Lights, camera, MAPPA! 🎞️
All animation cutscenes in Persona 4 Revival will be produced by the renowned Japanese animation studio, @MAPPA_Info.
Pre-order now: https://t.co/Zlk5fizBWX
From #TrailsInTheSky by Nihon Falcom, Estelle, Joshua, Scherazard, and Olivier join the OSHI WORKS Mini lineup!
OSHI WORKS, a series featuring various titles at an affordable price, now has a mini line!
This series is the perfect size to fit in your collection!
#AX2026
GSC Figure Update!
Good Smile Company
The Legend of Heroes: Trails in the Sky 1st Chapter
Nendoroid Estelle Bright: The 1st Ver.
Stay tuned for more information coming soon!
#TheLegendOfHeroes#nendoroid#goodsmile
Tifa.
A highly skilled practitioner of Zangan-ryu Martial Arts and a member of the Avalanche resistance group. During her journey with her companions, she is unexpectedly transported to another world where she encounters and bonds with new fighters. Tifa excels in close-range combat, combining martial arts techniques with unique powers called Abilities.
Vu que visiblement la presse vidéoludique française compte continuer à traiter Ryu Ga Gotoku comme un studio sans intérêt, je dois donc me charger de vous faire un petit récapitulatif des différents retour du jour sur Stranger Than Heaven que certains journalistes japonais et anglo-saxon ont pu essayer :
- Ne vous attendez pas à un nouveau Yakuza/Like a Dragon. Tous les journalistes insistent sur le fait que le système de combat est radicalement différent de ce que RGG Studio a produit jusqu'ici.
-Le joueur contrôle les côtés gauche et droit du corps de Makoto indépendamment, via les gâchettes. R1 et R2 pour le coté droit, L1 et L2 pour le coté gauche.
- Si vous êtes équipés d'un couteau, il est donc possible d'attaquer avec la main qui le tient, tout en donnant des coups de poing avec la main opposée.
- On peut aussi bloquer un coup avec le bras gauche puis riposter avec le bras droit, et continuer à frapper avec le côté gauche si le bras droit est immobilisé par un ennemi.
- Le système repose fortement sur le positionnement.
- Les contres/parades sont très exigeants.
- Les combats paraissent plus techniques, plus physiques et surtout BEAUCOUP plus punitifs que ceux de Yakuza.
- La gestion des combos est primordiale.
- Le button mashing conduira rapidement à un game over.
- Le jeu comprend 13 catégories d'armes.
- L'atmosphère du Japon de la première motié du XXe siècle impressionne énormément les journalistes. Plusieurs previews expliquent avoir passé autant de temps à observer les décors qu'à se battre.
- Le travail sur les villes, les costumes, les animations et l'ambiance historique est décrit comme l'un des plus ambitieux jamais réalisés par RGG Studio, c'est dire le niveau.
- Beaucoup parlent d'un jeu qui possède une identité très différente de Like a Dragon tout en conservant la touche unique du studio.
L'ambition du projet semble impressionner tout le monde. L'univers, la mise en scène et l'ambiance sont déjà considérés comme exceptionnels. Le système de combat intrigue énormément mais divise quelque peu car certains attendent de voir ce que ca peut donner de se battre de cette façon sur plusieurs dizaines d'heures de jeu.
Malgré cette interrogation sur la pertinence à long terme du système de combat, la majorité des previews repartent avec l'impression que Stranger Than Heaven pourrait devenir l'aboutissement de tout ce que Ryu Ga Gotoku a fait depuis près de 20 ans.
An entirely new story is about to unfold.
Persona 6 is officially announced for Xbox Series X|S, Xbox PC, Xbox Cloud, Steam, and PlayStation 5!
Wishlist now on Xbox: https://t.co/Qoo79L2yuN
I read through the entire long FF7 Revelation Denfamico interview with Hamaguchi. Here are some huge revelations (pun intended 😏) about the game and what we know so far, translated/summarized by me:
-Player choice will have consequences unlike Rebirth, and this will affect the storytelling of the game. Each player might end up with a completely different experience.
-The Highwind airship will be available from the beginning of the game
-The wear system (jobs) will also be unlocked early on in the game.
-New stories will be told regarding places not explored much in the OG
-There are a lot of areas you can access with the Highwind early on, but you might not be able to proceed since enemeries are incredibly strong. They want players to have the feeling of "what should I do first?"
-The scale of the 'open world' feel of the game has greatly expanded
-Vincent gameplay allows him to switch between human form and beast mode with one button. There is no time limit, similar to how Yuffie uses her shuriken mode.
-Cid is very adept at aerial combat
-Vincent and Cid have synergy elements as well as with other characters too.
-Zack will have even more scenes in Part 3 and plays an important role
-The idea of multiple timelines is conveyed through Zack's presence and his part of the story
-The replacement VA for Reno has been decided, and Reno and the Turks will have a lot of screentime in this game.
-Wutai is incredibly fleshed out this time around, and the Turks will also be a part of it. Wutai will have a very political storyline involved.
-Midgar is back in Part 3 and you can explore it again, and you may even encounter some Deepground characters as well...
-Rocket Town is indeed in the game. Hamaguchi says they actually wanted it to show up in Rebirth, but they decided to have it in Revelation instead. It will be accessible towards the latter part of the story
-The underwater area will appear in Revelation, but he can't delve into details just yet
-Hamaguchi says that OG FF7's Knights of the Round summon was something that came up in discussions in every part of the FF7 Remake series. They are currently developing the content to be worthy of its epicness, so he tells fans to look forward to seeing how it will be shown in the game.
-FF7 Revelation does indeed have an ending, and it is one that Hamaguchi is proud of that serves as a conclusion to a series that has taken more than ten years. As for what that ending will be, you'll just have to experience it yourself.
-The affinity system from Rebirth will be different in Revelation. More focus will be put to some extent for all characters to flesh them out properly.
-If you want to learn more about a certain character, you will be able to do so in a way that will deliver a different experience than the one in Rebirth.
-Hamaguchi doesn't really like the concept of multiple endings and as a creator wants to deliver a confident ending to the FF7 Remake series; HOWEVER, player choice in Revelation will heavily affect what outcome you get that actually changes the storytelling of the game.
-Mini games will not be less in number, but they are toning down the difficulty for players who had issues with them in Rebirth
-The slap fight between Scarlet and Tifa is indeed still in the game and will be a mini game lol
-The theme of FF7 Revelation is "resolve." Everyone has followed the journey of Cloud and his friends for almost a decade at this point, and the story is filled with determination as it heads to its finale. The development team has put their resolves into delivering something truly great for everyone to enjoy.
Final Fantasy VII Revelation, the thrilling conclusion of the FFVII Remake Series, launches simultaneously on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, Epic Games Store and Steam in Spring 2027.