Persona games coming to Xbox consoles, Windows PC and Xbox Game Pass (XGP) at last!

Anyone who owns an Xbox console or a Windows PC who loves Japanese role-playing games (JRPGs) should be delighted to know that the popular Persona game franchise will have three of its established games released for Xbox One, Xbox Series X, Xbox Series S and Windows PC with availability through Xbox Game Pass (XGP) soon as confirmed in the recent Xbox-Bethesda games showcase! For clarity, Persona 5 Royal is slated for an October 21, 2022 release.

For starters, watch the official video below…

To understand the Persona games better, posted below is an excerpt from the official article published at Xbox.com written by SEGA Communications Manager Stacy Lee. Some parts in boldface…

Cheers to 25 years of Persona! In this very special anniversary year, we are bringing the worldwide hits Persona 5 Royal, Persona 4 Golden, and Persona 3 Portable to Xbox One, Xbox Series X|S, Windows PC, and with Xbox Game Pass. Starting this fall, fans will get to experience this beloved RPG series.

To kick things off, on October 21, don the mask of Joker and join the Phantom Thieves of Hearts when Persona 5 Royal arrives with Xbox Game Pass, Xbox Series X|S, Xbox One, and Windows PC. We’ll have more to share on the release of Persona 4 Golden and Persona 3 Portable so be sure to stay tuned here to Xbox Wire.

For those who missed out on these games originally, or are excited to play Persona on Xbox and Windows PC, the 25th Anniversary is a great time to join in the celebration. Here’s a quick refresher on each game:

Persona 3 Portable – If I say there’s an hour “hidden” between one day and the next… would you believe me? This unknown time is the “Dark Hour.” Unfamiliar stillness swallows the city, people turn into eerie coffins, and otherworldly monsters called Shadows swarm. One night, the protagonist is attacked by these Shadows. When all hope seems lost, the power of the heart, their Persona, is awakened.

Persona 4 Golden – They say your soulmate will appear if you stare into a television set on a rainy night… This strange rumor slowly spreads through the rural town of Inaba, the protagonist’s new home, just as a chain of mysterious murders begin. As the protagonist and his teammates chase after the truth, they find themselves opening the door to another world.

Persona 5 Royal – Forced to transfer to a high school in Tokyo, the protagonist has a strange dream. “You truly are a prisoner of fate. In the near future, ruin awaits you.” With the goal of “rehabilitation” looming overhead, he must save others from distorted desires by donning the mask of a Phantom Thief.

In my personal experience, the one and only Persona video game I ever played was Revelations: Persona on the original Sony PlayStation way back in 1996. I never finished that game but I spent many hours playing it and that includes the loading times and the not-so-efficient pacing of the gameplay.

Image from Persona 5 Royal.

The upcoming release of the recent Persona RPGs on Xbox and Windows PC with access through Xbox Game Pass (XGP) should help the franchise reach even more gamers worldwide. As far as Japanese gaming goes on Xbox right now, I enjoyed finishing Eiyuden Chronicle: Rising on my Xbox Series X and I’m looking forward to the Suikoden-inspired Eiyuden Chronicle: Hundred Heroes RPG which will be released sometime next year. Square Enix has Star Ocean: The Divine Force and The Diofeld Chronicle coming to Xbox this year but no release dates have been announced as of this writing. Most recently, Square Enix announced that Crisis Core: Final Fantasy VII Reunion will be released on Xbox consoles although no release date has been announced.

Combined with those mentioned Japanese games or JRPGs to be exact, the addition of Persona games is indeed a welcome addition to the Xbox ecosystem which has lots of gamers craving for such games. It’s nice to see that Team Xbox head Phil Spencer has been working hard negotiating with Japanese game companies and makers to release their games into the Xbox ecosystem. In fact, during the Xbox-Bethesda showcase, a special Xbox project with Hideo Kojima’s company was confirmed to be real and there was also the announcement of an Xbox release of Wo Long: Fallen Dynasty developed by Team Ninja.

Let me end this piece by ask you readers: Are you happy that the Persona game franchise is coming to Xbox with the mentioned three games? Do you think that more Japanese RPGs and other kinds of games made by Japanese game developers will continue to be released on Xbox? What other past JRPGs do you want to see released on Xbox and Xbox Game Pass? Do you think that all the JRPGs already announced coming to Xbox and mix in with Western RPGs (examples: Starfield, Fable reboot, The Outer Worlds 2 and Avowed to name a few) will result a wide variety of games for those who love playing role-playing games? Do you see Xbox as the definitive ecosystem for RPGs right now?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram athttps://www.instagram.com/authorcarlocarrasco/

Two Point Campus’ release on Xbox Series X, Xbox Series S, Xbox One and Windows PC via Game Pass delayed to August 9, 2022

If you have been anticipating for SEGA’s Two Point Campus to be released on Xbox Series X, Xbox Series S, Xbox One, Windows PC and Xbox Game Pass (XGP), you will have to wait more as the game’s release has officially been delayed to August 9, 2022, as announced via Xbox.com. The game was previously scheduled for May 17, 2022.

To put things in perspective, posted below is the excerpt of the Xbox.com announcement written by SEGA Europe Junior PR Manager Joseph Knoop. Some parts in boldface…

Watch out for Two Point Campus on Xbox consoles and Windows PC via Xbox Game Pass this August.

Like a freshman dreading their 8 a.m. class, Two Point Campus needs just a little more time. Two Point Campus’ release date has been pushed back from May 17 to August 9. As always, we appreciate the patience of our wonderful community and all your support throughout development.

In better news, you can check out the first hands-on media impressions of Two Point Campus at some of your favorite gaming outlets today. We’re excited to hear what everyone thinks of the game thus far and what you’re anticipating most. While the decision has been made to delay the release of Two Point Campus by a few months, the vision for the game has remained the same.

Two Point Campus lets you build the university of your dreams (or nightmares, we don’t judge), shepherd students from freshman year to graduation, and let them run wild with outlandish classes like Knight School, fossil-digging archaeology, or even baking giant pizzas in Gastronomy and much more. In Two Point Hospital, players couldn’t spend much time with patients, considering they either healed up and went on their merry way or, you know, died. Two Point Campus lets you really dig into each student’s life, and guide them on their social and academic journey. You can offer them a wealth of life-enriching experiences, be it clubs, social events, or more Cheesy Gubbins vending machines.

You’ll do it all on a campus designed by your very own hand, down to the very last desk and tree, offering way more customization than ever before. Maybe you’ll build a jousting arena for your gallant Knight School students and a tower to practice dragon-slaying from – or maybe you want something a little more cutting edge, and your campus will be a haven for budding mad scientists and building giant robots.

If that all sounds like a good time to you, you can pre-order Two Point Campus now and get some exclusive in-game items for both Two Point Campus and Two Point Hospital.

To order Two Point Campus online, click here. For the Two Point Collection Early Adopter Bonus, click here.

In closing this piece, posted below are Xbox-related videos for your viewing pleasure.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/and on Instagram athttps://www.instagram.com/authorcarlocarrasco/

Two Point Campus will be released on Xbox Series X, Xbox Series S, Xbox One and Windows PC via Game Pass (both Xbox and PC) on May 17, 2022

If you are the kind of gamer who enjoys simulation gaming as well as managing digital communities on your Xbox console or your PC, then you have something to look forward to on as SEGA will release Two Point Campus for Xbox Series X, Xbox Series S, Xbox One and Windows PC via Xbox Game Pass and PC Game Pass on May 17, 2022. The new game is the follow-up to the successful 2018 game Two Point Hospital (available via Xbox Game Pass as of this writing), and you can order it in advance now.

To begin with, watch this official trailer of Two Point Campus.

Developed by Two Point Studios, Two Point Campus has a school setting and players will be challenge to establish and manage a university campus complete with setting up its many parts (like classrooms and laboratories to name a few), hiring a staff of good quality educators, and managing how the students will behave in and around campus. As it is a piece of fantasy, the game has a cartoony vibe on its art and expressions.

To put things in perspective, posted below is the excerpt from the official announcement on Xbox.com written by Two Point Studios Creative Director Gary Carr.

Build your university and manage everything within it.

In Two Point Hospital there is very little time to really get to know your little people, because patients come in for their treatment, you cure them (or they die…oops) and then they leave your hospital. In Two Point Campus this process is very different. Your students will be with you for much longer during their campus experience, giving you the chance to help them on their academic journey to success, or in some cases failure. You’ll have to figure out what’s going on. Are they happy? Are they enjoying their courses? Are they making enough friends? You’ll need to take the time to get to know them, nurture them and pull them through this process. Each student has their own unique character traits, so you’ll have to cater to all their needs to develop them into well-rounded individuals who will do the legacy of your university proud.

We just really want you to care more about your little people, so in Two Point Campus we’re giving you the tools to create an incredible university experience for your students. Keep them entertained with extracurricular activities, such as socials, gigs, clubs and even ‘CheeseBall’ – the highly entertaining sports activity in Two Point Campus. However, too much of the fun stuff will result in students falling asleep during class, which impacts their grades and eventually your overall Campus prestige. It’s the perfect balancing act, to on one hand give your students the adventure of a lifetime, and on the other hand, run a successful Campus environment.

The students in classroom.

Anyone that’s familiar with Two Point Hospital will know that we like to give our games a humorous twist. That’s no different in Two Point Campus. Rather than the typical academic fare, students in Two Point County will experience some very unusual courses. They can learn how to cook giant pizzas in the Gastronomy course or attend Robotics and get into the techy stuff where they build huge robots. We really enjoyed brainstorming about all the different courses in Two Point Campus. It usually starts by thinking of theme or a pun, and from there we think of how we can build it into a course. We love thinking of big and absurd machines or items that the students interact with during their courses, so players are wondering “what on earth going on there??” 

Like Two Point Hospital, Two Point Campus is a charming, accessible, and deep management sim, but for the first time, you will be able to build your Campus from the ground up, from the buildings to the grounds they sit in. You can design stylish dormitories for your students, lay down ornamental pathways or pimp up your Campus with super cool items, such as Cheesy Gubbins vending machines. One of the things we enjoyed most at Two Point Studios when Two Point Hospital launched, was watching people play our game and get super creative with the design of their rooms and hospitals. In Two Point Campus we take this a step further, where players can go all out and design absolute masterpieces, or total trash if they wish… However, there will still be plenty of options for people who don’t like that total freedom when it comes to building. We’re keen to cater to all the different playstyles.

The above description really sounds interesting. I wonder if the game will allow players to fire socialists/Communists/Marxists among the university’s educators to prevent the radicalization of students which has been going on for a long time in North America in real life. If I were to establish the campus of my dreams, there definitely will be no Leftism and no elements of the Satanic Left. The focus will be strictly on education, no political ideologies. No socialism, no Marxism and no Communism at all!

Coming soon to Xbox consoles and Xbox Game Pass!

As mentioned earlier, if you are convinced to buy yourself a copy of Two Point Campus for your Xbox console or Windows PC ahead of time, you can do it online and you will get some bonus items in return. However, if you are already subscribing via Xbox Game Pass or PC Game Pass, you only need to wait for the May 17, 2022 launch to download it and play it without extra charge. I myself am an XGP subscriber and I will be playing Two Point Campus on my Xbox Series X this May, and only then I’ll find out how good the game will turn out.

In closing this piece, posted below are Xbox-related videos plus a Two Point Campus video for your viewing pleasure.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/

Sony is clearly behind as technology giants move on with their respective ecosystems

As I am writing this post, the shockwaves caused by the Xbox-Activision-Blizzard deal are still being felt. As many Xbox-haters and PlayStation fanboys online could not help but become uneasy and restless because of the deal’s effects on them, Microsoft Gaming CEO Phil Spencer had officially talked with Sony’s top executives and described what happened via his Twitter account.

From Phil Spencer himself.

Take note of Spencer’s words “existing agreements” and “our desire to keep Call of Duty on PlayStation.” Existing agreements most likely refer to what Activision Blizzard made with Sony which I believe are years-long deals on games with regards to platform releases, marketing, post-release downloadable content, etc. Of course, such agreements can last long but NOT FOREVER. The business benefit for PlayStation from Activision Blizzard will someday come to an end. 

As for Microsoft’s desire for keeping Call of Duty on PlayStation, that clearly means that the corporation of Xbox is technically in-charge of not just the COD franchise but on the decision making, marketing and releasing its games on specific platforms. Sony and its PlayStation team are not in the driver’s seat here anymore. Whatever deals Activision signed with PlayStation before the acquisition will expire and they certainly will not be renewed once Microsoft and its Xbox team takes over. In due time, future COD games as well as other upcoming games and new intellectual properties of Activision Blizzard will become Xbox-exclusive in accordance to what Spencer declared before

We have games that exist on other platforms, and we’re going to support those games on the platforms they’re on. There are communities of players. We love those communities and will continue to invest in them. And even in the future, there might be things that have either contractual things, or legacy on different platforms, that we’ll go do. But if you’re an Xbox customer, the thing I want you to know is this is about delivering great exclusive games for you that ship on platforms where Game Pass exists, and that’s our goal, that’s why we are doing this,

This brings me to my next point – Sony as a global business entity is way behind Microsoft, Apple, Google and Amazon when it comes to establishing ecosystems that result tremendous business growth and reaching billions of customers worldwide respectively. The decades-old console-focused approach by Sony with PlayStation was indeed successful but not great enough to help it grow big time. Not even their Hollywood business nor Spider-Man could lift them up greatly. The weird thing was that Sony in previous decades had established an old ecosystem before PlayStation began.

To put things in perspective, posted below is a long excerpt from a recent Nikkei Asia article. Some parts in boldface…

The 10% drop in Sony’s stock price this week following Microsoft’s announcement that it will buy game content developer Activision Blizzard shows the market has belatedly awakened to an existential flaw in Sony’s kingdom. It lacks an ecosystem.

In terrifying contrast, Microsoft is a formidable ecosystem whose component elements, such as devices, operating system, browser, search engine, applications, content, cloud memory, work hand in glove to suck in captive users and never let them go. The ecosystem effect is all too familiar to owners of PCs that run on the Windows OS, which maddeningly redirects users to Microsoft’s Edge browser and Bing search engine against their will.

It is no accident that five of the world’s seven largest companies by market capitalization — Apple, Microsoft, Alphabet/Google, Amazon and Meta/Facebook — are ecosystems. Every consumer decision to buy a device, be it a PC, smartphone, Kindle reader, or game console, entails a surrender to an interconnected ecosystem. Promiscuity among ecosystems is possible but, by design, not easy. The ecosystems are at war and want to make you their captive.

Ironically, Sony was early to recognize the strategic significance of the ecosystem effect. Its decision to acquire CBS Records and Columbia Pictures in the late 1980s was inspired by the notion that controlling entertainment content could somehow push device sales, such as Betamax VCRs and Sony Walkman.

What Sony overlooked was that it would be self-defeating to make its controlled content exclusively available on Sony devices. Very few consumers would buy a Walkman just because it was the only way to listen to Michael Jackson. And Sony’s refusal to license Michael Jackson to non-Sony device users would perversely shut down third-party royalty revenue from the controlled content. Sony saw, but misunderstood and misapplied, the ecosystem effect between devices and content.

Sony’s next, more costly, wrong turn was its failure to anticipate and keep up with the morphing of portable audio devices like the Walkman launched in 1979 and iPod in 2001 into the iPhone debuted in 2007. The iPhone integrated, in a single handheld device, all of the functions formerly provided by the multiple discrete products in Sony’s consumer electronics lineup: phone, TV, camera, video and audio player and recorder, clock, calculator, and so on.

Sony’s stock price plunged from 30,000 yen ($260) per share in 2000 to 1,668 yen in 2009. Sony and the entire Japanese consumer electronics industry are still in disarray from the iPhone paradigm shift.

Unlike Sony, Apple founder Steve Jobs was a master at creating and orchestrating an ecosystem. In particular, he understood when to link content exclusively to a device and, just as important, when not to. Even now, Apple’s iOS is available only on Apple devices, unlike Microsoft’s device-agnostic Windows OS.
Initially, Apple’s iTunes music store platform was available only on Apple’s own devices. Then, in October 2003, “the day that hell froze over,” Jobs made the strategic decision to make iTunes compatible with and freely downloadable by non-Apple devices.

The result was not only to massively increase the audience and revenues of the iTunes platform. Non-Apple device users discovered how great iTunes was and that it worked even better on an iPod, leading to a surge in new iPod owners conveniently prepped for the coming transfiguration of the iPod into the iPhone.

The same interplay between devices and content is at the center of intense competition in the $180 billion global PC gaming industry. Dedicated gamers have a choice among three game-specific consoles — Microsoft’s Xbox, Sony’s PlayStation and Nintendo’s Switch.

The choice of device, in turn, entails a menu of device-specific exclusive content. Xbox and PlayStation each offer about 2,000 titles, but the bestselling 200-300 games for each tend to be exclusive to one or the other. A gamer’s choice of console implies a decision about preferred content.

But the relationship between game devices and content is evolving rapidly, tracking changes elsewhere in the internet universe. Games today can be played on any device, PCs and smartphones, not just a dedicated game console.

Gaming is now mobile. Game content is increasingly being streamed, just like Netflix and Amazon Prime. You can play games on YouTube. And an Xbox can be used as a PC to surf the Internet and do your homework.

The immediate threat to Sony posed by Microsoft’s acquisition of Activision Blizzard is that Microsoft will make the content it is acquiring — global blockbusters like Call of Duty and World of Warcraft — exclusive to Xbox users and invite defections from PlayStation users who want to keep playing their favorite games.

But this is just one element of the multifaceted ecosystem effects Microsoft can deploy to squeeze Sony. Sony should be nervous, for example, that it has no cloud or streaming capability of its own and relies on Microsoft’s own Azure platform to deliver streaming content to Sony users.

Sony’s game and network services segment now accounts for 30% of its revenues. It is hard to see how Sony can compete in the long-term in a narrow game-specific segment without credibly competing with the likes of Microsoft, Alphabet/Google and Amazon across the board in all segments of the device-content spectrum.

From a financial point of view, Sony is not only behind the tech giants with ecosystems. Sony simply does not have the major financial muscle needed to pull off massive acquisitions of game publishers (massive meaning more than $5 billion per each acquisition) that each have lots of game developers, intellectual properties and technologies. The Japanese giant does have a business ecosystem but it’s too small and too narrow compared to its Western competitors. This also means Sony reaches much less customers worldwide.

In a possible response to Xbox-Activision-Blizzard deal, Sony can try to acquire its fellow Japanese gaming entities like Capcom, SEGA or Square Enix and integrate the entity(s) into PlayStation, but that will require not just a whole bunch of money but also willingness to not just make big offers the other party cannot turn down, but also the willingness to overcome all the legal obstacles, solve all the complications, absorb all the employees, fund future projects already in development, etc. If the PlayStation team is willing on building up its very own exclusive properties, they could expand the work forces as well as the projects of their very own game studios.

The Xbox-Activision-Blizzard deal is very hard to match not just because of the financial value and organizational weights involved, but also because the said deal covers consoles, Windows PC, mobile devices, cloud gaming, browser gaming and much more. The PlayStation ecosystem is still console-focused and so far team PlayStation released only a few of its games on PC. Is Sony even working to improve PlayStation Now? Are the PlayStation executives realizing that their 3rd party marketing deals won’t lift up their corporation and consumer base anymore? Has it occurred to the PlayStation executives that future games of the Crash Bandicoot and Spyro The Dragon franchises (both of which are permanently identified with Sony’s gaming brand due to exclusive games released on the first PlayStation console) will be released only on Xbox platforms?

As mentioned in the Nikkei Asia article above, business ecosystems are not perfect and they have their flaws that affect customers in bad ways. As such, the ecosystem powers and organizers should do their work to be more user-friendly and be more consumer-oriented. Still, the ecosystem approach to business has proven to be very effective with regards to reaching the widest number of consumers worldwide as well as driving business growth to new heights, not to mention generating economic benefits for business partners involved (example: credit card companies whose users buy on Amazon, Xbox network, Google, etc.) No amount of sales of Final Fantasy games and Street Fighter games exclusive to PlayStation consoles will ever match that. 

As for the console fanboys who still hate Xbox, they should learn to stop living with fantasy and wake up to reality. Time to grow up.

In ending this piece, posted below are videos related to Xbox and the Activision Blizzard deal…

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/

Pay close attention to Xbox Game Studios Publishing and the exclusive games being made by their partners

Nothing changes the fact that Team Xbox and its 23 game studios are hard at work producing exclusive games that will provide years’ worth of fun-filled content to Xbox console gamers, PC gamers and the many millions who subscribed to Xbox Game Pass (XGP).

Were you able to read my recent article about Stoic (The Banner Saga) and its current work on an exclusive game with Team Xbox? For those who missed out on it, Team Xbox is actively working with varied game studios (examples: Avalanche Studios on Contraband, and IO Interactive on Project Dragon) on producing even more Xbox-exclusive games and the said studios are still free being independent entities.

Very recently, Miles Dompier of Windows Central Gaming wrote an in-depth article about the moves and projects of Xbox Game Studios Publishing in cooperation with the independent game makers. To start with, watch this WCG video of WCG and Miles Dompier…

To put things in perspective, posted below is an excerpt from Dompier’s article. Some parts in boldface…

In addition to a staggering first-party future including titles like Hellblade 2, Fable, Everwild, Starfield, and many more, we also know of roughly 10 Xbox Game Studios Publishing titles potentially in the works. Xbox understands that strategic partnerships on games published through Xbox may make more sense than outright acquisitions when it comes to building meaningful relationships with developers. And who knows? Maybe some of these teams will love their experience working with Xbox, which could lead to more permanent relationships.

For now, we’ll be recapping all the Xbox Game Studios Publishing projects we currently know about as well as revealing one brand new codename. Here are several reasons why we should all be very excited about the future of Xbox Game Studios Publishing.

Xbox Game Studios Publishing codenames

As Dusk Falls is still in production.

Let’s start with the small list of Xbox Game Studios Publishing titles that have officially been announced so far. First up, we have the interactive drama As Dusk Falls. This stylized game from Interior/Night promises an engaging narrative with player choice driving the story. As it stands, there’s no release date or window for this project.

Next, we have the upcoming co-op heist title Contraband from open-world experts Avalanche Studios. Set in the 1970s, this seemingly ambitious open-world game allows players to execute the perfect heist with unique vehicles and gadgets. While there’s no official release date yet, we’ll likely get more details on the project sometime in 2022.

Now we’ll touch on some Xbox projects we’ve previously covered or teased in the past. The infamous Project Dragon from IO Interactive has been in the rumor mill for quite some time now. This action RPG aims to deliver a vast and ongoing multiplayer fantasy experience. A release or even reveal may be a ways off here, but it’s still exciting to think about the possibilities.

Project Belfry is another exciting potential Xbox exclusive. According to Jeff Grubb and his luscious mane, this side-scrolling brawler from The Banner Saga developers Stoic Studios is comparable to the PlayStation exclusive Dragon’s Crown in terms of gameplay, but will feature the painted art style this team is known for.

An Xbox Game Studios Publishing title that has me particularly interested is Project Shaolin. Reportedly in development by BrassLion Entertainment, this action RPG will reportedly feature an anime aesthetic and focus on the legendary hip-hop group Wu-Tang Clan. With four-player co-op and a seasonal loot system, this project sounds right up my alley.

Fans of 4X strategy titles like Civilization should be interested in the upcoming Project Indus from developer Oxide Games. With turn-based strategic elements, city building, empire advancement, espionage, diplomacy, and warfare, this should scratch a specific itch for fans of the genre.

As you can see in Dompier’s article above, the Xbox-exclusive projects made by independent game makers are in production and will fill the gaps on the Xbox portfolio to not only provide content for console, PC and Xbox Game Pass gamers but also to meet the varied tastes or interests of gamers. Action-oriented role-playing? Project Shaolin! Interactive drama? Watch out for As Dusk Falls!

The years-old belief that “Xbox has no games” is idiotic and totally untrue by today’s standards. I know there are lots of Xbox-haters and console fanboys out there who just keep bashing Xbox by lying and ranting, disregarding the many upcoming Xbox-exclusive games and even dismissing the growing business partnerships Team Xbox made with independent game companies and even the Microsoft-SEGA strategic alliance. Whatever the Xbox-hating mob does, nothing changes the trend that gaming on the Xbox ecosystem will only grow bigger, offer gamers lots of choices and become a lot more fun than ever before. Speaking of growing excitement, watch out for the Xbox 20th Anniversary Event online today (November 15), the universal acclaim of Forza Horizon 5, the December 8 release of Halo Infinite, and the December 16 release of the Xbox-exclusive The Gunk!

For the complete details about Xbox Game Studios Publishing and the future Xbox-exclusives, I encourage you all to read Miles Dompier’s article at https://www.windowscentral.com/xbox-game-studios-publishing-secret-weapon-new-exclusives

In closing this piece, posted below are Xbox-related videos for your viewing pleasure.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  HavenorFantasy@twitter.com and also on Tumblr at https://carlocarrasco.tumblr.com/

The Banner Saga developers and Team Xbox working together on a new Xbox-exclusive game

Can you feel the excitement of video games right now? The highly acclaimed Forza Horizon 5 is just days away from launching globally while the anticipated Xbox 20th anniversary celebration on November 15, 2021 is gradually approaching! A little over a month from now, Halo Infinite will be released globally and already its single-player campaign is very promising.

Adding more to the excitement was the recent article written by Jez Corden (the same guy who wrote the recent hot scoop about the Xbox fantasy RPG Avowed) about another Xbox-exclusive game being made by Stoic Studio, the team behind The Banner Saga trilogy of games. The said game is referred to as Project Belfry.

To put things in perspective, posted below is an excerpt from Jez Corden’s article published recently by Windows Central Gaming. Some parts in boldface…

I mentioned a couple of weeks back about a codename ‘Belfry’ I’d discovered pertaining to an upcoming Xbox game on my Xbox Two podcast show with YouTuber Rand Al Thor 19. Up until now, I wasn’t sure exactly what the game was, besides a vague reference to bell towers. I knew Stoic was building a game with Xbox too, but it wasn’t until Jeff Grubb put the final pieces together on his show today that everything fit into place. Grubb also gave us key details about the game and some snippets about what to expect.

Project Belfry will sport similar painted art styles to that found in The Banner Saga, depicted above, while sporting side-scrolling brawling combat, similar to the likes of the PlayStation exclusive ‘Dragon’s Crown’. Grubb specifically linked the art style to the anime movie ‘Princess Mononoke,’ which sounds like it could be quite gorgeous indeed. The “Belfry,” hinted at by the game’s codename, will form some sort of base for crafting and upgrades, too.

Belfry is another title joining what seems to be a vast expansion of Xbox Global Publishing’s footprint, working with developers big and small to bring more titles to Xbox Game Pass. We’ve seen larger studios jump on board, featuring Avalanche on Contraband, and we have strong rumors about Project Dragon, built in partnership with Hitman’s IO Interactive. Belfry may be on the smaller side, joining the action RPG from Brass Lion Entertainment codenamed Shaolin, but given the quality of The Banner Saga, Project Belfry may well punch far above its weight.

If you haven’t already, you should definitely give The Banner Saga a go, given that it’s now available as a neat and tidy trilogy package. Your decisions carry over between games too, affecting the way the story pans out in a big way.

Now watch this video about The Banner Saga trilogy below. It should give you an idea about what kind of games Stoic Studio makes and what kind of visuals you can expect from them.

While I myself have not yet played any games of The Banner Saga, the above scoop by Jez Corden (with acknowledgement to Jeff Grubb) is indeed very pleasant and only shows that new and more Xbox-exclusive games are coming. The catch here is that this an exclusive project that does not involve any of the internal Xbox game studios at all business-wise. Xbox Global Publishing is an arm of Team Xbox that negotiates and deals with independent game developers for new projects exclusive on the Xbox ecosystem. This Stoic-made Xbox project should remind you about Contraband, the upcoming Xbox-exclusive game made by Avalanche Studio, the team responsible for the 2015 Mad Max game.

As it is true that Team Xbox will continue to acquire more game studios and while fully funding the many, many Xbox-exclusive games in production for release in the near future, it is really nice to see that they are still negotiating with independent game studios to make exclusive stuff. It comes to show that Microsoft values business partnerships and they are aware that there are lots of game studios or even publishers which are not yet willing to be acquired as they still prefer to be independent even though they may be struggling financially. Just recently, Microsoft and Sega started a new business partnership in the form of a strategic alliance. That being said, the Stoic Xbox project called Project Belfry is something to look forward to.

By the way, have you all bought yourselves an Xbox Series S or an Xbox Series X console? Have you subscribed to Xbox Game Pass already? The definitive edition of Grand Theft Auto: San Andreas will launch on XGP on November 11.

In closing this piece, posted below are Xbox-related videos for your viewing pleasure.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

SEGA and Microsoft in a Strategic Alliance to create New Strategic Titles for SEGA and establish a Next-Generation Development Environment

Even as the whole world continues to struggle to move on during this global COVID-19 crisis, Japanese video game business icon SEGA remained bullish and it made its biggest business announcement in a long time yesterday by declaring that it has agreed with Microsoft to engage in a strategic alliance related to game development and cloud gaming with the whole world in mind.

To put things in perspective, posted below is an excerpt from the official press release SEGA published on its website. Some parts in boldface…

SEGA Corporation (hereinafter referred to as “SEGA”) and Microsoft Corporation (hereinafter referred to as “Microsoft”) have agreed in principal, a strategic alliance that explores ways for SEGA to produce large-scale, global games in a next-generation development environment built on Microsoft’s Azure cloud platform. The alliance would form a key part of SEGA’s mid to long-term strategy, allowing the business to move forward with “Super Game”, a new initiative for developing new and innovative titles where the key focuses are “Global”, “Online”, “Community” and “IP utilization”.

With the world now more connected than ever following the widespread deployment of 5G and cloud services in recent years, consumers can more easily enjoy high-quality entertainment content at any time. Within this highly connected environment, the ecosystem surrounding the games industry continues to evolve and expand as more sophisticated tools and technologies become available. As such, video games continue to grow as a major medium for gamers globally, with access to a vast range of gaming experiences and communities becoming more diverse and attainable. This proposed alliance represents SEGA looking ahead, and by working with Microsoft to anticipate such trends as they accelerate further in future, the goal is to optimise development processes and continue to bring high-quality experiences to players using Azure cloud technologies.

Microsoft and SEGA have agreed upon the foundation for this alliance and through mutual cooperation, will look to build further technological evolutions with areas such as the network infrastructure and communication tools required for global online services being a key priority. Additionally, by shifting to a next-generation development platform, SEGA can effectively adapt to diversfying work styles and potential infrastructural changes.

Wow! The press release can be a bit challenging to understand in just one reading. To say the least, this is SEGA’s way of expressing that is modernizing itself to keep up with the times and ensure they can be flexible not only with developing their games and projects but also to be able to reach as many customers they can worldwide with the help of Microsoft’s Azure cloud platform.

While SEGA today is no longer the aggressive arcade, console, handheld and game maker it used to be, it has no intention of fading away. As a business entity, they may not be cash-rich anymore but they are rich in terms of intellectual properties that include famed game franchises like Virtua Fighter, Daytona USA, Sonic the Hedgehog and more. They can still do something new and productive with those.

While the press release does not specifically state anything about Xbox, it still confirms SEGA’s business partnership with Microsoft goes to a much higher level with the future in mind. Even without any mention of Xbox and its related services in SEGA’s press release, I would not be surprised to see SEGA release more games – both classic and new – on the Xbox platforms as well as on Xbox Game Pass (XGP) over the next few years. Also it is nice to see the Japanese corporation confirming next-generation development of games!

Take note of the big significance of SEGA releasing Phantasy Star Online 2 (PSO2) on Xbox One in 2020. PSO2 on Xbox One marked the first time the game got released outside of Japan starting with North America in April 2020 and with Europe in August 2020. Through the Xbox One and the Windows PC platform (August 2020), PSO2 further reached even more gamers worldwide.

By now, SEGA realized that to grow as a business, they will need to reach out to the many consumers worldwide who are willing to pay for their games and online services. In order to achieve that, SEGA partnered with Microsoft whose cloud computing infrastructure and cloud gaming models are so advanced, even competitor Sony partnered with the American corporation.

Think about that! Two of Japan’s major corporations partnered with Microsoft whose Xbox consoles did not sell much in Japan. Rivalries in video gaming were set aside for something much better between the corporations – business partnerships driven by advanced technologies that can help the partners achieve growth and breakthroughs with the whole world in mind. In the case of Microsoft, the new business partnership with SEGA is an opportunity for them to build up trust with other Japanese businesses who share similar interests with the company of Sonic and the company of PlayStation, as well sharing their objectives of achieving business growth and reaching out to consumers around the world.  

Going back to the SEGA-issued press release, posted below is an excerpt from comments made by SEGA Corporation President and COO Yukio Sugino. Some parts in boldface…

We are very pleased to announce today that we are considering a strategic alliance with Microsoft to help develop SEGA’s new “Super Game” initiative as well as build a next-generation game development environment. By considering a strategic partnership with Microsoft, we seek to further advance our game development so that our titles can be enjoyed by fans all over the world; in this regard, we aim to build an alliance that utilizes both SEGA’s powerful game development capabilities and Microsoft’s cutting-edge technology and development environment.

In closing this piece, posted below are Xbox-related videos for your viewing pleasure.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Flashback (Super NES)

Disclaimer: This is my original work with details sourced from playing Flashback: The Quest for Identity and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

We live in an age in which software exclusivity defines not only the relevance of game consoles but also nature of the entire video game industry right down to the many varied communities of very avid fans (and fanboys).

While the Super Nintendo Entertainment System (SNES or Super NES) and Sega Genesis each had their own exclusive games back in the 1990s, there was one particular game that was made for and released on not just one, not two but rather on more than fifteen different platforms – both consoles and computers – starting with Amiga way back in 1992. That game is none other than Flashback: The Quest for Identity which I first played on our Super NES back in 1994.

The cover of the game box.

For the newcomers reading this, Flashback was a 2D side-scrolling adventure game in the form of a cinematic platformer (note: similar to Prince of Persia and Out of This World) with a strong flavor of science fiction. It was cinematic in the sense that all the in-game animation were rotoscoped resulting unique smoothness combined with hand-drawn backgrounds and the computer-generated cutscenes were used in key parts of the game as the story progressed. Flashback on SNES in America even came with a Marvel Comics-published Flashback comic book and on the rear of the SNES game box were the words “The first CD-ROM game in a cartridge!”

A Flashback remake was released in 2013, followed by a port of the original game released on Sega Dreamcast in 2017, and a remastered version got released for varied platforms in 2018.

I got to play that game at a time when I have not even started playing Final Fantasy II (AKA Final Fantasy IV), Final Fantasy III (AKA Final Fantasy VI) and other great role-playing games (RPGs) of the Super NES. I also remember that Flashback was a nice change of pace for me after playing Super Star Wars: The Empire Strikes Back.

With those details laid down, here is a look back at Flashback: The Quest for Identity, released on Super NES in 1993 by U.S. Gold and developed by Delphine Software International.

The start and options screen.

Early story

The story begins with Conrad running away from two armed persons chasing him. He flies away riding a solo vehicle but those chasing him (riding a huge vehicle) managed to get close and blast his vehicle causing to crash into the forest.

Sometime later, he wakes up and accidentally pushes a mechanical cube to fall down. He climbs down to reach it and activates it. The cube displays a holographic video of himself telling him that he recorded it without remembering it. As Conrad watches, he learns that he must contact a friend named Ian who can explain important things to him.

After viewing the message, Conrad sets off to find his way out of the jungle and somehow get to Ian in New Washington…

Game design and quality

You have to pay close attention to what’s going on, what items do you have and what the in-game prompts tell you.

This game is not your typical fast-paced, action-oriented 2D side-scrolling adventure in which you move from left to right to progress. As it is a cinematic platform game by design complete with very specific controls, players will have to be patient, adaptive and strategic in order to learn how exactly you can control your character, what moves will be executed (and when to execute). For one thing, the very fluid 24 frames-per-second animation on your character limits you in terms of control as timing is required.

To do things properly, you have to execute specific controls. To ascend on a lift, you press Up and the Y button. To do a small jump, have your character stand still and then press Up and Y button. To go down on level (on foot, no lift), stand by the edge of a level then press Down and Y button. To run and hang on to a higher floor automatically, have your character stand still, press Right and Y button, press Y button (once your character moves) and watch him pull it off. With controls like these, the usual 2D platforming approach is out of the question. In my experience, these controls are indeed challenging but never impossible to learn and eventually I got proficient with the controls as I played more.

The in-game animation for the characters are very good and there is also a sensation of weight with your character. Falling straight down from a very high place is a big no-no.

Apart from character controls, you don’t just move Conrad from one screen to the next…you also should do key objectives along the way apart from engaging in action scenes (read: shooting). That being said, you must watch out for icons that appear on screen when your character steps on a particular spot that requires interaction. For example, if you stop by a terminal, an icon will appear serving as a prompt to start the interaction. Another example is when your character steps on the same spot as an item located at which you can pick up once prompted.

More on the action on the screen, you will encounter armed enemies as well as high-tech machines (including floating drones). To overcome them, doing straightforward shooting is not recommended as you have to be strategic before firing a shot. You have to learn how each enemy or machine moves, how much physical space is available right there and how you can maximize your limited time and space to overcome them. In fact, you will also be compelled to take advantage of whatever seconds you have while the enemies’ animation (between moves) take place. There will also be times when you need to have your character armed with the gun before jumping to a lower level where an armed enemy is located and on the lookout. Coming down armed gives you an advantage to shoot first at the enemy who

Considering the 24 frames-per-second animation, you will have to time your moves carefully, especially during moments when you face an armed enemy.

Apart from shooting, you can also use grenades which requires opening your inventory to select a grenade and then do your timing and calculation of the distance in order to pull of a successful throw and explosion. You can also throw stones to distract enemies or to apply weight on key platforms in order to open mechanical doors.

With regards to the quality of gameplay, Flashback is enjoyable but only if you get over its rather high learning curve with regards to the controls which themselves serve as the game’s advantage and even as a disadvantage. In addition to being patient and strategic, you will really have to pace yourself, think more and get used to the rather slow pace of the game in relation to its cinematic platformer design. I should state that as you keep progressing, there will be places, or new obstacles or new enemies that will compel you to change your tactics in order to overcome them. Anyone who is used to playing 2D side-scrolling games the fast and easy way might find the high learning curve and pacing of Flashback a turnoff but if they are willing to learn, adjust and pace themselves, only then can this game’s gameplay be really enjoyed.

Cut scenes like this move at a sluggish pace which shows the limitations of the SNES and cartridge technology.

As for the visuals, the obvious highlight here is the 24 FPS animation which is the result of rotoscoping and careful visualizing (note: observe those alien humanoids who morph into moving blobs). The rotoscoped animation, however, would not have been that effective had the quality of the art used for the backgrounds been made of lower quality. I can say that the background artworks here look pretty good even by today’s standards. The standout among them were the background artworks of Morph’s home planet which really looked very alien and creepy at the same time. What hurts this particular version of Flashback is the lackluster (read: choppy) frame rate whenever the computer-generated cinematic cutscenes (obviously they were meant for more powerful PCs) play which, in my experience, took me out of the story. There were also bouts of slowdown during the gameplay, especially when you encounter enough enemies that were animated sophistically.

With regards to narrative, Conrad is literally your avatar to learn, discover and interact with the many elements of the universe he is part of. There is obvious influence that the game makers took from the movie Total Recall as they crafted Conrad to be someone who lost his memory, moves on to regain it and do a lot of things as he realizes his true purpose and what is really at stake. Unlike Total Recall’s protagonist, Conrad himself is not too interesting mainly due to the way the in-game story was structured. Just play as Conrad and do what needs to be done to complete the game.

When it comes to understanding the narrative, you will have to do lots of reading. You will spot and read the short description of the prompts that appear. You’ll also have to read the on-screen text whenever your character talks with someone during the levels of the game. And there are the captions shown during the slow animated cutscenes.

Conclusion

The background artworks during the late stage of the game are great and truly creative with science fiction in mind.

I can clearly say that Flashback: The Quest for Identity on Super NESis fun and engaging mainly to those who are willing to adjust themselves to it. If you don’t have patience, if you are not willing to think while playing, if you cannot pace yourself and if you are not willing to learn all the specific controls of the game, then you should not be playing Flashback. It is a cinematic platformer and that should tell you that you will need to adjust to enjoy it.

Overall, Flashback: The Quest for Identity on SNES is recommended.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at The Super Dimension Fortress Macross: Do You Remember Love? (Sega Saturn, PlayStation)

Disclaimer: This is my original work with details sourced from playing The Super Dimension Fortress Macross: Do You Remember Love? video game and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

If you have been reading my Macross-related articles over the past few years, you should know already that I deeply love watching Macross: Do You Remember Love?, the classic anime feature film co-directed by Noboru Ishiguro and the legendary Shoji Kawamori.

Like many other entertainment franchises in Japan, Macross also has video games based on its stories and concepts. During the fifth generation of video game consoles, Bandai released in Japan the video game adaptation of the 1984 anime movie on the Sega Saturn in 1997 and the Sony PlayStation in 1999. That game was titled The Super Dimension Fortress Macross: Do You Remember Love? and I played that 2D side-scrolling shoot-them-up game a lot during the time when 3D polygons was already the standard.

Considering its age, it is easy to wonder if the game is still fun to play by today’s standards and if the game is something that Macross fans can enjoy a lot. We can all find out in this look back at The Super Dimension Fortress Macross: Do You Remember Love?

Sega Saturn version in 1997.
Sony PlayStation version in 1999.

Early story

The story begins at sea. A Valkyrie piloted by Hikaru Ichijyo (the late Arihiro Hase) launches from the aircraft carrier Prometheus to join his teammates Max and Kakizaki led by Roy Fokker (Akira Kamiya). Suddenly a powerful beam of energy from above hits the aircraft carrier clearly showing that their world is under attack by the Zentradi.

They proceed to South Attaria Island where they immediately engaged the Zentradi forces that ravaged the city and causing trouble for the SDF-1 (Macross). After defeating several Zentradi elements, the remaining Skull Squadron forces flew to the Macross (which just launched into the air) which executes a space fold just moments before even more laser blasts from the Zentradi destroyed the entire island.

Sometime later deep in space, thousands of civilians managed to adjust to living inside the Macross. As Lynn Minmay’s (Mari Iijima) first concert happens inside the fortress, Hikaru, his teammates and many other fighters engage in a mission against the Zentradi…

Quality

Just like in the movie!

To comment on the quality of this old video game, I’ll focus on gameplay and presentation.

As far as gameplay goes, Macross: DYRL is essentially a 2D side-scrolling shooter literally designed to be grand not only for Macross fans but also for gamers who enjoy its design and its type of gameplay. You play as the hero Hikaru who pilots an advanced fighter plane that can also transform into an armed fighter with legs (GERWALK mode) and also into a full-sized, human-like robot (Battroid). In fighter mode, you move fast and are able to fire rockets or use your default gun. In GERWALK mode, your speed is slower but you have improved mobility that can be crucial for combat. In Battroid mode, your speed is reduced further but you are somewhat stronger and more precise when it comes to shooting enemies.

Still on gameplay, the game developers really pushed the envelope in terms if immersion as there are lots of moments in which the enemies will not only face you on your 2D plane but also move around you from the foreground to the background. Without having to do anything further, your character will be able to auto-aim and shoot at your enemy whether in the background or the foreground. Essentially, this makes the game a 2.5D shooter.

This is a fine example of you (in your 2D plane) firing at your enemy in the background.
In key parts of some levels in the game, the UN Spacy will send a shuttle to release supplies to help you replenish your shield meter.

The controls are relatively easy to learn and get adjusted to. More importantly, the controls are very responsive and they are ideal when it comes to precision on moving your character around as well as trying to shoot at specific targets.

This game was designed with several levels for you to complete essentially moving from left to right. As evidence of the game developers taking liberties during its adaptation of elements from the 1984 animated movie, several levels have boss fights for you to participate in and win in order to progress. These boss-type enemies are noticeably absent from the movie and yet they were designed to integrate into the film’s concept and also expand the concept about how elaborate the Zentradi are when it comes to their war machines against Earth. The boss-type enemies (note: they are clearly polygonal and yet they fit in well with the 2D sprite elements) are huge machines designed for space battles and there were boss fights in which some of them move into the background (which sparks moments for your character to fighter towards the background). When it comes to artificial intelligence (AI), the boss-type enemies are not really that sophisticated with their movements although a few of them have attack patterns that will push you to be more evasive and more strategic.

Before starting a level, you can select your weapons that can function depending on your personal preference on taking on the enemies.
Lots of great visual effects and 3D movement add to the challenge.

With regards to challenge, some parts of this game took me a few repeats before finally improving myself enough to make it to the next levels. The visual elements of the game also added to the overall challenge as seeing 2D sprites move around you 3-dimensionally.

Speaking of 2D sprites, it is clear that this game was designed to be heavy with 2D visual elements while 3D polygons are used sparingly (note: the boss battles mentioned above). As this is a side-scrolling game, the game makers clearly made lots of sprites of machines, space ships, Zentradi battle pods and other figures that Macross fans would easily recognize. The good news is that each 2D sprite was made with multiple frames of animation (complete with frames meant for 3D movement) and were made to really resemble the cinematic artworks which ultimately results making them really look lively to watch on-screen!

As for the presentation, I can see that the game developers Scarab paid great attention to the details of the animated movie to make The Super Dimension Fortress Macross: Do You Remember Love? fun and engaging for gamers in general while also becoming strongly relevant and delightful with the people who love Macross. For example, the game starts with a cinematic prologue composed of brand-new animation cels mixed with elements of 3D polygons and in my view, it fits in nicely leading to the actual cinematic opening of the movie from 1984. The cinematic prologue was meant to expand the film’s overall concept and other story expansions happened in subsequent parts of the game (such as the all-new mission told in two levels).

Observe the Zentradi surrounding Roy Fokker on his 2D plane, the foreground and background. This is a 2D sprite-heavy showcase!
The game developers paid close attention to the details of the movie and presented the visuals using video game graphics, 2D sprites and really nice in-game background artworks!
Surprise! You as Hikaru get to fight Milia temporarily before her memorable fight with Max happens!

The Super Dimension Fortress Macross: Do You Remember Love? came with selected animated sequences and still images from the 1984 movie’s very own footage meant for in-game storytelling (note: you still have to watch the movie for the best immersion). As there were some original scenes made for the game with expanding the film’s concept in mind, there are a few computer-generated animation sequences and even brand-new animated cels (note: very clearly they were drawn by people different from the ones who drew the film’s footage) showing some character moments.

When it comes to the audio, this game is clearly a labor of love with Macross fans in mind. Much of the music, songs and sound effects from the movie (as well as from the 1982-1983 anime TV series) were integrated into the game which made it very immersive for Macross fans. As for the voice actors, fans will hear the voices of their favorite Macross characters performed by the late Hase, Iijima, Kamiya, Mika Doi (Misa Hayase), Michio Hazama (Captain Global) and more. While some of their recorded lines from the movie were reused (especially Hase who died in 1996), others recorded new lines for their respective characters for the new cinematic footage as well as key parts in the game.

The art of Lynn Minmay for the new anime footage was clearly not drawn by the people behind the 1984 anime movie.

What I love best about the presentation is that the game developers replicated selected scenes from the 1984 movie using in-game graphics and art along with music, sound effects and the lines of dialogue! As a Macross fan myself, the immersion was pretty deep as I played the game and witnessed those special moments from the movie played within the in-game presentation.

Conclusion

Enjoy looking at this.

I can declare out loud that The Super Dimension Fortress Macross: Do You Remember Love? is indeed the best Macross video game I have ever played as well as the best adaptation (note: other than film) of the classic movie from 1984. This game, which excellently used 2D sprites and 3D polygons all throughout, was very clearly made to delight Macross fans while giving gamers something very enjoyable and memorable to experience. For the best immersion, it is highly recommended to watch the movie before playing this video game. Truly this video game has aged well!

Overall, The Super Dimension Fortress Macross: Do You Remember Love? (Sega Saturn, PlayStation) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Team Xbox needs to deliver great stuff and surprises on June 13, 2021

We all know that the Xbox & Bethesda Games Showcase is fast approaching and it certainly is the most anticipated digital event for fans of both Xbox and Bethesda. The June 13, 2021 event will surely have a lot of eager fans waiting not only for exciting new games but also truly great stuff.

Get ready for this, Xbox fans, Bethesda fans and all others who love video games.

Previously, I posted what I hoped to see at the Xbox-Bethesda event. In relation to those, it is clear that while things are looking strongly positive ever since the integration of Bethesda into Xbox, Team Xbox itself and its head Phil Spencer still have a lot to prove on June 13. In fact, the stakes are much higher now and there is simply no room left for any error. They have to deliver great stuff this time around and they really need to exceed last year’s Xbox Games Showcase (which I found to be good but not great) not by just a few feet higher but many miles higher.

Simply put, good enough is simply NOT good enough this time around.

What I meant earlier by great stuff that needs to be delivered by Team Xbox refers to the following: fulfilling the highly anticipated showcases of Halo Infinite and Starfield complete with all the relevant details (including final release dates); showing more of their 1st party games being made by their many Xbox game studios; and confirming what games were finalized between Xbox Publishing and 3rd party game makers. They should also show more gameplay footage by means of demonstrations, make new announcements with regards to improving the already enjoyable Xbox Game Pass (XGP) service, and come up with surprises that will be remembered with excitement!

For Starfield, I believe it is high time for Xbox-Bethesda to showcase the game a lot with gameplay footage and confirm once and for all that it is indeed exclusive to Xbox Series consoles and Windows PC…all of these with Todd Howard as the presenter whenever possible. Such details will strengthen the fans’ trust in Xbox-Bethesda, and at the same time silence the people who hate Xbox.

What Microsoft owns, Sony and Nintendo simply have no rights to.

More on 1st party games and projects, Team Xbox should provide at least updates (if not gameplay demos or trailers that use captured gameplay footage or short video clips about the productions) of games they announced previously such as Fable, Forza Motorsport, Avowed, Perfect Dark and Senua’s Saga: Hellblade II.

When it comes to the unexpected (AKA the surprises), it would be exciting to see the following happen if ever possible:

  1. Xbox Publishing announcing that it has made a deal with Deep Silver and secured the rumored Saints Row 5 as an Xbox-exclusive game.
  2. Team Xbox (through its publishing arm) announcing that it has renewed its ties with Mistwalker to create a sequel to the Xbox favorite JRPG Lost Odyssey…with Hironobu Sakaguchi as presenter.
  3. Konami announcing the release of all Suikoden RPGs on Xbox LIVE and Xbox Game Pass.
  4. Sega announcing a remastered version of Shining Force III (with all 3 chapters translated into English for the first time ever) for release on Xbox LIVE and Xbox Game Pass.
  5. Xbox game studio and RPG specialist Obsidian Entertainment – already very busy making Avowed – announcing a sequel to The Outer Worlds (confirming that Microsoft has rightfully gained control of the franchise) exclusively for Xbox Series consoles and PC.
  6. Capcom announcing a new Dead Rising game – be it a sequel or a series reboot – exclusively for Xbox Series consoles and PC.
  7. EA and BioWare announcing a brand-new Mass Effect game at the Xbox-Bethesda event.
  8. Square Enix announcing it will release Dragon’s Quest XII on Xbox LIVE and Xbox Game Pass with series creator Yuji Horii doing the presentation.
  9. Capcom announcing a remake of Resident Evil: Code Veronica (much in the styles of the remakes of Resident Evil 2 and Resident Evil 3)

To watch the Xbox & Bethesda Games Showcase on June 13, posted below are the links for your reference.

Let me end this piece by asking you readers: When it comes to the unexpected, what kind of announcements would really surprise you at the Xbox-Bethesda event? Do you hope to see Halo Infinite truly have an open-world design? Do you think that Mexico will be the setting for Forza Horizon 5? Is Starfield your most anticipated game from Bethesda right now? Do you think it is possible for a Lost Odyssey sequel to be made? Do you believe that Phil Spencer and the rest of Team Xbox have what it takes to deliver great stuff and surprises in the Xbox-Bethesda special event?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

In closing this article, posted below are Xbox-related videos for your viewing pleasure. Enjoy!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com