From the makers of the acclaimed Yakuza series, Ryu Ga Gotoku Studio, Judgment is the dramatic tale of a disgraced lawyer seeking redemption in a world rife with corruption and despair. Investigate the seedy Red Light District of Kamurocho by stepping into the mind of private detective Takayuki Yagami and utilize innovative investigation systems to uncover the secrets that lie deep within Kamurocho's corrupt underbelly. Experience visceral combat with two unique combat styles. Take down groups of thugs with sweeping blows in Crane Style, then switch to Tiger to overwhelm a single foe with a series of powerful strikes. Practice mixing-and-matching styles in combat in conjunction with a wide variety of skills, weapons, and powerful (and hilarious) EX Actions to unlock a whole new dimension in combat.
My Friend Pedro is a violent ballet about friendship and imagination where players strategically bounce bullets off frying pans and jump through windows in slow motion.
Spider-Man: Far From Home: How Much Did The Cast Know About Endgame?
To call the MCU "cagey" about protecting its secrets and reveals would be putting it lightly. Since the superhero boom, the people at Marvel Studios have been doing everything they can to obfuscate and deflect the truth about their movies from the general public before their release--and sometimes, even from the actors themselves. Most recently, some of Avengers: Endgame's biggest stars opened up about being told they were "filming a wedding" rather than a funeral for Tony Stark in the final moments of the movie. Other cast members have spoken up about only being given parts of scenes or "dummy" scripts, and the directors themselves have sparked social media campaigns begging fans not to spoil the movie's secrets.
Of course, some of these claims may just be for show, or at the very least be playfully exaggerated--especially in the case of "notorious" spoiler-ers like Mark Ruffalo and Tom Holland who have made names for themselves by unintentionally (or, sometimes, very intentionally) letting secrets about their various movies slip well before they're supposed to. Marvel's secrecy has become a meme unto itself, which really begs the question: How do you make a movie like Spider-Man: Far From Home that deals directly with the fallout of the most secretive Marvel movie of all time if you don't actually know what happens in the most secretive Marvel movie of all time?
The answer: You don't, apparently. For all that Endgame has garnered a reputation for being kept under complete lock-and-key from just about everyone, it turns out the cast and crew of Spider-Man: Far From Home was in on the whole thing from the very beginning. Yes, even infamous secret-spiller Tom Holland.
GameSpot sat down with Ned Leeds himself, Jacob Batalon, and Far From Home director Jon Watts to talk about the secret keeping of a post-Endgame movie--and it turns out, security on spoilers was way less strict than we could have anticipated.
"We read the full thing. We read the full script. Nothing was redacted or anything like that. That was like a big secret that we couldn't talk about ever," Batalon admitted. "Even, for some reason, while we were filming we were pretending like it never happened. [...] We made sure that no one ever brought it up. I mean, we'd bring it up as far as story-wise goes, as far as making the scenes and everything, but it was never really a thing discussed. It wasn't a big deal."
And somehow, miraculously, that approach seemed to be successful--at least, so far. Endgame may have avoided major leaks by keeping the actors as in the dark as possible, but Tom Holland would have been in the loop thanks to Far From Home's filming schedule--and it all worked out!
Nice work, Tom!
Watts confirmed--and added that, despite knowing the secrets of Endgame well in advance, Marvel Studios took a relatively hands-off approach to Far From Home's story. "I was one of the lucky few who knew the secret a long, long, long time ago," Watts laughed. "It was more just with that in mind, we were cut loose to develop our movie and to answer a lot of those unanswered questions in Endgame and figure out a way to use that as a jumping-off point."
Watts continued, "It was just like we know where those movies end, and that's where you start, and then where are you going to go from there."
So, where do they go from there? You can find out when Spider-Man: Far From Home hits theaters on July 2 to officially wrap up Phase 3 and to kick off the mysterious Phase 4.
Sega Ages Space Harrier “Coming Soon” To The Switch eShop In Japan
The game site for the Sega Ages Space Harrier is now live. The third-person rail shooter is “coming soon” to the Japanese Switch eShop and will set you back 925 yen.
This new version captures the spirit of the original 1985 arcade version while also adding in features from the 2012 3DS title such as widescreen support and the console-exclusive final boss. There’s also a special wallpaper and CRT display (see below), channelling the retro glory of the arcade era.
The new mode “Komainu Barrier Attack” allows you to befriend powerful allies in battle – making the aerial dog fights in the game much easier for less skilled players. Komainu provides you with a special barrier, meaning you can make contact with enemies and obstacles without taking damage.
The last notable feature in this updated version of Space Harrier is the special “Joystick Mode” allowing you to hold your Joy-Con vertically and recreate the controls of the original arcade game.
Will you be downloading Space Harrier from the Japanese eShop or holding out for a local release? Leave a comment below.
Devil May Cry Unleashes Stylish Hack And Slash Action On The Switch Next Week
Following on from Capcom’s May announcement, it has now been confirmed Devil May Cry will be arriving on the Switch eShop in Japan, Europe and Australia next week.
The title is due out on 25th June locally and will be released a few days later on 27th June in Japan. The Switch eShop exclusive requires a massive 9.2GB of free space and will cost ¥1,990 / £15.99 / $29.95 (about $20.00 for the US).
More details regarding the price and release date of the North American release are expected to be revealed soon.
Is this a game you’ll be downloading on release? Tell us below.
Posted by: xSicKxBot - 06-20-2019, 03:08 PM - Forum: Windows
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First Microsoft cloud regions in Middle East now available
This blog post was co-authored by Paul Lorimer, Distinguished Engineer, Office 365.
Azure and Office 365 generally available today, Dynamics 365 and Power Platform available by end of 2019
Today, Microsoft Azure and Microsoft Office 365 are taking a major step together to help support the digital transformation of our customers. Both Azure and Office 365 are now generally available from our first cloud datacenter regions in the Middle East, located in the United Arab Emirates (UAE). Dynamics 365 and Power Platform, offering the next generation of intelligent business applications and tools, are anticipated to be available from the cloud regions in UAE by the end of 2019.
The opening of the new cloud regions in Abu Dhabi and Dubai marks the first time Microsoft will deliver cloud services directly from datacenter locations in UAE and expands upon Microsoft’s existing investments in the Gulf and the wider Middle East region. By delivering the complete Microsoft cloud – Azure, Office 365, and Dynamics 365 – from datacenters in a given geography, we offer scalable, highly available, and resilient cloud services for organizations while helping them meet their data residency, security, and compliance needs.
Our new cloud regions adhere to Microsoft’s trusted cloud principles and join one of the largest and most secure cloud infrastructures in the world, already serving more than a billion customers and 20 million businesses. Microsoft has deep expertise in data protection, security, and privacy, including the broadest set of compliance certifications in the industry, and we are the first cloud service provider in UAE to achieve the Dubai Electronic Security Center certification for its cloud services. Our continued focus on our trusted cloud principles and leadership in compliance means customers in the region can accelerate their digital transformation with confidence and with the foundation to achieve compliance for their own applications.
Local datacenter infrastructure stimulates economic development for both customers and partners alike, enabling companies, governments, and regulated industries to realize the benefits of the cloud for innovation, as well as bolstering the technology ecosystem that supports the innovation. We anticipate the cloud services delivered from UAE to have a positive impact on job creation, entrepreneurship, and economic growth across the region. The International Data Corporation (IDC) predicts that cloud services could bring more than half a million jobs to the Middle East, including the potential of more than 55,000 new jobs in UAE, between 2017 and 2022.
Microsoft also continues to help bridge the skills gap amongst the IT community and to enhance technical acumen for cloud services. Cloud Society, a Middle East and Africa focused program building upon Microsoft Learn, has trained over 150,000 IT professionals in MEA. The community will further benefit from the increased availability and performance of cloud services delivered from UAE to help realize enterprise benefits of cloud, upskill in migration, and more effectively manage their cloud infrastructure.
Larry?s new adventure takes him ? whatever the route or twist of fate ? from the end of the ?80s directly into the 21st century and wow, how the world has changed!
Feature: Behind The Scenes On Collection Of Mana And Trials Of Mana
Of the many surprises we got at E3 2019, the confirmation that the Mana series would be getting a much-needed shot in the arm was one of the most pleasant.
Not only was it revealed that Collection of Mana – containing the localised version of the legendary Seiken Densetsu 3 – was coming to the West, we also found out that Square Enix is developing a remake of the same game entitled Trials of Mana, due for release on Switch in 2020.
Keen to know more, during E3 we were lucky enough to sit down with Shinichi Tatsuke, producer of the Trials of Mana remake, and Masura Oyamda, producer of Collection of Mana.
Beyond the obvious graphical upgrades and everything with the game, in comparison to the original, what sort of new features are you looking to implement?
First of all, a little bit of the battle system is completely new. We have a new growth system as well and other small details, such as the display of goals that you’re headed towards – the star mark. As far as other features go, we would like you to hang tight and wait for further information. However, we can say that there are additions made in terms of content volume.
Can you explain how the combat system works in this game?
In addition to those basic action elements, sometimes there’s a display of button combinations you can use. You can perform knock-back attacks as well as area-of-effect attacks. You can also do charge attacks in addition to walk-ons. There’s a variety of different action elements to it. Against flying enemies, you can do jump attacks, and if the bottom gauge reaches one hundred percent, you’re able to unleash a special attack. It also includes the ring command [menu], which is something you might be familiar with from Secret of Mana.
Will Hiroki Kikuta be back to compose the score for the remake?
Mr. Kikuta did compose the original songs and this time, for the arranged music, he has stepped into a supervisory role for the arrangements. During the game, you can switch back and forth between the original music and the arranged version that was arranged just for this.
You’re on completely different hardware and we’re many years past when the game was originally released. Are you planning on making any major changes to the story or do you think it’s going to stay fairly close to the original?
Generally, the storyline has remained the same compared to the original version. However, there are some changes. For example, when we made the cut scenes into 3D, we needed to add some supplementary elements to make things not be awkward. Although we can’t really go into too much detail right now, we are going to be announcing more information in the future so, please look forward to hearing that.
When we made the cut scenes into 3D, we needed to add some supplementary elements to make things not be awkward
Fans have really enjoyed the cooperative nature of some of the original games. Are you planning on having any cooperative features in this as well?
We did consider incorporating that co-op element that was in the original game. However, in the original game that was from a top-down perspective and this time, it’s a third-person perspective. So, we really wanted to focus on single-player gameplay.
Between Collection of Mana and this remake, it seems like you’re really pushing Trials of Mana really hard all of a sudden. Why is now the time to push this game, especially overseas?
The original games were very popular. However, they were only on the SNES and so many players were not able to play them in this modern-day age essentially, and that’s why we released Collection of Mana in Japan but, when we did that, a lot of players from outside of Japan also expressed a strong interest and desire for that collection to come overseas and be available for them to play as well. This was during the development of the Secret of Mana remake.
First of all, we actually showed the remake of the new version of Trials of Mana to the Western Team. Although they liked it and appreciated the fact that it was made with the audiences overseas that have never played this title before in mind, they also expressed a strong interest in having the original version be available also. The remake was first and then the original version was decided on.
Our very own Austin and Zion with Collection of Mana producer Masura Oyamda (left) and Trials of Mana producer Shinichi Tatsuke (right)
Regarding the Collection of Mana, could you talk a bit about the process of going back to a Super Famicom game and localising it in the modern era? Were you worried that there would be an incorrect perception that it’s a retro game so it’s easy to go back and do?
You’re absolutely right. It was quite involved so, after we took on this process, it took about a year just to work on that. Getting the code from SNES and first of all, what they have to work on was that they had to work with the ROM capacity not being enough.
We actually had to reach out and get cooperation from Nintendo as well
When we went to try and revisit the development environment that the SNES had back in the day, we actually had to reach out and get cooperation from Nintendo as well. We had to expand the capacity and also the fonts; the original version used proportional fonts or fixed fonts so we had to address that. Also, for some of the European languages, it was very difficult to incorporate [text] because of the code. It may feel pretty natural and you pick it up and just play, but actually, behind the scenes, there’s a lot going on and there was a lot of effort put into it.
There other games in the Mana series that are already in the West, like Secret of Mana, Sword of Mana and Legend of Mana. Have you taken any consideration into possibly releasing another collection containing some of those games?
Right now, we don’t have any plans set just yet. However, if we get a lot of feedback from the fans saying that they want this – and perhaps if the timing is right – we’d definitely like to consider it.
The reveal trailer for the Trials of Mana, the voiceover calls it ‘Mana,’ but we’ve also heard it called ‘Mona.’ We’ve always said, ‘Mona’ so, could you set the record straight once and for all. Is it ‘Mana’ or is it ‘Mona?’
We hope that fans will call it however is easiest for them. What comes naturally to them. That’s said for the voiceover for the trailer for example… the localisation for the person who was handling that, felt that ‘Mana’ was [correct].
You worked on the remake of Secret on Playstation 4 and PC. Have you taken any consideration to bringing that over to the Switch as well? That seems like it would be a great home for that game.
Thank you so much for that feedback. However, right now, since the development timing is a little bit off, we like to see if there’s a good time for that and definitely consider that.
Going back to the original game of the series, Final Fantasy Adventure. We actually replayed it recently and it still struck us that all these years later on a humble Game Boy, it still tells a remarkably sombre, really sad story. Was the game written with that goal in mind?
Mr. [Yoshinori] Kitase, who is also working on Final Fantasy VII remake, he was the one making the scenario for that title, and other people who were involved in the Final Fantasy series were involved in the making of Final Fantasy Adventure. They really wanted to focus on the sadness that you feel, the sombre feeling that you feel at the very end of the title.
We’d like to thank Mr. Tatsuke and Mr. Oyamda for their time. This interview included a representative from GameXplain, and the questions above are a mix of our own and GameXplain’s.
Now, GungHo has announced it will release Puzzle & Dragons Gold for Nintendo Switch later this year in North America. This particular entry in the series is a competitive player-verse-player multiplayer game and intends to retain the gameplay of the popular free-to-play mobile title as well as the visual style of the anime.
The original Puzzle & Dragons teams will be collaborating on the project, but apart from this, not much else is known at this point in time. GungHo is the same company responsible for Ninjala, which was recently delayed until early next year.
Visit the official Japanese teaser website for Puzzle & Dragons Gold, or else you can find out more information about Puzzle & Dragons series on the local GungHo website. Also, be sure to check out our review of the two-in-one 3DS release.
Is this a puzzle series you were hoping to see show up on the Nintendo Switch? Tell us in the comments.
On Friday, Mozilla issued a security advisory for Firefox, the default web browser in Fedora. This advisory concerns a CVE for a vulnerability based on type confusion that can happen when JavaScript objects are being manipulated. It can be used to crash your browser. There are apparently already attacks in the wild that exploit the issue. Read on for more information, and how to protect your system against this flaw.
Firefox 67.0.3 (with the security fixes) has already been pushed to the stable Fedora repositories. The security fix will be applied to your system with your next update. You can also update the firefox package only by running the following command:
$ sudo dnf update firefox
This command requires you to have sudo setup. Note that not every Fedora mirrors syncs at the same rate. Community sites graciously donate space and bandwidth these mirrors to carry Fedora content. You may need to try again later if your selected mirror is still awaiting the latest update.