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    Street Fighter 6 M. Bison Update Adds Sound Options to Customize Challenges

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    Street Fighter 6 will introduce six sound options from the Street Fighter series in the Customize Challenges menu. By going to the Customize Challenges menu, Street Fighter 6 players can go to Sound, and you’ll see options for Street Fighter, Street Fighter II, Street Fighter Alpha 3, Ultra Street Fighter IV, and Street Fighter V. This update will be released on June 26, along with the highly-anticipated M. Bison.

    Street Fighter 6 Matchmaking Announcer Voices – Here Comes a New Challenger!

    street fighter 6 matchmaking announcer voices

    Check out the official post below from the Street Fighter X/Twitter account:

    Bison is part of the Season 2 DLC character pass, where Terry Bogard, Mai, and Elena will join him. Additionally, Capcom released a gameplay trailer that showcases Bison’s moveset. You can also check out his character guide on the Street Fighter YouTube channel.

    Street Fighter 6, launched globally on June 2, 2023, evolves the franchise with its proprietary RE ENGINE. The game offers three main modes: World Tour, Fighting Ground, and Battle Hub. World Tour mode allows for a single-player adventure in Metro City, while the Battle Hub offers a social space for player interaction and competition. Fighting Ground is where players can experience arcade mode, training mode, ranked matches, and more.

    Moreover, players can experience a new level of combat with options for Classic, Modern, and Dynamic controls, and a new Drive Gauge system.

    Additionally, SF6 features a diverse roster of 18 characters, including classics and new faces, each with updated designs and dynamic cinematic specials. Capcom plans to add more new characters to the game so stay tuned for more announcements.

    Our review praises the game for its excellent value at launch. The game impresses with solid mechanics, vibrant visuals, a memorable soundtrack, and rich content. The game is very accessible to newer fighting game players with a content-rich story mode and interactive online lobby.

    Lastly, Street Fighter 6 is available now on the PlayStation 4, PlayStation 5, PC via Steam, and Xbox Series X|S. 

    The Legend of Heroes: Trails through Daybreak II Leak Confirms English Release

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    A PlayStation Store leak confirms that NIS America will release The Legend of Heroes: Trails through Daybreak II, also known as The Legend of Heroes: Kuro no Kiseki II -CRIMSON SiN- in Japan, in the west. The game will be available on PlayStation 4 and PlayStation 5, and Nintendo Switch and PC versions are also expected.

    The announcement of The Legend of Heroes: Trails through Daybreak II is expected to be made at the The Legend of Heroes: Trails through Daybreak Anime Expo 2024 panel. This panel will feature a “big reveal” with Anime Expo guest of honor and Falcom president Toshihiro Kondo and voice actors from the game on stage. 

    Here’s an overview of the game’s story, via the official Steam page (published by Clouded Leopard Entertainment

    Prologue
    S.1209. After the threat of the mafia organization Armata was gone, the Republic of Calvard regained its former peace.
    But one day, in a corner of Edith City, a bizarre incident occurs in which a CID (Central Intelligence Department) special operations squad was found slaughtered.
    The Calvard Police and Bracer Guild begin investigating the matter. But sensing that a new time of chaos may come, underground factions also start making moves.
    Meanwhile, Spriggan Van Arkride also begins his investigation, kickstarted by a visit from an unexpected someone.
    Who is the culprit behind the massacre? Why did they do it? And what will happen to Agnes, who is searching for the Eighth Genesis, the last legacy of her great grandfather?
    The brutish roar of a crimson beast, and an encounter with a young boy and girl seeking “something” will lead them down a “Trail” that they cannot escape.

    NIS America will release The Legend of Heroes: Trails through Daybreak on July 5 for Nintendo Switch, PlayStation 4, PlayStation 5, and PC via Steam. The next entry in the series, The Legend of Heroes: Kai no Kiseki -Farewell, O Zemuria- launches this September in Japan. In the meantime, watch Final Weapon’s preview of Trails Through Daybreak and read up on our reviews of Falcom RPGs below. 

    Guilty Gear Strive: Dual Rulers Anime Expo 2024 Panel Now Accepting Questions

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    Guilty Gear Strive: Dual Rulers is now accepting fan questions so that the panelists at Anime Expo 2024 can answer them. Not only can you submit questions to the creators via the Google Docs form, but it will also have a survey you can fill out. The Dual Rulers panel at Anime Expo 2024 will start at 11:30 a.m. PT on July 4 in the Main Events Hall. Check out the Google Docs link below to submit your questions:

    Additionally, the teaser trailer for the anime will premiere on the same day as the panel. Stay tuned for the trailer reveal news here at Final Weapon.

    Guilty Gear Strive: Dual Rulers – Panelists Questions Now Available

    Also, the Guilty Gear Strive: Dual Rulers website showcases some of the staff members behind the adaptation. Daisuke Ishiwatari, the creator of the Guilty Gear franchise, is doing the character designs. Here are the rest of the staff members involved:

    • Director – Shigeru Morikawa
    • Series Composition – Norimitsu Kaiho
    • Associate Producer – Seiji Mizushima
    • Animation Production – SANZIGEN Inc.

    SANZIGEN Inc. is known for their work on anime such as Arslan SenkiBlack Rock Shooter, and Terra Formars. Additionally, the studio created the anime music video for Guilty Gear Strive‘s 1st anniversary. Check it out below:

    Guilty Gear Strive is one of the many modern fighting games developed by Arc System Works. Released as part of the long-running Guilty Gear series, the game features a roster of unique characters with distinct fighting styles and abilities, vibrant animation, and complex mechanics. Guilty Gear Strive introduces several new gameplay elements, including a revamped combat system emphasizing wall-breaking mechanics. The game also utilizes rollback netcode for a smoother online experience. Overall, it’s designed to be accessible to newcomers while retaining the depth that veteran players appreciate. For those looking forward to season 4 of GGST, you can expect the upcoming 3v3 mode to be added along with more new characters.

    Lastly, Guilty Gear Strive is available now for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam and Windows.

    Dragon Ball Sparking! ZERO New Character Trailer Premiering June 26

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    A new Dragon Ball Sparking Zero character trailer is coming on June 26. Check out the release times below:

    • 3:20 p.m. PST
    • 12:20 a.m. CEST
    • 5:20 p.m. CST

    At the moment, 70+ characters are confirmed for Sparking Zero. The game will be released soon, so Bandai plans for more reveals in the coming months.

    Dragon Ball Sparking Zero Character Trailer – Coming June 26

    Check out the premiere link below to keep track of when the trailer starts:

    Additionally, Final Weapon had the opportunity to try out these game modes in Dragon Ball Sparking ZERO at Summer Game Fest 2024 Play Days. Check out our exclusive gameplay footage below and subscribe to us on YouTube for more Dragon Ball Sparking ZERO videos!

    Pre-orders for Dragon Ball Sparking ZERO are available now for $69.99 with six character early unlocks for Gogeta, Gogeta (Super Saiyan), Gogeta (Super Saiyan God Super Saiyan), Broly (Dragon Ball Super), Broly (Dragon Ball Super, Super Saiyan), and Broly (Dragon Ball Super, Super Saiyan Full Power). A mystery playable character is also included. Product listings reveal that the game will receive 20+ playable characters from Dragon Ball Super: Super Hero and Dragon Ball Daima.

    Dragon Ball Sparking ZERO will release on October 11 worldwide for PlayStation 5, Xbox Series X|S, and PC via Steam. 

    Overview

    Taking the legendary gameplay of the Budokai Tenkaichi series and raising it to whole new levels Unleash the fighting spirit within you and take the fight to arenas that crumble and react to your power as the battle rages on.

    Shake the earth. Break the heavens. Make yours the destructive power of the strongest fighters ever to appear in Dragon Ball!

    • Breathtaking 3D Fights – Engage in heart-pounding, high-speed 3D battles that stay true to the anime and video game series, with breathtaking visuals and authentic combat moves like beam clashes, rush attacks, movements too quick for the eyes to see, and planet-razing ultimate attacks.
    • The Ground Will Shake – Step into an arena that reacts to your every action. As you transform or unleash your most devastating attacks, watch the environment respond with stunning realism. Leave a trail of destruction in your wake as you battle to your heart’s content.

    Visions of Mana Original Soundtrack Releasing in September

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    Square Enix announced the Visions of Mana original soundtrack will release on September 11, 2024 featuring 100 music tracks from the game. These tracks will be available in a 5-CD set for 4,730 yen (tax included), and fans can check pre-order availability at the game’s official website.

    Original Soundtrack Cover
    Original Soundtrack Cover

    Visions of Mana will release on August 29 for PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam. A Collector’s Edition will be sold exclusively in the Square Enix Store. This edition includes the game, an exclusive Ramcoh plush, an 80-page ART of MANA SPECIAL ISSUE art book, and the Visions of Mana Original Soundtrack Collector’s Edition Special Box 6-CD set.

    Lastly, here’s an overview of Visions of Mana, courtesy of Square Enix

    A new adventure begins in Visions of Mana – the first mainline title in the Mana series in over 15 years!

    Immerse yourself in the vibrant graphics of this beautiful world, where the powers of nature blend with the elemental aspects of mana to create a rich tapestry of life. Journey through enchanting locations with near-seamless transitions in a semi-open field that’s yours to discover. Brace yourself for fast-paced, multi-dimensional actions in battle to enrich your fighting experience. Use the magic of the Elementals to explore this vast world to your heart’s content!

    Story

    In Tianeea, the Fire Village, everyone is preparing to celebrate the coming of the Faerie and the naming of an “alm.” Every four years, alms from around the world are chosen to travel to the Tree of Mana and rejuvenate the flow of mana power. A soul guard is also chosen to ensure the alms’ safe pilgrimage. Val is one such guard.

    On the day of the Faerie’s arrival, Val brings his childhood friend to the festival. As the sun falls beneath the skyline, all the spectators wait with bated breath, hoping to be chosen as an alm. The Faerie finally descends before Val’s friend, appointing her the Alm of Fire.

    The villagers bid them both farewell, praying for their success as they embark on the adventure of a lifetime.

    Street Fighter 6 M. Bison Update Adds Cheering Icon to Emote Thumbnails

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    Street Fighter 6 will introduce a cheering icon to the thumbnails of emotes with M. Bison’s update. This addition allows any action to be used as a cheer while spectating matches, as long as it has a cheering icon on it. This update will be released on June 26 along with the highly-anticipated M. Bison.

    Street Fighter 6 Cheering Icon – A Quality of Life Improvement

    Check out the official post below from the Street Fighter X/Twitter account:

    Bison is part of the Season 2 DLC character pass, where Terry Bogard, Mai, and Elena will join him. Additionally, Capcom released a gameplay trailer that showcases Bison’s moveset. You can also check out his character guide on the Street Fighter YouTube channel.

    Street Fighter 6, launched globally on June 2, 2023, evolves the franchise with its proprietary RE ENGINE. The game offers three main modes: World Tour, Fighting Ground, and Battle Hub. World Tour mode allows for a single-player adventure in Metro City, while the Battle Hub offers a social space for player interaction and competition. Fighting Ground is where players can experience arcade mode, training mode, ranked matches, and more.

    Moreover, players can experience a new level of combat with options for Classic, Modern, and Dynamic controls, and a new Drive Gauge system.

    Additionally, SF6 features a diverse roster of 18 characters, including classics and new faces, each with updated designs and dynamic cinematic specials. Capcom plans to add more new characters to the game so stay tuned for more announcements.

    Our review praises the game for its excellent value at launch. The game impresses with solid mechanics, vibrant visuals, a memorable soundtrack, and rich content. The game is very accessible to newer fighting game players with a content-rich story mode and interactive online lobby.

    Lastly, Street Fighter 6 is available now on the PlayStation 4, PlayStation 5, PC via Steam, and Xbox Series X|S. 

    Asphalt 9: Legends Announces My Hero Academia Collaboration

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    Gameloft announced its high-octane racing game, Asphalt 9: Legends, will collaborate with the My Hero Academia anime series. The Asphalt 9: Legends and My Hero Academia collaboration begins on June 26 featuring new car vinyls based on Izuki Midoriya, Katsuki Bakugo, and Ochaco Uraraka. Players can expect limited-time events with new free rewards, too.

    Watch the new trailer below on YouTube: 

    In other related news, My Hero Academia: You’re Next, the fourth movie in the franchise, will premiere on August 2 in Japan. Kohei Horikoshi serves as character designer and chief supervisor for the film, which follows an original story. BONES will animate the movie, and TOHO will distribute it in Japanese theaters.

    The voice cast of the My Hero Academia anime series returns for the new film. Moreover, Mamoru Miyano and Meru Nukumi play the roles of original characters Giulio Gandini and Anna Scervino respectively.

    My Hero Academia Season 7 premiered on May 4 with English subs, and new episodes air every Saturday at 2:30 a.m. PT on Crunchyroll. TK performs the opening theme song “Tagatame,” and Omoinotake performs the My Hero Academia Season 7 ending theme song “Tsubomi.”

    Shueisha recently confirmed that the final chapter of the My Hero Academia manga will release in Weekly Shonen Jump on August 5. Five chapters are left in total before the series finally comes to an end.

     

    Lastly, Asphalt 9: Legends is available now for Android, iOS, Mac, PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S. 

    Phantasy Star Online 2: New Genesis Reveals Shangri-La Frontier Collab and New Updates

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    SEGA announced free-to-play online action RPG Phantasy Star Online 2: New Genesis will soon host collaborations with The Eminence in Shadow and Shangri-La Frontier anime franchises. Multiple new updates will be released throughout the month of July, starting with Ultra PSO2 Day on July 1 with infinite Bursts and +200% boosts for Rare Drop Rate and Drop Item Preset Skill Rate.

    Play in the Super Casino Campaign will be occurring during this time too. Players can get Casino Coin Passes each week as a gift just by logging in to a PSO2 Block. The amount of SG they can exchange for at the Prize Exchange Counter in the Casino area will also be significantly increased!

    On July 3, the Super Phantasy Festival celebrates the 12th anniversary of Phantasy Star Online 2: New Genesis. Central City and Region Mags will be adorned with special decorations, and Ceremo Rappies will appear all over Halpha. From July 3 to 31, campaigns will be held every week featuring gifts and increased rate boosts.

    Xiandy will be providing support as a navigator in a lovely summer dress. She will be investigating Lillipans during the event. Visit her Seasonal Points Exchange Shop to get a Hariette & Manon – 12th Anniversary Stamp, Augment Capsules for Duel Quests, N-EX-Cubes, 9-star Liuxtra weapons, and much more. Moreover, the game will be holding the 100 Million EXP! Rapid-fire Training Campaign for Beginners & Returning Players campaign on July 3.

    Phantasy Star Online 2: New Genesis – Line Strike, Limited-Time Quest, and Duel: Phase 5 

    Starting July 10, Phantasy Star Online 2: New Genesis players may enjoy the new community-based card battle game, Line Strike. Players can get started with Line Strike by talking to Victoria in Central City. Complete her Side Task to get an introduction to Line Strike and begin getting Card Scratch Vouchers by completing Line Strike-related Limited-time Tasks and Title Tasks.

    Line Strike includes the following battle modes, according to SEGA: 

    • NPC Battle – perfect for practicing and testing your skills
    • Ranked Battle – compete against players at a similar skill level
    • Unranked Battle – jump into a game without worrying about how it will impact your rating.
    • Free Battle – battle against an opponent of your choice, regardless of skill level.

    Players may view replays of their past Line Strike battles, watch other players’ battles, and customize their Line Strike battle screen. A new Line Strike Build Part now lets players play a Line Strike Free Battle in the Creative Space too. 

    The new Limited-time Quest: The Twin-Horned Raven From Beyond will also be available. In this challenging quest, ARKS must defeat the Ruinus boss enemy Ruine Gryphon. The quest takes place at a different location every day with different characters joining the fight. 

    Moreover, players may face off one-on-one against Venogia in Duel: Phase 5. Beating this duel will also complete an associated Title Task that awards Title Icons themed around fire and the story character Meri, alongside several other consumables.

    The Eminence in Shadow and Shangri-La Frontier Collabs

    The Eminence in Shadow collaboration will begin on July 17 in Phantasy Star Online 2: New Genesis. Players may login to get acrylic stand-style Build Parts of Shadow, Alpha, Beta, and Alexia as free login bonuses. In addition, the AC Scratch Ticket: The Eminence in Shadow Style will be available featuring avatar items and Voice Tickets based on Shadow, Alpha, Beta, and Alexia from the anime.

    In August 2024, Phantasy Star Online 2: New Genesis will collab with the Shangri-La Frontier anime series. Players can expect Sanraku, Psyger-0, Pencilgon, and Oikatzo avatar items, new weapon camos, and much more.

    More details will be revealed in the July 2024 NGS Headline. Catch up on the June edition of the broadcast below on YouTube:

    Lastly, Phantasy Star Online 2: New Genesis is available now for PlayStation 4, Xbox One, and PC via Epic Games Store, Windows, and Steam.

    Interview: Dong Zhou and Hongke Luo of Optillusion Games on While Waiting

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    Prior to Summer Game Fest 2024, Final Weapon had the opportunity to interview Dong Zhou and Hongke Luo of Optillusion Games about While Waiting, the studio’s upcoming release. Our interview dives into the ideas and inspiration behind the game, learnings from the studio’s award-winning title Moncage, and things the team looks forward to watching players experience. A special thanks to Dong Zhou, Hongke Luo, and Chris Cook for their time. Please enjoy this exclusive interview!

    Check out Optillusion Games on Twitter (X) and their official website.

     

    How did Optillusion Games come about? What was the process of forming this studio, and what is your mission as a team?

    Dong Zhou: At first, we didn’t even think about establishing a studio – we just wanted to finish our first game called Moncage while we were students at NYU. We didn’t finish at university, but we decided to carry on and finish it. It took a long time – almost four years. Once we finished Moncage, we didn’t want to stop there, so we proceeded to create a studio. We wanted to create more unique games like this, so that was our starting point.

    Based on that, we created some other projects that were more experiential before moving to more commercial games that could be considered indie but beloved by many players. This has led us to While Waiting, which is quite unique and still acts as a form of art for ourselves. 

    How did the idea of While Waiting come about? It’s such a unique idea that I’d never considered something that could be a game. What went into the thought process behind creating this?

    Dong Zhou: I think most of the inspiration came from our daily lives, like times when you go to work or are waiting for a bus. There are so many things you have to wait for. Sometimes, it can be boring, but as a Game Designer, I try to stay playful. I find myself daydreaming about what in our daily lives can be turned into a game, and I found this concept of waiting very interesting. So, we decided to make this a game. 

    We want the player to accept the moments of waiting in their daily lives. We all know waiting for something can be boring, but actually, you can find a lot of ways to kill time. This isn’t limited to browsing the web or using your phone; you can find all sorts of ways to spend time while waiting. So, we really want to convey this idea to players.

    One of the most interesting aspects of our game involves the fact that waiting is always the automated solution for our levels. This means that trying to do something will make you wait for a longer time, which is our core design. We want to challenge the player to avoid doing too many steps; otherwise, they might end up waiting for ten minutes without realizing it. It might only take one minute or two minutes if you do nothing and wait, but if you do something, the time flies, and we want to convey that to players.

    Bouncing back to Moncage, your team saw major success with that title. Moncage was the Apple App Store’s 2022 iPad Game of the Year. How did you use the lessons learned from that game to implement in the development of While Waiting?

    Dong Zhou: One of the first takeaways we had from Moncage was paying lots of attention to details. Details are extremely important in games, especially in games where you want to tell a story with visuals. In Moncage, we had no text at all, so we added a lot of details to create a narrative. Some of these are symbolism and some are callback items, and we have done something similar in While Waiting to make the narrative work.

    For example, Adam, the main character of the game, is seen across different stages of his life. We go through childhood, youth, and even old age. As Adam ages, the things he waits for change. You might wait for TV commercials to end in his childhood with his parents by his side. When Adam is a teen, he can be seen waiting for commercials, but this time, he is with his roommate. And in old age, Adam is still watching TV, but he’s holding an AC remote. We have a few sets of levels like this in While Waiting, and we want the player to wait in similar situations with different feelings. This helps convey our narrative as you can watch Adam grow throughout his entire life and wait for different things.

    When I saw the trailer for While Waiting, one of the things that stuck out to me was the art style and the different stylistic choices that helped it stand out. Specifically, I noticed a unique use of color – what was the process of choosing certain objects to be colored and how did your team determine this stylistic choice?

    Dong Zhou: We’ve tried different art styles in our first version, with everything being black and white, almost line art, with no colors. But it was pretty plain; I felt it made the waiting moments much more boring. Then, we tried our second version which colored everything, but we felt like something wasn’t right. It looked like a comic book, not like a game. Finally, we decided to find a balance in between and only color part of the stages. We tried to color everything that was interactable, but that made things less interesting for players. They’ll just go to something with color and wait for something to happen – we don’t want this to happen. We want the game to have a mysterious element and have players explore to find new ways to kill time. 

    You’ll find that not every colored item is interactable. Sometimes, maybe a door is white, but it’s still interactable. We want the player to feel surprised here. I think it’s a good thing to try and explore. We want the player to continue trying to find ways to kill time since that’s, of course, the main purpose of our game. 

    I love that even the art style and simple stylistic choices all revolve around the core message of the game. Since there are so many levels in the game, what is your favorite scenario in While Waiting

    Hongke Luo: I’m the Technical Designer for the game, and one level I was in charge of is my favorite – it’s waiting for your toilet. Our game is almost like a comic book where you can see different things on different screens. There is a spam upside down in this level that is tipped on a cabinet by the toilet. As you walk, it will get closer and closer to falling as the toilet shakes. When the Spam falls, there is a “Hallelujah!” music track that plays and it’s easily my favorite moment of the game. 

    One day I was working from home, and my girlfriend saw that level and thought it was really funny. We went to Costco sometime later, and she pointed to the Spam, which proved to me that this gameplay design was impressive to people who might not even play games. 

    Dong Zhou: This is our goal – we want the players to think about this game when they are waiting for similar situations in their lives. They might record that funny moment from While Waiting and laugh a little bit next time they are waiting for the bus or the toilet.

    It sounds like there is such a unique and wide variety of scenarios you’ll have to wait for; I can already see scenarios like the toilet being all over social media. With these scenarios, what was the team’s thought process for creating these different waiting scenarios? 

    Dong Zhou: At first, we created a list of different waiting moments in our day-to-day lives. We came up with about 200 or more. Everyone had so many waiting moments in their daily lives, but each one of them shared different things. A good example of this is one person said waiting for coffee and another said waiting for lunch. You’re both waiting in a line, so we took that as one scenario. After that, we thought about the story of this game. We want to tell the story of Adam’s entire life, from birth to death, so we want to put each of these waiting moments in these various stages. This was quite challenging as you have so many different waiting moments at different points in your life. It takes a lot of time to fit everything together, so there was a lot of rearranging and shuffling things around. We had to delete some levels, flip some around, and even add levels in some instances. 

    In our initial design, the game is 100 levels, but we deleted some of them and added some as well. We found that the game ended up being 105 levels. We tried really hard to get an even 100, but we’ve found that we cannot delete even one level to tell our complete narrative. In each level, figuring out the gameplay can be challenging. We always think about adding minigames in levels, as minigames can be a good option for the player to kill time. But it’s also very hard to find minigames that fit each level – we want these minigames to be relevant to their respective levels and have a purpose.

    We don’t want the player to feel that levels are repetitive in our game, so we tried to put different arcade minigames to keep things interesting. Some are puzzles, some are action, and some are just exploring and finding out how to interact with the environment. 

    We’ve briefly touched on the purpose behind this game, but what is the core message that you hope players take away from Adam’s life?

    Dong Zhou: We don’t want players to be anxious when they are waiting in their day-to-day lives. Life is just like that – if something is going to happen, it will happen eventually, so you don’t need to try too hard to push it. Also, we want everyone to stay playful and find their own games in their daily lives while waiting. It’s almost like you are learning the tricks to kill time in your life. Sometimes, you can also call it daydreaming, right?

    Finally, what was the biggest roadblock you’ve faced in development so far, and how did the team overcome the challenge?

    Hongke Luo: There are two hard restrictions in the game that we didn’t touch: doing nothing will always be the fastest thing to do. If you mess up, you will end up taking way more time. Sometimes, we’d come up with really good game design, but we found that it would break this rule, and we’d have to ditch it. This game is all about waiting, so this doing nothing is fastest idea is going to be a fun idea to watch with speedrunners.

    Our other restriction in the game was that there is no text. First, localization is really hard. If you put some text in the gameplay, you have to have all kinds of translations for that, and you have to adjust the text box. But later, we find that this can also give us a really unique style. If we were using text, we’d have to work on finding ways to visually convey the narrative. It actually makes the narrative much more meaningful and unique since the visuals are the only focus. 

    Also, with the numerous minigames we’ve included, many genres exist. One of the genres is a visual novel. We tried really hard to include visual novel gameplay into one of the levels of While Waiting, but we wanted to avoid using text. So, we created our own font that is essentially gibberish, and we did a lot of playtesting and tuning to determine that this wasn’t something players would find fun. Visual novels are meant to be read, and you can’t read any of this gibberish (laughs). 

    Dong Zhou: I’m still trying to find a place for this! I’m a huge fan of it so I hope we can find a place for it in our game. 

    Hongke Luo: So yeah, these are the two biggest constraints we have. I think putting these in place has made our lives much harder, but at the same time, if you get over it, I think our game will come out very unique. 

     

    Note: This interview was edited for clarity

    Ranma 1/2 Getting a New Anime Series

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    Legendary manga author Rumiko Takahashi announced the Ranma 1/2 anime series will return with a new anime adaptation. More information about the upcoming Ranma 1/2 anime series will be revealed on July 17 at 6:00 p.m. JST / 2:00 a.m. PST / 5:00 a.m. EST. 

    In the meantime, watch the new trailer below: 

     

    The first anime adaptation for Ranma 1/2 premiered in April 1989. In Japan, the anime ran until September 1992, which includes the Ranma 1/2: Nettō-hen series. The anime also received two movies, a theatrical anime release, and multiple OVAs. What’s more, the most recent Ranma 1/2 anime adaptation was Ranma 1/2: Nightmare! Incense of Spring Sleep special from September 2008.

    Takahashi’s Ranma 1/2 manga series was first serialized in Shogakukan’s Weekly Shonen Sunday magazine in August 1987. The manga ran until March 1996, and a total of 38 volumes were released. VIZ Media publishes the manga series in English in the west.

    Lastly, here’s an overview of the manga series from VIZ Media, via Crunchyroll

    Years ago, Genma promised his old friend Soun Tendo that Ranma would marry one of Soun’s three daughters and carry on the family’s martial arts school. Except that the girl picked to be Ranma’s bride doesn’t seem to like him, Ranma keeps getting into fights…and did we mention that whole changing into a girl thing?