flyingjohn
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This article could not have been possible without the work done by Hardcore Gaming 101 and game preservationists like John Szczepaniak and Felipe Pepe.
"The forgotten origins of JRPGs on the PC": http://www.pcgamer.com/the-forgotten-origins-of-jrpgs-on-the-pc/
Ironically, the person to change all of that wouldn't even be a Japanese.
Bandai Namco's Code Vein is a vampire game from the God Eater team
Instead of eating gods, now its time to drink blood
That artful trailer Bando Namco put out a few days ago is for Code Vein, a vampire-themed, dungeon-exploring action RPG from the guys who made God Eater. Famitsu reports it will be made in Unreal Engine 4, but with no confirmed platforms announced yet, which we'll likely learn with its official announcement on April 20. A gameplay trailer will be available in early May. The game itself is 35% done and set to release worldwide in 2018.
The vampires are called "Revenants" who have supernatural abilities and live in an isolated society called 'Vein." Revenants have lost their memories and change into monsters called "Lost" when they face blood deficiency.
http://gematsu.com/2017/04/first-look-code-vein-bandai-namco-new-action-rpgCode Vein scans from Famitsu magazine:
https://famigeki.tumblr.com/post/159756093186/code-vein
This better not be another NieR button masher.
A new Yakuza title is in the works, series general director Toshihiro Nagoshi confirmed during the Famitsu Awards 2016.
Yakuza 6: The Song of Life won an Excellence Award from the publication, and during the creator interview with Nagoshi, Famitsu editor-in-chief Katsuhiko Hayashi asked about the next entry in the series. Here’s what Nagoshi had to say:
The most recent entry in the series, Yakuza 6, launched for PlayStation 4 in Japan in December 2016, and will launch in North America and Europe in early 2018. But before that, Yakuza: Kiwami will launch in the west on August 29.
- As long as Yakuza 6 is labeled “the final chapter of Kazuma Kiryu,” we won’t be saying anything like, “just kidding!”
- One of the keywords is that I want to create a new Yakuza.
- I don’t think it’s necessary to narrow it down to a single title. It may be multiple titles.
- We created the Dragon Engine with Yakuza 6, but the game engine itself will be completed with the development of a second or third title.
- I’m already working on the next title. In the not too distant future… I think there will be an opportunity to talk about the next game’s development in a relatively early stage.
Bayonetta for PC updated with Vanquish teaser
Platinum Games' third-person shooter coming to PC?
Sega released a 22KB update for the recently launched PC version of Bayonetta today.
It appears the update itself was solely meant to tease a PC version of Platinum Games’ third-person shooter Vanquish, as all it did was add an image from the game (pictured right) to the “Extras” folder.
Vanquish first launched for PlayStation 3 and Xbox 360 in 2010. A PC version was never released.
"Great question. I'm wracking my brain to try to remember," he said. Uh oh.
"This is not something that we added on the art side since I never changed the model files in any way. I believe I remember that the mouths were just sitting there in the original texture files for the characters. I'm pretty sure the code to drive them was probably there as well, and we just enabled it or something. I wish I could tell you more, but I just don't remember it."
Is this victory? Or defeat? Greenberg gave me what may well be the story behind the character mouths in the PC version: they were actually there the whole time, but had been disabled in the PlayStation version before it shipped. Why? My guess is that a PlayStation plugged into a typical CRT TV with a composite cable resulted in such a fuzzy, low resolution image, you couldn't really see them, anyway. The eyes were bigger, and more expressive, and so the mouths were cut.
But it's possible there's more to the story—maybe the developers wanted the mouths to animate but never got around to it, or simply ran out of time to properly implement them. They're still there in the 2012 PC re-release, which fixed up the 1998 port to run at higher resolutions and play nice with modern Windows. I took one more stab at finding out, contacting William Chen, another engineer on Final Fantasy 7. His response? “It has been so long that I don’t have any memory of it."