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About the AuthorMariko
Joined: December 21st, 2020
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The Games that Made Us: FINAL FANTASY VII REBIRTH Director Naoki HamaguchiThe Director of FINAL FANTASY VII REBIRTH has made a truly exceptional experience, but what were the games that made him the creator he is today?
FINAL FANTASY VII REBIRTH is quite an achievement.
It’s the result of years of hard work by an immensely talented development team, including Director Naoki Hamaguchi. Along with his colleagues, Hamaguchi-san has produced an RPG of incredible quality.
In short, he’s made a pretty special game. But what were the special games that made him? We asked him to find out:
What was the first game you ever played?
I was in first grade or so, but my father bought the first generation Famicom along with the Super Mario Bros. game. And I vaguely remember playing together with my family.
Super Mario Bros. is a game played by tons of people, with simple operations,and it made people who have never played a game before like those in my parents' generation, participate while taking turns.
When you think of entertainment that could be enjoyed by the whole family, there were things like cards, but this was something that took its place and felt extremely new.
It’s not like I saw a future in games from it as a child, but it was very stimulating. I clearly remember thinking that this was a new gaming and entertainment experience.
What was the first Square Enix game you ever played?
I think FINAL FANTASY IV was the first, but at that time, my older brother was playing it and I was mostly watching.
I recall playing on my own from around FINAL FANTASY V.
At that time in Japan, you'd experience a specific worldview, and a continuous story in something like Weekly Shonen Jump, in which you can experience many different stories, but this was something that replaced that.
Instead of reading, to play on my own and be immersed in the story, characters, and worldview was very stimulating.
It was Squaresoft at the time, but I still believe that Squaresoft games were very unique.
Above: FINAL FANTASY V Pixel Remaster
Other than FINAL FANTASY VII REBIRTH, what game could you not live without?
As a creator of these kinds of games, the title I respect the most is The Witcher series. Especially The Witcher 3, it's already a title from 10 years ago or so but I truly believe this is an extremely well made title that stands the test of time.
For The Witcher series as well, especially The Witcher 3, the detailed construction of the world and the gameplay immersion is truly wonderful.
So, in that way, yes, for me there may be no other gameplay experience like it.
If you could only listen to one Square Enix soundtrack, what would it be?
FINAL FANTASY VI and VII happened right around the time of my adolescence, so around middle school or high school, I bought the FINAL FANTASY VII soundtrack and listened to it all the time.
I had a part time job at a video rental store back then, and have fond memories of playing the VII soundtrack in the store and such.
When I listen to the music, it brings to mind the gameplay experience and the emotions that I felt at the time. In that sense, the FINAL FANTASY VII soundtrack was special to me, even as a child.
Especially the music at the beginning of the game when you enter Midgar. Even when I was making FINAL FANTASY VII REMAKE, I listened to that song a lot. There’s a nostalgia and brings back a rush of memories from those days.
What game do you think the whole world should play?
Of course, FINAL FANTASY VII REMAKE and REBIRTH are titles I'd love for people to play.
There's also The Witcher series I mentioned earlier, and I’d like people to try playing The Witcher 3 especially.
But there’s one Japanese title called Zero, it's a horror game. I think it’s released overseas as Fatal Frame. It deals with real Japanese ghosts and isn't something with zombies that North American and European users tend to like, so culturally, it might not appeal to everyone.
The game is not so much about zombie attacks and shooting them; it's more about taking pictures of the ghosts and getting rid of them.
It has a very Japanese style to it, which I like so much that I play it every time a new title comes out.
It's a bit niche, but I really hope it will spread to the rest of the world as a Japanese horror game.
What’s your favorite Square Enix game?
Well, I think my #1 will have to be FINAL FANTASY VI.
I was probably in middle school when I played FINAL FANTASY VI, and it was such an entertaining experience for me as a child.
I was so impressed how it could move players' hearts as a work of art.
I truly felt this at the time, and then I had a vague thought that: "it would be nice if I could become an adult who creates games like this in the future."
That was really the title that was the catalyst that led to my present, so it was a very memorable experience for me.
Above: FINAL FANTASY VI Pixel Remaster
What’s the saddest moment you’ve experienced in a game?
I think it was Aerith's fate from FINAL FANTASY VII that made the biggest impact on me.
It was when I was in high school or so, and I'm sure there were experiences like that back then in movies and such, but no game existed at the time that posed such a dramatic development to the users.
I'm sure it left an impression not only on me, but also to many other people. It certainly made a strong impression on me.
What does the original FINAL FANTASY VII mean to you?
I played this when I was at high school, and I think it is the game that served as a catalyst towards me becoming a game creator in this industry, so I respect it very much.
I am now in the position of directing a remake of the game, and (Yoshinori) Kitase and (Tetsuya) Nomura are the people who made the game back then. From my perspective, I enjoyed the game as a user back then, and now I am involved in the creation of the game.
By approaching the work from our various perspectives, I believe we were able to maintain a balanced creation process for both this title and the last.
What three things are you most proud of in FINAL FANTASY VII REBIRTH?
Firstly, the FINAL FANTASY remake project is worked on as a trilogy and naturally I think there is high anticipation from the users as to how the second instalment will be after the first one.
So, I create each title noting the reaction of the customers, and try to incorporate the expressions suitable for that era into it. In that way, this will be a different game experience from the previous one.
Delivering a game into customers' hands after having properly evolved it, is probably one of the most important points.
As for the other two points, regarding the battle system...
In the previous instalment, the battle system was a fusion of actions and commands. It was a new form that was created and delivered to the users and I believe it received very positive feedback.
With that, we developed a new system that expresses the bond between the characters, called Synergy attacks.
The new game has a slightly different feel from the previous one, and the game strategy has increased in its depth. This is one of the appeals of this title.
Another is the world map. People are very much looking forward to seeing how the world map will be made. There are people who think we can't recreate everything if we attempt it, but there are also those who want us to make it right.
To wonder how we would then respond to these expectations, I am sure is on the minds of all users waiting for REBIRTH.
We have kept the feeling of the original FINAL FANTASY VII world map intact and reincarnated it in a form that is best expressed in this day and age.
This is what I'd like players to look forward to most.
FINAL FANTASY VII REBIRTH is available now for PS5.
- Get the Standard Edition
- Get the Deluxe Edition
- Get the Digital Deluxe Edition
- Get the Twin Pack (includes FINAL FANTASY VII REMAKE)
Want to read more about the game? Check out our other interviews with the team and cast:
- FINAL FANTASY VII REBIRTH devs talk world, minigames and more
- FINAL FANTASY VII REBIRTH: John Eric Bentley talks Barret Wallace
- FINAL FANTASY VII REBIRTH: Britt Baron talks Tifa Lockhart
- FINAL FANTASY VII REBIRTH: Cody Christian talks Cloud Strife
To stay up to date with news and information about the game, be sure to follow us on social media:


Yeah but that's going to be the same as LittleBigPlanet, because only 1% of people will actually build tracks, the rest will just DL them. Still pretty cool, although I think that game is kind of far off.
Meh, GT5 looks bland but I'm pumped about the other games on this list.
That's because you have to be really cheap and not care about quality. If they did they'd just be playing WoW like everyone else.
I'm with you. I'm not convinced this game is going to be all that good. The main allure of the original was exploring Rapture. Now that we've already done that, the new game is going to have to find entirely new legs to stand on. In this way, it's really damned both ways. Either it strays from the formula and finds success while fans complain it strayed too far. Or it stays true to the formula and lacks punch and ingenuity.
I just wish they'd stop making Metal Gear games and try something new. Kojima is really talented but he's shackled by this one series.
lawl LA Noir wont come to 360 you morons. 360 can't handle good games.
I don't think you need a frowny near that. I'm pretty confident it will be. Heck it's been announced for over two years.
Are you kidding? That's exactly what happened... lol it's not even a minor game; it's a really major title. One of their top selling series'. You're probably just upset because you're slowly realizing your purchase of a PS3 was foolish since all of the games anybody could want to play are now on other consoles (besides Uncharted, MGS, and GoW.)
I don't see anything wrong with this. There's some pretty valid concerns raised. I don't think that an article that tries to dull the hype surrounding a game should be flagged flamebait.
I think you're wrong about that Shoinan. 3D GAMES have gotten better, but not games in general. 2D-Radiant-Silvergun-style titles hit their peak long ago on the Genesis and Saturn. Not to mention the awesome fun that were the Side-Scrolling beat em ups. RPGs too. I don't think there's much debate that the middle Final Fantasy games (4,5,6, and 7) are the best in the series. In the end, without going into specific games, I think I agree that this list has...
Silent Hill 2 is an acquired taste. I wouldn't recommend it to someone or put it on a list like this since it's so love-it-or-hate-it.
lol Link has always been cartoony, just now they use a beautiful colorful art style that some Unreal Engine weaned gamers can't handle. "Needs moar Brown! Moar Guts! Moar Gray!"
Zelda games have taken a huge slide in the past 5 years. There hasn't been a good one since Wind Waker so I'm not excited in the least.
Actually, yeah, Max Payne was amazing. Incredible use of storytelling fusion. Part comic, part film, part game. Worked out really well, can't wait to see what they do with it.
Oh I dunno. Maybe because it's not as good as everyone pretends it is?
Of course they don't like Chinatown Wars. DS is for children.
Totally agree with that.
PS3 Wishes it was as good as N64. PS3 is all just non-games...and Heavenly Sword. Even MGS4 flopped, and that's saying something when your console can't even make Metal Gear good.
Then you're silly. It DEFINITELY will decline. Especially once Ninty RAISES the price on Wii in Europe.
N4G is a community of gamers posting and discussing the latest game news. It’s part of NewsBoiler, a network of social news sites covering today’s pop culture.


- Get the load and place it on the designated spot. Use arrow keys to move the copter, S and W to release the rope and X to hinge/unhinge.
SHARE THIS GAME
Play this game larger
Kill the enemy, hide behind cars. Arrows to move, click to shoot, space to throw grenade
Use your mouse to turn the stars until an image that makes sense appears.
© Game Falcon //


INDIANAPOLIS _ Oregon fall too far behind too early and spent a long Friday night trying to catch up to Louisville before the Cardinals prevailed, 77-69, in the Midwest regional semifinals of the NCAA Tournament.
The Ducks never led in the game, trailed by 16 points after nine minutes, by 14 at halftime, and by 18 in the second half but kept fighting back, getting within 70-64 with five minutes left in Lucas Oil Stadium.
Russ Smith led the Cardinals with 31 points while E.J. Singler had 15 points to lead four Ducks in double figures.
After falling behind 45-31 at halftime, the Ducks rallied within 54-46 only to see Louisville go on a 12-2 run for a 66-48 advantage, the biggest lead of the game for the Cardinals, with nine minutes left.
Oregon answered with a 16-4 run to get within six points but Louisville pushed the margin back to 74-64 with three minutes remaining and held on from there.
The Cardinals (32-5) advance to Sunday’s regional final where they play for a berth in the Final Four against the winner of the second game here, which matched Michigan State and Duke.
Oregon never led in the game, and appeared unnerved from the start, whether by the stakes of the game or the setting, in front of 35,000 fans on an elevated court in a football stadium.
Bob Clark is a veteran sports reporter who has covered local and national events for more than 30 years.


Lately we've been focusing a bit more on the environments of our upcoming game Reptile Zoo: The Sinister Mutation. We've made a lot of progress in creating various textures for some of the environments, as well as doing a few preliminary mockups and tests for some of the areas that will be in the game.
Included in this post, we have some examples of this. Two of these images are from one of the outdoor paddock areas and one is from an indoor section of the main reptile house building.
None of these areas are complete yet and what we have so far is mainly for testing purposes. But they should give you some idea of the direction that we're going in and allow you to follow along and see how things progress and develop.
Work on our latest video game project, Reptile Zoo: The Sinister Mutation, continues to move forward. This week we completed mapping out the details of our strategy for implementing the A.I. Planning it all out thoroughly is very important for this, as it will make programming it that much easier and hopefully most of the real work is already done. We also completed modeling and texturing the game's main creature (I still need to rig and animate it).
You might notice that we are putting a lot of work into the main monster of this game. This is because one of the primary goals of Reptile Zoo is to feature a really good quality monster. In fact, that idea was probably the initial catalyst for wanting to create this game. After seeing the antagonists in some other indie survival horror games, we began thinking that perhaps we could do it better. Part of creating this monster is giving it good A.I. (a topic that we covered in last week's blog), but there's also another part, the idea for the creature itself.
After deciding on the basic premise of a killer reptilian beast, I asked a friend and talented artist named Ari Bach to come up with a design for the animal. I approached him because he is very good at coming up with interesting creature designs and I wanted this to be something unique. I'm not going to be publicly showing off any of Ari's concept drawings or any pics of the final 3D model before the game comes out. However, I will include one of my own pieces of concept art in this post, which is based on Ari's design. It gives you a small taste of the creature, but without giving too much of it away.
Why a giant mutant reptile?
These days it seems like the horror game world is full of supernatural entities and walking corpses. Zombies and ghosts haunt our computer screens in the dark of night and have become the standard for games of this genre. But for this game I wanted to break from that. We want the player to feel like they are being hunted and for that I wanted something that was closer to a flesh and blood animal. This thing doesn't just vaguely "get you" when you look at it or it comes too close; this is a walking, breathing predator that wants to eat you! The idea here is to tap into the most basic and primal fear of being hunted that humans have evolved with, since before we were even humans.
The truth is that I love strange creatures and animal-monsters. I grew up on campy horror movies which are often collectively referred to as "Jaws rip-offs" from the 70s and 80s. These included such animal flicks as Alligator (1980), Piranha (1978), Barracuda (1978), Orca (1977), Grizzly (1976), Tentacles (1977) and Razorback (1984). Although they came a bit later, I think it'll also throw in Komodo (1999) and Anaconda (1997) as well, since I also enjoyed them and they're very relevant to the topic at hand. I think that we can safely say that these sorts of films definitely contribute to the game's "creature feature" sensibility. I should also mention that another influence is the fact that I used to work for a zoo and have personally kept many exotic reptiles myself. Those experiences are also definitely having some impact on the creation of this game (I will discuss this more in future blogs).
Killer animal movies are fairly common in Hollywood. Long before Jaws, Hitchcock was frightening people with The Birds (1963) and even before that there was a whole slew of giant radioactive creature and bug movies from the 1950s. But this type of monster seems to be surprisingly absent as any kind of main antagonist in horror games. In a world where most survival horror gaming seems to revolve around disfigured humans and demonic entities, I'm hoping that Reptile Zoo can help open the gates to a broader array of things that can scare us as we play.
Reptile Zoo: The Sinister Mutation has continued to progress. This week we created some new marketing material, did some more work on the main creature model and came up with a more concise plan for how the video game's A.I. will be implemented.
A bit about the A.I.
A.I. will be a very important element in Reptile Zoo. This is one thing that will set it apart from many other examples of recent indie first-person survival horror video games (Slender: The Eight Pages probably being one of the most famous examples of these). In many of these types of games, the A.I. is very minimal or completely nonexistent. Often the monsters will either suddenly pop into the player's vicinity, and you'll be forced to run away from them or simply look away from them to avoid dying. In some of these games the enemy will actively chase you as well.
One thing that I would like to point out is that with many of these types of games, although they are clearly in the genre of survival horror, their basic gameplay style is very much like an adventure game; focusing on elements of exploration and simple item collecting, and with avoiding the monster as almost a secondary function of the main gameplay. Reptile Zoo is different in this way, as its main type of gameplay is stealth.
This is what makes the A.I. so important to the game. The creature has to be able to actively hunt you. But this also means that it can't just pop up and start instantly chasing you the way you might see the monster do in other horror titles. In order for it to be a stealth game, you have to be able to avoid it. You have to keep the monster from seeing you, rather than avoiding looking at him.
This means that the A.I. must be a bit more complex, so that it can actively stalk you while still giving you an opportunity to hide or otherwise evade it. To accomplish this, the A.I. has several elements that it uses to determine how the creature will act in any given situation. These include-
• Detection: The various methods that the creature will use to determine where the player is (sight, sound, and touch), or where it thinks the player is.
• Awareness: How alert or sensitive the creature is to the player's presence. The closer it gets to the player, the greater its Awareness level will be. This variable will change over the course of gameplay and will help to dictate the creature's behaviors (and of course the animations that correspond with those behaviors) which will allow it to simulate the actions of a predator in various stages of stalking its prey (including the final attack).
• Positioning: What the creature's pattern of movement will be as it is hunting around and stalking its victim; literally how it's moving around in the game. Part of this will be determined by what its Awareness level is.
There are several other major elements to the A.I. and numerous other details and factors that come into play in regards to implementing it.
Why stealth gameplay?
The reason that we chose stealth gameplay for Reptile Zoo is pretty simple. We wanted the gameplay to work very well with, and even enhance the emotional experience that we were going for. Of course this is a horror game, so that emotion is fear. In this way we hope that the gameplay helps to enhance the fear as opposed to distracting from it. It's designed to work with it.
By making you hide from the creature in order to survive, we hope to invoke the primal sensation of being hunted by a large predator. Often some of the most terrifying moments in horror movies are when the potential victim is hiding from the killer or monster, not sure whether they're about to be found or not. This is exactly the type of sensation that we want to tap into, but with an interactive experience. You don't hide inside anything in this game, only behind things, and therefore you're never truly safe. Even accidentally making a noise by rustling a branch or stepping on some loose gravel could give away your position and allow the creature to know where you are.
The A.I. is designed to allow the creature to slowly stalk you, like a shark circling its prey. You will know it's there, and you may catch glimpses of it through the trees or darkness or other obstacles as it begins zeroing in on you. By definition, survival horror games are designed to make the player feel vulnerable, in order to invoke fear. In this case all you will be able to do is either hide, or occasionally run. You will be helpless against the monster.
By having A.I. that simulates the actions of a real predator, balancing the combination of it hunting you, while still allowing for it to have blind spots that you might use to hide or escape, and in a more general sense designing the gameplay itself to enhance the kind of emotions that we're trying to invoke, this should be one of the scariest games that you have ever played.
Reptile Zoo: The Sinister Mutation is the latest video game project that we have been working on here at Twisted Jenius. It's a 3D, first-person horror game that we are developing using the Unity 3D engine. The overall goal of the game is to create the most frightening experience that we can, to simulate the primal terror and feeling of being hunted by something big and scaly.
Gameplay and Story
The gameplay will mostly rely on stealth. You will have to make your way through the grounds of a creepy reptile park and avoid being devoured by a predatory beast which is on the loose. In order to do this, you will be able to use all of the various elements and objects within the environment to hide behind and sneak around.
A zoo keeper has called his coworker in the middle of the night because one of the creatures has escaped from the collection and is now running free in the park. Having arrived, and guided only by the notes he has left, you must now go and find that other keeper somewhere in the zoo. But you also must stay alive!
Although this game was inspired by the latest generation of indie survival horror games, it's our goal to see if we can do it better. To create an even more terrifying experience with an original environment and setting, interesting gameplay and a better monster.
We've already made a fair amount of progress on the game.
Here is what we have done so far-
• Wrote up the game's design document, detailing many things such as the game's mechanics, aesthetic/art focus, progression, elements (characters, buildings and other objects), AI overview, etc.
• Created 2D maps to plan out the level and did concept of art for the various environments, creatures and other elements in the game (some of which I'll be posting in this and future blogs, until I have some good screen shots to show off).
• Put together a prototype of the game level within the engine, using placeholder art and began testing some of the most basic aspects of game play.
• Added some rough versions of the basic game play systems that will be going into the game.
• Put some elements and art assets into the level that will be closer to what will be in the final game.
• Began creating the 3D model of the main enemy creature (still need to complete texturing it, as well as rigging and animating it).
• Started planning the specifics of the AI system and how it will behave in the game and in relation to the player.
We still have a lot of things to do on this before Reptile Zoo is completed, but we will keep you updated with this blog. And if you're inching to play something before then, be sure to check out our last game, Twisty's Asylum Escapades. It's completely free and insanely fun (with an emphasis on "insane").
Earlier this week I sent out a round of emails to various indie game sites about an update to my game (Twisty's Asylum Escapades). One of the responses that I got was from indiegamemag.com. I must admit that I was a bit surprised by what the e-mail had to say.
It began by going out of its way to explain how "unbiased" IGM is, and explains that they "will never offer or accept payment or other forms of compensation for a favorable review".
Then the next paragraph went on to solicit money for their unbiased reviews. They explained that because they are independently owned and not funded by another company, they need support from their community (and evidently their ad revenue that they get from the site is not enough). As a result they are forced to ask for a "small review fee" from the developers.
"The $50.00 will purchase a completely unbiased, in-depth review of your game"
It's important to note that they did specify that the 50 bucks was for an in-depth review and that they would be willing to provide a briefer preview of the game for no charge.
So apparently, paying them will not get you a better review of your game, just a longer and more detailed one (they also mentioned that another $50 could buy a 15 minute YouTube video review/walkthrough of your game).
While they do seem committed to unbiased reviews, this business model still presents the problem of the quality of the actual games themselves that will be receiving these in-depth reviews and whether the right games will be given the kind of attention that they deserve.
Now I'm relatively new to indie game marketing, but something seemed a little off about this to me. This isn't a practice that I'm familiar with and, after doing some searching around the Internet, I can't seem to find anything about this going on as a regular thing (if this is something that happens often, or is a normal practice, feel free to correct me).
One other thing that I'd like to point out is that this e-mail was sent "On Behalf Of Chris Newton". According to this post (http://www.indiegamemag.com/under-new-management-sort-of/) dated November 1st, 2013 on IGM, Mr. Newton only recently gained ownership of the business. Perhaps this move towards paid reviews is part of his "re-focusing" efforts?
I can understand why something like this would raise some red flags for many gamers out there. Personally, as a developer and businessman myself, I can understand why IGM would want to monetize in this way. On the surface it seems like a good symbiotic relationship between this online magazine and game developers who want their games to be covered. The thing that I was a bit offended by is the "unbiased" element of this. This sort of bizarre compromise between minor corruption and journalistic integrity is a bit inefficient. It would be best just to go one way or the other. If I'm going to pay money for a review of my game, I expect it to be horribly biased!
All of the human characters in the game are sort of exaggerated caricatures of real types of people and I thought about each character's individual body type when I was designing their attacks and how they would move. For instance, the large, almost gorilla-like Orderly isn't very quick and basically just lumbers down the halls and slams you with his oversized arms (he's also the only enemy the player can reasonably out run). Contrast this with the janitor who appears to be a lot more lean and agile and uses his broom as almost a sort of martial arts style staff weapon and is able to spin in the air. When plotting the janitor's movements, I actually held a broom myself and figured out exactly how I wanted him to move (though I wasn't actually able to pull off the midair spinning thing).
The enemy nurses, like the Orderlies, are very direct and not very graceful in their attacks. Because of the shape and size of the nurse's bodies, I figured that they wouldn't move around as much and would probably just have to use their arms in a limited way, in order to poke you with their giant syringe. I also took a lot of time figuring out the nurse's "run" animation and tried several different things with that. The Doctor's attacks are also very direct but he uses much wider sweeping motions that I felt were more inline with his tall lanky form. His attacks are designed to create a feeling of quick precision, which would seem to go well with a character in a white lab coat wielding a giant scalpel.
There were several other characters that we had originally planned to have in the game, but that we decide to scrap for various reasons. Among these was a security guard character that I decided was visually boring, and more importantly redundant, since we would already have both Orderlies and SWAT team in the game.
In addition to the human hospital staff, the asylum also has some enemy ghosts floating around certain sections of it. The original reason that I wanted to include ghost characters in the game is that I wanted something else strange in there other than Twisty himself. I wanted something to signify that to the asylum was actually haunted and that there was other weirdness going on there aside from the fierce floating brain.
The ghosts are the only enemies with a ranged attack that you encounter during the majority of the game, before the SWAT team enters the building. Their supernatural energy attacks gave us the opportunity to include more visual variety in the game, and depart from the standard melee weapons that the other enemies use.
The aggressive ghosts are not only the enemy of the player, but will also attack and do battle with any of the other human enemies that they encounter. Part of this design decision was based on the simple fact that it wouldn't make sense for them to get along with the "ordinary" human hospital staff, but it also serves as a cool gameplay feature that allows the player to pit different enemies against each other for their own strategic advantage.
When damaged, the ghosts leave a green ectoplasm like substance behind, as opposed to the red blood that is left by the more corporeal enemies. When designing the characters for the game, we felt it was important to give them each their own distinctive "personality". Not only does this include their individual appearances, but also the way that they move. If you look closely, even their individual movement patterns are unique and certain characters have a tendency to move forwards and backwards, strafe from side to side, or use a serpentine pattern during combat. They also have different patterns and intervals for their separate attacks during combat and leave different openings, providing "weaknesses" for the player to exploit.
All of these various factors and details add up to more interesting characters and richer gameplay.


Absolute HD Mod - full compilation of best graphic mods for Doom 3. Warning: RoE not supported.
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Feb 7 2012 by ASTRAL2k1


Scribblenauts Remix Level 2-8 is the 8th level of World 2.
"Maxwell is setting up a government! He will need objects from three different categories."
- Don’t forget government buildings, and law enforcement.
- Maxwell’s new government could also use a flag.
Community content is available under CC-BY-SA unless otherwise noted.


Type Wheel for Pokemon can be used as a tool while you play the Gen VI Pokemon games: Pokemon X and Pokemon Y.
Type Wheel is a simplified Pokemon type chart which might be easier to look at than an 18x18 spreadsheet.
Includes the Fairy type for Gen. 6 Pokemon.
Fun and easy to use wheel interface
Get ready for ORAS (Omega Ruby, Alpha Sapphire) by downloading this app and learning about the type advantages
Please note that I am not affiliated with any of the brands represented in this application. This application was made for fun and for the better enjoyment of the game by players.
- No ads
- Unlimited feeding Mr. Jingles never gets full. You can always feed him food.
- Choose your own background
- 4 new foods to feed Mr. Jingles
- New farts
- New hidden Easter Egg
- Seasonal background updates
This app is exactly what it sounds like, a unicorn that farts and hands out special little surprises just for you. We've brought you the opportunity of a lifetime, the chance to download your very own farting unicorn!
WHAT IS IT:
Unicorn Fart Surprise allows you to feed your very own unicorn. On the downside though, he has a terrible gas problem. A farting unicorn? What's the surprise you say? Does he fart gumdrops and sparkly stars? Well you'll have to download the app to find out.
Be sure to try and unlock all of the Magical Prizes and Majestic Farts by returning to feed your unicorn.
HOW IT WORKS:
Feed your unicorn by selecting one of the food items at the bottom of the screen. There is a very good chance that the food you feed him won't agree with his belly and he may let one go. Also, he will become full after he is fed too much and he just might let a big one rip.
The “Asqare Game” is a small game that can be easily operated, the way to play it is to cancle two same cartoo icons with straight lines. This game is famous all of the world. This game is mainly to training your agility and enhance your ability of logic judgment.
When the game starts, find the blocks that have the same design quickly and cancel them by connecting them with a straight line, the one who is the fastest who is the winner. The rules of the game is extremely simple, and it is pretty appropriate for the scrupulous players especially the female players with the relaxed music and clear cute pictures. The beautiful illustrations of this game and more than ten kinds of high-quality mixed sounds will bring you a vivid game experience, and let the game become more interesting and challenging.
Click the block and connect two blocks that have the same design with less than 3 straight lines. The blocks will explode after the connection.
The block will change colors after the click, and then click another block that has the same design. It will be OK if they could connected. If they could not connected, your first choice will be expired and please re-seek hurry.
Victory and Defeat
You will win the game after cancel all the blocks!
The time to choose the block is limited, you will lose the game in advance if you could not find a pair of blocks in the limited time because of the time exhaustion.
Get familiar with the basic settings of this game
Why can not the blocks be canclled when they seem to be able to cancelled sometimes? It is because you are not very familiar with the basic cancelling rules of this game! The rule of the game is “the player can cancel the pairs after they connectd 2 same blocks, but there should be less than 3 connecting lines.” Every pair should have a right-angle as a transition, except they are facing directly. It can not work on when the route is blocked! Therefor please remember, spread from the middle to the all round as much as possbile, it can reduce lots of obstacles in this way.
Make prompt decisions, and have self-confidence
As we all know, human’s vision has the scotoma. You can draw a spot on a piece of paper and move it to the left slowly right in front of your eyes. You will find the spot get disappeared suddenly when the paper in a certain position, but it is still in the range of visible actually. So is the “Linking Game”(Lianliankan). Left on right down, right on left down, you can not find out some eliminable blocks when there are several parallel angles, therefore you should move your eyes more. For example, when you run into the situation that lots of blocks seem to be cancelled but they are hard to be cancelled indeed in the process of cancellation, please do not hesitate, try it right away. Do not consider too much, or you will waste too much time even though you find the pairs that can be cancelled.
Practise, Summarize, Confident and Perseverant
Do not down-hearted even if you always lose the game, you must know that every master also grows up from a green hand!!!
Have fun! My friend!
Download this free app and have a skillful play!
Touch the kittens and make them kiss each other and fill the love indicator before the time runs out and move on to the upcoming levels. When a warning appears you need to stop them from kissing and wait till they leave and then continue.
• Free to Download.
• Amazing Graphics.
• Fun App.
• Kissing App.
• Skill App.
• Kitten Kiss.
• Timed Mode.
• Many Levels to Play.
*Planes drop a zombie tsunami on you!*
*Another cool zombie game*
Zombies are dropping from the sky towards the drop zone near your town. Your job is to protect humanity and catch them before they escape to terrorize mankind.
Move left or right to grab them in your rubbish bag as they fall from the sky. Don't let zombie escape happen! The longer you play the more and faster they drop so you better have nimble fingers.
Don't let too many escape or they'll get you too.
Then download the most hilarious and addictive fart app - Scorregge Top Farts from Google play for free!!!
People are talking the Top Farts will be the next Google Play hit!!!
We guarantee that it will leave you laughing for hours. Make sure that you have increased the volume to max and chosen the most perfect fart from around twenty seven fart sounds, which is fit for your friend.
A fart for ringtone?
Yes, you can also set your favorite fart sound as your mobile phone Ringtone, or as an Alarm or a Notification Sound. Just tap and hold on your favorite fart to see the pop up menu to select.
Key features of Scorregge Top Farts:
• Over 25 fart sounds to embarrass or entertain your friends and family members.
• Three types of farts. Gentle, Smash and Extreme to get an unlimited fun.
• Simple and unique touch design to increase or decrease the volume.
• Highly addictive. Hours of fun for all ages.
• Super cool GUI and bigger fart icons to catch your fingertips easily.
We hope you laugh too hard and loud with Scorregge Top Farts app.
you have a machine gun and machine cannon! open fire! angry bullets hit the enemy!
now, you are a world war II air force pilot, driving F6F fighter against the zero fighter. driving spitfire against FW190.
the game contains two perspectives: cockpit perspective and external perspective.
realistic cockpit perspective, completely mimic real fighter.
realistic external perspective, allowing you to more easily manipulate fighter.
players control the phone by the direction and angle of the control plane.
click on the screen trigger fired bullets.
pulled! subduction! aimed at the enemy. roll, acceleration, get rid of the enemy.
air combat, you need to constantly observe the battlefield situation, pay attention to whether there behind your enemy,
you need to pay attention to the highlights on the radar screen.
to keep the aircraft flying height, and then shoot at the target, save your bullets.
in the game, each time there is about 10 enemy to attack you, you need to meet your wingman, blocking the enemy.
once player is hit, the plane will smoke, fire, until it was shot down.
if you are shooting down enemy planes, you can choose a new fighter plane to rejoin the battle.
every shot down ten enemy players will get a medal.
what are you waiting for? take off! set off! go to battle! to win more medals!
our games are free. the game contains advertising is our only sources of income, please give understanding!
if you like our game, please give 5 points, thank you for your support!
Join Farter as he join his old friend Banana Max and, together, free the town from The Evil Unicorn and his army of zombies!
In Farts VS Zombies you have to kill zombies with farts, you draw with the finger the path of the farts and direct them to their faces. Protect the Japanese schoolgirls from the attack of the zombies for as long as possible!
Zombies hate farts, it’s the only thing that can kill them, well… not the only one really. But the game is more than that, you can do Fart Combos, use funny Special Attacks and items and compete in online rankings with your friends to see who is the best farter!
Farts VS Zombies puts together many different elements and mixes them into a crude, vulgar, absurd but also a really fun, entertaining game. Fart away!


The Knights extended their win streak to five with a 56-48 win Wednesday night.
For the second consecutive game, defense trumped the offense and points were hard to come by.
“Defense creates our offense,” senior guard Kay Kay Wright said. “We just pride ourselves on defense.”
For the fourth straight game, the Knights held their opponent under 50 points.
The Knights struggled early to muster points, but found an early 19-3 first-half run to take the lead for majority of the game.
The Bulls rebounded with a 9-2 run to close the half and come within five points.
USF’s momentum carried into the second half as they held the lead for most of the third quarter.
However, UCF’s ability to draw fouls led to nine points from the charity stripe in the third quarter and UCF stole the lead for good.
The team went 23-35 from the line for the game, and sophomore Brittney Smith found the most success from the line, going a perfect 6-6.
“I work really hard at what I do,” Smith said. “It builds a lot of confidence in me to hit big shots.”
The team continued to generate their offense from the free throw line, but USF creeped up to within six points.
But just when it looked like USF could have a way in, Kay Kay Wright came in and shut the door with clutch buckets down the stretch.
“They needed big shots down the stretch and she knocked them down,” USF head coach Jose Fernandez said.
The win places the Knights in a tie for second place in the American with Cincinnati and has them playing their best basketball as the season winds down.
The Knights look to continue their perfection in February but face the almighty UConn for the final time in regular season conference play this Saturday. Tipoff is at 1 p.m.


Stand A Bottle Case Game
DescriptionStand a bottle within the circle and only using a string with ring at the end. It's pretty hard. This game is a table top game and requires a table to be set up. Table not included in rental, but available for an extra rental fee.


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The comic book does a good job of explaining why exactly liara is behaving the way she is in mass effect 2, but you can also get a digital copy on itunes if you' d like. It is a sequel to the mass effect redemption comic book lair of the shadow broker is mass effect 2' s biggest and best downloadable content. Definitive ranking of mass effect’ s dlcs.
Unlike that book, which was a prequel to the mass effect video games, this one takes place after saren wrecked havoc in the citadel during the ending of mass effect 1, and so mass effect 2 dlc summary of the book it contains game spoilers and all that jazz. Better late than never! Mass effect 2 is a featured article; it ( or a previous version of it) has been identified as one of the best articles produced by the wikipedia community. Even so, if you can update or mass effect 2 dlc summary of the book improve it, please do so. Dlc code inside: get a head start on day 1 co- op play mass effect 2 dlc summary of the book with the multiplayer booster mass effect 2 dlc summary of the book pack, which includes weapons and equipment to kick- start your progress ( entitled instantly, limit one per match). Press j to jump to the feed.
How do i get my legally bought dlc content? Which destiny will you choose? But when ea announced this day- one- dlc would come with a pricetag of $ 9.
The game features a variety of downloadable content mass effect 2 dlc summary of the book ( dlc) mass effect 2 dlc summary of the book packs that were released from january to mass effect 2 dlc summary of the book may. It is a sequel to the mass mass effect 2 dlc summary of the book effect redemption comic book and takes place during the events of mass effect 2, or if you prefer, not long after. The mass effect 2 dlc summary of the book latest piece of dlc for mass effect 2, lair of the shadow broker, was released last week.
Set out to lead your team to victory. 88 · 135 ratings · 8 reviews · published · 4 editions. This downloadable content is available to mass effect 2 dlc summary of the book all mass effect 2 players for purchase or download. Digital art book* - the art book contains 48 pages of stunning full color artwork including captions from the mass effect 2 team. The entire game revolves around them, and the suicide mission is quite consciously a final exam mass effect 2 dlc summary of the book finale level, taking the form of a weird puzzle/ deckbuilding game hybrid.
As it is priced at 800 points, more expensive than any of the dlc to date, the. It follows the exploits of an unnamed citadel merchant who chases commander shepard around the galaxy to gain an endorsement for his shop. Mass effect: the complete novels 4- book bundle: revelation, ascension, retribution, deception by drew karpyshyn 3. Find many great new & used options and get the best deals for mass effect no.
Ea online terms and conditions can be found at www. The new game will take the story mass effect 2 dlc summary of the book mass effect 2 dlc summary of the book in a dramatic new direction and is set in a new region of space, with a new and deadly enemy. A very simple question withouth any answer so far. Summary the main appeal, driving force, and resource of mass effect 2 are the thirteen recruitable companions ( squadmates) of commander shepard note. All i can speak to is mass effect 2 because i' ve never played mass effect and mass effect 3 didn' t inspire confidence in the dlc, but i' m a ps3 owner so mass effect 2 dlc summary of the book my me2 copy from the psn came with pretty much all the dlc other than some weapons packs, i think. I basically know nothing about the mass effect universe at all.
Please enter your date of birth. If you' re finding that you' re enjoying your mass effect 2 experience, and would like another neat challenge, then i recommend overlord. You must be 13+ to register for an ea account. R/ masseffect: this subreddit is for people who love the mass effect universe - the games, books, comics, and dlc. Because it does not add anything or affect the rest of mass effect 2 in any way, this dlc gets put on the maybe pile.
Before i mass effect 2 dlc summary of the book play mass effect 3, i' d like to learn about the events of mass effect 1 & 2 ( which i haven' t played). Official strength comparison of marvel comic book characters - duration:. • compatible with every platform: playstation 3, xbox 360 and pc!
For mass effect: andromeda on the xbox one, a gamefaqs message board topic titled " i will not buy the mass effect 2 dlc summary of the book new quarian book". Mass effect 2 edit general content edit. A summary - duration: 13: 03.
Valente, published by titan books. Mass effect may be on hold, but andromeda' s story will continue in a ( delayed) new novel an upcoming book will share new details about the keelah si' yah. Mass effect: pick your path ( ) is an unofficial, popular interactive fiction novel written by mike kayatta that runs parallel to the events of mass effect 2. If mass effect 2 was purchased outside of origin, you could purchase dlc content from bioware' s website ( after bioware' s website shut mass effect 2 dlc summary of the book down, mass effect 2 dlc summary of the book all dlc for mass effect 2 became available to download on ea' s website for the pc. The first mass effect book, revelation, is a prequel to the first game; the second, ascension, mass effect 2 dlc summary of the book serves as a preamble to mass effect 2; while the the third, retribution, is a sequel to mass effect 2. Learn how to download your downloadable content ( dlc) for classic origin games, crysis, dragon age, and shift 2: unleashed, and buy dlc for mass effect 2 and 3 using bioware points.
I smashed through the first 2 and had a lot of fun, now im at 3 and all the dlc is overwhelming. G filling in the back story of mass effect 3 squad- mate james vega. So, could someone give me a summary from the beginning of the game to the end what' s the story about, how you meet the characters, what they' re like, who dies, who lives, etc. Anim8orkid 558, 485 views.
Is there a place where i can read a synopsis, or something similar, of what happened in those games and in the run up to mass effect 3? Covers the entire base game and all available mass effect 2 dlc! Features: the second act of bioware’ s epic sci- fi trilogy continues the story of commander shepard and humanity’ s first steps onto the galactic mass effect 2 dlc summary of the book stage.
I understand mass effect 2 dlc summary of the book that the shadow broker dlc was designed to be played at the end of me2, with an eye for setting things up for me3. I' m just playing through mass effect 2 for the first time and loving it, and i was wondering which of the ( tons and tons) of dlc for me2 might actually be relevant for mass effect 3' s story? Combine that with the fact that mass effect 2 on ps3 has a slew mass effect 2 dlc summary of the book of dlc extras and even an upgraded game engine, and you' ll be struck by the obvious: mass effect 2 on the playstation 3 is the best. I was wanting to play mass effect 2, but i' ve been hearing to really understand the main story you need to play ma1. 99 ( especially since it was found to be on the disc itself), there was an.
Mass effect 2 ( covers mass effect 2 dlc summary of the book all platforms and all dlc) : prima official game guide ( prima official game guides) [ prima games] on amazon. Mass effect 2 is an action role- playing video game developed by bioware and released for microsoft windows and xbox mass effect 2 dlc summary of the book 360 in, and for playstation 3 in. The final conversation in the dlc also has a legitimate chance of bringing tears to your eyes. Mass effect™ 2 dlc bundle terms and conditions. Or die at the hands of the collectors. If that library page lists only dlc that you' d have to pay for, you probably also mass effect 2 dlc summary of the book need to add your " cerberus key" to origin, with the same procedure you used to add the vanilla mass effect 2 game to your origin account.
Either path is possible in bioware’ s smash hit, mass effect 2. The last mass effect andromeda book to be released by bioware. Mass effect: paragon lost is an upcoming anime film from studio production i.
Yet when i started the new game and played it through i still cant accsess my dlc. Lead our fight for a new home with the official mass effect™ : andromeda collector' s edition guide from prima games. Is there other dlc required for story other than from ashes? From the mass effect wikia as mass effect was never released on the playstation 3, and, due to its being published by microsoft game studios, mass effect 2 dlc summary of the book likely never will be, the interactive comic introduces new players to the story of the original game while allowing them to make six of the major plot decisions that xbox 360 and pc players could make in the original game ( see save file transfer). If you’ re using origin, download your bonus content or mass effect 2 dlc summary of the book downloadable content ( dlc) by clicking on the game tile in my game library and choosing mass effect 2 dlc summary of the book extra content. Ascension is the second mass effect novel after revelation.
This interactive comic' s mass effect 2 dlc summary of the book initial release will be exclusive to ps3 owners who would be otherwise unable to realize the full effect of choice in the mass effect universe and will be included on the. After playing mass effect andromeda, ever wonder. Documentary video* - featuring behind- the- scenes and making- of videos, the mass effect 2. Whether you mass effect 2 dlc summary of the book feel like you' ll be behind without " arrival, " you' re a new ps3- playing convert itching to complete your mass effect 2 collection, or you' ve just enjoyed all the dlc until now, know. Hey guys, im not a big fan of dlc but ive recently been gifted mass effect 1, 2 and digital deluxe 3. Mass effect andromeda: annihilation is a novel written by catherynne m.
Press question mark to learn the rest of the keyboard shortcuts. Free shipping for many products! Theres a leviathan dlc and i know they mass effect 2 dlc summary of the book are important, just not sure if the dlc.
Mass effect 2 - dlc tutorial for steamduration:. Ea account, registration with enclosed serial code, mass effect 2 dlc summary of the book internet connection and acceptance of end user license agreement required to play and to access online features and/ or services. Digital mass effect redemption # 1 comic* - redemption follows liara t’ soni’ s dangerous mission to find commander shepard.
Mass effect: andromeda was, for many, a disappointing addition to the franchise, but that disappointment was nothing compared to what emerged after the game' s lacklustre launch: despite a tease in the epilogue about a mystery aboard the quariak ark, there would mass effect 2 dlc summary of the book be no dlc produced for the game, and mass effect 2 dlc summary of the book no new mass effect game at all for the foreseeable future. This book' s story mass effect 2 dlc summary of the book details the incident that happens on the quarian ark. Released on novem in us, canada and uk stores, it is the third of the planned line- up of titles set in the mass effect: andromeda universe. * free* shipping on qualifying offers. You should now see a bunch of dlc for the game, some of which you' d have to pay for, mass effect 2 dlc summary of the book mixed with some you mass effect 2 dlc summary of the book already own. 2 by prima games staff (, paperback) at the best online prices at ebay!
I recently bought mass effect 2 on steam and it was suppose to include all dlc and extra content. With a new game, mass effect andromeda, set for release in, the launch of a new series of mass effect novels is timely.


Welcome to the city of Hong Kong, hunting ground of Wei-chen, undercover cop in the triads with harsh methods. You can navigate the megalopolis in a vast open world. Every corner is conducive to a brawl or a shootout between gangs.
The melee combat system was pushed for the first time in this kind of game and offers huge possibilities. Some items will enhance your skills and it will be possible to train in various places of the city.
Multiple characters characters will accompany you in your journey from a cop or a childhood friend to the heads of the worst gangs in the city.
MINIMUM REQUIREMENTS ( PC )
available since 09/14/2012
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For Steam Platform Steam CD Keys, you must download and register with their client Download (HERE). Then once you login on their client, click Add a Game (Located in the bottom Left corner) -> Activate a Product on Steam. There type in your CD Key and the game will be activated and added to your Steam account game library.
For Retail CD Key games you need to own the physical support of the game, no download will be provided if you see the "no download" icon, you need to register the game with your CD key during the installation
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HARTFORD, CT -- Senior captain Shaun McGann scored the game-winning goal in the 105th minute to complete the Trinity College men's soccer team (3-0-0, NESCAC 2-0-0) comeback to defeat Williams College (2-1-0, NESCAC 1-1-0) 2-1 in double overtime at Campus Field, Saturday afternoon.
The game winning goal came halfway through the second overtime period after some great dribbling skill was shown by Bantam senior Christian Carasquillo down the right wing, as he was able to win a corner for the Bantams. The ensuing corner was taken by sophomore Mark Perreault, whose cross deflected out to the top of the box, right to the feet of McGann who volleyed the ball first-time past Eph senior goalkeeper Peter Morrell.
The Bantams owned most of the possession in the first half, pressing the Ephs deep into their own defensive third from very early on. Carrasquillo was doing a majority of the attacking work for the Bantams, and it was his good work that led to the Bantams' first good chance in the 30th minute. After some strong build-up play from the midfield, Bantam freshman Cody Savonen slipped the ball into the box from the left flank to Carrasquillo whose shot was barely parried away in time by an in-form Morrell. After the game Coach Russo commented on Morrell's performance: "Peter made quite a few fantastic saves and kept us in the game."
It was on the ensuing counter when the Ephs opened up the scoring. Sophomore Jonathan Westling rifled a shot from the top-right side of the box just to the inside of the left goalpost, leaving Bantam freshman goalkeeper Domenic Quade no chance to keep the ball out of the net.
The second half was much slower paced, as the Ephs dominated most of the possession. However, the game picked up in the last ten minutes as the Bantams pushed for an equalizer. In the 88th minute, their pressure finally found a crack in a Williams defense that had yet to concede a goal this season. A cross from McGann from the right flank found the head of Savonen around twelve yards out that went right over the hands of Morrell who had come off his line to try to punch the ball out of danger.
In the first period of overtime, it looked like the Ephs might be able to pull out a win when Eph junior Matt Muralles fired a shot from twenty yards out that beat Quade but hit the right post, deflecting away from goal.
There were few other chances in the first or second overtime periods until the game-winning goal by McGann.
Trinity outshot Williams 19 to 11, with 11 of them on goal for Trinity and 6 for Williams. Muralles picked up his second yellow card of the season for a foul early in the second half. Later, he was joined by Bantam senior John El-Hachem and Savonen in the book. Peter Morrell recorded 9 saves to Quade's 5, and Williams had 8 corners to Trinity's 7.
After the game, Coach Russo remarked, "I think a draw would've been a fair result. I'm not sure we deserved to win because of the way Trinity played in the first half, but a draw would've been a fair result."
Williams' next game is tomorrow away against Babson at 1 p.m. The Bantams next play Tuesday at home against Westfield State at 4:30 p.m.


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Takeshi Uchikawa explains the lack of voice acting in Dragon Quest XI
Dengeki PlayStation magazine has an interview with the top staffs of Dragon Quest XI: In Search of Departed Time, as the anticipated game is going to be released very soon in Japan.
In this interview, the game's director Takeshi Uchikawa explained why the game does not have any voice acting, despite recent Dragon Quest spinoffs or re-releases such as the Dragon Quest Heroes series and the 3DS version of Dragon Quest VIII having them.
Dengeki: This game will not have voices, but did you decide on this since the beginning?
Uchikawa: In the dev team there was also much debate on whether to put in voices or not. Actually, there was 50-50 for both opinions. There were some who said it’d be okay with the ‘beep-beep-beep’ sounds just like the past, and there were some others who said it’d be better to have voices considering the current era. Ultimately, since this game has the subtitle ‘In Search of Departed Time’, we want to protect the existing style of Dragon Quest.
Also, if we were to have voices, the recording would take quite the time so we would have to quickly finish the script, thus making it even more difficult to change it later. This time Horii-san had a fixation to properly see through the scenario until the end, and we also wanted to take in all of Horii-san’s requests.
Dengeki: So Horii-san would tune [the script] and revise even the detailed parts of the quotes until the very end, correct?
Uchikawa: Yes. That’s why there is a meaning when we decided not to include voices in DQXI.
Dragon Quest XI: In Search of Departed Time is getting released in Japan for PlayStation 4 and Nintendo 3DS on July 29. An English localization has still yet to be announced.
In the same interview, Uchikawa, along with Yuji Horii and Yosuke Saito, also explained that they had created a prototype of Dragon Quest III on Unreal Engine 4 to help visualize the PlayStation 4 version of Dragon Quest XI. You can read more on that subject here.


In its Q3 2020 fiscal results, Sega reported that it has moderated its fiscal forecast because packaged games are proving problematic (via GamesIndustry.biz).
Persona 5 Royal, Mario & Sonic at the Olympic Games Tokyo 2020, and New Sakura Wars were released into the wild in the three month period appraised by the report. These boosted nine month unit sales to 19.33 million, which easily eclipsed the nine month unit sales of 2019. In addition, its entertainment contents segment generated $148 million from arcade products, toys, and video games, leading to an incredible 52.8 per cent rise year-on-year. But, packaged games have let the side down for Sega. Digital games contributed a slight boost to the company’s commercial performance as a whole, but the lull of packaged games has made Sega rethink its expectations.
Going forward, the packaged games revenue forecast for the full-year has been lowered from $765 million to $678 million. That has affected the publisher’s total revenue expectations as well. Now, Sega expects a total revenue of $3.3 billion when its previous estimate was said to be $3.5 billion. It’s not all doom and gloom though, because the report also claimed that the company enjoyed a 12.2 per cent increase in revenue to $2.6 billion by the end of 2019. As for its profit, that racked up $210 million, which is a whopping increase from $6.1 million during that same period last year.
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