Schlagwort: japan

  • Defend the Earth in a new immersive SPACE INVADERS gameDefend the Earth in a new immersive SPACE INVADERS gameSenior Product Manager

    Defend the Earth in a new immersive SPACE INVADERS gameDefend the Earth in a new immersive SPACE INVADERS gameSenior Product Manager

    Reading Time: < 1 minute

    In honor of the 45th anniversary of the iconic game “SPACE INVADERS,” we partnered with TAITO, the game’s developer, and Unit9 to transform the world into a playground — thanks to augmented reality (AR).

    “SPACE INVADERS: World Defense,” a mobile game on Android and iOS, invites players from around the world to get outside and defend the Earth. Space Invaders spawn from buildings and rooftops, hide behind structures and hover in the sky. Through global immersive gameplay, players from all over the world have to work together to save the planet.

    Players explore their neighborhoods to discover new Space Invaders and score points by taking them down. They can unlock special power-ups, compete with friends for the top score near their location and share their achievements on social media with an AR selfie.

  • Keza’s love for the Japanese games industry

    Keza’s love for the Japanese games industry

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    Keza MacDonald has been a video games journalist and critic for more than 15‭ ‬years‭, ‬and is currently video games editor at The Guardian‭.‬ In the latest issue of Wireframe magazine, she tells us how her love affair with the Japanese gaming industry started.

    Keza Macdonald
    Follow Keza’s adventures on Twitter

    When I was a kid, Japan was synonymous with video games. Unlike the home-computer-raised British children of the 1980s, I grew up with Nintendo (and, more reluctantly, with Sega), and later with PlayStation. My first console was a SNES, my second an N64, my third a PlayStation 2, and my fourth a Dreamcast bought on the cheap just after it was discontinued, and all of my formative gaming experiences were Japanese.

    I’m not just talking about the obvious stuff, though naturally Mario, Zelda, and Pokémon were a huge part of my childhood. I used to sit and peruse issues of Super Play and N64 Magazine in the magazine aisle of the supermarket whilst my dad did the weekly shop, poring over tiny screenshots of mysterious imported Japanese games like 64 Ōzumō and Harvest Moon. For my N64, I didn’t buy GoldenEye (primarily because my mum wouldn’t let me, but still) – I bought Konami’s Mystical Ninja Starring Goemon, a bizarre musical RPG set in a surreal Edo-period-inspired Japan. I bought Treasure’s bizarre action game, Mischief Makers. On Dreamcast, my introduction to Sega consisted of Space Channel 5, Shenmue, and Crazy Taxi.

    Later on, as a teenager, I became a bit of a specialist in digging out obscure Japanese games on the PlayStation 2 and GameCube. I played bizarre evolution game Cubivore, innovative music game Mojib-Ribbon, even more innovative musical shooter Rez, and Chulip (a game about arriving in a new town and working your way up to kissing the girl of your dreams, starting with kissing the upside-down gimp hanging around in the sewer). I discovered, and very quickly became obsessed with, Bemani games like Guitar Freaks and Dance Dance Revolution. I loved the diversity and creativity of Japanese games, and the fact that I often encountered something entirely unexpected in them. Having grown up in a different culture, the language of their cultural references and their sense of humour was intriguingly new to me.

    I learned katakana as a teen so that I could read basic menus and muddle my way through imported games. Later, at university, I studied Japanese so that I could spend a year abroad; when I landed in Nagoya, a city on the coast between Tokyo and Kyoto where I spent some of the happiest and most fun months of my life, I remember being weirded out by a sense of déjà vu. I kind of had been there before, but only in games like Shenmue. I had a great time exploring arcades, spending most of my money on random bargain-bin N64 games, travelling the country, and being extremely laissez-faire with my actual studying.

    This was in 2008, and what I was witnessing was the tail-end of Japan’s cultural domination of video games. My favourite Shibuya arcade has closed now. Some of the others I used to frequent are still there, but increasingly full of UFO grabbers rather than old Street Fighter cabinets or mysterious rhythm-action games. Shooters and open-world games were becoming the dominant genres, and Japan did neither of them well. Ahead of Keiji Inafune’s famous proclamation that Japan’s games industry was dead in 2009, The “Is Japan over?” op-eds had already started, as the publishers and developers that made many of the weirdest games of my childhood started to fold, the industry started to globalise, and online play became the norm.

    Since then, indie games have had a resurgence, but Japan has never developed a particularly robust indie scene. Its games industry still revolves around the huge companies that forged it. We’ve still got Nintendo, Capcom, and Square Enix, but others like Konami and Sega are shadows of their former selves, and we’ve lost Sony’s Japan Studio among many others. Japan hasn’t been at the epicentre of the games industry for many years now. But for those who grew up when I did, it will always be its true home.

    Get your copy of Wireframe issue 50

    You can read more features like this one in Wireframe issue 50, available directly from Raspberry Pi Press — we deliver worldwide.

    And if you’d like a handy digital version of the magazine, you can also download issue 50 for free in PDF format.

    Website: LINK

  • Become a virtual shinobi in the fast paced action experience Ninja Legends

    Become a virtual shinobi in the fast paced action experience Ninja Legends

    Reading Time: 8 minutes

    Ninjas are awesome. Silently moving through the shadows, they struck with precision and skill to take out their targets. From over-the-top action films, to Saturday morning cartoon heroes in the form of mutant turtles, we’ve always had a fascination with these stealthy assassins. The creative team behind recent Viveport Infinity release Ninja Legends spoke to us about what inspired them to create a frantic and addictive action experience that puts you in the Tabi of these historic warriors. 

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=y9bW3yULJCg?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Coinflip Studios

    Co-Founder David Geisert: Coinflip studios is a small team comprised of 7 game industry veterans. We’ve been working together for many years across multiple companies. In 2018, we decided to get together and form a games company focused on new technologies. As we explored different markets and what was up and coming, VR was a huge interest of ours. As the market heated up, we realized that now was the time to start building for the up and coming space! Personally, I’ve been a huge VR fan since I was able to get my hands on the early Gear VR headsets. Since then I’ve upgraded to Vive and have been extremely passionate about all aspects of VR. Within the team, I have been a jack of all trades who fills in many roles with a focus on programming. Over time I’ve become a Unity development expert with a focus on the VR tool stack.

    What were some of your biggest inspirations (gameplay, art style etc) when creating Ninja Legends?

    We were heavily inspired by various films to maintain a high speed of 1 vs Many combat. Ninja Assassin, Ip Man, Kill Bill, and many others served as inspiration for the base feeling for the game.

    The cyberpunk classic Snow Crash is also an inspiration for the theme – in that book, the main character is a master swordsman in Virtual Reality.

    Each individual weapon and special ability in our game has a host of inspirations that we drew from. For example, the rope dart is heavily influenced by Mortal Kombat. We liked pairing it with the fist and yelling ‘Get over here!’ while playing.

    Talk a bit about your previous experience in mobile game development and how it influences what you’re making now in VR

    Some of the elements of Ninja Legends are influenced by our time as mobile developers. With mobile games, we learned how important it was to get players into the action with the most fun aspect of the game ASAP. We brought this thinking to VR, allowing players to jump into the action within one button click of loading the game.  The interest curve of the levels is an ascending wave, with new enemies and difficult waves mixed in with small breaks on easier waves. We also included the daily challenge mode, to allow for something new to play every day, and for something that you’ll miss if you don’t come back. In future games, we’re especially excited to bring over mechanics that allow for deeper player investment and engagement.

    How long did Ninja Legends take to develop, and how many people were on your team throughout?

    We started working on Ninja Legends in November 2018, making it approximately nine months from first concept to launch.  We have a team of seven that has worked on the game, although not all seven have been working on it the entire time. We had a few large pivots of what the game should be, from a rhythm based game, to the intense combat game we have now.

    Ninja Legends is your first title as a studio, and your first foray into VR. What were some of the biggest challenges in crafting this frantic shinobi action experience as compared to previous titles for other platforms?

    The input mechanics of other platforms make them much easier to deal with players trying to find bugs.  In VR there are so many degrees of freedom, which make it hard to keep the game working properly. You always have to worry about someone trying to stick their head through a wall or putting their hand somewhere it isn’t supposed to be.  We designed around theses extra hurdles instead of trying to solve them, which greatly reduced the development time. The action game is also something we hadn’t done before. It was a lot of fun and a great workout each day as we played.

    Ninja Legends gives players tons of fun and powerful weapons, including mystical shinobi powers. Tell us a bit about the process of designing these powers, the challenge of balancing, and if there were any left on the cutting room floor (pun intended lol). 

    We pulled a lot of inspiration from games, movies, and anime we liked.  There are a bunch of movies that have a single hero character taking on a horde of unnamed killers.  We took the best parts of those scenes and tried to replicate that feeling. Then we stuck in the weapons we liked from the best movies and games that did that.  I really like the rope dart, which was inspired by the character Scorpion from Mortal Kombat. I use the gauntlet, chain-dart combination and then uppercut the enemy when he gets pulled in, and of course I say “Get over here.”  There were a few that didn’t make the cut, either from being too complicated, or not being fun to use. One of the first powers was to slow time. It worked great, but we started adding it to the other powers and just slowing time started to feel boring.  One that we tried, but it was too different is a Godzilla beam, where you’d yell to have a beam come out of your mouth. The mouth beam was too close to the eyes and was bad for performance, and the trigger being sound was too different and didn’t fit with the rest of the game.  We also had a stun attack that would cause anyone you hit to be stunned for a few seconds. This one didn’t work because it was boring, and didn’t trigger like the other specials. The shockwave special was cut because it didn’t involve any element of skill. It was just a more powerful version of the hand blast.  We also tried to keep out weapons that would just duplicate the same play styles as other weapons. Sai are commonly linked to ninjas, but we thought they were too close to the claws. We also avoided any tricky physics chains or ropes as they tended to break. I’m happy with the specials and weapons we ended up with.

    What are your thoughts regarding the future of VR gaming, especially in the arena of action titles. Are there any improvements you want to see to the technology in order to help you make more engaging experiences?

    Two things I think action titles really need are more freedom of movement in real life and better haptic feedback.  The freedom of movement will allow for the clunky and motion sickness causing systems to be done away with. The better haptic feedback will eventually allow for more complex interactions with enemies.  I would love to be able to throw enemies around and have it really feel like I was throwing something.

    Who is your favorite ninja (real or fictional)?

    I really like Killua Zoldyck from the anime series Hunter X Hunter.  He’s a small kid from an assassin family who wants to make friends.  He just has a hard time making friends when he is this amazing killing machine.

    Ninja Legends launched on Steam not long ago, and now has arrived on Viveport. What has been the reception so far? Have there been any bits of feedback you received that surprised you?

    The reception has been great! It has been refreshing to start getting a stream of feedback from players. This helps us improve our game much faster. For example, one thing we heard was how difficult it was to deal with enemies surrounding you, especially in a 180 degree setup as many people have at home. We took that feedback and added arrows to the side of the screen in Novice and Ninja difficulties to indicate if there was an enemy off screen attacking you.  From the reviews after that update it seems to have made a great improvement in the experience. There have also been some hardcore VR fans that want a much larger scoped game, and we can sympathize with that. There are many more aspects to being a ninja besides pure melee combat. This is something we’re looking to build on through future updates.

    Are there any exciting updates to Ninja Legends planned that you can share with our readers?

    We are already working on the first update, and it will be a whole new play mode.  We haven’t fully finalized the concept. It is either going to be a stealth mode with locomotion, a tower defense archery mode, or a sandbox mode where players can load in their own levels, enemies, and weapons.  We’d love to get feedback and thoughts from any VR players out there on what we should work on to improve the game!

    What’s next for Team CoinFlip?

    We want to stay in VR, and look forward to the Ninja Legends launch to signal how to invest our time next.  One area we are very interested in is multiplayer in VR. Co-op gameplay is a natural fit for Ninja Legends, but we’d love to explore some competitive gameplay in VR.  Coming from mobile, and with the number of players in VR right now, we are thinking that an async multiplayer game would be the right move. This would be something along the lines of Clash of Clans with a construction and base management core, then an attack and action multiplayer component.  I think this could get over the problems of needing a constant large player base to get multiplayer competitive games off the ground. This is also something I’d love to player, as it should allow for rich interactions and gameplay with all the user generated levels.

    Smart thinking! You’ve got me more excited than ever for what you and the team having coming. Thanks for chatting with us!

    Ninja Legends is now available on Viveport and as part of your Viveport Infinity membership. Not a member? Start your free trial today and start honing your ninja skills!

    Website: LINK

  • VR Weekly: Tower Tag in Tokio und Magic Leap One

    VR Weekly: Tower Tag in Tokio und Magic Leap One

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    In dieser Woche stehen in unserem VR Weekly hauptsächlich zwei Themen auf unserer Liste: Sega holte unser VR-Spiel Tower Tag in die riesige Arcade Joypolis in Tokio. Außerdem gibt es einige Neuigkeiten zur AR-Brille Magic Leap One, die Chris und Patrick diskutieren.

    VR Weekly Plus: Tower Tag und Magic Leap im Fokus

    In dieser Woche gab es gleich einige News zur AR-Brille Magic Leap One, die dieses Jahr als Creator Edition auf den Markt kommen soll. Dabei will der Hersteller nicht wie andere erst ein Entwickler-Kit verkaufen, sondern gleich Endkunden ansprechen. Magic Leap sieht AR nicht nur als Consumer-Gerät, sondern als eine völlig neue PC-Plattform. Daher leitet sich der Name Creator Edition ab, denn das Unternehmen wünscht sich, dass Käufer der AR-Brille aktiv werden und selbst Inhalte erstellen.

    Allerdings kommt auch der Entertainment-Bereich nicht zu kurz, denn Magic Leap kooperiert mit der amerikanischen Basketball-Profiliga NBA, um sportliche Events mit zusätzlichen Informationen anzureichern oder gar einen Spieler ins eigene Wohnzimmer zu bringen. Außerdem investiert Axel Springer in das junge Unternehmen, womit der Medien-Konzern weiter den digitalen Ausbau vorantreibt. Fast noch wichtiger ist eine Nebenbemerkung zum Preis der Magic Leap One. Das autarke System soll nicht teurer werden als ein High-End-Smartphone. Bei einem Preis zwischen 800 und 1000 US-Dollar wäre die AR-Brille ein echtes Schnäppchen – Microsofts HoloLens kostet – allerdings in der Entwickler-Version – derzeit mehr als drei Mal so viel.

    Zumindest die für uns VR Nerds wichtigste News der Woche war aber die Eröffnung von Tower Tag in Japan. Kein geringerer als Sega holte die im norddeutsch-kühlen Hamburg entwickelte Arcade-Erfahrung in die japanische High-Tech-Hochburg Tokio. In der gigantischen Arcade-Vergnügungsstätte Joypolis darf man unseren Arcade-VR-Titel seit dieser Woche spielen und sich hinter echten Acrylglas-Obelisken vor feindlichem Beschuss verstecken. Ein Besuch des Joypolis lohnt sich daher auf jeden Fall. Neben Tower Tag warten beispielsweise noch eine echte Achterbahn und eine Halfpipe auf Besucher. Ausschnitte aus unserem Spiel und Impressionen aus Japan zeigen wir euch diese Woche im VR Weekly.

    Website: LINK

  • DEAD OR ALIVE Xtreme 3 Fortune 基本無料版 Photo Mode PEGI18

    DEAD OR ALIVE Xtreme 3 Fortune 基本無料版 Photo Mode PEGI18

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    DEAD OR ALIVE Xtreme 3 Fortune 基本無料版 Photo Mode PEGI18

  • World of Warcraft Wedding in Taiwan spotted

    World of Warcraft Wedding in Taiwan spotted

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    There are World of Warcraft fans, and then there’s this newly wed couple from Taiwan. With the groom wearing an impressively imposing suit of armor and the bride outfitted in a draping gown adorned with intricate, fantasy-driven embellishments, this geeky couple is really committed to the video game theme as they recently flaunted their outfits at their engagement party in Taiwan.

    BnFWX3V

    Here is a bit more information about the couple: „The couple, who dressed up as the fictional video game characters King Varien Wrynn and Tyrande Whisperwind (costumes by EMI Cosplay), props and all, will continue to display not only their their passion for a shared interest, but also their dedication to one another at a much larger venue in front of friends and family in January.“

    Official Source: http://www.mymodernmet.com/profiles/blogs/craig-zoe-world-of-warcraft-wedding

    https://www.facebook.com/sosistudio

    http://www.neatorama.com/spotlight/2013/11/16/The-Warcraft-Wedding/#!ooeq0

  • Metal Gear’s Creator Wanted Sexy Cosplay and, Well, He Got It

    Metal Gear’s Creator Wanted Sexy Cosplay and, Well, He Got It

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    „Quiet,“ the sniper character of Metal Gear Solid V, is rather unsensibly (un)dressed for combat. Creator Hideo Kojima had a number of justifications for this, saying that he wanted an „erotic“ character because that look would encourage cosplay. Yep. It did

    265344-Header2

    Via Destructoid, this is Kelly Jean, a cosplayer from the U.K.. She sought to make a real-life recreation of Quiet’s concept model and boy did she ever pull it off.Destructoid has a rear shot, too, but suffice to say that is NSFW. But if you’ve ever wondered what a soldier would look like in torn nylons IRL, go check it out.

    Official Source: http://kotaku.com/metal-gears-creator-wanted-sexy-cosplay-and-well-he-1461908034?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow

    http://www.destructoid.com/hideo-kojima-asked-for-it-and-he-has-received-265344.phtml

    http://kellyjeanartist.storenvy.com/products/3791158-quiet-poster

  • Nintendo Wii no longer for sale in Japan

    Nintendo Wii no longer for sale in Japan

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    Just a few weeks ago, we informed you that Nintendo was planning to stop the production of the Nintendo Wii ’soon‘, at least in Japan.

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    Well, today is the day. The company has quietly listed the console as „discontinued“ (upper right on the pic above) on its Japanese website.

     

    Nintendo has officially stopped selling the Wii in Japan. While we already knew that it was coming, we just didn’t know when. Earlier today, the company quietly changed the status of the console as „discontinued“ on the official Nintendo Japan website. Don’t worry, for it isn’t the end. You can still find stocks in small retail stores, and going 2nd hand is always an option, but this is only applicable to Japan.

    Official Source: http://www.nextpowerup.com/news/4605/nintendo-wii-no-longer-for-sale-in-japan.html

    http://www.engadget.com/2013/10/20/nintendo-stops-selling-wii-consoles-in-japan/

  • Gundam Cafe in Akihabara, Tokyo

    Gundam Cafe in Akihabara, Tokyo

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    The Diver City Plaza location will offer around ten menu items and fifteen drinks, including the 「Haro Latte」, exclusive 「Gundam, Char’s Zaku, and Acguy lattes」 (\380 each), and an exclusive Char’s Zaku Gunpla-yaki (\250).

    haro

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    There are also 20 varieties of gifts, from keychains and mugs that make perfect souvenirs to the 「Federation Ningyo-yaki」 (on sale in June).

     

    Size: 66 square meters (710 square feet) / Hours: 10:00 AM – 9:00 PM

    P1120723  RL_Anime_Girls

     

    gundam

     

    Official Source: http://g-cafe.jp/

    http://gundamfront-tokyo.com/en/floorguide/gundamcafe.php

    http://www.youtube.com/watch?v=Cupu-Dru16A

    http://www.youtube.com/watch?v=s8twVarv-HY

  • 3DS Pure White and Clear Black models announced in Japan

    3DS Pure White and Clear Black models announced in Japan

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    Meet the new Pure White and Clear Black 3DS that the Japanese will enjoy early next-month for 15,000 yen ($152) each. Yes we know, the colors are pretty much identical to the discontinued Cosmo Black and Ice White, at least in the photos.

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    pure-white_zpsf1387772

    Official Source: http://s251.photobucket.com/user/Kaos2K/media/Maxconsole/clear_black_zps7bbf9fd2.png.html

    http://www.siliconera.com/2013/09/23/pure-white-and-clear-black-3ds-colors-coming-on-october-10/

  • Asia Girls Now Wear This Strange Mask Instead of Getting Plastic Surgery

    Asia Girls Now Wear This Strange Mask Instead of Getting Plastic Surgery

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    Not everyone who wants plastic surgery can afford it, but now some of those people are able to slip on a Uniface Mask by Chinese designer Zhuoying Li. Simply put, „the science team behind this unique beauty product has developed ‚bionic-skin‘ technology to produce a human-skin-like mask, which is extremely thin and breathable through its pores.“

    Once applied, Uniface stays on and becomes your everyday face. According to the product site, the glue adheres to human skin and can only be removed at professional clinics, by Uniface experts.

    If you experience any kind of discomfort or if for any reason you want the mask removed during the first month after purchase, the company’s science team will remove it free of charge. After the trial period has expired, users will need to pay a removal fee of $59.

    Official Source: LINK

    LINK