HUAWEI P30 series: Get the Super Camera Phone from RM3,682!

Just moments ago, HUAWEI P30 series was announced by Richard Yu, the CEO of HUAWEI in Paris. The P series was already the leading flagship in cameras but now they have gone to even new heights. As for both P30 and P30 PRO, these 2 latest flagship will be the leading innovation for better connected life. To better connect life is in the aspect of photography, A.I, computing, connectivity, battery & charging, and interaction. For instance, the Kirin 980 and high AI on the phone allows Track AI to help improve screening process which gives people a step closer to a world without vision impairment.

Exquisite Design
The new P30 series comes with a symmetric ultra small notch design for users to experience maximum view.

As for the display, P30 has a 6.1″ FHD+ (2340 x 1080) OLED with high contrast ratio and low power consumption.
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For P30 Pro, it has a 6.47″ FHD+ (2340 x 1080) curved OLED with high contrast ratio and low power consumption.Both display allows user to view video or pictures vividly. Besides that, the bezels are ultra narrow making it a really compact phone to hold and even to keep. Furthermore, the new phone is design earpiece-less which means there’s no holes (receiver) on it. The design incorporates HUAWEI Acoustic Display technology to emit sound through the display using magnetic levitation.

Even though it looks much more smaller and lighter, it still has a really big battery capacity of 3650mAh for P30 and a 4200mAh for P30 Pro. Next, both P30 and P30 Pro uses the new generation in-screen Fingerprint that speeds up the unlock speed by 30%. For the overall design, it has a gorgeous flowing design with exquisite cuts that allows comfort in holding.
Colors

HUAWEI P30 series are inspired by the nature around us and the color for the phone tells. There will be 5 unique colors that HUAWEI will offer on both phones. There’s the Breathing Crystal (inspired by salt lake and the sky), Amber Sunrise (inspired by the sunrise by the lake), Pearl White, Classical Black and lastly the Aurora.
Rule-breaking Photography

To rewrite the Rules of Photography, HUAWEI has bring professional camera capabilities to the P30 series.

The P30 is equipped with the SuperSensing 40MP Leica Triple Camera with a 40MP Wide Angle Lens (27mm) f1.8 + 16MP Ultra Wide Angle Lens (17mm) f2.2 + 8MP 3X Telephoto Lens (80mm) f2.4 ;

As for the P30 Pro, it is equipped with the Revolutionary SuperSensing 40MP Leica Quad Camera that consist of ToF Depth Sensing Camera + 8MP 5X Telephoto Lens (125mm) f3.4 + 40MP Wide Angle Lens (27mm) f1.6+ 20MP Ultra Wide Angle Lens (16mm) f2.2. In short, these two models can take photography levels that can even rival DSLR cameras.

Besides that, both P30 series also uses the RYYB sensor which is the first in the world. RYYB as in (Red Yellow Yellow Blue) is a sensor that allows more light intake compared to RGGB (Red Green Green Blue). More light intakes mean more exposure and this allows user to take pictures even in low lighting settings. Aside from that, there’s also the AI HDR+ that allows user to take portraits against backlight which is pretty neat because backlight is every cameraman’s enemy. In addition, there’s no need for a tripod with the HUAWEI P30 series because it has HUAWEI AIS. A mode that allows great stability when taking photos handheld. The best of all is the Extraordinary Telephoto Photography that allows P30 to digitizal zoom 30X and even capture crisp details. As for P30 Pro, it’s even great because it has Periscope Lens Design with OIS that allows digital zoom 50X!
1x Zoom
5x Zoom
10x Zoom

50x Zoom
Ultimate Performance
Performance wise, the P30 series are not lacking as well because it has the Kirn 980 processor along the operating system of EMUI 9.1. For battery, users will not have to worry because it has a whooping capacity of 3650 mAh for P30 and 4200 mAh for P30 Pro. I could definitely say this is very much suitable for gamers! A powerful processor, latest system and huge battery that will last for long sessions of gaming.
Are you all excited for the HUAWEI P30 series? Both of the models is now currently up for grabs in Paris. Locals looking to purchase the phone will have to wait for more updates. For more information you can head to the HUAWEI website.
HUAWEI P30

6GB RAM + 128GB ROM is priced at 799 Euro ( approximately RM 3,682)

HUAWEI P30 Pro

8GB RAM + 128GB ROM is priced at 999 Euro (approximately RM4,604)
8GB RAM + 256GB ROM is priced at 1,099 Euro (approximately RM5,065)
8GB RAM + 512GB ROM is priced at  1,249 Euro (approximately RM5,757)

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Tags: HuaweiHUAWEI P30HUAWEI P30 ProMalaysiaParis


Guild Wars 2: End of Dragons Review – A Jade-Inlaid World

There’s something strangely nostalgic about Guild Wars 2 for me. I’ve never played the first games and its expansions, yet somehow, there’s a sense of ‘home’, as it were. End of Dragons is the MMORPG’s third expansion, complemented by a number of “Living Story” seasons that could very well count as expansions themselves.

It’s a return to the game for me as a at-launch player, after missing out since Heart of Thorns because my PC could no longer properly run the game. I picked it back up months before this, before putting it down again when things got busy. That’s part of the joy of this game as a pay to play, that I need not worry about “wasting” my subscription fee. I’m very sorry to the critically acclaimed MMORPG, for I am interested, but the barrier of entry is too high.

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Anyway, that’s a bunch of preamble as my Commander dusts off his boots and gets back on the whole Saving The World thing. There may be late arrival spoilers, while End of Dragons spoilers will be kept to a minimum.
WHAT IS END OF DRAGONS?
Also referred to as EOD, this is the third expansion to the soon to be decade-old (!) MMORPG Guild Wars 2, which takes us to Cantha. It’s the Asian-inspired region of the world of Tyria, one that’s been closed off to the “mainland” for… quite some time, shall we say. New fun tools are introduced, as well as one new specialization for each base class, besides the new story and areas that have opened up. That’s about the gist of it.
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SIGHTS TO BEHOLD, PEOPLE TO MEET
Cantha is absolutely gorgeous. I’m willingly sacrificing my paltry 60-80FPS just so that I can get better looking views, and it’s totally worth it! From the “expected” Asian style of Seitung Province, to the more metropolitan New Kaineng and gothic architecture in Echovald Wilds, the region looks as diverse as its real world inspiration. There’s just so much to see atop your Skyscale if you’ve got one, and you’d certainly do well to obtain one.

Much ado has been made about the various jade tech brought about by Joon. As a newly minted Mechanist main, I will certainly exalt (aha) both their design and their utility. They’re still pretty “smooth” looking, for lack of a better word, but different from the Asuran geometrics. I wouldn’t want to dwell too much on gushing about the aesthetics – and the music! – so I can avoid making my embarrassingly limited vocabulary on describing beauty too obvious.
At a Hero Point in New Kaineng City, and the Echovald Wilds below.

The general style has hardly changed from the content updates post the base game. I really love that the story telling is more diegetic now, over the plain backgrounds and character models speaking at each other. The branching stories of the base game have also been pretty non-existent, but considering the number of permutations to keep track of and the hanging threads dutifully noted on the game’s tropes page, I can trade that for a consistent story.

Boy, and what a story it is. After a long break, I don’t remember everything, yet the strength of the writing is as such I can recall enough that I’m barely confused in the narrative as I pick it back up to pursue this latest threat. I experienced numerous occasions of goosebumps as the stellar voice work and direction really give the scenes their much needed weight. Again, I’ve never played the original games so all the backstory is completely new to me, yet there’s just something about it. I’ll be the first to say the story is hardly the Most Groundbreaking Ever. It’s how you tell it, and in this respect, End of Dragons blew me out of the Jade Sea.

I absolutely love Detective Rama. Someday, I’ll have that hat for myself, though I think it would look absolutely dopey on my Charr. I will say there’s one point I was dissatisfied with, but it makes sense in the narrative, so I won’t quibble too much. Other than that, I wonder what it says about me that I feel compelled to point out “I understood that reference” when I scroll over the achievement names.
You’re finally awake.
MAKING TRAILS
End of Dragons packs quite a number of fun things. First of is, of course, the region itself. Exploration alone hasn’t changed, but now you have Raptor Taxis to shuttle you around on a new map and get you near waypoints, where it’s available. There’s the jade tech zip lines to, well, zip you across to the other side. For veterans, this is probably less needed especially when you have the Skyscale to traverse across literally everything, but it’s quite helpful if you’re diving in right away to the expansion. There’s a variety of jade tech lying around for buffs, turrets or teleporting. They’re not just game mechanics, they are meant to be widely used around in-story after all, with associated masteries to help you utilize them better. I’m rushing the jade tech myself to unlock its open world utilities – personal waypoint, anyone?

You also can pick up fishing, and have a little skiff (boat) of your own to anchor by various marked fishing spots. As with the jade tech, these too have their associated masteries. I honestly find the skiff quite fiddly as the tutorial one simply refused to anchor for me for whatever reason. The fishing minigame has you pack bait and such as I try to fight to chase after the bar to get the slippery things. I’ll be returning to these eventually, just not now. There’s also the new siege turtle mount that I’ve yet to unlock. Just know that you and a buddy can go stomping around on one of these bad boys equipped with cannons and jets. How is that not totally rad?
The struggle in the system messages ft. fishing.

Last but not least is the specializations. Only my main has enough Hero Points to fully unlock his, namely, the Mechanist. I’ve always loved minion-based classes, but the engineer’s turrets haven’t always been the best, and the Scrapper’s Gyros weren’t quite my style. I have had tons of fun with the Holosmith, but now? I can slap on five signets and call it a day while I bash things with my jade fist mace and gleefully hear my Charr shout “Rocket Punch!” as we punch some fools together. I do have a Druid and a minion master Reaper for the overworld. However, the Engineer has always been my first love, and this just feels like vindication.

UNTIL WE MEET AGAIN
Now that I’ve completed the story and finished recovering from feeling empty after the credits have scrolled, I’ll be working on my third generation legendary weapon next. Champion and scion will be taking a little break to do the mundane. Here’s to the friends we’ve lost, and new allies gained. There’s so much more left for me to do. It’s still the early days of the expansion and the team’s been pushing out so many hotfixes. I’m just glad there wasn’t a queue, honestly.
The player character has a multitude of names and titles, but only one will ever be “mine”. What is it that they say?
“This is my story.”

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Tags: ArenaNetGuild WarsGuild Wars 2


Introducing Veldora – The One Punch Man of Slime ISEKAI Memories

It’s no joke that [Seal Releaser] Veldora Tempest is the “One Punch Man” of Slime ISEKAI Memories (just look at his ultimate skill above). Instead of his own Hadouken or Kamehameha, Veldora comes with his own version of Serious Series: Serious Punch.

In all seriousness, we’ll be looking at the [Soul Releaser] Veldora Tempest to see if he’s worth pulling in Slime ISEKAI Memories. If you aren’t aware, the Veldora banner in the game is currently ongoing until the end of the month on November 30, 5:59 am UTC.

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Veldora is a dark-element, physical damage dealer in the game who currently holds the highest max ATK stat in the game (just 2 ATK higher than Gazel and Wind Milim). Unfortunately, despite how his ultimate looks in Slime ISEKAI Memories, Veldora’s Secret Skill is multi-target and not single-target, which doesn’t give him the OHKO potential of One Punch Man.
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However, Veldora is easily one of the best characters in the game, right up there together with [Dragon Majin] Milim Nava. Just like Milim, Veldora can increase Soul of Combos aka ultimate damage by 50%! While it’s not as good as Milim’s 60%, it’s still an incredibly powerful skill. Theoretically, you can stack both of them in one turn if you have more than 100 Skill Points (achievable through Protection Skills), but it’s probably a bit too unreliable to pull off in a reasonable amount of turns in battle.
As such, we recommend pulling for [Seal Releaser] Veldora Tempest IF you don’t have [Dragon Majin] Milim Nava. If you already have Wind Milim, we recommend waiting for the next few characters who are coming this month.
Follow the game on Facebook to stay updated. For more Slime ISEKAI Memories guides, you can check out our:

Battle Character Tier List
Auto Battle Tier List
Beginner Guide
Reroll Guide

 Download

SLIME - ISEKAI MemoriesPublisher: Bandai Namco EntertainmentDeveloper: Wright Flyer StudiosRelease Date: 2021-10-28Android, iOS
Enter the world of That Time I Got Reincarnated as a Slime in a new 3D battle RPG!
You won't want to miss this riveting, new adventure that brings together your favorite series characters—Rimuru, Great Sage, Gobta, Shion, Shuna, Benimaru, Gabiru, and more—and introduces brand new ones!

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Tags: Bandai Namco EntertainmentTensuraThat Time I Got Reincarnated as a SlimeThat Time I Got Reincarnated as a Slime: Isekai MemoriesWFS


Acer Chromebook Spin 514 Announced

Be ready to work wherever you are with the newly announced Acer Chromebook Spin 514, featuring the newest AMD Ryzen Mobile Processor.

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The device hasn’t received an Asian market release date, although it will be available for the North American market as early as February for USD 479.99.
The main draw of the Acer Chromebook Spin 514 is its use of the AMD Ryzen Mobile 3000 C-Series Mobile Processor.
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The Chromebook Spin 514 also includes AMD Radeon™ Graphics for enhanced gameplay, streaming and content creation. Models with AMD Ryzen 7 3700C or Ryzen 5 3500C quad-core processors will come with powerful AMD Radeon™ Vega Mobile Graphics built in.

The power-efficient AMD processor technology contributes to the Chromebook Spin 514’s thin- and-light design that delivers up to 10 hours of battery life and can be easily taken anywhere, just 1.55 kg (3.42 lbs) light and a mere 17.35 mm thin (0.68 inches). In addition, the Chromebook Spin 514 comes with up to 16 GB DDR4 DRAM and up to 256 GB storage.
The new Acer Chromebook has a metal chassis, along with 360-degree hinges making it definitely a device that’s going to turn some heads. It’s also got a 14-inch Gorilla Glass Display, with a highly responsive touch screen to make sure you get maximum use of your apps.
In addition, the Acer Chromebook Enterprise Spin 514 comes with the Chrome Enterprise Upgrade, meaning you’ll be able to do your work with the assistance of the full force of Chrome OS’s business suite.

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Tags: AcerAcer Chromebook Spin 514


Interview: Katsuhiro Harada Talks About Bringing The Heat System In Tekken 8

We attended a preview for Tekken 8 that was held down in Singapore and hosted by none other than the head of the Tekken Zaibatsu himself Katsuhiro Harada. After duking it out in the latest King of Iron Fist Tournament, we caught up with Harada for an interview about the new mechanics present in Tekken 8, all translated by the game’s Producer Michael Murray.

Tekken 8 Director, Katsuhiro Harada
Harada has been involved in the Tekken franchise since the very first game where he worked as the voice actor for Marshall Law, Yoshimitsu, and Kunimitsu. He would sit in the director’s chair starting with Tekken 3 and act in the role for every numbered game in the series (except Tekken 6 where he was Executive Producer) all the way up to the upcoming Tekken 8.

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For this interview, Harada focused on explaining two new systems in Tekken 8: the Heat System, that once unlocked enhances a character’s best skills, and Special Style, an alternate control system that is more accessible to new players.
Balancing The Heat System
Image credit: Bandai Namco Entertainment
One of the most important parts of any fighting game is balancing the roster. This becomes even more intricate with Tekken 8’s introduction of ‘Heat Mode’ giving each character a different attack buff. We started by asking Harada how the team balanced out the characters in heat mode. He started by telling us the nuances of balancing fighters in general, pointing out there is far more to it than player impressions.
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“Balance is very subjective even regardless of the Heat state, even if we’re talking about characters in the game, something that all fighting game people talk about. You know in Tekken 7, people would say “this character is super strong because we won with him somewhere” or whatever. So it’s very easy for some people to say “oh this is too strong or too weak” from their impressions”.
“We can’t balance the game based on impressions, so it’s more about we take a lot of details about the game, more empirical data like the win/loss rates that we can take from the game for characters across the board in regards to special moves and all kinds of attributes of characters. That’s just the basis of discussion where there’s an image and actual data, and you have to distinguish between the two”.
Balancing For Different Experiences
Image credit: Bandai Namco Entertainment
He went on the say that balancing the Heat states, in particular, was more or less the same as balancing other aspects of the roster, as well as further reiterating that just because esports players find a character strong in their experience won’t mean they’re top tier amongst all kinds of players.
“You can’t just take one instance of a particular person being really strong with the character and apply that to everything. You can’t take all the pro players who are in esports and balance the game based only on their experience because the intermediate or beginner players will have a totally different experience. So you have to take lots of things into account”.
He further says that they’ve “taken a lot of data from the balancing team to do what we’ve done so far and obviously, we’ll have to look at the game once it’s released across the many players and look at their experiences, and maybe refine it after launch as well”.
He ended his answer by saying that they’ll also be using EVO Japan as a chance to perform a number of tests based on feedback from a variety of different players and will be making adjustments as necessary.
Unique Heat Mechanics
Image credit: Bandai Namco Entertainment
The Heat system emphasizes certain moves from each of the characters such as Jun’s regen system or Jin’s Electric Wind God Fist. Knowing this. According to Harada, all the characters will have unique Heat mechanics, specific to their moveset.
“The Heat System is more about the individual characters and how to make them the most entertaining to play. For example, you look at your average player, not esports or anything, just the average person who likes Tekken, they have a favorite character right? It’s more about focusing on that one experience of your favorite character. We’re making it so that the characteristics of that fighter really stand out and are enhanced to make for a much more pleasurable experience”.
Combo Into Heat Engages
Image credit: Bandai Namco Entertainment
While in the Heat State, characters can use all-powerful Heat Engage attacks but you can’t actually combo into them. We assumed that this was done so that veteran players couldn’t use it to overpower newcomers but Harada says it was to make sure that can they didn’t “break the game”.
“It wasn’t done just to prevent people from overpowering beginners because there are so many ways to dispose of beginner players with certain techniques. It’s not so much that, it’s more like [with] the Heat system you can do many things, you can do the Heat Smash or you can cancel it into other moves, so it’s in one way taking off limits that were there in the gameplay originally”.
“If you take off all of the limits, then there are certain areas where it’ll break the game. For example, we can’t just think of “out in the open, not in the air, back and forth, neutral”. But you also have to think about whether [if they’re] in the air or maybe they’re by the wall and in the air. There are all these different situations that maybe make the game really fun in this instance but it makes it not fun at all in another instance”.
He explained that they needed to take into consideration how to regulate the different mechanics in order to improve the overall experience.
Could matches be one-sided with The Heat System?
Image credit: Bandai Namco Entertainment
Another factor of the Heat System is that it can be kept for a long time over the course of a match. The concern here is that the fights could be too one-sided with the first person to access their heating getting a clear advantage.
Harada however says that this will not be the case. Firstly he notes that if you play against someone around the same skill level as you or higher, you’ll get more of a feel more it and realize The Heat State can decrease pretty quickly as you burn through it when using certain techniques.
“If you’re in a match, and you activate it, in some instances your opponent is attacking you and you have no opening to use your moves. Then you may notice it’s already gone because you’re just blocking the whole time. If you’re in a normal match, it’s quite hard to maintain that gauge or to keep it from decreasing that rapidly. It’s going to take a lot of knowledge, skill, and practice. Kind of like you could say in a fighting game “well if you don’t get hit, if you block all your opponent’s attacks you could win the match” Yeah, it’s easy to say that, but can you actually do it”?
From this, we can gather there will still be ways to fight back against an opponent in the Heat State. It might seem like the system will be overpowered but both you and your opponent will be trying different moves, strategies, and mechanics that should even the playing field.
Making Tekken 8 Accessible With Special Style
Image credit: Bandai Namco Entertainment
Another new feature of Tekken 8 is the new Special Style control mode. This is a new mode meant for newcomers that allows special moves to be executed more easily. We asked Harada to tell us more about Special Style and how it would Tekken 8 more accessible to new players. He first said that it’s not just for new players but also for “intermediate or advanced players as well” as it can help them to play with characters they might not be familiar with.
“For example, I play Heihachi but I also used to play Marduk. If I tried using Marduk after a while, I might not be as good anymore since I haven’t gone into his new move list or studied him. This [special style] kind of cuts out the work that’s necessary to try other characters because you don’t have to do all that prep, they’re already set to that palette and you can try out different things. You can learn different combos and get a feel for that character that you otherwise couldn’t”.
The director went on the say the point of Special Style was to lower the “first step” in learning characters, allowing new players to easily execute moves so they can learn how to time and strategize with them.
“When you start off first, you need to learn the techniques to perform your moves. This [Special Style] takes away that first step and allows you to jump into matches and [go] “how do I actually use this move against someone”. Even then, that just kind of lowers that first step, you’re still going to get to that point where in order to win, you’ll need to add some more techniques or strategies so you still have to learn the game”.
Will Special Style become a crutch?
Image credit: Bandai Namco Entertainment
These more simplified controls in fighting games have been attempted before with titles like Blazblue and Marvel vs Capcom 3 to mixed results. The main issue is that those that use them often aren’t able to learn the traditional controls for the game, making the system a crutch. Harada does acknowledge that this is a potential issue but believes that Special Style will encourage new players to learn more about the game and its mechanics.
“It might be true to some extent where you’ll be strong at first because all the good moves are selected, but it’s also kind of inevitable that once you see different tournaments or different people play, you’re going to get bored doing the same thing over and over. You’re going to want to add just one more move or one more different combination or variation which will then prompt you to the more traditional moveset and learn a little bit more”.
“There’s an image of a staircase of how you progress with the game and that first step is just so huge. With a shooter, they also have things that help beginners, like aim assist, which helps you a lot. With fighting games because of the controls, each character’s move sets are so drastically different, and compared to other games that one step is huge. So we’re trying to make it easier for people to overcome that first step with this control scheme”.
The challenge of making fighting games more accessible to casual players has always been a major fight in itself. It’ll be interesting to see if Special Style cracks the code and hopefully brings even more players into Tekken tournaments.
Customizing Special Style
Image credit: Bandai Namco Entertainment
We further asked if Special Style could be more customizable in the future such as choosing the specific strings of movies or combos. Harada however said they didn’t have plans for it currently. This is because it would be too difficult to balance across all modes.
“Although it’s an interesting idea in theory, there are several problems in doing that. Currently, we want Special Style to be used in a variety of different modes. If you’re able to program what moves are in the palette, then it’s pretty much the same as certain controllers where you can program an easy Dragon Fist button or whatever, it’s kind of like that right? Those [controllers] are all banned in esports tournaments for a reason”.
Basically, if you can bring up your most powerful special moves with the hit of a button, it could give too much of an unfair advantage. This means that Special Style movesets have to be fixed.
Tekken 8 Round Times
Image credit: Bandai Namco Entertainment
The highest level of gameplay in a fighting game round tends to take up a lot of time, sometimes leaving 10 to 20 seconds left before a round is done. Considering the design of the Heart System as fast, hard-hitting and aggressive, we asked Harada what the ideal round time would be for the game. He gave us a pretty interesting crash course of how round times have changed in fighting games as a whole:
“When you’re talking about the round/match time, there are many things you have to think of as background information. The first is that fighting games were born in the arcades, so it started as a business model because you think with one coin in Japan, that’s a hundred yen which is like one US dollar. How long do you let a person play for that amount, that’s how it started. Now, fighting games have evolved around that 3 to 5-minute time cycle. It’s not like in the past when Tekken had that arcade time duration, we’re starting off on consoles, so we’re not stuck with that model”.
“We’ve balanced the rounds still balanced around what makes them feel exciting, so we’re not going to change it that much from past installments. As far as being timed out, it really depends on the play styles and the characters chosen. There are some players that might just be really good at evasion and they can run out the clock, but you just have to look at overall how the match plays out if it’s too long or too short. Does it feel like you have to attack your opponent and as a result does it feel exhilarating? Those things are more important”.
Defensive Mechanics in Tekken 8
Image credit: Bandai Namco Entertainment
If you haven’t noticed from all the Heat talk, Tekken 8 has a rather aggressive philosophy to its fighting mechanics. This makes does make you wonder, will the games’ defensive mechanics get any tune-ups to counter all that aggression?
Well, Harada believes that they don’t have to make the defense options stronger since they are already quite strong, to begin with. He points out that fighting games are some of the only titles that allow you to block and find victory in being defensive.
“You really need to think about how fighting games are unique to other genres. For example, for shooters, you can’t guard yourself against bullets, right? I mean, in general. Fighting games are one of the only genres that let you actually block and not take damage. So if you’re successful in defending, you can win the game by doing nothing but blocking, which you can’t do in other games”.
“It can be said that for fighting games, the defense has always been very strong. Some games and some instances [the defenses] are too strong because the timer runs out or whatever. Which, I don’t know if that’s fun for the people playing, but is it fun for the people watching? Maybe not. More than making the offense oppressively strong, it’s more about taking a genre that allows times that maybe the defense was a bit strong and kind of dialing it back a bit. Because the offensive options are a little bit more than there were before”.
The Heat Is Rising

We thank Harada and the team at Bandai Namco for inviting us to this preview and interview for Tekken 8. The faster and more aggressive style is big a change for the series, almost taking on the flashiness of anime fighters like Guilty Gear or Dragon Ball FighterZ, it certainly has the particle effects for it.
Despite this, however, it’s also admirable to see clear attempts not to leave newcomers in the dust with concepts like Special Style. While easier control schemes have been done before in fighting games, the best kind will encourage players to learn more about the game and not just pigeonhole them into doing the same two combos over and over again.
Will we see a whole new generation of fighters emerge thanks to Tekken 8’s heat and special style? I suppose nothing is impossible in the King of Iron Fist Tournament.
Go to top
Tekken 8 will be launching on PS5, Xbox Series X|S, and PC via Steam
This interview was edited for clarity.

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Tags: BANDAI NAMCO Entertainment AsiaTekkenTEKKEN 8


Dual Blader pre-registrations surpass 500,000 mark

South Korea-based developer Superbox has just announced that pre-registrations for Dual Blader, its upcoming idle RPG for Android and iOS, have surpassed the 500,000 mark.

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A description of the game as follows via the Dual Blader store page:
Dual blade has chosen you as a grand master.
Begin your journey as a dual blade master from High Garden to Lava Cliff, whipping the evil creatures for the justice.
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[GAME FEATURES]
IDLE System:
Gain in-game resources while you are away from the phone or, off the game. Gold and Exp will be earned automatically! Increase ability without all the grinding
Unique Strategy:
More than 100+ Weapons with different powers and skills are available. Tame your swords for its full potential. Collect all blades for owning bonus.
Contents:
Challenge infinity dungeon and boss hunting tower Various dungeon contents will be out in each season.
Visual Graphic:
Colorful arcade/cartoon style dotted graphic with full action rpg. Enjoy fully optimized skill effect and sword fight actions.
Worldwide Ranking:
Reveal your highest score of stages break-through, dungeon play, and infinity tower.! and brag your ranking. Climb the Leader board for your honor or for the weekly prizes!
This game is acceptable for purchasing the items partially. When purchasing the items, the additional costs could be occurred and limited Consumer Right of Defense according to the item types.
To thank fans for signing up ahead of time, the developer is giving out a special costume to all users.

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Tags: AndroidDual BladeriOSRPGSuperbox


Comic Fiesta 2023 Dates Announced

Comic Fiesta has announced the dates for the 2023 edition of the popular anime convention in Malaysia.

Image Credit: Comic Fiesta
According to an announcement on Facebook, Comic Fiesta 2023 will be held from December 23rd to December 24th at Kuala Lumpur Convention Centre, celebrating 20 years of Comic Fiesta.

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Kuala Lumpur Convention Centre is the venue best associated with Comic Fiesta, with many associating images of cosplayers in the KLCC park with the event.
Ticketing information has not been announced, but you can stay tuned to their social media channels for more information.
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The event is arguably one of the largest of its kind in Malaysia, featuring performances, vendors as well as a bustling artists alley.
Last year’s event even featured a Genshin Impact teleporter for fans to take photo with
Last year’s event featured a number of highlights for fans, including a Hololive Meet event, which included panels with Takanashi Kiara and Amelia Watson from Hololive English, as well as Kobo Kanaeru from Hololive Indonesia.
No guest line-ups have been announced as of yet, however, though fans can stay tuned to their social media channels as the event approaches.
Fans eager for more convention action can also look forward to Anime Fest, also organized by Comic Fiesta, held at IOI City Mall from June 24th to 25th.

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Tags: Comic FiestaComic Fiesta 2023


Fantasy War Tactics R Now Live!

Fantasy War Tactics is a game published by Nexon. The game was first released back in 2015. Recently Nexon announced their new update for the game that will rename it to Fantasy War Tactics R(eborn) as we covered in our previous article. The mobile strategy RPG has has over 6,000,000 downloads in 153 countries for both iOS and Android devices. With this new update, new and returning players are welcomed.

Nexon has revamped the game with new heroes, new equipment, new stories and scenarios and reworked the UI, systems and many more. There will be daily events which will provide players with rewards and Hero Awakening Tickets. Just as the game was renamed, this update is a rebirth of the title providing us with many new features and contents.

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Check out what new stuff they have added in:
· New in-game content: Play as the incredibly powerful Dragon Thanatos, Escort Ildo, Painter Taehwa, Vermilion Bird Hongyeom; unlock each character’s exclusive set equipment; enjoy new game scenarios; and explore the Sia Continent;
· Variety of new limited time events: Players can enjoy a ton of new game events, including the Scenario Event, where player take on the role of Lord and attempt to conquer the world, while recruiting a number of heroes to the cause, and the Hero Growth Event among a number of other limited time events;
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· On-time Reward: Players who log-in by April 23 will receive an exclusive costume for Hero Deborah;
· Daily Check-in Bonus: Players who log-in to the game daily will receive a Set Equipment Ticket, a Hero Rebirth Ticket and a Hero Awakening Ticket as well as other updates and gifts. Players can awaken their hero, equip Runes and level up to 70.
· Improved UI and UX: Play with ease with new updates to make the gameplay more convenient and entertaining.

The game is available for download now. In conjunction with their “rebirth”, they are having an event on their Facebook fan page now! So go on and support them which will also reap you players more in game rewards and Crystals!
Source: mmoculture

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Tags: AndroidFantasy War TacticsFantasy War Tactics RiOSMobileNexon


Deus Ex GO hits iOS and on Android [Update]

Update: The Android version is up now! You can buy it for RM 20.99. Download link is at the end of this article.

The GO series by Square Enix Montreal has been far from superb, and after the long wait, fans can finally experience the series’ new title, Deus Ex GO.

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The game is remains a turn-based puzzle infiltration game in the Deus Ex Universe, similar to Lara Croft GO and Hitman GO.

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The game is about unraveling the conspiracy behind a terrorist plot, and the player has to use brains and brawn to fight their way through while solving challenging puzzles.
The game has more than 50 story levels, a new puzzle every weekday, and new enemies to battle. It’s a huge game, and it doesn’t come for free.

Those who have or are ordering Deus Ex: Mankind Divided (PC and Xbox One only), completing certain tasks in Deus Ex GO earns you Praxis kits via the Square Enix Members login too.
The game costs $4.99 (about RM 20) and it’s available on the App Store now, and will be released for Android soon.
Deus Ex GO trailer:

[btnsx id=”626″]

Source: Pocket Gamer

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Tags: Deus Ex GODeus Ex: Mankind DividediOSSquare Enix Montreal


Digimon Ghost Game animated series slated for Fall 2021

Chinese forums NGA appears to have found images for a new Digimon animated series known as Digimon Ghost Game, slated to air on Fuji TV Fall 2021. Digimon Ghost Game is also supposedly going to air once the Adventure reboot finishes its run.

Some of the Digimon were also shared, currently known as such:

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GANMAMON

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JELLYMON

AGLEMON

This includes two more images which look to be posters. If you attempt to access the Ghost Game website at this point, it will give you an error.

Additionally, the source says there will be a new movie based on Digimon Adventure 02, which did not manage to reach the same heights of popularity as the original series.
Considering the Digimon Adventure reboot has been given a 66 episode run and it’s well on its way to concluding, we should be seeing actual confirmation regarding this series soon enough. It seems like a good time to help Digimon fans out with some fresh material and faces, when the news recently broke about Digimon Survive being delayed yet again, this time to Q3 2022.
When you think about Digimon being digital monsters, one surely wonders what form of “ghost” they’re supposed to take on, which we suppose we’ll find out in the near future.
UPDATE: Both the Ghost Game anime and 02 movie have been confirmed during DigiFes 2021.

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Tags: DigimonDigimon Ghost Game


Where’s Slayer? And Other Such Questions- Interview with Daisuke Ishiwatari, Akira Katano and Takeshi Yamanaka

The Guilty Gear series has enjoyed a lot of pull in the fighting game industry- while not household names like Street Fighter or Tekken, it’s influence is felt all across the fighting game industry, with other titles like Skullgirls paying homage to the hyper-aggressive rock & roll fighter.

It’s got a fervent fanbase- you’d only need to look at the crowd’s near divine reverence for series creator and General Director Daisuke Ishiwatari every time he takes the stage at EVO, or that same fanbase when Baiken got announced in December for Guilty Gear Strive.

From left to right: Akira Katano, Daisuke Ishiwatari, Takeshi Yamanaka

We spoke to Daisuke Ishiwatari, General Director of the Guilty Gear series as well as Takeshi Yamanaka, Producer of the series and Akira Katano, lead director for its latest title, Guilty Gear Strive about all things Guilty Gear- including the resurgence of Accent Core, some personal thoughts from Daisuke and the debunking of some rumors around the character Slayer.
Big Blast Sonic, That’s My Heart Beat Anew

On a fundamental level, Guilty Gear Strive is arguably the biggest leap between Guilty Gear titles- fans have had split views about its redesigned gameplay, with some saying it was toned down compared to the more expressive titles like Xrd and the XX series. One of the biggest ways you’d notice this is the game’s stellar soundtrack- which features actual vocal tracks instead of the instrumentals of prior titles.

“In order to create a whole new Guilty Gear, we embarked on a development that does not use past designs and old views”, Daisuke explains.
“Also, we needed to make sure the new elements we introduce are not just “different” – they have to be accepted as a part of Guilty Gear. Among such contents the idea of the vocal track is actually decided pretty early. Challenging something new, that’s what I want Guilty Gear to be. The vocals also have the merit that they help depict the character’s background story”.

Daisuke also stressed that the decision to change up Guilty Gear wasn’t one made on a whim- it was actually made while taking care not to forget what Guilty Gear is and makes it so beloved.
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“The previous titles before Strive were all extremely high-paced fighting games. That is the concept, and the originality that those titles bear. For the fans that have been supporting our games from previous titles, I’m sure many have thought that these are the elements that they wish to experience in their favorite fighting game”, Daisuke says.
“However, from a developer’s point of view, we cannot ignore the fact that the number of active users dwindle with each release in the series. As a business, this trend could be very lethal, but as a development team we are looking beyond sales and numbers; as a fighting game, the ultimate killing blow is not the (lackof) game contents, or (bad) quality. It is the lack of friends around the user who plays the same game with them. Therefore, we hold the view that our primary aim, as the developer, is not “do something else since Guilty Gear isn’t selling”, but of “getting more people to play Guilty Gear” “.
“For that aim, we dissected the term “Guilty Gear” – to identify what are the components that define it, and arrived at the answer here as we all see it”, he adds
Akira also weighed in, saying that they also had to make sure they were really giving a new experience for Guilty Gear players with the newest numbered title.
“First we decide the general concept that encompass the entire game, then we build on the other factors on top of it”, he explains.
“Especially for Strive, we do not want it to be simply a ‘version up’ to the previous series, and want it to be a total new game, as such it was developed as a fresh start. We do not hold the view of ‘subtracting elements from the previous title’ at all in this development. From ground zero, we then decide what we would want to add to it, although we do admit at this stage, we did take reference from previous titles’ systems and techniques”, he continues.

It’s not just adding new things for the sake of being new, though. According to Akira, adding new blood into the Guilty Gear series with Strive was about giving players something new to master, so that legacy players wouldn’t automatically dominate either.
“One crucial point in the development of Strive is that, we made sure to have a completely new technique that all previous titles of the series did not have. We want a technique that rewards players for putting in hard work to train, but at the same time we do not want it to be something that relies too heavily on previous titles; it would not be a new title if that were to happen”, he notes.
And this development has paid off- Guilty Gear Strive dominated the Best Fighting Game category at The Game Awards 2021, in a year that also included a new Melty Blood as well as a revival of Virtua Fighter.
“If I were to be truly honest, I’d say we were gifted with the window in the timeline”, Daisuke says. “However, regardless of the reason, an award is still an honorable achievement to me, something I place valuably in my life. The development team, the company, my family and I all are greatly honored by this award. Moving forward, we hope to continue our development that would not tarnish this honor given to us.”
“Titles of the same franchise have each their own community, and to each community it is indeed very heartwarming to know they are all thriving” – Takeshi Yamanaka
Despite the popularity of Guilty Gear Strive, it’s far from the only Guilty Gear being played right now- Guilty Gear XX Accent Core Plus R has also seen a resurgent playerbase, following an update that saw rollback netcode and improved online infrastructure for the game.
“While we are most delighted to have players play our newest [Guilty Gear Strive], at the same time we are also very happy to hear players coming back to [Accent Core Plus R] and gathering online, with the introduction of the rollback netcode”, Takeshi says. “Titles of the same franchise have each their own community, and to each community it is indeed very heartwarming to know they are all thriving”.
The game saw a massive spike in players after adding rollback netcode in 2020
Beta Testing Daisuke’s Vision
Of course, while many fans will throw around the term “Daisuke’s Vision” to describe a singular idea of what Guilty Gear is, that couldn’t be further from the truth. According to Daisuke, it’s just as much the product of working with passionate fans to get the Guilty Gear that everyone wanted.
“What shocked us most is that, during the beta test period, while we were doing various adjustments to correct the misalignments between us and the users, the users showed tremendous adaptability and became apt at the game really fast, and provided very valuable and sound feedbacks to us. With regards to the game tempo, high level users were quick to analyze and provide feedback such as “such implementations, while may appear slower (than previous titles) visually, in actual fact it’s actually faster than before, is that intended?”, as an example”, Daisuke explains. “Of course, not all feedbacks are positive, but nonetheless we are truly grateful that our fans are willing to take on the same journey with us to build a new Guilty Gear”.
Characters like Nagoriyuki have been constantly rebalanced as a result of fan feedback
Akira also echoed the value of the fan feedback on the game’s development- Guilty Gear Strive was the first major Japanese fighting game to have rollback netcode at launch, something that fans fought hard for to get in the game. Akira notes that this same fan feedback allowed them to continue working on Strive and make the game better for players.
“First and foremost, in terms of our development schedule and technicality issues, it was actually not intended in the development to be having beta tests and have us constantly work on the game simultaneously. However, we later found several issues that may have not appeared in our debug environment servers but arose in the worldwide public beta tests”, Akira remarks.
He also mentions another lesser-known technical advancement of Guilty Gear Strive- having its own independent servers.
“As a first challenge for us, we developed this game using an independent server service, unlike our previous titles where we mostly used the servers provided by the platforms”, he notes. “We have had experience with using independent server services for other OEM projects, but this is a first attempt for our own title, and naturally we were faced with many troubles. We are constantly working on improving the network infrastructure for the game, so please be patient with us as we continue to update the game”.

Takeshi also chimed in on the addition of Rollback, saying the decision to go with the netcode was indicative of the series pivot to target a more global audience:

“Japanese fighting games are generally developed in the geographically small country. Not too long ago, the main entry point for the genre was in the arcade, where users square off each other right in the same shop. As time goes by, the focus shifts to console, and then the main target for the genre also shifts away from Japan to Worldwide (especially to North America and Europe). Network infrastructure has also drastically improved worldwide, and the demand for console games to have better online netplay capability drove up”, he explains.

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“[Guilty Gear Strive] is the first title that our company places the major focus in the global market, as such we placed huge emphasis on developing a new, better netplay environment, and worked on various approaches, from technical development, gameplay overhaul, and mindset readjustments”, he says.
While not directly related, Strive being the first major title to adopt rollback has certainly paid off well for it- aside from the game’s near unilateral praise for smooth online play, many more Japanese titles would later announce the netcode, such as Melty Blood: Type Lumina and King of Fighters XV. Fans even managed to pressure the Persona 4 Arena Ultimax developers to add better online in a future update for the game.
That being said, Takeshi says the team isn’t taking credit for the big shift in attitude:
“We made use of a core principle of our company; our light footwork, and managed to achieve our goal. We don’t consider ourselves to be leaders of the trend, but if our actions sparked a movement in the right direction, then we are definitely most flattered”, he said.
Heaven Or Hell, Let’s Rock
Challenging something new, that’s what I want Guilty Gear to be
– Daisuke Ishiwatari
Part of Guilty Gear’s longevity is due to its art design- the rock & roll fighter screams 90s era attitude, with characters carrying giant lighter-shaped swords or coffins that may-or-may-not have aliens in them. The Guilty Gear aesthetic is so loved that you could easily find live crowd reactions with audiences losing their mind at new character announcements.
“We are always delighted to see the reactions from fans whenever we announce a new title and character. It keeps the development team’s motivation high too”, Takeshi notes. “The pandemic has greatly stifled our movements and we are not able to meet with the fans directly recently, but we certainly hope for the day to come when we can hold events like we used to again”.
Every Guilty Gear character is pointlessly cool- another of the series strengths
The series also sells its characters through its signature style of rock music. Strive in particular kicked this up to eleven with its vocal soundtrack, narrating the ongoing adventures of characters like Baiken or the mindset of newcomers like Happy Chaos and Goldlewis Dickinson.  According to Daisuke, this was all part of the mission to make Strive a new game, not just another chapter in the Guilty Gear saga.
“In order to create a whole new Guilty Gear, we embarked on a development that does not use past designs and old views. Also, we needed to make sure the new elements we introduce are not just “different” – they have to be accepted as a part of Guilty Gear”, Daisuke says.
“Among such contents the idea of the vocal track is actually decided pretty early. Challenging something new, that’s what I want Guilty Gear to be. The vocals also have the merit that they help depict the character’s background story”, he notes.
It’s created a unique relationship between Arc System Works and its fans- from a personal standpoint even I’d been jamming out to Big Blast Sonic from the Xrd series long before I finally picked up a controller and played Guilty Gear for myself. Takeshi says they’re aware of all the different ways people get into Guilty Gear- and that the team is grateful.
“The Guilty Gear series has enjoyed fans of various categories: fans of the fighting game aspect; fans of the Guilty Gear world view; fans of the music, and etc. We are definitely most happy to have the fans enjoy the series in whole or part of, and we would like to take this opportunity to thank all the fans for their support”, he says.
Instant kills were flashy ways to finish off your opponent- with a mini-cutscene for maximum personality
That being said, one critique about Strive is that in a gameplay sense, there’s been less room for characters to express this personality- Strive is noticably missing the cinematic Instant Kills from the Xrd series, or the custom intros of the 2d games like Accent Core. There’s no poetic reason- Akira says it’s simply a reality of designing a game with a big roster of characters.
“The intros, character interactions, and visuals for moves and attacks is something we take careful considering, especially towards the character’s behavior, traits, relationship with other characters and etc., and we are aware this is something the users strongly wish for”, he says. “However, as we introduce more new characters into the game, such character combinations also increase exponentially, and it gets costlier with each new character. This is because for every character introduced, we have to go back and work on all existing characters again”.
“We ourselves do wish to have the characters of the game express themselves more, but alike most other development projects, priorities exist. Although the game is already released, we do hope one day we will be able to work back on this as an update”, he explains.

Takeshi also took the time to debunk a rumor that was going around the character Slayer- as fans continue to speculate on returning characters for Guilty Gear Strive, many fans had assumed that the character Slayer had been retired, due in part to the passing of the character’s original voice actor, Iemasa Kayumi.
It’s also not helped by the character Nagoriyuki- on top of sharing a lot of visual cues with Slayer, seems to refer to the dandy vampire in past tense, leading fans to assume the character had died between the events of Xrd and Strive.
While not confirming Slayer would be coming to Strive, Takeshi confirmed that the character’s appearance was not affected by Kayumi’s passing, and that they had recasted him as of Xrd Revelator .
“No, that is not correct”, Takeshi says. “For Slayer, after Iemasa Kayumi passed away, we had Hashita Kaya to take over the voice acting”.
A Relaxing Chat With Daisuke Ishiwatari
It’s hard to separate Guilty Gear from the public image of Daisuke Ishiwatari- the man has worked on multiple aspects of the Guilty Gear series, including the art, music and even voicing the titular Guilty Gear, Sol Badguy. You see Daisuke’s blood in the series itself- such as its reverence for his favorite music, or its esoteric philosophy on things like humanity.
Daisuke’s own illustration of Ky and Sin Kiske from Guilty Gear Xrd
Despite this, Daisuke is surprisingly humble, not seeing himself as a monolith for the game series.
“I don’t usually project my image from a third perspective, and I take feedback straight as it comes”, he says. “For feedback on the game contents, I do share it with the team and we see how we can make things better, but for music and art style, regardless of what feedback I receive, I can only do what I do…”.
“So to say, if there’s feedback on the game contents, we take it as “I see”, and try to connect it to see if we can arrive at any new ideas. Whereas for art, music and lore, if it’s positive feedback, it’ll just be a “yay”, and if it’s negative, “oh shucks”, simple as that I guess (laughs)”.
“Ultimately, what I’m trying to convey here is not something that can be derived from logic or calculations, I want people to “feel” my message, and that is why I chose Sol to be the main protagonist”
-Daisuke Ishiwatari.
While Daisuke didn’t deny the character of Sol being a self-insert, he says it was certainly more a case of the entire cast of characters having a piece of him:
“Not limited to Sol, in fact, all characters in Guilty Gear have a part of me in all of them”, Daisuke says. “Whenever I’m confronted with a question, I always end up with more than 1 answer. For each of the answers I have on my mind, I “entrust” each of them to each character, then I develop their character and background and expand from there”.
He also explained that Sol isn’t based on him- but rather traits that he admires and aspires to:
“Taking Sol for instance, his decisiveness and unwavering spirit is something I actually don’t have, and I portray him as someone who I aspire to be with regards to those traits”, he says.

“Sol’s actions may be rough and at times bewildering to others, but people around him do take heed of what he’s been doing. That is because, they know there’s a sound reason behind Sol’s actions. The general theme of the Guilty Gear story is based on “What makes Humanity”, and of course, there’s bountiful answers to this theme”, Daisuke adds. “Ultimately, what I’m trying to convey here is not something that can be derived from logic or calculations, I want people to “feel” my message, and that is why I chose Sol to be the main protagonist”.
Due to the series being so tied with his own personal music tastes, I took the shot to ask what’s been on his playlists lately, too. After all, who wouldn’t interview Daisuke Ishiwatari and chat music with him? For anyone who knows anything about his music tastes, his answers were endearingly in-character:
“Sorry, I haven’t been listening to music much lately”, he says. “I generally rotate my interests heavily around many things, so when I take a liking to, say, movies or music, I tend to stick to them for a long time.
“I still listen to Queen’s first album, to “JAZZ”, even now, and also similar to Judas Priest’s “Screaming for Vengeance” till “Jugulator”. For newer bands, I’m listening to Megadeth and Lamb of God”, he says.

Our thanks to Daisuke Ishiwatari, Takeshi Yamanaka and Akira Katano for agreeing to do the interview and chatting all things Guilty Gear. The series is moving to new heights now following the success of Guilty Gear Strive, and aforementioned sheer reverence from other franchises shows that the series isn’t going away any time soon.
It’s really anyone’s guess where the Guilty Gear series could head next- but given how well the series has done for itself, it’s safe to assume that Daisuke, Takeshi and Akira are going to continue to show us something new and exciting.

Guilty Gear StrivePublisher: Arc System WorksDeveloper: Arc System WorksRelease Date: 2021-06-11PlayStation 4, PlayStation 5, Steam
Experience the thrill of battle with the in-depth mechanics and gorgeous animations of Guilty Gear -Strive-, the latest entry in the cutting edge Guilty Gear series!

- Graphics so stunning they look like hand-drawn animation!

Graphical advances make for a game so beautiful it could be mistaken for hand-drawn animation. The new generation of graphics are a delight for the eyes down to the tiniest detail!

- The cutting edge of the fighting game genre!

We set out with the goal to innovate the fighting game genre with this title. This game appeals to a wider audience, while maintaining the deep game mechanics that define the Guilty Gear series. The complex mechanics such as the dramatic new wall break system create opportunities for the mind games associated with fighting games. One clash after the next tells a story unique to each battle!

- Their fates come to a conclusion!

The story of Guilty Gear has been told over more than 20 years. At long last, each character's fate comes to a conclusion! What shocking truth awaits them?

Content of the Ultimate Edition :
- Guilty Gear -Strive-
- Guilty Gear -Strive- : Season Pass 1
- Guilty Gear -Strive- : Soundtrack and Artbook
- Guilty Gear -Strive- : Ultimate Edition Special Colours

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Tags: ARC SYSTEM WORKSGuilty GearGuilty Gear -Strive-


Pokemon TCG Online New Addition Of Ultra Beasts This Coming November!

Pokemon has been a huge part of our lives ever since the game was released on the Gameboy back in 1996. Then a Trading Card Game based on the Pocket Monsters emerged during the 2000 millennium and it became a hit among people of all ages. This was once a part of our childhood but nonetheless, with the advancement of technology, the TCG has evolved as well and it has been in the App Store and Google Play Store since 2011 and 2016 respectively.

Since the game’s release, there has been many expansion packs and updates with additions of cards from different generations of Pokemon. Now this coming November, Pokemon TCG Online will be adding in Ultra Beasts from the new Pokemon Sun & Moon generation. The coming expansion will be added on the 3rd of November with the title Crimson Invasion.

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[one_half] [/one_half]
[one_half_last][/one_half_last]
In the coming expansion, there will be 8 GX cards like Gyarados GX and Silvally-GX, along with other Alolan Pokemon like Exeggutor and Marowak. Just like when a new expansion arrives in stores back in the days, it comes with its own built deck. Players will be able to get that as well in-game as a pre-constructed deck named Destruction Fang and Clanging Thunder to choose from with each containing 60 cards each.
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With the new update, it will finally complete the story of the Alolan invasion with the decisive battle between Silvally-GX and allies or the nasty Ultra Beasts. So fans of Pokemon or even new fans of the Pokemon story can join in the battle and be part of the TCG community.

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Tags: AndroidiOSMobilePokemonPokemon TCG OnlineSun & MoonThe Pokemon Company International


GeForce-certified iCafes reached more than 600 in a year

Have you gone to any GeForce-certified iCafes? Since 2015, the certification programme helps iCafe owners deliver the ultimate gaming experience to customers with the most advanced GeForce platform. Now the number of GeForce-certified iCafes in operation has surpassed 600!

Following the launch of the new GeForce RTXTM 20-series GPU, LHH of Taiwan has become the first iCafe to fully convert to the GeForce RTX with over 200 RTX-enabled PCs. Other than LHH, more than 45 iCafes in different regions are offering the latest GeForce RTX GPUs too.
Powered by the new NVIDIA TuringTM GPU architecture and the revolutionary NVIDIA RTX platform, RTX graphics cards enables a whole new gaming experience with real-time ray tracing, AI and programmable shading.
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GIC E-Sports, one of the GeForce-certified iCafes in Melbourne, Australia. The GIC E-Sports Zone has fully armed with GeForce RTX 2080 Founders Edition graphics cards and G-SYNC monitors.
The iCafes are available across over 10 countries including Malaysia, Singapore, Taiwan and South Korea. You can check out the full list here, be sure to visit any of them if you are nearby!

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Tags: GeForceGeForce RTXTMGeForce-certified iCafesiCafeNVIDIAPCRTXTech


Elden Ring Will Have VR Support

Highly anticipated RPG Elden Ring will apparently have VR support, according to the game’s PSN listing.

The game’s listings have begun to appear on PSN and Steam, letting fans wishlist the game ahead of its release on January 21st of next year.

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However, some fans have noticed that the game’s PSN page in particular mentions that Elden Ring would have VR support. According to the page, it will be playable using the PSVR headset, as well as with the motion controller.
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Considering the Steam page makes no mention of VR, chances are it’s just going to be playable using the screens from the headset, rather than a dedicated VR mode. At best, we could probably expect it to be used for camera controls.
VR isn’t that drastic a leap for the Soulsborne genre- Dark Souls 3 and Bloodborne both featured motion control support, which is largely considered the stepping stone to VR. In both games you could hold a button then move your controller to perform certain gestures, as opposed to opening the menus to do them.
Still, with games like Resident Evil 7 having built-in VR support, it’s interesting to see how many titles have begun adopting it without basing their entire games around it.
Elden Ring has been one of the most anticipated games in recent years, with fans chomping at the bit for any news about From Software’s latest dark fantasy RPG.

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Tags: Bandai Namco EntertainmentElden RingFrom Software


Platinum Games partners with Tencent

Platinum Games partners with Tencent, specifically a capital investment from Tencent Holdings Limited as a basis for a partnership. A news post by President and CEO Kenichi Sato reads as follows:

“We would like to announce we have received a capital investment from Tencent Holdings Limited as a basis for partnership. This partnership has no effect on the independence of our company, and we will continue operations under our current corporate structure.

We hope to use this capital to strengthen our foundation as a business and expand from game development into exploring self-publishing. We also hope that this partnership can give us a wider global perspective, while still creating high quality games that stay true to our name.
Thank you as always for your continued support. Please look forward to what we have in store.”
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The part regarding self-publishing is interesting. Would the investment allow the company more freedom in their games? Perhaps they would try the mobile market again, after World of Demons seemingly disappeared, which itself was made in partnership with DeNA. It wouldn’t be too fruitful to speculate too deeply about this, so we’ll just have to keep an eye out for further developments in this Platinum Games and Tencent partnership.

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Tags: Platinum GamesTencentTencent Games


MSI Stealth 14 Studio A13V Review – A Slim and Portable Choice For Gaming On the Go

The MSI Stealth 14 Studio A13V is the latest entry to MSI’s ever growing line of gaming laptops, which features a NVIDIA GeForce RTX 4050, GDDR6 6GB and an Intel Core i7-13700H processor.

Design
The overall packaging of the MSI Stealth 14 Studio is pretty modern and minimalistic looking with its white and light blue colours. On the box, there’s the iconic MSI logo plastered right in the front, and much like its Stealth 15 counterpart, it has this shiny reflective look to it, which is very sleek.

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Coming right out from the box, aside from the laptop, there’s the 240W charger, and the user guide book. I personally think the charger is a bit on the chunkier side, considering it’s for a 14″ laptop.
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The MSI Stealth 14 Studio comes in two colour variants being pure white and star blue. We got the star blue variant and it certainly does have that stealthy look to it. The logo on the black plate is matte grey which suits the overall theme that they’re going for. That being said, there isn’t much RGB going on the laptop; it’s only present on the keyboard and back intake, that makes up the word “Stealth” and can be controlled through the MSI Center, which is pretty cool in my opinion.
The laptop weighs at only 1.7kg and has a 19mm ultra slim thickness, which is pretty convenient considering how you can bring it with you in just a normal hand carry case. The MSI Stealth 14 Studio is also fully finger proof, meaning that you won’t need to worry about leaving any fingerprints on it.
Display and Audio
The MSI Stealth 14 Studio has a 16:10 QHD (2560×1600) 240Hz refresh rate screen. It also uses the IPS panel and has true colour technology that is suited for content creators or designers since it provides the best colour accuracy. Aside from that, it has an IR HD webcam that runs at 30FPS at 720p which is good enough for meetings.
The laptop has is built with 2 speakers and 2 woofers, where the speakers are facing up and placed at the side of the touchpad, while the woofers are placed beside the laptop. The sound quality is decent enough for most users in my opinion.
I tested out the speakers by watching some videos, and the audio is clear enough for you to hear, even if you would cover it. Since the laptop is also built in with 2 woofers, you would expect that there’s some bass to it, and needless to say, it didn’t let me down. It provides you with some bass when listening to music, but I wouldn’t say it has the best woofers since it’s built-in to the laptop.
Keyboard and TouchPad
The keyboard for the MSI Stealth 14 Studio has a compact design, meaning that it doesn’t come with a NumPad, which is my personal preference. The gap between each key is pretty comfortable, which is always a plus. MSI is also working with steelseries for the keyboards, and I really enjoyed the overall solid build of it.
I previously mentioned about the RGB being present on the keyboard, you’re able to fully customise every RGB for each of the keys on this laptop through the MSI Center, which can be pretty handy if you’re a big fan of customising to fit your personal aesthetic.
The touchpad on the MSI Stealth 14 Studio is fairly sizeable, and it’s pretty responsive with a lot of space for different gestures and accessibility, which makes it a lot more convenient if you’re always on the go and don’t want to carry a mouse with you at all times.
Connection
The MSI Stealth 14 Studio comes with a handful of different ports for your everyday needs. The left side of the laptop has a DC-in port for the charging brick, a HDMI 2.1 port, and a USB 3.2 Gen2 Type-C with PD charging. The PD charging is limited to 100W as for the stability of the port and laptop. It’s a pretty convenient alternative to bringing the chunky charger wherever you go since you can just plug in a Type-C cable whenever you need to.
On the right side, it has an Audio Combo Jack, USB 3.2 Gen2 Type-A and a Thunderbolt 4 Type-C for fast connection speed. Although, I personally wished it had 1 or 2 more USB-A ports since most of the common peripherals such as a mouse, keyboard or pendrives still uses the Type-A port.
MSI Center
In the MSI Center, there are tons of different features that are provided by MSI. You’re able to download different features like the Mystic Light, Game Highlight or System Diagnosis, to name a few. You can tune and customise your laptop accordingly to the different situations.
MSI also provides the user scenario feature that let users to change between discrete graphics mode, MShybrid graphics mode or even Integrated graphics mode. The true colour in the MSI Center also provides different profiles fro the user, such as Gamer, Anti-blue, sRGB, Movie and more.
Hardware and Performance
The laptop comes with an Intel i7-13700H CPU with a base clock of 2.4GHz, NVIDIA GeForce RTX 4050 Laptop GPU 6GB GDDR6, 16Gb of DDR5-5200MHz and 1TB of NVMe PCIe Gen4 M.2 SSD. Through some benchmarking tests, here are the results:
3DMark (Score: 7509)
PCMark10 (Score: 7107)
Cinebench Multi-core (Score: 13444)
Cinbench Single-core (Score: 1682)
Game Test

I tested out 3 games on the MSI Stealth 14 Studio which were Returnal, Atomic Heart and Apex Legends. The game settings were all set on High with 1920×1090 resolution.
Returnal

No DLSS, No RayTrace – Avg framerate: 84FPS, 1%low framerate: 3FPS
DLSS Quality, No RayTrace- Avg framerate: 75FPS, 1%low framerate: 53FPS
DLSS Quality, High RayTrace- Avg framerate: 59FPS, 1%low framerate: 6FPS
Atomic Heart
NO DLSS- Avg framerate: 60FPS, 1% low framerate: 35FPS
DLSS Quality- Avg framerate: 88FPS, 1% low framerate: 18FPS
Apex Legends
Highest Quality- Avg framerate: 107FPS, 1% low framerate: 50FPS
Lowest Quality- Avg framerate: 216FPS, 1% low framerate: 62FPS
Cooling
The Stealth 14 Studio has the Vapor Chamber Cooler for the CPU and GPU to manage the thermal flow and maximising performances. It has 2 fans to keep the system cool, and the fans can run up to 7000 RPM which is pretty decent, but it can get considerably loud at times. The intake is on the back and the exhaust is on both sides, which can be annoying at times since hot air will keep blowing towards your hands when you’re playing a game.
During my tests, the temperature for most of the time stayed under 80 Degree Celsius for both CPU and GPU which is pretty decent. Although, the keyboard are would heat up a little bit but it was still acceptable.
When testing out the games on the laptop, the temperature on the CPU went over 90 Degrees which deterred me from staying for long periods of time as the heated air would blow out to my hands.
Overall
With an overall weight of the laptop with the battery is only at 1.7kg, it gives a lot of portability to the user. You could even just use the Type-C port with PD charging while doing some light weight work. The screen also gives off a crystal clear image for users while they’re either gaming or watching videos on it.
The cooling system in this laptop is also enough for the hardware that comes with it, and for most of the time, the temperature runs really well unless you’re trying hard to push the limits, which would result in hot air blowing towards your hands.
Although, I do wish that there were more USB Type-A ports on the laptop as I previously brought up, so that I could plug in my usual peripherals like a mouse and an external keyboard. Though, that’s just a minor gripe that can be solved with getting an external USB port extension.
All in all, I enjoyed my time trying out the MSI Stealth 14 Studio. It’s got a solid build quality, with a good screen and pretty decent hardware and cooling system. And being able to customise an array of things from the MSI Center is just a cherry on top.
Go to top
The MSI Stealth 14 Studio is priced at MYR 8,699 and for more information, do check out the official product page here.

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Tags: Gaming LaptopMSI Stealth 14 Studio A13VReview


GamerBraves Newsletter Vol. 91 – The Importance of Good Monster Design In Pokemon, Digimon and Other Games

One of the eternal fights among nerd groups is Pokemon vs Digimon, which had better anime, games, and of course monster designs. I’m probably not the only person growing up who heard newly announced Pokemon being described as looking “too much like Digimon” but that always made me wonder, what makes a Pokemon look too much like a Digimon?

Both Pokemon and Digimon are very distinct in how they are designed and if you were to put the two next to each other I think it’d be pretty easy to tell which monsters came from where.

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In fact most RPG series and video game series in general put a lot of emphasis on their monster designs, making for some of the most memorable characters in any game. For this article, I thought it’d be fun to look at Pokemon, Digimon, and a few other series to see how they use their creature designs to further enhance their titles.
For more information on monster design in different games, subscribe to our newsletter. You can read the full article for free just by putting your email address in the box below:
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Give it a read and let us know what you think! There will be new newsletter feature articles regarding various topics surrounding video games, entertainment, and more every week.

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Tags: DigimonDragon QuestFinal FantasyGamerBraves NewsletterPokemonShin Megami Tensei


The Importance of Good Monster Design In Pokemon, Digimon and Other Games

This article on ‘The Importance of Good Monster Design In Pokemon, Digimon, and Other Games’ was available earlier as part of the GamerBraves Newsletter. Sign up for free to gain access to more articles about news and trends in the gaming industry and community.

Original Article: One of the eternal fights among nerd groups is Pokemon vs Digimon, which had better anime, games, and of course monster design. I’m probably not the only person growing up who heard newly announced Pokemon being described as looking “too much like Digimon” but that always made me wonder, what makes a Pokemon look too much like a Digimon?

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Both Pokemon and Digimon are very distinct in how they are designed and if you were to put the two next to each other I think it’d be pretty easy to tell which monsters came from where.
In fact most RPG series and video game series in general put a lot of emphasis on their monster designs, making for some of the most memorable characters in any game. So for this article, I thought it’d be fun to look at Pokemon, Digimon, and a few series and how they use their creature designs to enhance their titles.
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Pokemon Designs
Image Credit: Nintendo
Being the biggest media franchise of all time Pokemon designs have changed a lot over the years but I find have mostly remained consistent in design methods. There have been a number of artists who have designed Pokemon however the creatures are mainly overseen and illustrated by Ken Sugimori. He noted that one of the main design choices for Pokemon was to not make them too “cool”.
“The technique I often use when finishing up designs for Pokémon is to “keep the balance.” I might try adding something uncool to a Pokémon that is too cool, or I might add something cheerful to a Pokémon that is too serious. I spoke about making friendly designs earlier, but what I actually do is take something cool and make it less cool. [laughs]”.
“As Pokémon that are being sent out to the world, we want them to always remain memorable; however, I feel that in order to do so you have to add a touch to it. For example, look at Oshawott’s cheeks. It has three freckles, and if you take them away Oshawott becomes cuter. However, taking them away makes its’ face less memorable”.
Image Credit: Nintendo
This makes sense when you consider the place of Pokemon in their universe. The Pocket Monsters are meant to be regular animals and as much as we love our cats or pet fish, they’re not perfectly cool animals. They all have strange features that make them less conventionally cool but do keep them interesting and therefore memorable.
In a previous article, I noted that the basic idea of Pokemon designs seems to be to take a basic theme and exaggerate it in a cartoon-like fashion. Using Oshawott as an example, it’s an otter who are known for breaking open shells while lying on their backs. From here, it’s not too much of a stretch that one could use said shell as a weapon in a battle. This method helps the Pokemon feel unique yet natural to the world around them. A similar technique is used by Digimon but that series takes a very different spin on its monster design.
Digimon Designs
Image Source: Bandai Namco
Digimon are designed primarily by Kenji Watanabe and they certainly have a different feel from Pokemon’s more straightforward designs. The digital monsters have a much wider range of design types from cute mascot animals, to humanoid warriors, to large gruesome demon-looking creatures, all with the potential to be covered in belts, knives, tattoos, and guns.
This was because Digimon was heavily inspired by “American comics” in the 90s which meant a lot of emphasis on violence, straps, and ragged clothes. It works however as the Digimon feel very different from creatures in other monster collectors. Like Pokemon, each Digimon seems to be based on a specific theme or creature which is exaggerated through the illustration but Watanabe is able to make them all feel so gross and ferocious.
Image Source: Bandai Namco
I think my favorite example of this is Vademon. It’s supposed to be based on classic 50s-style space aliens and that’s clear from the design yet there are just so many weird touches that help it stick out. That giant brain-like head with wires hanging off it, the skinny build with beefy arms. It looks like something out of this world yet clearly still a Digimon.
The use of armor and weaponry also makes sense when you consider what makes Digimon so distinct. Unlike other monster collectors, Digimon are not just wild animals with superpowers. They are fully intelligent beings capable of speaking, higher thinking, forming communities, and creating new technology.
Being able to use weapons not only keeps the Digimon feeling consistent with each other but builds up what fans can expect from Digimon, a surreal world of monsters that are both dangerous but still capable of reason, at least to some extent.
Other RPGs
Monster designs are obviously important to series like Pokemon and Digimon since that is the entire point of them but I’ve noticed that many popular RPGs put heavy emphasis on the monsters you fight and how they help shape the tone of the game. This is especially important as most RPGs have standalone entries, new worlds, and new casts of characters but with the same enemies and monsters.
Image Credit: Atlus, Sega
Other monster collectors like Shin Megami Tensei and Yokai Watch likewise have the various demons and spirits front and center as part of their identity. Megami Tensei artists Kazuma Kaneko and Masayuki Doi in particular, put a lot of work into keeping each god or demon faithful to their original mythology while also adding elements of pop culture and modern interpretations to make them feel at home in the post-apocalyptic setting of the game. Some demons can be very minimalist while others can be an actual giant green…organ (Mara) but it all works under Atlus’ pantheon.
This also applies even to non-monster-collecting RPGs. Final Fantasy and Dragon Quest both are known for their iconic bestiaries with creatures like The Slimes, Chocobos, and Cactaurs making for some of the most iconic creatures in the genre. The cartoon smiles of the Dragon Quest enemies get players prepared for lighthearted adventure while the larger-than-life beasts of Final Fantasy really sell the “Fantasy” part of the title.
The upcoming Final Fantasy XVI seems to be putting even more emphasis on the series’ classic monsters with a spotlight on the summons, recurring monsters throughout the series that truly embody the interactive epics that the franchise wants to create. It’s no wonder that both FF and DQ as well as series like Monster Hunter have all made monster-collecting spin-off games. People love these creatures and a big part of the excitement in each new entry is seeing where they pop up and what part they play in the story.
The Importance of Monsters
Image Credit: Square Enix
I think the importance of good monster design in RPGs, or most games really, is pretty simple. From the start to the finish of the series, these are the things you’ll be fighting and seeing throughout most of the adventure.
They are the creatures that inhabit the world whether that’d be the happy world of Pokemon to the grim apocalypse of SMT, they are what sets the tone you expect from that world and continue to do so through each new iteration and sequel.
Monster Design in games is important because it sets the tone of the game and helps shape the series’ identity through their recurring appearances. Many games change over time but more often than not, it is the monsters and beasts you meet along the way that will always welcome you back. The better the designs. the better they’ll be at doing that.

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Tags: DigimonFinal FantasyPokemonShin Megami Tensei


Shining Beyond hits 300k pre-registrations! As a reward, we have a preview of Olivia’s “Ace Student” costume!

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Other pre-registration milestone rewards are as follows:

50,000: 5-star Blood Ruby Ring
75,000: 100,000 Gold
100,000: 5-star Olivia’s Chaos Blade
150,000: 5-star XP Potion Chest
200,000: Pre-registration hero Olivia
250,000: 1,000 Gems

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If you pre-register on their website, you can also obtain 1,000 gems, 1,000,000 coins, and 10 5-star XP Potions!
Join up against the New Empire and resist the Darkness. Be the beacon of hope against this Tyranny. This story takes place parallel to Valiant Force, which will sadly end service. Our hero Jake will need to pick up the torch passed onto him!
You can check Shining Beyond‘s Facebook page for periodic updates.

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Tags: OliviaShining BeyondValiant Force


Samurai Maiden Coming to PS4, PS5, Switch and Steam in December 2022

D3PUBLISHER Inc. and Shade Inc. have announced the release date for their upcoming hack-n-slash game, Samurai Maiden.

Samurai Maiden is set to launch on December 8th, 2022 for PlayStation 4, PlayStation 5, Nintendo Switch and PC via Steam.

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The game follows Tsumugi Tamaori, a high school student who was summoned in her sleep to the historic Sengoku period. Together with her new friends, she will race through the underworld to slaughter mobs of undead enemies with powerful swordsmanship and mystical abilities.
From samurai to ninja, you will be able to utilize all sorts of offensive capabilities to overcome the situation thrown at you. If the going gets tough, activate the Devoted Heart technique and have the samurai and ninja lock lips to enhance their abilities.
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Samurai Maiden is also available for pre-order digitally now on PlayStation store and Nintendo Store for the price of $59.99 (272.95 MYR).
A digital deluxe version is also available for purchase at the price of $74.99 (341.20 MYR) and comes with the following bonuses:

Victory Swimsuit for All Characters
Matching Uniforms for All Characters
Luminous Eliminator for Tsumugi
The Theme Song Kotonohanisaku, with individual versions for each girls
Bullet Girls Special Sound Pack, exclusive to the Digital Deluxe Edition

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Tags: D3PUBLISHER Inc.SAMURAI MAIDENShade Inc


Razer Kraken V3 X Review – Great Sound, But Few Options

There’s nothing like a good pair of headphones, and the Razer Kraken V3 X knows it. Available now for RM299, these headphones are a great generalist approach to audio solutions.

But in a world where everyone’s some form of content creator, is a pair of just really good every day headphones worthwhile? Read on and find out.

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Gaming In Comfort With The Razer Kraken V3 X
While you can immediately tell the comfort of a pair of headphones the moment you put it on, there’s a second layer to that in its long-term comfort. Some headphones are great in the first minute, but start to tire you out once you enter your second hour of an intense gaming session based on their design.
Thankfully the Razer Kraken V3 X doesn’t have that problem., using a very light memory foam. The learther earcuffs are also a nice touch, and feel good to touch while you’re waiting to respawn between games.
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The other added bonus of the headphones being so light is that you can easily put them around your neck, without having to worry about being bogged down by the heft. One downside here is that while it’s perfect for just slinging around your neck and pretending you’re the protagonist of a stylish anime, you won’t get much use out of it like that- they’re strictly wired, and strictly USB only. That means no using it for your headphones without an assortment of adapters.
They’re also adjustable, with the headband letting you adjust the Razer Kraken V3 to accommodate most head sizes.

One other neat quality-of-life feature is the ability to control your sound on the headphones itself. You’ll be able to control the volume of your music via a slider built into the headset, and tapping it will allow you to mute the built-in microphone.
My gripe here is that these features aren’t as useful on a PC, where you’d have way more access to those options regardless. Once again this would be a great function for headphones used with your phone, but thanks to the strictly-USB setup you’re unlikely to use this with your phone without a lot of extra effort on your part.
Great Sound Quality

Naturally, the sound quality on the Razer Kraken V3 X is really good. Ther headphones have a noise-cancelling property to them, so you’ll be sure to not worry about distractions if you’re in the middle of a sick game of Apex Legends, especially since you’ll be able to hear everything from the sound of oncoming enemies’ footsteps in total clarity.
It’s also great for games with a good sense of atmosphere, since the Razer Triforce 40mm Drivers are able to deliver such a clear sound quality. Some games that come to mind would be titles like Doom: Eternal, which bakes its aggressively intensifying soundtrack into its gameplay, allowing you to savor the beats of Mick Gordon as you continue to rip and tear your way through demons.
Of course, it’s not all about gaming. When it comes to listening to music, the Razer Kraken V3 X excels at giving you an audio performance that will put a smile on your face. Videos of live concerts are especially a treat, since you’ll be able to hear each part of the arrangement clearly with the Razer Kraken’s high quality audio.
One aspect where the Razer Kraken V3 X does kind of falter is its microphone. While the quality of the mic itself is fine enough, it lacks any kind of background-canceling option, meaning you’ll have to use third party solutions if you plan to use this for things like streaming. While the mic is flexible, it’s not stretchable- so if your head is particularly big, you may have to deal with the possibility of the mic just not reaching your mouth. Or worse still, if your head s to the smaller side, the risk of accidentally biting your own mic while you speak. That’s only in extreme circumstances though, so it’s not too much of a concern.
Unlike other Razer headphone models, you also can’t detach the microphone, which is disappointing. As someone who likes to be on camera, the idea of built-in microphones isn’t really appealing unless you’re the pit crew of an F1 team, so those of you who are bothered by the tiny black arm on your face should be aware of this dealing with the Razer Kraken V3.
Closing Thoughts

All in all, the Razer Kraken V3 are a pretty decent pair of headphones, especialy if you’re already in on the Razer ecosystem.
Just like other Razer gear, the Kraken V3 X supports the Razer Synapse app- letting you customize the onboard RGB lighting to a variety of customizable effects, including a neat Visualizer to make it pulse along to your music.
At RM299, it’s not a bad choice for the unspecialized user- someone who’s not necessarily producing the next club banger, but still wants a generalist level of quality. Its flaws all stem from the generalist approach- such as the lack of options with the microphone or the strictly-USB connection. That being said, being the generalist headphones has its perks- it’s the perfect headphones for someone if you want to get them nice headphones, but you don’t want to spend *too much* on it.
You can get them for yourself via the Razer website, or the Razer Lazada store for RM299.

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Tags: RazerRazer Kraken V3 X


Into the Dead 2 gets a Christmas event

Two months into its release, Into the Dead 2 will be getting its first event in the form of a Christmas-themed event called ‘Frostbitten’. We are looking at a standalone story which takes place in the midst of a zombie snowstorm. After getting a distress call from a survivor, you head up to climb Frostbite Peak in order to conduct the rescue mission.

To recap, Into the Dead 2 promises much more of the same of the zombie slaying and survival action found in its predecessor and adds to its storyline. As you would be able to infer from the trailer, Into the Dead 2 places more emphasis on its narrative, as it makes an attempt to give it a greater emotional impact by introducing family. As such players are given further motivation to survive, since the lives of those dearest to you will be affected as well. In a way, this is reminiscent to more modern zombie-themed entries such as The Walking Dead, so if you are familiar with that, you will feel right at home.

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Tags: ActionAndroidInto the Dead 2iOSPikPok


Star Wars / R2-D2 Tamagotchi announced

On Star Wars Day/4th May 2021, the official Twitter account of Tamagotchi announced that an R2-D2 Tamagotchi is coming soon. It appears that Bandai and Lucasfilm are partnering up to bring the iconic Star Wars character into the handheld electronic pet device.

「スター・ウォーズ / R2-D2 たまごっち」が始動！続報を待て！https://t.co/HpnZQABpzg#スターウォーズ　#スターウォーズの日　#フォースと共にあらんことを#たまごっち　#R2D2#starwars　#tamagotchi pic.twitter.com/dyGiTfG4nn

— 【公式】たまごっち (@TMGC_net) May 4, 2021

Not much is known other than the announcement of the collaboration. There is no release date or mention of a new product. In fact, the tweet and the link to Bandai Toys website merely stated to “stay tuned for more news.”

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For those who are unfamiliar with Tamagotchi, it is a pet-raising simulator that was hugely popular back in the late 90s and early 2000s. Players raise digital pets in a small handheld device and have to feed and take care of the creature.

Image from Tomasz Sienicki on the Tamagotchi Wikipedia page.
Interestingly enough, Star Wars has featured some of its characters in other digital pet toys in the past. Yoda and R2-D2 have appeared in Tiger Electronics’ line of Giga Pets toys. You can check them out on eBay.

Image from eBay.
With R2-D2 making its debut in Tamagotchi, only time will tell how the droid will be fed, or if it can even poop!
Stay tuned to the Tamagotchi Twitter account for future updates on the Star Wars collaboration.

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Tags: BandaiDisneyStar WarsTamagotchi


Keanu Reeves Was Originally Recommended To Be In Death Stranding

At least one person wanted Keanu Reeves to be in Death Stranding, filling Mads Mikkelsen’s role as Cliff, according to Hideo Kojima.

In a tweet, Death Stranding creator Hideo Kojima mentioned that film director Nicolas Wending Refn had originally recommended Keanu Reeves to take the role of Cliff.

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“However, [Refn] recommended Keanu every time we meet. His experience in “The Neon Demon” made him think it was a great choice. So he highly recommended him”, the tweet reads.

That wasn’t a jab at Mikkelsen, however, and from the tweets it sounds like Kojima never considered the option. According to Kojima, the role of Cliff was tailor-made for Mikkelsen.
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“From the beginning of the project, we decided to go with Mads for Cliff. The character was sculpted to fit Mads”, he says.
Still, it’s an interesting 5-second glimpse into the mind of auteur directors- presumably Refn knew the major story beats involved with Cliff in Death Stranding, and saw a reason to suggest Keanu Reeves for the role. Meanwhile, Kojima had envisioned the role with Mads Mikkelsen in it.
Despite that, Keanu Reeves did go on to get a big break in videogames, having been Johnny Silverhand in Cyberpunk 2077. While the game itself faced mixed reception, praise for Reeves’ portrayal of the Rockerboy was almost universal.

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Tags: Death StrandingHideo Kojima