Tuesday, August 11, 2020

As Konami hopes to avoid past console transition mistakes, PES 2022 is under pressure to deliver • Eurogamer.net

I turned to the dark side. Not of the Force – of video game football.

I’m sure I was not alone. I am of the generation raised on Pro Evolution Soccer, what was once the best, most popular football game on these shores. On PSone and PS2, it was the football game. A few two-versus-two games to get warmed up before a big night out, a sip of a drink every time the ball went out of play. And of course we’re running late – we had to have a rematch, and another, and another…

And then Konami completely messed things up. The transition to the PS3 and Xbox 360 generation was a disaster for PES, as EA Sports’ rival FIFA series took hold. PES, you could argue, has yet to recover from that own goal. I moved over to FIFA along with a huge number of PES players, and didn’t look back.

As we approach the start of a new console transition, Konami is desperate to avoid past mistakes. And in order to make sure it hits the PS5 and Xbox Series X running, PES is, effectively, taking a year off. PES 2021 is a stop-gap game, a season update, and it is cheaper as a result. I was shocked to hear the news. PES hasn’t done anything like this ever, really. I doubt EA would ever consider such a thing.

Some are wondering if this now points to a new way. Could we see Konami issue cheaper season update games in between mainline entries? I think there are plenty in the community who would like to see that kind of model. And what can we expect from the series next year, when Konami is under pressure to make a big splash with PES 2022, all singing and all dancing on the Unreal engine? Can Konami loosen EA’s vice-like grip on the UK?

I had a chat with PES’ Lennart Bobzien, the European brand manager for the franchise, to ask about Konami’s master plan. Bobzien is someone I’ve spoken to before about PES and he’s always been refreshingly candid about the challenges Konami faces. There was much he couldn’t say during our recent chat, but plenty I think is interesting.

To see this content please enable targeting cookies.

I think it’s fair to say it was a surprising decision not to release a full, brand new version of PES this year, and instead go with the season route. What’s the thinking behind that?

Lennart Bobzien: If you look into what we’re planning for next year, our team decided they just need more development time to basically make the transition from current-gen to next-gen. And instead of delivering a product, which maybe will not meet the expectations from our users, our team in Japan, they’re really high-quality driven. PES is a really high-quality product. Our team want to make sure that when we are launching on the next-gen next year, we want to deliver a product which meets the expectations. Therefore we’ve decided to make this step that this year, basically releasing the season update, and then the team can now fully focus on the future of PES.

I don’t think I’ve ever seen this before. But I do know Konami has had issues with PES making console transitions before. Did that experience help inform this decision?

Lennart Bobzien: As you said, we had some challenges in the past, and I think the team has learned from that. Instead of forcing it and releasing a product on next-gen and then not delivering on the expectations, the team just decided for this year to take a step back, and then to make sure the product next year is a fully embraced next-gen title.

To see this content please enable targeting cookies.

People have reacted positively to this. Annualised sports game have suffered criticism in the past for being little more than roster updates, and not always justifying a completely new game at full-price. People are now wondering whether this is the way to do things in the future, or is it a one-off?

Lennart Bobzien: We’ve seen people really appreciated our decision. Annual titles, they have a challenge. You release one product, and then within the next 12 months, you have to release another product. So the development time is really tight for making big new changes. We saw after our announcement that loads of people really appreciated our decision.

If this will now become something regular, I cannot really comment on that. All I can say is we’ve made that decision for PES 2021 now, and we have to evaluate once the product life-cycle for PES 2021 is over. Then we need to see whether our decision was the right one. Or maybe there were some pros, some cons, some things went well, some things maybe we should improve. This is something Konami will discuss internally to see how the good things can be applied in the future.

Obviously PES 2021 is going to be a roster update, but are there any gameplay tweaks at all?

PES 2021 is a season update game – a first for the long-running series.

Lennart Bobzien: The gameplay will be the same as PES 2020. Whether there will be any tweaks in the future, I cannot comment on that right now.

Okay, but in terms of what Konami would typically do post-launch with a mainline PES game, I’m talking myClub stuff, gameplay updates, is this stuff that will all happen with PES 2021, or will it be different?

Lennart Bobzien: Put it this way, we will still release data pack updates with new content. There will be new kits released. And also the same with myClub. Last year we introduced the Iconic Moment Series. That’s something we will still run for PES 2021. We also have the Euros added right from launch. So there will be some Euro-related content happening in myClub, but also in matchday at a later stage. So there is new content coming to the product.

Speaking of the Euros, the current plan is the real tournament will take place in 2021. How will it work in PES?

Lennart Bobzien: I’m not working for Uefa, so I can’t comment on the Euros. We’re just relying on the information that’s publicly available. Right now, the current plan is the Euros will take place next year. Whether it will be played behind-closed-doors or not, no-one really knows how football will work out next season. I would say the situation is still quite serious.

For PES 2021, we have the Euros in the game from launch, so people can experience the tournament right from launch. Looking at the content calendar regarding MyClub, I’m sure there will be content around the Euros happening in myClub, when it comes closer to the tournament.

I recently spoke with EA Sports about their plans regarding reflecting real-world football. You’re both making sims, both striving for realism and authenticity. FIFA 21 is completely ignoring coronavirus. Do you have any plans to reflect the changing nature of real-world football in either PES 2021 or beyond?

Lennart Bobzien: PES 2021, we will not have any massive changes. Are you referring to having empty stadiums?

That would be one of the changes, yes.

Lennart Bobzien: This will not happen for 2021. 2021 will be similar to 2020. Whatever happens in the future, I can’t comment on that. But the coronavirus situation slowed down things. It did not stop us from developing or from running campaigns, but it slowed down things. And it made it difficult for us, for example, to get access to clubs or the staff. Usually around that time we’d do some campaigns with the clubs, but now with all the restrictions, it is still possible but it is a challenge. But the good thing is we are working with our partner clubs very closely, and they are trying to support us as much as possible so we can get content done, which we then can use for the future.

You recently announced PES has lost the official licence for Inter Milan and AC Milan. What message do you have for fans this year who are concerned about licenses for PES 2021 as well as the future, given we haven’t had any high-profile announcements from Konami on gained licenses this year?

Lennart Bobzien: Just to comment on AC and Inter, it came to an end. Working with both clubs was amazing over the last couple of years. But unfortunately it came to an end. At the end of June we made the announcement on our website where we informed people, look, this is happening, because we just want to be transparent. That’s the thing we want to do with PES 2021, to be transparent right from the beginning with the product, but also with the content of the product.

Obviously, our competitor, they’ve announced their new partnerships. I cannot comment on anything, but all I can say, similar to when we spoke two years ago, we are always exploring opportunities. How can we get new leagues or clubs or tournaments on board, like what we did last year with the Euros? This is something we’ve done for the last couple of months. We’ve spoken to various clubs, and there will be announcements coming soon.

Are you losing anything else?

Lennart Bobzien: Again, I cannot comment on that. But what I can say is PES 2021 will have more or less the same type of licenses as in PES 2020. The only difference will be, you have clubs which have been relegated from certain leagues, so some clubs we will lose just because they have been relegated. But overall the licence portfolio will be very similar to PES 2020.

To see this content please enable targeting cookies.

So you’ve still got Juventus, then?

Lennart Bobzien: Yes. With Juventus it was a long-term deal. It’s not short-term, like a one-year contract. That’s what we do with all our partner clubs. We’re not going into details, like for how many years we are signing clubs, but every time we sign an agreement or partnership with a club, we’re always thinking long-term. A one-year deal doesn’t really make sense because you can’t really achieve something. We want to do a long story with all those clubs.

Yes, but the Juventus one is different isn’t it? Because it’s not just that you’re partnering with Juventus. You’ve got the exclusive rights to their name, which forced EA to change the name of the club in FIFA. I was surprised at that. PES getting such a high-profile genuine exclusive was a hell of a coup, I thought. Is that something we can expect more of from Konami in the future, or was it a special case?

Lennart Bobzien: It depends from discussion to discussion. It also depends on the clubs and their restrictions. Every time we talk to a club we explore the possibility of exclusivity, but with some clubs it literally doesn’t work because they still have agreements with their domestic league, for example. But if there’s an option to go into exclusivity, we definitely want to explore that. In the end, it’s a case-by-case scenario.

If you look at our clubs in South America, we have some exclusives there. If there’s a chance to sign a club exclusively, then we would look to do that.

To see this content please enable targeting cookies.

I’d like to talk about Nintendo Switch. EA puts out a half-arsed version of FIFA on Switch. Isn’t there a big opportunity on Switch for a really good version of PES that isn’t just a crap version of the main games? Will Konami step into the breach and save Switch owners who are looking for that experience?

Lennart Bobzien: I have a Switch at home. I love the Switch as a console. But I can just comment about PES 2021, and this will just be available on the current console generation, which means PS4, Xbox One, and PC via Steam. There will be no Switch version for this year.

Two years ago we talked about how PES was doing. Now, how is the game doing generally?

Lennart Bobzien: I cannot go into specific numbers, but PES has definitely grown overall globally. Last year we had a really big year with our new partner clubs, and there was new content coming to the game with matchday and Iconic Moment Series. We had loads of new stuff coming to the product. As you can imagine, the Juventus announcement had a big impact on our Italian market. The product quality helped us to grow the PES brand globally, but also within Europe we’ve definitely noticed an increase of sales digital especially, but also for physical as well.

Can you say anything about how PES is doing in the UK? When we last spoke we were talking about how tough it it in comparison to FIFA here.

Lennart Bobzien: Again, I can’t go into sales figures. The UK is still tough. It’s a tough market. The UK is a market dominated by our competitor. It’s not a secret. We are growing, but I would say in the UK we are growing slightly slower than in other countries, just based on the dominance of our competitor. The partnerships we have with United and Arsenal help us massively to help make people aware of our product, to showcase our product. We 3D scanned both partner clubs in the past, and that just helps us show the quality to their fans.

2
All eyes on PES 2022 and Konami’s next-gen efforts.

Everyone’s talking about PS5 and Xbox Series X. Will PES 2021 work on next-gen in terms of backwards compatibility?

Lennart Bobzien: In terms of backwards compatibility, we’re really leaning on the first-parties and their messaging in terms of what they’re saying will and won’t work. We’re doing testing at the moment in Japan. Microsoft has been very clear that virtually all games going way back to Xbox will run on Xbox Series X. We’re not putting out too much publicly because we want to do that testing first ourselves. But we’re confident at launch you will be able to play PES 2021 on these new consoles. But it’s a question of optimisation and what will and won’t be so good. That’s why we’re hesitant at the moment. We’re doing all that testing, and then we can put out some clear messaging as to what the advantages will be by playing on these new consoles.

So it will work, basically.

Lennart Bobzien: From what we’ve seen from Microsoft. We’re still waiting on Sony’s public messaging with regards to backwards compatibility. We’re doing that testing at the moment. And there will be more public-facing messages that we’ll put out hopefully before launch.

You’ve decided to change game engine for PES 2022 on next-gen, switching to Unreal. Why did you decide to do that?

Lennart Bobzien: Our development team in Japan tried it out, and they’ve seen they have so much more opportunity to do different things on the pitch when it comes down to gameplay visual effects. When they played around with the Unreal engine, they just decided this was the engine they wanted to use to make the step into the next-console generation. The Unreal engine is the base for the future of the PES series. The teaser, even though it’s just a snippet, it shows the beginning of the future of the PES series.

You’re doing standalone PES 2021 club editions for Arsenal, United, Barcelona, Juventus and Bayern. Konami has said they come with bespoke content. What is it, exactly?

Lennart Bobzien: It’s something the clubs are asking for. They want to distinguish themselves. Two years ago, for PES 2019, we had Coutinho. From a cover or artwork point of view, it just makes it difficult for our other partner clubs to promote this edition. But with club editions, we can work closely with our clubs, and they can push it out to their fans as well. The clubs want to offer out some unique content to their fans, which you can only get with the Manchester United edition, you can only get the Iconic Moment Series player Beckham if you buy that edition. If you go with the Juventus one you get Ronaldo. And so on.

What if you want some of this exclusive content but you don’t want to buy multiple copies of the game?

Lennart Bobzien: If you take United as an example, it’s not the case this Beckham version is only available if you buy the United edition. Beckham will be available at a later stage in the myClub campaign. The only full uniqueness are the themes we’re giving away, for the PlayStation for example. Also we’re giving away a digital retro kit. Those two items are fully exclusive to those club editions. But the other content, such as Iconic Moment Series players, they will be available at a later point. But to be fair, if you are a Bayern fan, you would look into getting the Bayern edition with the Bayern retro kit. Obviously if you love football you would love to have all those retro kits, but in the end it’s up to the user. They have to make the decision.



source https://entergamingxp.com/2020/08/as-konami-hopes-to-avoid-past-console-transition-mistakes-pes-2022-is-under-pressure-to-deliver-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=as-konami-hopes-to-avoid-past-console-transition-mistakes-pes-2022-is-under-pressure-to-deliver-%25e2%2580%25a2-eurogamer-net

Fall Guys Update Announced – Adds New Level Into Rotation

Jump Showdown becomes the latest level to add to the carnage.

A day wouldn’t be complete without at least a couple of Fall Guys news stories. Earlier today we reported that the Fall Guys developers were going to be offering players an “in-game reward” to make up for the server issues that have played a part in the game since launch. Now, the official Fall Guys Twitter account has just confirmed that a patch is inbound, and it includes a new level.

The new level, which was included in the beta tests, is Jump Showdown. The level, which is very similar to the Jump Club game, sees players avoiding two spinning poles as the ground falls from underneath them.

The patch, which drops tomorrow, also makes a few smaller changes to different game modes. The full patch notes can be found below:

  • Lowered the weighting for Royal Fumble to add more final round variation
  • Fixed crash at launch with certain regional calendars set in the operating system
  • Improved messaging for matchmaking and server errors
  • Fixed physics behaving erratically at high framerate on levels like Tip Toe
  • Fixed crown in Fall Mountain not being grabbable in rare situations
  • Addressed some collisions in Block Party allowing players to bypass the blocks
  • Fixed Parties sometimes failing due to too many requests
  • Addressed some special characters causing display issues in player names
  • Fixed Big Tease Achievement not unlocking in specific regions
  • PC only – Fixed certain game controller models not being detected on PC

The tweet which announces the update also confirms that “More new levels will be coming soon – along with new features & costumes”, something that has been teased before.

Although the game has only been out a week, it’s achieved some incredibly impressive numbers – hitting 1.5 million players in the first 24 hours and selling 2 million copies on Steam already. It’s great to see developers Mediatonic getting right behind the game and adding new levels already. How many crowns do you have now?



source https://entergamingxp.com/2020/08/fall-guys-update-announced-adds-new-level-into-rotation/?utm_source=rss&utm_medium=rss&utm_campaign=fall-guys-update-announced-adds-new-level-into-rotation

Sniper Elite is being turned into a board game • Eurogamer.net

£60 version includes “teste-kill” figurine.

A board game version of British stealth shooter series Sniper Elite is in production.

It’s being put together by Rebellion Unplugged, the new tabletop arm of the Sniper Elite developer, and will be available first via Kickstarter.

Designed for up to four players, the Sniper Elite board game sees one person plays as a sniper while the others play as a squad of German soldiers attempting to defend their base. A single-player offering will also be included.

A basic version of the game costs £40, a version with a Specialist Upgrade Kit add-on costs £60, or you can pay £80 to add in the game’s additional Eagle’s Nest expansions.

Pay at least £60 and you’ll get a “teste-kill” figurine version of Adolf Hitler being shot in the testicles.

It’s worth noting that shipping is not included, and will come to £12 in the UK, or up to $18 for the US.

As of writing, nearly £5k out of the board game’s £22k target has been achieved in around an hour. Here’s a look at it in action:

To see this content please enable targeting cookies.



source https://entergamingxp.com/2020/08/sniper-elite-is-being-turned-into-a-board-game-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=sniper-elite-is-being-turned-into-a-board-game-%25e2%2580%25a2-eurogamer-net

Sword Art Online Alicization Lycoris Review — Fails to Fully Actualize its Ambitions

Sword Art Online Alicization Lycoris attempts to revamp the franchise and breathe new life into it, with very polarizing results.

Sword Art Online Alicization Lycoris starts players off with a bang, and for fans of the anime, it’s quite different from how the series starts. After a very basic tutorial that introduces the block, attack, and Sword Skills, you’re thrown in the season’s final battle against the all-powerful Administrator. The fight itself is impossible to lose, as nothing happens if Kirito’s (the protagonist) HP is depleted.

The mechanics of combat are simple and don’t require much effort to learn. However, the controls for combat are rather subpar. Somehow, the controls are both slippery and floaty, meaning it’s difficult to maneuver Kirito without him sliding around and completely missing the enemy. There is an upside to this opening battle and combat in general, at least — it feels incredibly satisfying when you land a skill. At this point in Sword Art Online Alicization Lycoris, there are tons of skills to choose from and they all have that nice anime flashiness to them, not to mention the substantial damage they hit for.

Once the Administrator’s health dips below a certain amount, her and Kirito engage in a final heated clash of swords.

After a bright flash of light, Sword Art Online Alicization Lycoris‘s main story actually begins with a de-powered Kirito who’s been thrown into a mysterious but somewhat familiar virtual world known as “Underworld.” He soon meets a young man named Eugeo who helps him get accustomed to the village and the world at large. As Kirito explores more, he realizes what makes Underworld so special: the A.I. that populates the world behave just like humans and are completely unaware of their status as fictional beings.

Under the belief that Kirito is essentially a chosen one who is dropped into his world by the gods, Eugeo tours Kirito around his village and shows him the Gigas Cedar, a giant tree that drains energy from his village. It is his Calling — a special goal given to each villager to work towards each day or die trying — to cut down this tree with a power axe. Kirito tries to help but discovers how daunting the task is. Eugeo then reveals that his family line has been working toward this goal for 300 years now.

width="800"

As Kirito and Eugeo work and train (with the former’s goal of figuring out how to complete the latter’s goal quickly so he can be escorted into the main capital) we also find out about Eugeo’s younger sister, Alice, and how she was taken away by an Integrity Knight for violating the taboos of the land. The plot switches its focus to saving her and it continues from there, following the general story beats of the anime with the exception of a new female character named Medina who joins the roster a bit later on.

The plot develops slowly, and I mean at an absolute crawl at times, as Kirito uncovers more of the secrets permeating the world. Though the pacing is off, I enjoyed watching their relationship mature and Kirito get to know each major villager. And because Sword Art Online Alicization Lycoris has far more breathing room to spend on developing the characters, they feel more fleshed out and it’s much easier to become invested in their world and growth. Eugeo, of course, benefits from this fleshing out the most, unlike in the anime where they barely have enough time to get a sprinkling of chemistry before the story whisks them along.

Alicization Lycoris, Aquria, Bandai Namco, PC, PS4, ReoNa, ReoNa Sword Art Online, SAOAL, steam, Sword Art Online Alicization Lycoris, Sword Art Online Alicization Lycoris update, Xbox One, Yousuke Futami

Alicization Lycoris still features the classic mechanics of the series, such as building Renown. By either speaking with NPCs or by completing quests, you can increase this stat which determines how people perceive you. This also affects your Affinity with them as well. It’s similar to the stat found in other Sword Art Online titles, which has the same effect of allowing the player to recruit more party members.

This is also an important feature for the usual dating sim mechanic that is present in any SAO game. By answering questions correctly in the heart-to-heart minigame for each eligible bachelorette, you increase their Affinity toward Kirito, which can unlock a special ending and scenes with them. As usual, if you’re invested in that sort of thing, it’s there, but if you elect to ignore it, there’s no penalty against you.

Kirito and other party members possess several stats: System Control Authority, Weapon Type, Ex Skills, Persona, Anima, and their current Affinity with Kirito. There’s also Proficiency, which correlates with how often you use a weapon. Raising this stat, or its Bond, is important for mastering certain abilities. Requiring Kirito to essentially level up his weapon usage is a visceral way to earn his power and skill, and it matches perfectly with the more organic fantasy setting of Alicization Lycoris that rewards a hard work ethic.

width="800"

You can also affix equippable abilities, called Attachments, to armor which can have a range of passive effects. More powerful Attachments tend to also have a temporary usage period to mitigate any overuse. Although these stats suffer from the same issues as other SAO titles, in that they’re often convoluted and not very useful, it has been far more streamlined in Alicization Lycoris. The UI is also much less cluttered and easier to navigate which is a refreshing improvement.

Combat consists of controlling Kirito as you give directions to your normally AI-controlled party during any given sorte. Your team can perform special team-up skills as well, which are vital for some of the stronger foes. And while the combat has been completely overhauled and simplified to allow for a seemingly more accessible experience, it is not very good. As stated before, the controls are often floaty and imprecise, despite the decent lock-on mechanics. And though skills are satisfying when integrated with normal combos to devastating effect, landing those skills can often be an exercise in frustration thanks to said skills having little weight and impact, as well as being difficult to time in the first place.

Alicization Lycoris, Aquria, Bandai Namco, PC, PS4, ReoNa, ReoNa Sword Art Online, SAOAL, steam, Sword Art Online Alicization Lycoris, Sword Art Online Alicization Lycoris update, Xbox One, Yousuke Futami

Sword Art Online Alicization Lycoris is an experimental title to be sure. It eschews the tried and true conventions of the franchise and instead attempts to create a more unique experience. The beginning, despite its glacial pacing, is also refreshing in its focus of drawing out the personalities of both Kirito and Eugeo while creating a charming world that you slowly become invested in. Even the inclusion of Medina is interesting since she’s the first herald of how the story will alter from the second half of the anime. Her character itself is intriguing and I found myself wanting to learn more about her and her importance to the plot.

The biggest roadblock with the plot, though, is the same as in the animated version. Once you hit the Sword Mastery Academy, the plot takes a noticeable nosedive. The newly introduced characters are bland window dressing solely there to service Kirito’s (and to a point Eugeo) own arc.

Though I will admit that once again the title’s slower pace makes the characters a little more endearing in this incarnation, there is no excuse, however, for this game to still have the infamous sexual assault scene from the anime. And while it doesn’t graphically depict said scene, this would have been a perfect opportunity to completely remove it and create an entirely new scene that serves the same character arc purposes, since it’s already established that this game will be diverging from the original story.

width="800"

Alicization Lycoris‘s best feature is its multiplayer, which you unlock after clearing the first chapter. It features a pretty competent character creator (decent options that are standard in any SAO title) to go along with the enjoyable mission and side quest-based gameplay that’s often a welcome break from the occasional monotony of the main game. It’s a shame that such a fun part of the game is hidden behind over 12 hours of initial gameplay.

However, neither the single or multiplayer can hide the technical and graphical issues. It’s important to clarify that these are easily the best-looking graphics to date in a Sword Art Online game. The environments are uniquely designed, vibrant, colorful, and sometimes even pretty. But there are plenty of poorly rendered textures and the pop-in is extremely noticeable. Even worse are the frame rate issues, which for a turn-based JRPG would be forgivable, but are absolutely unthinkable in an action JRPG where timing is vital and slowdown can cost you a hefty chunk of dealt damage. Fixes have been coming to at least improve the abysmal FPS, so hopefully, those who already purchased the title will have a better experience moving forward.

Overall, credit is due to Sword Art Online Alicization Lycoris for trying to change up the far too familiar formula of the franchise and offer both veteran and new players a brand new experience. But the problems in the plotline, gameplay, graphics, and technical issues impact it significantly. Although it’s not a bad game at all, it’s also not a very good one and becomes difficult to recommend to anyone outside of series fans.



source https://entergamingxp.com/2020/08/sword-art-online-alicization-lycoris-review-fails-to-fully-actualize-its-ambitions/?utm_source=rss&utm_medium=rss&utm_campaign=sword-art-online-alicization-lycoris-review-fails-to-fully-actualize-its-ambitions

miHoYo (Genshin Impact) Reveals Itself as Lumi’s Developer

miHoYo, the developers of Genshin Impact and Honkai Impact 3rd, turned out to be the developers of beautifully animated Virtual YouTuber YoYo Lumi.

YoYo Lumi, the super smoothly animated Vtuber using motion capture we introduced back in July, turned out to be a project by miHoYo, the company behind Honkai Impact 3rd and Genshin Impact.

On August 4, the download link for an animated desktop was shared by Lumi’s account on her official Discord. That’s when everyone there realized the connection with miHoYo, as the program is hosted on their servers and is miHoYo copyrighted. The program was later published on Twitter as well:

I was personally sure miHoYo was linked to Lumi somehow as it was too much of a coincidence for a miHoYo staff member and a certain artist who already worked for the company to be on Lumi’s official Discord. The way Lumi’s name is stylized, YoYo Lumi, like miHoYo, was a hint too. This is part of why I wrote about Lumi in the first place as I expected such an interesting development.

We now also learned that N0VA Desktop stands for “Number 0 Virtual Actress Desktop”, the actress being Lumi.

Once you’ve installed the program, it adds Lumi to your desktop, where she’ll sleep if you switch focus to a window, but wake up and play on her swing if you look at the desktop. her animations are extremily smooth as usual and she’s super cute. Though you’ll just think it’s creepy if you aren’t an anime otaku.

Some of Lumi’s dance videos can also be played as an animated desktop, and more behavior patterns should be added later on; it’s highly possible more characters will be coming in hte long run. Seeing Lumi is the “Number 0 Virtual Actress” of the project.

miHoYo also launched a survey to ask how did you first hear about Lumi’s videos. I’m personally not sure anymore where did I first see them, probably on Twitter. Be sure to mention DualShockers if you’ve discovered Lumi with us.

A new video has also been released. miHoyo publishes the YoYo Lumi videos on Chinese site bilibili with Chinese subs, and later on, YouTube with English subs. Lumi is still obscure on the English scene, and her biggest audience by far is in China, with her bilibli account having more than 91K followers. The BGM used in Episode 7 wasn’t well received by some bilibili watchers, which prompted Lumi to promise to do a Chika Fujiwara Dance video one week later.

Personally speaking, I’m interested in the animation itself and didn’t pay much mind to the music, but it’s nice the staff listens to the fans. As for the animated desktop program, while I’m a huge anime otaku since birth, I’ve never been too much into thinking 2D characters are real and the like. I won’t be one of those claiming “it’s like Lumi is real and watching you” and all that, but the desketop program is definitely an interesting idea.

I hope this different and original VTuber project and miHoYo’s hard work will get recognized, and looking forward to future updates. Though I’m sure miHoYo is focusing on Genshin right now as it’ll launch before September on PC and mobile, and in Fall on PS4.

Note that we recently participated in Genshin Impact‘s latest Closed Beta, and we’ll be sharing our impressions on the game soon. Spoilers: It’s pretty good.



source https://entergamingxp.com/2020/08/mihoyo-genshin-impact-reveals-itself-as-lumis-developer/?utm_source=rss&utm_medium=rss&utm_campaign=mihoyo-genshin-impact-reveals-itself-as-lumis-developer

Def Jam Records May be Teasing a New Game

“The streets saying we need a new Def Jam game.”

It’s been 13 years since the last true Def Jam game. 13 years too long. It seems like Def Jam Recordings — or at least the person behind their Twitter account — agrees. Monday night, the official Def Jam Records Twitter account posted a screenshot of the Def Jam: Fight For NY character select screen with the caption, “The streets saying we need a new Def Jam game.”

The next day, they followed up on their Tweet, saying, “Once our twitter hits 1M, we have a special announcement for y’all!” with a game controller at the end, implying that they had an announcement related to their fan-favorite franchise. Considering they were sitting at around 980,000 followers when they posted it, and then a few hours later they were only six thousand followers away, we’re sure to see a big announcement from them soon.

EA has made it abundantly clear that they’re interested in and working on a number of remasters of their legacy content, as well as bringing a lot of it to platforms they’ve previously left bare, like Steam and Nintendo Switch. While the likelihood of a remaster or re-release is pretty high, it’s also entirely possible that Def Jam will partner up with EA or another publisher to bring forth a wholly new game with a new — or at least updated — roster.

Considering rap, along with the music scene, in general, has changed quite a bit in the last 13 years, they’re certain to add in a few new faces if the game is a remaster or remake. A sequel or entirely new game in the franchise would also make sense since the prolific recording label teased a new game back in 2018 by asking fans who they’d like to see on the cover of a new Def Jam game.



source https://entergamingxp.com/2020/08/def-jam-records-may-be-teasing-a-new-game/?utm_source=rss&utm_medium=rss&utm_campaign=def-jam-records-may-be-teasing-a-new-game

Dirt 5 current-gen release delayed slightly • Eurogamer.net

The current-gen and PC versions of Dirt 5 will now launch slightly later than planned, on 16th October.

Pony up for the Amplified Edition and you’ll still be getting three days’ early access, but now from 13th October.

These dates apply to the PC via Steam, PlayStation 4 and Xbox One editions of the game. PlayStation 5 and Xbox Series X versions are also on the way, but will launch at a later date.

Dirt 5 is the latest in Codemasters’ long-running rally racing series. This time around, it includes a story mode with characters voiced by… Nolan North and Troy Baker.

To see this content please enable targeting cookies.

To see this content please enable targeting cookies.



source https://entergamingxp.com/2020/08/dirt-5-current-gen-release-delayed-slightly-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=dirt-5-current-gen-release-delayed-slightly-%25e2%2580%25a2-eurogamer-net