific people. While the basic gameplay involves beat’em up sorts of elements that rely on combos and dodges, each character has her own moveset. As they level up, you can invest in different skills. So there’s an incentive to using people evenly. Though if you do have trouble completing a mission, failing a certain number of times will trigger an option where the difficulty and rewards are adjusted so the player doesn’t get stuck.

While most of the characters feel rather balanced, I will say is that flying is absolutely dreadful in DC Super Hero Girls: Teen Power. Which, in turn, makes the Supergirl segments downright disappointing. It all comes down to controls. You move forward with the directional buttons. There’s no “ascend” or “descend” button. Changing elevation is tied to the acceleration trigger. Which means you have to press up or down while holding a trigger to move forward, perhaps also pressing an attack button when you do. But changing altitude isn’t inversed, like they are in a real plane or you’d expect, so there’s a sense of disorientation when pressing down doesn’t make you go up.

dc super hero girls teen power star sapphire 4 switch

Oh, and the tutorial where you learn to fly has a 15 second timer, doesn’t explain you’re supposed to have Supergirl ram into the enemy robot’s legs, and makes it seem like a whole area with people still in it is destroyed if you fail.

But clearly, DC Super Hero Girls: Teen Power attempts to do a lot. And there’s a lot of fun stuff there. Like I genuinely enjoyed playing dress-up. Some of the missions and boss fights are genuinely challenging. The general ambiance is also quite good and captures the style of the series perfectly. The only issue I have is that it gets a bit tedious at times. While the missions can have diverse objectives, they can lead to a lot of button mashing. Being limited to when you can use powers is a little frustrating too. Still, it is charming in its way. For a title made for a younger audience, it’s quite a quality affair and I appreciate that. It doesn't talk down to anyone and tries to offer light versions of meatier gameplay elements.

DC Super Hero Girls: Teen Power is available for the Nintendo Switch.

The post Review: DC Super Hero Girls: Teen Power Tries to Be Ambitious appeared first on Siliconera.

]]>
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Kowloon High 4e5760 School Chronicle Makes You Feel Like a Shy Teen https://siliconera.sitesdebloques.org/kowloon-high-school-chronicle-makes-you-feel-like-a-shy-teen/?utm_source=rss&utm_medium=rss&utm_campaign=kowloon-high-school-chronicle-makes-you-feel-like-a-shy-teen https://siliconera.sitesdebloques.org/kowloon-high-school-chronicle-makes-you-feel-like-a-shy-teen/#respond <![CDATA[Joel Couture]]> Fri, 12 Feb 2021 20:00:54 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[Arc System Works]]> <![CDATA[Atlus]]> <![CDATA[Kowloon High-School Chronicle]]> <![CDATA[Playtests]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=871493 <![CDATA[

Kowloon High-School Chronicle

Kowloon High-School Chronicle will have you solving puzzles and battling monstrous beasts in decaying catacombs as you seek lost treasures. It’ll also have you stumbling over what to say to your cute classmates at school. Using an emotion-based dialogue choice system, rather than letting you choose exactly what you want to say, this remake of the PS2 game Kowloon Youma Gakuen Ki does a fantastic job of capturing the feeling of being a clumsy, shy high schooler making friends and trying to talk to their potential crush.

When not shooting at colossal fire-breathing dogs or avoiding lethal traps in its dungeon-crawling segments, Kowloon High-School Chronicle plays more like a visual novel. It allows you to explore Kamiyoshi Academy, talking to friends and taking classes. While getting to know these new people, you’ll be presented with moments to say whatever you want to bubbly Yachino, the cold, yet captivating Shiraki, and many more charming characters.

Typically in many games and visual novels, this is done through a selection of dialogue choices where you choose the exact sentence you want to say. Here, we’re presented with a wheel called the Emotion Input Control. With it, you choose the tone of your response (similar to what Alpha Protocol did, but this game did in a more interesting way), picking from Joy, Amity, Cold, or Somber by pushing in the word’s direction on the wheel. If you hold the button in, you can choose a more extreme version of the emotion (Love, Hot, Anger, or Grief), which alters your answers and the receiver’s reactions. You can also choose to do nothing, which means you don’t give a response.

Not having direct control of what you’re saying makes conversations feel realistic in Kowloon High-School Chronicle. Nothing about most of the emotional choices feels like the “correct” thing to say to get a certain response from the other character. Instead, it’s a system that lets you just feel your way through conversations, reacting with your heart to what you’re talking about.

That said, the Emotion Input Control wheel can be difficult to parse at first. It has been designed to look like a lost artifact or device, with the emotional choices written in a stylized way. It’s honestly hard to make out what the words on the wheel say without really looking closely. It’s something you get used to over time as you learn the layout, but it has a wonderful side effect in the beginning of the game.

Kowloon High-School Chronicle

When you meet a lot of your classmates and teachers for the first time in Kowloon High-School Chronicle, the wheel will pop up, but the game doesn’t do much to prompt you to do anything with it. The stylized writing on the words can look like just a fancy, artistic design, which, for me, made me think it was just some symbol. I didn’t realize it was interactive, and when I accidentally did use it, I couldn’t make out the words. I chose things I didn’t understand and took tones I never meant to. I blundered through all of my initial conversations.

The game offers a solid explanation of how the system works if you go to its Help section, but in rushing ahead without reading that, I captured a real sense of what it was like to be the new kid in school again. I didn’t know what to say, babbling out responses. I’d blurt out the wrong thing to the girl I liked. Accidentally say something that made the class think I was weird. Went quiet when all eyes were on me. It made for a rough first day, but when the students were still kind to me (if a little guarded), I felt a genuine warmth from talking with them. I felt accepted despite myself.

Then, as you learn the Emotion Input System, your responses can become more what you want. You can choose to say what you mean without mistakes, which mimicked this sense of getting comfortable with friends and opening up to them. As I naturally learned the system and got more comfortable talking with it, it was like I was growing closer to these students. It really felt like I was getting comfortable with new friends as they grew more comfortable with me.

This made for a strangely touching beginning for a game about hunting treasures in dangerous places. Kowloon High-School Chronicle, though its thoughtfully-designed dialogue system, may have players fumbling with their first few conversations as they feel out the emotions of the moment. They’ll have to let their hearts guide them, rather than selecting dialogue choices. Not that you can’t find the right choices (a musical tone sounds when you impress who you’re talking to), but the system seems to encourage you to just feel your way through things.

In offering this system and presenting it in such a mysterious way (if you don’t think to look it up in advance), this captured that awkward feeling of starting at a new school. With that awkward feeling, though, came the ability to slowly learn the system and change how I talked to people. This shift from confusing my classmates to getting to know them made the emotional ties to these people feel that much stronger, creating a touching connection to the characters that few games match.

Kowloon High-School Chronicle is available now on the Nintendo Switch.

The post Kowloon High-School Chronicle Makes You Feel Like a Shy Teen appeared first on Siliconera.

]]>
<![CDATA[

Kowloon High-School Chronicle

Kowloon High-School Chronicle will have you solving puzzles and battling monstrous beasts in decaying catacombs as you seek lost treasures. It’ll also have you stumbling over what to say to your cute classmates at school. Using an emotion-based dialogue choice system, rather than letting you choose exactly what you want to say, this remake of the PS2 game Kowloon Youma Gakuen Ki does a fantastic job of capturing the feeling of being a clumsy, shy high schooler making friends and trying to talk to their potential crush. When not shooting at colossal fire-breathing dogs or avoiding lethal traps in its dungeon-crawling segments, Kowloon High-School Chronicle plays more like a visual novel. It allows you to explore Kamiyoshi Academy, talking to friends and taking classes. While getting to know these new people, you’ll be presented with moments to say whatever you want to bubbly Yachino, the cold, yet captivating Shiraki, and many more charming characters. Typically in many games and visual novels, this is done through a selection of dialogue choices where you choose the exact sentence you want to say. Here, we’re presented with a wheel called the Emotion Input Control. With it, you choose the tone of your response (similar to what Alpha Protocol did, but this game did in a more interesting way), picking from Joy, Amity, Cold, or Somber by pushing in the word’s direction on the wheel. If you hold the button in, you can choose a more extreme version of the emotion (Love, Hot, Anger, or Grief), which alters your answers and the receiver’s reactions. You can also choose to do nothing, which means you don’t give a response. Not having direct control of what you’re saying makes conversations feel realistic in Kowloon High-School Chronicle. Nothing about most of the emotional choices feels like the “correct” thing to say to get a certain response from the other character. Instead, it’s a system that lets you just feel your way through conversations, reacting with your heart to what you’re talking about. That said, the Emotion Input Control wheel can be difficult to parse at first. It has been designed to look like a lost artifact or device, with the emotional choices written in a stylized way. It’s honestly hard to make out what the words on the wheel say without really looking closely. It’s something you get used to over time as you learn the layout, but it has a wonderful side effect in the beginning of the game. Kowloon High-School Chronicle When you meet a lot of your classmates and teachers for the first time in Kowloon High-School Chronicle, the wheel will pop up, but the game doesn’t do much to prompt you to do anything with it. The stylized writing on the words can look like just a fancy, artistic design, which, for me, made me think it was just some symbol. I didn’t realize it was interactive, and when I accidentally did use it, I couldn’t make out the words. I chose things I didn’t understand and took tones I never meant to. I blundered through all of my initial conversations. The game offers a solid explanation of how the system works if you go to its Help section, but in rushing ahead without reading that, I captured a real sense of what it was like to be the new kid in school again. I didn’t know what to say, babbling out responses. I’d blurt out the wrong thing to the girl I liked. Accidentally say something that made the class think I was weird. Went quiet when all eyes were on me. It made for a rough first day, but when the students were still kind to me (if a little guarded), I felt a genuine warmth from talking with them. I felt accepted despite myself. Then, as you learn the Emotion Input System, your responses can become more what you want. You can choose to say what you mean without mistakes, which mimicked this sense of getting comfortable with friends and opening up to them. As I naturally learned the system and got more comfortable talking with it, it was like I was growing closer to these students. It really felt like I was getting comfortable with new friends as they grew more comfortable with me. This made for a strangely touching beginning for a game about hunting treasures in dangerous places. Kowloon High-School Chronicle, though its thoughtfully-designed dialogue system, may have players fumbling with their first few conversations as they feel out the emotions of the moment. They’ll have to let their hearts guide them, rather than selecting dialogue choices. Not that you can’t find the right choices (a musical tone sounds when you impress who you’re talking to), but the system seems to encourage you to just feel your way through things. In offering this system and presenting it in such a mysterious way (if you don’t think to look it up in advance), this captured that awkward feeling of starting at a new school. With that awkward feeling, though, came the ability to slowly learn the system and change how I talked to people. This shift from confusing my classmates to getting to know them made the emotional ties to these people feel that much stronger, creating a touching connection to the characters that few games match. Kowloon High-School Chronicle is available now on the Nintendo Switch.

The post Kowloon High-School Chronicle Makes You Feel Like a Shy Teen appeared first on Siliconera.

]]>
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Express Yourself in Kowloon Highschool Chronicle Next Month q4n1t https://siliconera.sitesdebloques.org/express-yourself-in-kowloon-highschool-chronicle-next-month/?utm_source=rss&utm_medium=rss&utm_campaign=express-yourself-in-kowloon-highschool-chronicle-next-month https://siliconera.sitesdebloques.org/express-yourself-in-kowloon-highschool-chronicle-next-month/#respond <![CDATA[Jenni Lada]]> Thu, 21 Jan 2021 17:30:51 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Arc System Works]]> <![CDATA[Atlus]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Kowloon Highschool Chronicle]]> <![CDATA[Kowloon Youma Gakuenki: Origin of Adventure]]> <![CDATA[North America]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=868663 <![CDATA[

kowloon highschool chronicle

Arc System Works announced a Kowloon Youma Gakuen Ki: Origin of Adventure localization. It will head westward on February 4, 2021, almost a year after its Japanese debut. People will be able to pop into the eShop and get Kowloon Highschool Chronicle.

Kowloon Highschool Chronicle involves what lies beneath a seemingly normal school. It essentially has a JRPG dungeon beneath it, filled with treasures like the “Hotdog” shared in the initial screenshots. Your goal is explore the school’s hidden areas, survive the “Kehito” monsters and hazards in the dungeon, and offer nuanced emotional responses during conversations with other people to find a way to both survive and succeed.

Here’s the first round of localized screenshots, which introduced characters like Rika, show off the ruins you’ll explore, and mention the all-important Hotdog treasure the Rosetta Society is looking for. The nine initial images offer an idea of what its exploration and adventure elements will look like.

[gallery columns="9" ids="868666,868667,868669,868668,868670,868671,868672,868673,868665" link="file"]

And, to help further set the stage, here’s the Japanese Kowloon Highschool Chronicle PV.

Kowloon Highschool Chronicle will show up on the Nintendo Switch on February 4, 2021. It is immediately available in Japan. It will cost $29.99. Kowloon Youma Gakuen Ki is available on the PlayStation 2 in Japan.

The post Express Yourself in Kowloon Highschool Chronicle Next Month appeared first on Siliconera.

]]>
<![CDATA[

kowloon highschool chronicle

Arc System Works announced a Kowloon Youma Gakuen Ki: Origin of Adventure localization. It will head westward on February 4, 2021, almost a year after its Japanese debut. People will be able to pop into the eShop and get Kowloon Highschool Chronicle.

Kowloon Highschool Chronicle involves what lies beneath a seemingly normal school. It essentially has a JRPG dungeon beneath it, filled with treasures like the “Hotdog” shared in the initial screenshots. Your goal is explore the school’s hidden areas, survive the “Kehito” monsters and hazards in the dungeon, and offer nuanced emotional responses during conversations with other people to find a way to both survive and succeed.

Here’s the first round of localized screenshots, which introduced characters like Rika, show off the ruins you’ll explore, and mention the all-important Hotdog treasure the Rosetta Society is looking for. The nine initial images offer an idea of what its exploration and adventure elements will look like.

[gallery columns="9" ids="868666,868667,868669,868668,868670,868671,868672,868673,868665" link="file"]

And, to help further set the stage, here’s the Japanese Kowloon Highschool Chronicle PV.

Kowloon Highschool Chronicle will show up on the Nintendo Switch on February 4, 2021. It is immediately available in Japan. It will cost $29.99. Kowloon Youma Gakuen Ki is available on the PlayStation 2 in Japan.

The post Express Yourself in Kowloon Highschool Chronicle Next Month appeared first on Siliconera.

]]>
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Deadly Premonition 2 August 29th Event Honors Hurricane Katrina Victims w591w https://siliconera.sitesdebloques.org/deadly-premonition-2-august-29th-event-honors-hurricane-katrina-victims/?utm_source=rss&utm_medium=rss&utm_campaign=deadly-premonition-2-august-29th-event-honors-hurricane-katrina-victims https://siliconera.sitesdebloques.org/deadly-premonition-2-august-29th-event-honors-hurricane-katrina-victims/#respond <![CDATA[Jenni Lada]]> Fri, 28 Aug 2020 15:30:03 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Deadly Premonition 2]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Rising Star Games]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=849266 <![CDATA[

deadly premonition 2 august 29

Something will happen in Deadly Premonition 2 on August 29, 2020. People who pop into the game will be able to take part in a special event to honor the victims of Hurricane Katrina. (As a reminder, the game itself is set in the town of Le Carre, Louisiana.)

Hidetaka “Swery” Suehiro announced the event on Facebook and Twitter. It will be recurring, so if you miss it this year, you can always pop back on August 29, 2021 or 2022 to catch it again. He didn’t explain what it will entail, but did explain why it is there and expressed a desire to honor people in Louisiana and people who were victims of the disaster.

In Deadly Premonition 2, every year, there is a special event that you can only experience on August 29th.

At the end of August in 2005, a massive hurricane named Katrina attacked Louisiana.

We give thanks to the many people who allowed us to photograph things, and to those who were kind enough to share with us their painful memories during our research. We also offer up our deepest condolences to the victims of Katrina.

Deadly Premonition 2 is available for the Nintendo Switch. Since its launch, there have been multiple patches released to fix things like problems with the framerate.

The post Deadly Premonition 2 August 29th Event Honors Hurricane Katrina Victims appeared first on Siliconera.

]]>
<![CDATA[

deadly premonition 2 august 29

Something will happen in Deadly Premonition 2 on August 29, 2020. People who pop into the game will be able to take part in a special event to honor the victims of Hurricane Katrina. (As a reminder, the game itself is set in the town of Le Carre, Louisiana.)

Hidetaka “Swery” Suehiro announced the event on Facebook and Twitter. It will be recurring, so if you miss it this year, you can always pop back on August 29, 2021 or 2022 to catch it again. He didn’t explain what it will entail, but did explain why it is there and expressed a desire to honor people in Louisiana and people who were victims of the disaster.

In Deadly Premonition 2, every year, there is a special event that you can only experience on August 29th.

At the end of August in 2005, a massive hurricane named Katrina attacked Louisiana.

We give thanks to the many people who allowed us to photograph things, and to those who were kind enough to share with us their painful memories during our research. We also offer up our deepest condolences to the victims of Katrina.

Deadly Premonition 2 is available for the Nintendo Switch. Since its launch, there have been multiple patches released to fix things like problems with the framerate.

The post Deadly Premonition 2 August 29th Event Honors Hurricane Katrina Victims appeared first on Siliconera.

]]>
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Here’s What Japanese Developers Across the Industry Have Plans For In 2020 um32 https://siliconera.sitesdebloques.org/heres-what-japanese-developers-across-the-industry-have-plans-for-in-2020/?utm_source=rss&utm_medium=rss&utm_campaign=heres-what-japanese-developers-across-the-industry-have-plans-for-in-2020 https://siliconera.sitesdebloques.org/heres-what-japanese-developers-across-the-industry-have-plans-for-in-2020/#respond <![CDATA[Alistair Wong]]> Sat, 28 Dec 2019 18:03:27 +0000 <![CDATA[News]]> <![CDATA[Bandai Namco]]> <![CDATA[BB Studio]]> <![CDATA[Compile Heart]]> <![CDATA[Experience]]> <![CDATA[Good Feel]]> <![CDATA[Idea Factory]]> <![CDATA[Inti Creates]]> <![CDATA[Japan]]> <![CDATA[Kadokawa Games]]> <![CDATA[Koei Tecmo]]> <![CDATA[Level-5]]> <![CDATA[Mages]]> <![CDATA[Mikage LLC.]]> <![CDATA[Nippon Ichi Software]]> <![CDATA[Platinum Games]]> <![CDATA[Rayark]]> <![CDATA[RS34]]> <![CDATA[Sega]]> <![CDATA[SNK]]> <![CDATA[Square Enix]]> <![CDATA[Synthese]]> <![CDATA[Toybox]]> <![CDATA[White Owls]]> https://siliconera.sitesdebloques.org/?p=817846 <![CDATA[

Famitsu and 4Gamer have released their interviews with game developers across the industry regarding their aspirations for 2020, and we've compiled notable bits from them below:

Daisuke Nagata (RS34)

"After releasing Radirgy Swag, we haven't done anything particularly standout, but in 2020 we'll work even more vigorously to provide interesting and fun times... to be specific, a new game, soundtracks, and more, for everyone."

Keito Masubuchi (RS34)

"Our next game is also set to be a shoot 'em up. We hope to provide the shoot 'em up of your dreams."

Norihisa Kochiwa (Idea Factory/Compile Heart)

"Thanks to everyone, the Neptunia series reaches its 10th anniversary in 2020. We're working hard in developing VVVTunia and Game e-Ninja Neptunia, so look forward to it!"

"The Azur Lane: Crosswave DLC will be meaty content that will make fans happy. It won't be just additional character DLC!"

Takuya Aizu (Inti Creates)

"In 2020, on May 8 we'll be entering the celebration period for the 25th anniversary of the founding of Inti Creates. We'll take a brief respite in the first half of the year, and after May 8 we hope to release two -only titles. Also, we'll keep the restart of that particular silly game in mind, and I'll continue to massage the vice president's shoulders so that we can hopefully get the new game in our flagship series going."

Hajime Chikami (Experience)

"In 2020, the extremely late Yomi wo Saku Hana will finally release. We also have a non-dungeon RPG title in development, but we don't have enough manpower... we're recruiting staff!"

Yasuyuki Oda (SNK)

"2020 is the 30th anniversary of Neo Geo! You could say that another big active period is coming to the platform, and I believe game development will be sent into a panic. I hope to organize development structure to flexibly adapt to the changes in development environment."

"Also, it's the 20th anniversary of Garou: Mark of the Wolves, but there is nothing planned in particular..."

Yoshimi Yasuda (Kadokawa Games)

"In 2020, we hope to release a space and mecha-themed title on multiple platforms. Metal Max Xeno Reborn, the new LoveR, and Root Film will also release. Also, we might announce our currently in-development unannounced title on a new platform. It depends on our development progress, so please look forward to it."

Etsunobu Ebisu (Good-Feel)

"Thanks to everyone, this year we were able to release our first self-published title, Monkey Barrels. In the future, we hope to release various games at a steady pace, so please look after us in the future as well with warm encouragement!!"

Keiko Erikawa (Koei Tecmo)

"We have more Neo Romance 25th Anniversary plans in 2020 as well!"

Yousuke Hayashi (Koei Tecmo)

"In March 2020, Nioh 2 will be released, and we also have a new game announcement planned. With the release of the PlayStation 5, a new age will begin. We want to present a game that will be suitable for such a new age."

Yukinori Kitajima (Synthese)

"It'll be around the end of 2020, but I believe you'll be able to play what I've written for all this time. I bet you've started to want to play that sort of game once again. I'm thinking that I'll probably be able to answer those expectations. I'm involved not just in the scenario, but the original story, settings, characters, and story route splits, so look forward to it!"

Akitoshi Kawazu (Square Enix)

"It's the SaGa series' 30th anniversary, so there's a lot planned. There's a lot of adjustments to be made both within and outside our company, so it's disappointing that I can't just accidentally leak info right now. The new game is in preparation, but it's in a stage where we don't know when can update on its progress. Please accept my apologies. Please wait with patience for the new game."

Yosuke Saito (Square Enix)

"2020 will be the year of various happenings. Babylon's Fall, which we were finally able to release a new trailer for, will truly enter its promotional phase. Furthermore, I'm also working on this and that and unannounced title(s) for NieR's 10th anniversary, and will find the right timing to announce it. Look forward to it!!"

Tetsu Katano (Sega)

"Firstly, I want to work hard so that Project Sakura Wars the Stage and Project Sakura Wars the Animation will be a success. Apart from this, there are several other things in progress, and because Kouhei Tanaka-sensei is also at his 40th anniversary of composition, I'm preparing so that we can announce something at this opportunity."

Tomio Kanazawa (Toybox)

"The sequel to World End Syndrome will be World End Phenomenon."

Manabu Shimomoto (Bandai Namco)

"I was involved with the 20th anniversary game Ace Combat 7: Skies Unknown, and with development, release, all those events, and the Season , before we knew it, it was 2020, the Ace Combat series' 25th anniversary! I'm hoping to do something that will make fans happy. Also, I'll be working on new challenges as well."

Katsuhiro Harada (Bandai Namco)

"In 2020, I bet we'll release the title we've worked hard on... and a yet-unannounced title (Although it's not a fighting game.)"

Takenobu Terada (B.B. Studio)

"2021 one year later will be the Super Robot Wars series' 30th anniversary, so I'll be busy with something either way."

Sohei Niikawa (Nippon Ichi Software)

"These past few years, we've poured our resources into developing brand-new titles. As part of our next step, we want to pour our efforts into developing a sequel game that echoes the voices of our players."

"The announcement will come at any time, so please look forward to it."

Atsushi Inaba (PlatinumGames)

"In 2020, I believe we'll be able to announce a lot of news!"

Hideki Kamiya (PlatinumGames)

"Same as what Inaba said. (Probably. I haven't read it.)"

SWERY (White Owls)

Deadly Premonition 2: A Blessing in Disguise and The Good Life are already announced, and there also still is an unannounced title. Also... the foundations for the collaboration project Hotel Barcelona with Suda51 is progressing bit by bit.

I want to get even more pumped up and release an "out-there" game for everyone to play, so look forward to it! I Love You All!!"

Ryoei Mikage (Mikage LLC)

"2020 will finally see the release of Criminal Girls X. Also, we also began a completely new original project in Fall 2019. I hope to announce this one sometime in 2020. Please look forward to it."

Makoto Asada (MAGES.)

Next year, I'll release two titles that I am 100% involved in that is in collaboration with another company, for the first time in several years. [Editor's Note: Likely the Famicom Tantei Club remakes) The games are completely different from the adventure titles our company has put out, so I hope you will play it."

Yu, Ming-Yang (Rayark)

"I had already come up with the setting and story for Deemo II in 2017 , but it wasn't until 2019 that we were able to enter the full development phase, and I believe that 2020 will likely be the busiest year of development for Deemo II. I'm also looking forward to the completion of this game."

Akihiro Hino (Level-5)

"I'm not able to say much yet, but we're planning to challenge ourselves with something outside of games, anime, and movies, so please be excited."

You can also read our recaps of JP Games' Hajime Tabata, Yoko Taro, and Atlus' Shinjiro Takada and Katsura Hashino here.

The post Here’s What Japanese Developers Across the Industry Have Plans For In 2020 appeared first on Siliconera.

]]>
<![CDATA[

Famitsu and 4Gamer have released their interviews with game developers across the industry regarding their aspirations for 2020, and we've compiled notable bits from them below: Daisuke Nagata (RS34) "After releasing Radirgy Swag, we haven't done anything particularly standout, but in 2020 we'll work even more vigorously to provide interesting and fun times... to be specific, a new game, soundtracks, and more, for everyone." Keito Masubuchi (RS34) "Our next game is also set to be a shoot 'em up. We hope to provide the shoot 'em up of your dreams." Norihisa Kochiwa (Idea Factory/Compile Heart) "Thanks to everyone, the Neptunia series reaches its 10th anniversary in 2020. We're working hard in developing VVVTunia and Game e-Ninja Neptunia, so look forward to it!" "The Azur Lane: Crosswave DLC will be meaty content that will make fans happy. It won't be just additional character DLC!" Takuya Aizu (Inti Creates) "In 2020, on May 8 we'll be entering the celebration period for the 25th anniversary of the founding of Inti Creates. We'll take a brief respite in the first half of the year, and after May 8 we hope to release two -only titles. Also, we'll keep the restart of that particular silly game in mind, and I'll continue to massage the vice president's shoulders so that we can hopefully get the new game in our flagship series going." Hajime Chikami (Experience) "In 2020, the extremely late Yomi wo Saku Hana will finally release. We also have a non-dungeon RPG title in development, but we don't have enough manpower... we're recruiting staff!" Yasuyuki Oda (SNK) "2020 is the 30th anniversary of Neo Geo! You could say that another big active period is coming to the platform, and I believe game development will be sent into a panic. I hope to organize development structure to flexibly adapt to the changes in development environment." "Also, it's the 20th anniversary of Garou: Mark of the Wolves, but there is nothing planned in particular..." Yoshimi Yasuda (Kadokawa Games) "In 2020, we hope to release a space and mecha-themed title on multiple platforms. Metal Max Xeno Reborn, the new LoveR, and Root Film will also release. Also, we might announce our currently in-development unannounced title on a new platform. It depends on our development progress, so please look forward to it." Etsunobu Ebisu (Good-Feel) "Thanks to everyone, this year we were able to release our first self-published title, Monkey Barrels. In the future, we hope to release various games at a steady pace, so please look after us in the future as well with warm encouragement!!" Keiko Erikawa (Koei Tecmo) "We have more Neo Romance 25th Anniversary plans in 2020 as well!" Yousuke Hayashi (Koei Tecmo) "In March 2020, Nioh 2 will be released, and we also have a new game announcement planned. With the release of the PlayStation 5, a new age will begin. We want to present a game that will be suitable for such a new age." Yukinori Kitajima (Synthese) "It'll be around the end of 2020, but I believe you'll be able to play what I've written for all this time. I bet you've started to want to play that sort of game once again. I'm thinking that I'll probably be able to answer those expectations. I'm involved not just in the scenario, but the original story, settings, characters, and story route splits, so look forward to it!" Akitoshi Kawazu (Square Enix) "It's the SaGa series' 30th anniversary, so there's a lot planned. There's a lot of adjustments to be made both within and outside our company, so it's disappointing that I can't just accidentally leak info right now. The new game is in preparation, but it's in a stage where we don't know when can update on its progress. Please accept my apologies. Please wait with patience for the new game." Yosuke Saito (Square Enix) "2020 will be the year of various happenings. Babylon's Fall, which we were finally able to release a new trailer for, will truly enter its promotional phase. Furthermore, I'm also working on this and that and unannounced title(s) for NieR's 10th anniversary, and will find the right timing to announce it. Look forward to it!!" Tetsu Katano (Sega) "Firstly, I want to work hard so that Project Sakura Wars the Stage and Project Sakura Wars the Animation will be a success. Apart from this, there are several other things in progress, and because Kouhei Tanaka-sensei is also at his 40th anniversary of composition, I'm preparing so that we can announce something at this opportunity." Tomio Kanazawa (Toybox) "The sequel to World End Syndrome will be World End Phenomenon." Manabu Shimomoto (Bandai Namco) "I was involved with the 20th anniversary game Ace Combat 7: Skies Unknown, and with development, release, all those events, and the Season , before we knew it, it was 2020, the Ace Combat series' 25th anniversary! I'm hoping to do something that will make fans happy. Also, I'll be working on new challenges as well." Katsuhiro Harada (Bandai Namco) "In 2020, I bet we'll release the title we've worked hard on... and a yet-unannounced title (Although it's not a fighting game.)" Takenobu Terada (B.B. Studio) "2021 one year later will be the Super Robot Wars series' 30th anniversary, so I'll be busy with something either way." Sohei Niikawa (Nippon Ichi Software) "These past few years, we've poured our resources into developing brand-new titles. As part of our next step, we want to pour our efforts into developing a sequel game that echoes the voices of our players." "The announcement will come at any time, so please look forward to it." Atsushi Inaba (PlatinumGames) "In 2020, I believe we'll be able to announce a lot of news!" Hideki Kamiya (PlatinumGames) "Same as what Inaba said. (Probably. I haven't read it.)" SWERY (White Owls) Deadly Premonition 2: A Blessing in Disguise and The Good Life are already announced, and there also still is an unannounced title. Also... the foundations for the collaboration project Hotel Barcelona with Suda51 is progressing bit by bit. I want to get even more pumped up and release an "out-there" game for everyone to play, so look forward to it! I Love You All!!" Ryoei Mikage (Mikage LLC) "2020 will finally see the release of Criminal Girls X. Also, we also began a completely new original project in Fall 2019. I hope to announce this one sometime in 2020. Please look forward to it." Makoto Asada (MAGES.) Next year, I'll release two titles that I am 100% involved in that is in collaboration with another company, for the first time in several years. [Editor's Note: Likely the Famicom Tantei Club remakes) The games are completely different from the adventure titles our company has put out, so I hope you will play it." Yu, Ming-Yang (Rayark) "I had already come up with the setting and story for Deemo II in 2017 , but it wasn't until 2019 that we were able to enter the full development phase, and I believe that 2020 will likely be the busiest year of development for Deemo II. I'm also looking forward to the completion of this game." Akihiro Hino (Level-5) "I'm not able to say much yet, but we're planning to challenge ourselves with something outside of games, anime, and movies, so please be excited." You can also read our recaps of JP Games' Hajime Tabata, Yoko Taro, and Atlus' Shinjiro Takada and Katsura Hashino here.

The post Here’s What Japanese Developers Across the Industry Have Plans For In 2020 appeared first on Siliconera.

]]>
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Deadly Premonition Was Originally Going To Have A Female Lead 633u35 https://siliconera.sitesdebloques.org/deadly-premonition-was-originally-going-to-have-a-female-lead/?utm_source=rss&utm_medium=rss&utm_campaign=deadly-premonition-was-originally-going-to-have-a-female-lead https://siliconera.sitesdebloques.org/deadly-premonition-was-originally-going-to-have-a-female-lead/#respond <![CDATA[Ishaan Sahdev]]> Wed, 16 Jan 2013 20:35:59 +0000 <![CDATA[Deadly Premonition]]> <![CDATA[Japan]]> <![CDATA[Toybox]]> https://siliconera.sitesdebloques.org/?p=269384 <![CDATA[

Siliconera Header Logo

Harvest Moon creator, Yasuhiro Wada, has his own company now, called Toybox Inc. Prior to establishing it, Wada worked at Marvelous, where he oversaw a number of the company’s projects, including Deadly Premonition, developed by Access Games, of which he was the executive producer.

 

In a recently-published talk with Deadly Premonition director, Hidetaka “SWERY” Suehiro, Wada discusses the origins of the game, as well as a few of the changes that were made to it, due to from “overseas”. One of these involved changing the protagonist from a female lead to the final male lead, York.

 

“At first we were considering a female FBI agent as the main role, but after receiving some input from overseas we changed it to the male character that’s in the game now,” Suehiro reveals. “We listened to a lot of advice from overseas and since I play a lot of non-Japanese games I wasn’t so opposed to much of the comments.”

 

Suehiro continues: “However, what I am picky about is the story and the gameplay so when we heard that we should add some gun shooting aspects to the game (probably marketing advice), I wasn’t so sure. With hindsight, I guess the game was seen as a kind of twist on the survival horror theme so perhaps they weren’t completely wrong to suggest it.”

 

Wada and Suehiro also tease that they have two more unannounced game concepts lying around. One of these is a “new concept for a mystery horror game” by Tomio Kanazawa, one of the Toybox staff. Neither one is confirmed to be in development yet, but Wada and Suehiro hope to work on them together. Perhaps one of these is the “surprising and amazing” news that Suehiro recently teased?

 

Prior to that, however, Wada and Suehiro are working on Deadly Premonition: The Director’s Cut, which is slated for release in March 2013.

 

The post Deadly Premonition Was Originally Going To Have A Female Lead appeared first on Siliconera.

]]>
<![CDATA[

Siliconera Header Logo

Harvest Moon creator, Yasuhiro Wada, has his own company now, called Toybox Inc. Prior to establishing it, Wada worked at Marvelous, where he oversaw a number of the company’s projects, including Deadly Premonition, developed by Access Games, of which he was the executive producer.   In a recently-published talk with Deadly Premonition director, Hidetaka “SWERY” Suehiro, Wada discusses the origins of the game, as well as a few of the changes that were made to it, due to from “overseas”. One of these involved changing the protagonist from a female lead to the final male lead, York.   “At first we were considering a female FBI agent as the main role, but after receiving some input from overseas we changed it to the male character that’s in the game now,” Suehiro reveals. “We listened to a lot of advice from overseas and since I play a lot of non-Japanese games I wasn’t so opposed to much of the comments.”   Suehiro continues: “However, what I am picky about is the story and the gameplay so when we heard that we should add some gun shooting aspects to the game (probably marketing advice), I wasn’t so sure. With hindsight, I guess the game was seen as a kind of twist on the survival horror theme so perhaps they weren’t completely wrong to suggest it.”   Wada and Suehiro also tease that they have two more unannounced game concepts lying around. One of these is a “new concept for a mystery horror game” by Tomio Kanazawa, one of the Toybox staff. Neither one is confirmed to be in development yet, but Wada and Suehiro hope to work on them together. Perhaps one of these is the “surprising and amazing” news that Suehiro recently teased?   Prior to that, however, Wada and Suehiro are working on Deadly Premonition: The Director’s Cut, which is slated for release in March 2013.

 

The post Deadly Premonition Was Originally Going To Have A Female Lead appeared first on Siliconera.

]]>
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Project Happiness Trailer Shows In 5dp13 Game Footage, Uematsu Composing https://siliconera.sitesdebloques.org/project-happiness-trailer-shows-in-game-footage-uematsu-composing/?utm_source=rss&utm_medium=rss&utm_campaign=project-happiness-trailer-shows-in-game-footage-uematsu-composing https://siliconera.sitesdebloques.org/project-happiness-trailer-shows-in-game-footage-uematsu-composing/#respond <![CDATA[Ishaan Sahdev]]> Wed, 06 Jun 2012 19:30:18 +0000 <![CDATA[Hometown Story]]> <![CDATA[Toybox]]> <![CDATA[USA]]> <![CDATA[Videos]]> https://siliconera.sitesdebloques.org/?p=217687 <![CDATA[

Siliconera Header Logo

Natsume have released a teaser trailer for Project Happiness, a new game by Yasuhiro Wada, the creator of the Harvest Moon series. The game is a simulation title that involves running a shop, and will be released in 2013. Nobuo Uematsu will provide the soundtrack. Watch the trailer below:

 

 

You'll be able to choose either a male or female character in Project Happiness. Natsume have not yet announced what platforms the will be released on, but we'll have more news from E3.

The post Project Happiness Trailer Shows In-Game Footage, Uematsu Composing appeared first on Siliconera.

]]>
<![CDATA[

Siliconera Header Logo

Natsume have released a teaser trailer for Project Happiness, a new game by Yasuhiro Wada, the creator of the Harvest Moon series. The game is a simulation title that involves running a shop, and will be released in 2013. Nobuo Uematsu will provide the soundtrack. Watch the trailer below:

 

 

You'll be able to choose either a male or female character in Project Happiness. Natsume have not yet announced what platforms the will be released on, but we'll have more news from E3.

The post Project Happiness Trailer Shows In-Game Footage, Uematsu Composing appeared first on Siliconera.

]]>
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Toybox Hopes To Make Original IP With Deadly Premonition Developer 6w6r4j https://siliconera.sitesdebloques.org/toybox-hopes-to-make-original-ip-with-deadly-premonition-developer/?utm_source=rss&utm_medium=rss&utm_campaign=toybox-hopes-to-make-original-ip-with-deadly-premonition-developer https://siliconera.sitesdebloques.org/toybox-hopes-to-make-original-ip-with-deadly-premonition-developer/#respond <![CDATA[Siliconera Staff]]> Tue, 05 Jun 2012 04:00:48 +0000 <![CDATA[PlayStation 3]]> <![CDATA[Deadly Premonition]]> <![CDATA[Hometown Story]]> <![CDATA[Toybox]]> <![CDATA[USA]]> https://siliconera.sitesdebloques.org/?p=216802 <![CDATA[

Siliconera Header Logo

image After working at Marvelous Entertainment and Grasshopper Manufacture, the father of Harvest Moon, Yasuhiro Wada started his own company in August 2011 called Toybox. Right now, the Tokyo-based developer only has two employees, Wada-san and Deadly Premonition producer Tomio Kanazawa. Toybox is starting off small, but they will be working with lots of talent they've come to known over the years, like Access Games.

 

"We coordinated a licensed deal with Marvelous AQL with another publisher for the EU and US. At Toybox, we're producing the enhanced version of Deadly Premonition for PS3 with additional scenario elements," Wada said in an interview with Siliconera. "Deadly Premonition has a very deep scenario and world that influence other people, that I hope gets people thinking about the environment and I hope it will have a positive impact in the real world."

 

"Tomio is a good friend of Swery and we are talking to them about original IP. We hope to work with them, but nothing has been planned yet," added Wada. "It won't be a sequel to Deadly Premonition, but it will be a new title."

 

Toybox's other title tentatively called Project Happiness will stick with the company's philosophy of "We are gaming for Love, Peace and Earth." Project Happiness is designed to be a feel good game, which Wada-san hopes will expand the player's view of the world. Natsume will release Project Happiness in North America and Rising Star will publish the title in Europe.

 

"Launching new IPs is difficult, when you're not developing for iOS or social games, retail is a hurdle. Toybox is going to try. Our philosophy is we're going to launch new IPs for consoles and handhelds, which might be linked to iOS, Android, and other devices to build a brand."

 

I asked Wada-san if he's going to work with Little King's Story creator Yoshiro Kimura, too. "Right now, I'm not working with Kimura-san, but he is a good friend. He has been impressed at smaller games since they have many new ideas."

 

Siliconera will have more details about Project Happiness during E3.

The post Toybox Hopes To Make Original IP With Deadly Premonition Developer appeared first on Siliconera.

]]>
<![CDATA[

Siliconera Header Logo

image After working at Marvelous Entertainment and Grasshopper Manufacture, the father of Harvest Moon, Yasuhiro Wada started his own company in August 2011 called Toybox. Right now, the Tokyo-based developer only has two employees, Wada-san and Deadly Premonition producer Tomio Kanazawa. Toybox is starting off small, but they will be working with lots of talent they've come to known over the years, like Access Games.

 

"We coordinated a licensed deal with Marvelous AQL with another publisher for the EU and US. At Toybox, we're producing the enhanced version of Deadly Premonition for PS3 with additional scenario elements," Wada said in an interview with Siliconera. "Deadly Premonition has a very deep scenario and world that influence other people, that I hope gets people thinking about the environment and I hope it will have a positive impact in the real world."

 

"Tomio is a good friend of Swery and we are talking to them about original IP. We hope to work with them, but nothing has been planned yet," added Wada. "It won't be a sequel to Deadly Premonition, but it will be a new title."

 

Toybox's other title tentatively called Project Happiness will stick with the company's philosophy of "We are gaming for Love, Peace and Earth." Project Happiness is designed to be a feel good game, which Wada-san hopes will expand the player's view of the world. Natsume will release Project Happiness in North America and Rising Star will publish the title in Europe.

 

"Launching new IPs is difficult, when you're not developing for iOS or social games, retail is a hurdle. Toybox is going to try. Our philosophy is we're going to launch new IPs for consoles and handhelds, which might be linked to iOS, Android, and other devices to build a brand."

 

I asked Wada-san if he's going to work with Little King's Story creator Yoshiro Kimura, too. "Right now, I'm not working with Kimura-san, but he is a good friend. He has been impressed at smaller games since they have many new ideas."

 

Siliconera will have more details about Project Happiness during E3.

The post Toybox Hopes To Make Original IP With Deadly Premonition Developer appeared first on Siliconera.

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Natsume To Publish Harvest Moon Creator’s New Game 5x5e5t https://siliconera.sitesdebloques.org/natsume-to-publish-harvest-moon-creators-new-game/?utm_source=rss&utm_medium=rss&utm_campaign=natsume-to-publish-harvest-moon-creators-new-game https://siliconera.sitesdebloques.org/natsume-to-publish-harvest-moon-creators-new-game/#respond <![CDATA[Ishaan Sahdev]]> Thu, 31 May 2012 07:02:49 +0000 <![CDATA[Hometown Story]]> <![CDATA[Natsume]]> <![CDATA[Toybox]]> <![CDATA[USA]]> https://siliconera.sitesdebloques.org/?p=215885 <![CDATA[

Siliconera Header Logo

Harvest Moon creator, Yasuhiro Wada, now has a company of his own, named Toybox Inc. While Wada himself plays all sorts of games from Diablo to Skyrim, the kinds of games he likes to make are the ones that he feels can bring joy to people. Thus, Toybox’s goal is to create games “for love, peace and earth”.

 

If you know Wada’s habits as a game designer, you likely won’t be surprised by the name of his new game—Project Happiness. That isn’t the game’s final title, but it’s what publishers, Natsume and Rising Star, are using for the time being. Yes, Natsume will publish Toybox’s first major game, and the title will be at E3. Today, they shared over Twitter:

 

“Natsume Inc., alongside TOYBOX and Rising Star Games, is pleased to announce Project Happiness (official title pending). Developed by Yasuhiro Wada, the father of Harvest Moon, at his TOYBOX Studio in Japan, Project Happiness will warm the hearts of gamers. Wada-san and Natsume will host behind-closed doors meetings to reveal the first details of Project Happiness at E3 in just 6 days!”

 

When we spoke to Wada earlier in the year, he told us: “I feel the world needs games that emotionally move people and give them the strength to live another day, and games that you would have fun talking about with your friends and family.” You can read more of his thoughts in our last interview with him.

 

We’ll have further details on Project Happiness once Wada and Natsume have more to say about the game at E3.

The post Natsume To Publish Harvest Moon Creator’s New Game appeared first on Siliconera.

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Harvest Moon creator, Yasuhiro Wada, now has a company of his own, named Toybox Inc. While Wada himself plays all sorts of games from Diablo to Skyrim, the kinds of games he likes to make are the ones that he feels can bring joy to people. Thus, Toybox’s goal is to create games “for love, peace and earth”.

 

If you know Wada’s habits as a game designer, you likely won’t be surprised by the name of his new game—Project Happiness. That isn’t the game’s final title, but it’s what publishers, Natsume and Rising Star, are using for the time being. Yes, Natsume will publish Toybox’s first major game, and the title will be at E3. Today, they shared over Twitter:

 

“Natsume Inc., alongside TOYBOX and Rising Star Games, is pleased to announce Project Happiness (official title pending). Developed by Yasuhiro Wada, the father of Harvest Moon, at his TOYBOX Studio in Japan, Project Happiness will warm the hearts of gamers. Wada-san and Natsume will host behind-closed doors meetings to reveal the first details of Project Happiness at E3 in just 6 days!”

 

When we spoke to Wada earlier in the year, he told us: “I feel the world needs games that emotionally move people and give them the strength to live another day, and games that you would have fun talking about with your friends and family.” You can read more of his thoughts in our last interview with him.

 

We’ll have further details on Project Happiness once Wada and Natsume have more to say about the game at E3.

The post Natsume To Publish Harvest Moon Creator’s New Game appeared first on Siliconera.

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More Deadly Premonition Is On The Way 47i46 Harvest Moon Creator Involved https://siliconera.sitesdebloques.org/more-deadly-premonition-is-on-the-way-harvest-moon-creator-involved/?utm_source=rss&utm_medium=rss&utm_campaign=more-deadly-premonition-is-on-the-way-harvest-moon-creator-involved https://siliconera.sitesdebloques.org/more-deadly-premonition-is-on-the-way-harvest-moon-creator-involved/#respond <![CDATA[Ishaan Sahdev]]> Thu, 08 Mar 2012 20:48:23 +0000 <![CDATA[PlayStation 3]]> <![CDATA[Xbox 360]]> <![CDATA[Deadly Premonition]]> <![CDATA[Toybox]]> <![CDATA[USA]]> https://siliconera.sitesdebloques.org/?p=197909 <![CDATA[

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Update: Consider this story outdated. For a clearer idea of the facts, read this more recent report.

Slight correction: We said in an earlier version of this report that Marvelous AQL will be publishing the game in North America. This was an error. Marvelous AQL aren't the U.S. publisher.

 

We recently caught up with Harvest Moon creator, Yasuhiro Wada, who’s just set his new company, Toybox Inc., after having parted ways with Grasshopper Manufacture, where he was employed until late 2011. In our interview, Wada revealed two things:

 

1. Toybox are working on a portable game of some sort.

2. Wada hopes to be able to show off a game at E3.

 

Today, during his talk at the Game Developers Conference about the origins of Harvest Moon, Wada revealed a third surprise: an enhanced version of Deadly Premonition is coming to the PlayStation 3 with more content. Prior to ing Grasshopper, Wada worked at Marvelous Entertainment, where he was the executive producer on Deadly Premonition.

 

Wada says he hopes they'll be able to show the game at E3 this year. Additionally Wada also revealed that he and Deadly Premonition director, Hidetaka "Swery" Suehiro, are  working together on another game as well.

 

Food for thought:

Before he ed Grasshopper, Wada had spent the majority of his career at Marvelous Entertainment. News of his departure came as a surprise, so it's interesting that he's still working with them.

The post More Deadly Premonition Is On The Way, Harvest Moon Creator Involved appeared first on Siliconera.

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<![CDATA[

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Update: Consider this story outdated. For a clearer idea of the facts, read this more recent report. Slight correction: We said in an earlier version of this report that Marvelous AQL will be publishing the game in North America. This was an error. Marvelous AQL aren't the U.S. publisher.   We recently caught up with Harvest Moon creator, Yasuhiro Wada, who’s just set his new company, Toybox Inc., after having parted ways with Grasshopper Manufacture, where he was employed until late 2011. In our interview, Wada revealed two things:   1. Toybox are working on a portable game of some sort. 2. Wada hopes to be able to show off a game at E3.   Today, during his talk at the Game Developers Conference about the origins of Harvest Moon, Wada revealed a third surprise: an enhanced version of Deadly Premonition is coming to the PlayStation 3 with more content. Prior to ing Grasshopper, Wada worked at Marvelous Entertainment, where he was the executive producer on Deadly Premonition.   Wada says he hopes they'll be able to show the game at E3 this year. Additionally Wada also revealed that he and Deadly Premonition director, Hidetaka "Swery" Suehiro, are  working together on another game as well.   Food for thought: Before he ed Grasshopper, Wada had spent the majority of his career at Marvelous Entertainment. News of his departure came as a surprise, so it's interesting that he's still working with them.

The post More Deadly Premonition Is On The Way, Harvest Moon Creator Involved appeared first on Siliconera.

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