Anime based on trading card game premieres on July 9
Sounds like Daigo Umehara thinks Street Fighter V needs an arcade release in Japan. Event Hubs reported he wondered if the game will still be played next year. Umehara added that the lack of an arcade release was a problem for Japanese gamers.
If you are eager to know more about Pokemon Sun and Moon, you won’t have to wait long because fresh news is coming as soon as next week. The official Pokemon Twitter page announced that new info will be revealed on July 1st. Let’s hope the news is substantial. The time that the new info will come on July 1st are as follows:, 22:00 JST, 14:00 BST, 15:00 CEST, 09:00 EDT, 06:00 PDT. Pokemon Sun and Moon will be out later this year exclusively for the Nintendo 3DS console.
Funimation to stream series premiering in Japan on July 5
A Shiny Machamp based on the one used by Mark McQuillan at the 2015 Pokémon Video Game World Championships will be distributed at the 2016 Australian Pokémon National Championships.
Categories: Pokemon News
It’s such a simple idea: Famous Japanese people unknowingly walking, running and falling into holes.
Series adapting Dōruru manga about "love that starts with a voice" premieres on July 8
The live-action Tokyo Ghoul movie has its lead actors: Masataka Kubota will play Tokyo Ghoul protago
The live-action Tokyo Ghoul movie has its lead actors: Masataka Kubota will play Tokyo Ghoul protagonist Ken Kaneki and Fumika Shimizu will play Touka Kirishima. The Tokyo Ghoul is slated to open in summer 2017 in Japan.
1st anime in 3-part prequel series opens in Japanese theaters on August 13
"Selene" music arrangement album included with July 29 game also previewed
Stage play based on Kazue Katō's manga series runs from August 5-14 in Tokyo
Welcome, ladies and gentlemen, to Dialog Tree. The premise is simple - once a week I will publish an opinion piece or article on a given topic. Afterwards, I'll join the comment section below where we can have a stimulating series of branching discussions stemming from what was brought up in the article. In this way, the main article will act functionally as a jumping off point for further discussion down below. The discussions held in the comments will be just as integral to the article as the article itself. Feel free to disagree and let's start a Dialog Tree.
As video game players, all of us have at one time or another experienced "The Zone." The Zone is both focus and immersion in their purest form. It's the experience of becoming completely absorbed in a game's mechanics, to the point where the outside world becomes almost invisible; where all external factors of the video game experience, such as a screen or a controller, become subconscious extensions of your nervous system - almost replacing your fingers and eyes in function. You are no longer pressing a button or looking at a television to control your on-screen avatar - in The Zone, you are your avatar incarnate.
Suffice it to say, getting into The Zone is an extremely addictive sensation. Anyone who enjoys fighting games at a proficient level can attest. There's no feeling quite like the one you get when you know your main, you know your match up, and you're trying to out-think your opponent. That feeling is why fighting games have so much staying power. It can really be attributed to any competitive game. It can also be attributed to any difficult game that requires twitch reflexes. This is where Super Meat Boy comes in.
Super Meat Boy uses difficulty as a tool by which to keep the player firmly rooted in The Zone at all times. If The Zone truly is focus in its purest form, then Super Meat Boy is The Zone most consistently executed. The way the game triggers this focus is by demanding perfect platforming of the player. Meat Boy can only take damage once before the player loses the mission and must restart. There are no checkpoints and there are no quick saves, so the game would, at first glance, seem to be extremely punishing. Thankfully, this isn't quite the case.
THE DIFFICULTY IN SUPER MEAT BOY IS MISLEADING
While it is true that many of the levels in Super Meat Boy demand perfect execution, the levels themselves are extremely brief, lasting only a few seconds each. This means that, however difficult an individual level may be, you're only a few seconds away from overcoming it. The other thing that keeps Super Meat Boy from being overly punishing is the nearly instant respawn upon death. In fact, the respawn is so immediate that it is often quicker to just kill yourself when you know you've messed up a jump than it is to prolong the inevitable.
This is reinforced by the game's music, which is upbeat throughout and, more importantly, does not restart its loop each time the player dies. Having the music constantly playing, independent of the player's actions and failures, is integral to keeping the player completely immersed and in The Zone. It becomes the soundtrack for the player's determination, and any interruptions to that would boot the player out of the experience immediately. All this serves to greatly minimize the sense of punishment from messing up, ensuring that the player, willing to try again, is in the most optimal environment from which The Zone can be reached.
While Super Meat Boy excels at diminishing the immersion-shattering punishment that would be detrimental to creating the kind of environment by which The Zone can prosper, let me not mince words - the game is very challenging. You will die hundreds of times while playing it. However, while Super Meat Boy is very challenging, it is also very mechanically simple. Meat Boy has only two speeds of movement and a jump. He can also slide down walls and wall jump, but that's basically it. The simplicity of these inputs means that, unlike a traditional fighting game, for example, the player need not memorize any complex control schemes with deep movesets in order to be familiar enough with the game to be taken into The Zone.(Another way that Super Meat Boy reinforces this sense of not punishing the player is in its replays. There's something immensely satisfying about watching all of your failed attempts before seeing that one final Meat Boy, The Zone's prodigy, finally succeed in the end.)
This is going to sound crazy but, because of this ease of control, and despite its infamous difficulty, Super Meat Boy is an extremely accessible game. This low barrier to entry in the game's mechanical simplicity completely evaporates any learning curve the game might have. Once again, this is extremely important for bringing the player into The Zone as soon as possible. The sooner the controls become a subconscious part of the experience, the sooner the player can focus on what they are doing, rather than how they are doing it.
The final element to Super Meat Boy's perfect brew of mechanics and design for triggering The Zone is, of course, its level design. I spoke on it briefly before when I mentioned how short every level is, but this is arguably the most important element to keeping players in The Zone. It goes without saying that the levels must be fair and yet still challenging, but there's a balance. Super Meat Boy achieves this, once again, through simplicity. The game's visual language is immaculate, and because of this it is always clear to the player where they messed up, how they messed up, why they messed up, and most importantly, how they can avoid making the same mistake again.
That's the beauty of this kind of level design. The challenge doesn't come from the levels being these impossible obstacle courses of dexterity; they aren't. It comes from the fact that you can't mess up, not even once. Every mistake made in Super Meat Boy is a tiny one. Every mistake made in Super Meat Boy feels like one that is easy to avoid. There is rarely much thought in figuring out how to overcome a particular platforming challenge. The focus is solely on executing that platforming perfectly, just for a few seconds at a time.
EARLIER I CLAIMED THAT SUPER MEAT BOY USES DIFFICULTY TO TRIGGER AND MAINTAIN THE ZONE
While I still believe that this is a factor, I think that an equally important element to this is the game's simplicity. From its visual language to its straightforward level design. From its quick respawns to its accessible controls. I would go as far as to say that keeping players in The Zone is Super Meat Boy's primary gimmick, and I say this in the most loving way possible. Super Meat Boy isn't the only example of how a game can bring and keep a player in The Zone, but it is unquestionably a shining example of one.
Playing video games since the age of 5, Spencer Manigat has been fascinated with the possibilities of this interactive medium for nearly as long as he could speak. Recently, his growing obsession with learning about tactile mechanics, interactive narratives, and all things on the academic side of gaming has lit a new passion in him to discuss, debate, and critique various topics in this brilliant medium of video games that we all find ourselves participating in. The Legend of Zelda: The Wind Waker, Pokémon: Platinum Version, and Super Metroid are a few of his favorite games. You can contact Spencer at firstname.lastname@example.org or follow him on Twitter @spencewashere.
Warner Bros. Entertainment, Inc. is listed as the registrant on a "GinTama-Film.com" domain name. The domain name was registered on May 31. This year's...
The official website for the Magi: Adventure of Sinbad television anime posted last Saturday that the anime's 12th and 13th episodes will air together...
Unlike most genres, there tends to be many different ways to handle an RPG. Be it something like chess, turn based combat, lanes, action or whatever, many games offer a different take on how it should be. Grand Kingdom offers its own take, along with a lot of uncertainty, mechanics, elements and more. With so much going on, is it a dream come true for RPG fans or an overly complex nightmare? Grand Kingdom starts with a random squad of mercenaries joining an elite guild and their journey from newcomers to respected members. Sadly, this means the story is filled with predictable elements and obvious clichés. There is a rival of sorts, you get the most special person to look over your tasks, etc. There isn’t much to say about the story, outside of its unusual way of addressing the player. Similar to a number of other games, Grand Kingdom addresses comments and quests to their leader (you), but also does so by having the characters’ stare at you too. It’s a bit unusual, maybe even a little off-putting, though it isn’t terrible common. In either case, Grand Kingdom’s main draw is the gameplay. After you finish the tutorial, which is fairly exposition heavy, you get to make your squad. You start with a couple of classes and as you progress you’ll unlock more. Each class does a specific thing and fulfills certain roles you need in an RPG. These include a healer, range, tank and so forth. The great thing about Grand Kingdom is that there are a lot of options. Each character goes about their things differently, with a number of color schemes, accessories, voices and more you can customize. Once your team is set up, you can change the formation, add flags and other things that boost stats or offer defense and then you’re ready to start your adventure.
343 Industries has announced the Warzone Firefight multiplayer co-op mode launches for Halo 5: Guardians on Wednesday, June 29th.
All Xbox Live Gold members will be able to play Halo 5: Guardians for free from June 29th through July 5th as part of Xbox Live's Free Play Days program. The game will also be 50 percent off during the same time period.
The Warzone Fireght content update adds multiple features:
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at email@example.com or on Twitter @TrunksWD.