This is truly a heavy loss to the Falcom community especially the fans in the West because this channel was a big reason fans found out about the series and it also was the biggest Archive of Falcom Soundtracks.
Not to mention the publisher DID NOT MONETIZE THESE UPLOADS, he even credited the creators of these OSTs while Falcom has empty descriptions
Falcom in the past have said they support non profitable use of their content so WHY??
Thousands of songs… all Gone 💔
To celebrate the release of Granblue Fantasy: Relink - Endless Ragnarok, fifty $50 Steam gift cards are up for grabs!
Enter by:
✅ Following @Cygamesid_en
🔁 Reposting this event post
You can also get in-game bonuses by linking your Cygames ID!
Details: https://t.co/Fj8jHWgfPn
Join the release celebration event!
To celebrate the release of #Relink#EndlessRagnarok we're holding a giveaway event!
Follow and repost this post to enter!
⏰ Event Period: Until 2:59 p.m., July 15, 2026 (UTC)
Details: https://t.co/o94XWr7wdd
Avec la fin du jeu physique, l'industrie du jeu vidéo veut nous imposer un tout-numérique dont l'accès sera conditionnel et limité dans le temps. Les droits de l'acheteur seront niés. C'est le triomphe de la marchandisation totale : vous payez plein pot pour n'avoir qu'un simple droit d'accès révocable.
Ne les laissons pas confisquer notre patrimoine culturel. Reprenons le contrôle !
👉 Signez et partagez la pétition "Sauvons le jeu vidéo physique" : https://t.co/P2FhNvZBzy
@TheEbonyMaw This is like an election for a nazi-fascist party:
RED - If the majority votes for the nazi-fascist party, only those RED voters will live.
BLUE - If the majority votes agains the nazi-fascist party, everybody remains alive and we continue living in a democracy.
Just it.
🔔Vague de promotion Steam sur les jeux Falcom édités par NisAmerica jusqu'au 6 Mai.
Notamment :
- Trails of Cold Steel 3 : 23,99€
- Trails from Zero : 27,99€
- Ys VII : Lacrimosa of Dana : 19,99€
Liste complète ➡️ https://t.co/bjVEw9c6vF
Il reste seulement 50.000 signatures, c'est devenu l'une des pétitions les plus signées de l'histoire du site de l'Assemblée nationale on continue de signer et de partager
le lien : https://t.co/2W0061RpkX
Cher @NetflixFR
C'est en tant que traducteur officiel du manga Steel Ball Run que je m'adresse à vous.
Depuis Stone Ocean, vous avez choisi de diffuser JoJo's Bizarre Adventure par batchs d'épisodes, malgré les protestations répétées d'une large partie de la communauté. Je ne suis pas là pour remettre en cause votre droit de prendre vos propres décisions éditoriales; vous l'avez clairement exercé.
Mais permettez-moi de partager une expérience de terrain. Il y a vingt-cinq ans, Glénat était la maison d'édition manga dominante en France, sans concurrence réelle. Elle publiait ses titres en sens de lecture occidental, avec des onomatopées retravaillées qui recouvraient les planches, sur des formats cartonnés. J'ai moi-même bataillé des années pour leur expliquer que ce n'était pas ce que le lectorat voulait. Glénat n'a pas bougé, jusqu'à ce que Kana arrive avec une approche respectueuse de l'œuvre originale. Le succès a été immédiat et Glénat a failli ne pas s'en remettre. Il a fallu en arriver là pour qu'ils acceptent enfin d'entendre ce qu'on leur disait depuis longtemps.
Je ne dis pas que votre situation est identique. Mais la rigidité face à un signal clair de la part d'une communauté engagée a rarement bien vieilli dans ce secteur. Ce que je vous demande concrètement : envisagez sérieusement un format de diffusion hebdomadaire pour Steel Ball Run. Pas pour "céder aux fans", mais parce que c'est le format qui correspond à la nature de cette œuvre : un récit construit sur la tension et l'attente, arc par arc, semaine après semaine. Le batch en neutralise l'effet.
Les fans de JoJo sont parmi les plus fidèles et les plus actifs qui soient. Ils méritent mieux qu'une fin de non-recevoir.
Heisters!
To celebrate the reveal of PAYDAY: Aces High, we decided to giveaway a brand-new Meta Quest 3! 🎁
How can you win?
1. Follow @PaydayAcesHigh on X 🔔
2. Reshare this post 🔁
3. Tag a friend who you would heist with in the comments 👇
The giveaway won't last long, so get to it 🔥
Best of luck!
I know I’m a bit late on this, but I just wanted to give my thoughts on how to improve the gameplay development of this game:
• Update Celica Class including ALL boss battles.
• Stop designing characters with their only purpose is being used in meta rotations that leads to a split moveset, high amount of i-frames and super armor with no innovative mechanics such as Veronica, Vera: Geiravor, Nirvatia, etc. All characters have great potential gameplay-wise but they are dumbed down purposely because of this.
• In consonance with the previous point: Design characters with skippable/cancellable cutscenes including the whole kit on the fly such as Bianca: Crepuscule, as this allows more player expression.
• More respect for spenders. They are the financial core of the game; yet they’re being disrespected patch by patch. Give them a reason to spend their money aside from visuals and numbers. Include the fan-favourite characters in game modes, stories, etc, regardless of their date. It is highly appreciated to see old characters in fan arts, side events and activation date videos; but don’t stop there. Include them actively in new gameplay content and give them a role in main story too.
• Following the previous point for meta players: Competitive modes need innovation. Rework/Replace Norman. War Zone needs more skill expression; Grouping needs to be earned, enemy interaction needs to be there (such as for dodging/parrying at least). It is unforgivable that the most competitive game mode can be done at the highest ranks with a TAS tool that plays perfect inputs (randomness of the spawning waves aside). This means the game mode has zero interaction between the player, the environment and the enemies. Less knowledge check; more skill usage.
• Trial of Simulacrum should be a weekly event with Trial Characters and random bosses. You have the perfect excuse here to bring back old characters and give them something new for this game mode. In most (if not all) cases you don’t even need to create new animations or add something new to an old character, for example: Camu could toggle on/off his ult; Lotus could toggle her core attacks with a white orb, Haicma’s core/ult higher charge rate, etc. Bosses should have new interactions as well as you were doing.
• Rework CUBs like how they were originally planned. Each CUB should have 2 skills on the CUB button: A passive skill (as it is now, used for meta content) and an active skill like Toniris where the CUB and the character does a coordinated move (that can be used with ANY character).
• Fix reversals. Lock On as “Advanced” and the Button Display enabled needs to behave like this: Press the button once to switch your target. Hold the button to stay in Free Lock State where your character attacks/moves to the direction you’re pressing as long as you’re holding. Stop holding to focus on the nearest target. In addition to this; make all new enemies and bosses react to this behavior. It is unacceptable that new bosses don’t interact with the Lock On system, disabling free lock state in general. And enable free lock state while you move the camera.
• Improve the training room. Add selectable stages to the training room and give the record function from Trial of Simulacrum with slow motion and camera manipulation options to create awesome sequences (this idea from @GrayRavenRadio). Give us the chance to select the type of enemy to practice with. Give us gameplay options such as: Always QTEs ready, Disable QTEs, Remove character switch cooldown, increase orb gain ratio, CUB button always full, infinite Signature Energy/Dodge stamina, Affixes always fully charged, Affixes always on, etc. Also, bring back the CO-OP feature to the practice room.
• Add a freestyle mode where enemies don’t have super armor, they can be launched, juggled and combo’d, but the tradeoff is their AI aggressiveness as super high and matrix disabled. You have the perfect excuse to make Elite enemies relevant again in a game mode like this. Normal and Elite enemies are being treated only as a punchbag in every single game mode currently and that is such a shame because there are so many good enemies being wasted. A game mode like this should have infinite dodge stamina. Maybe floors like Bloody Palace from DMC?
• Limited hard content like Babel Tower needs to make a comeback but it needs to be a real challenge. The latest “Rapid Pursuit” difficulty was spot on, so a mix of both would be ideal.
• More gameplay design characters like Rosetta: Arete where you can pick your type of weapon/attack/stance by selecting the orb colors.
• Keep improving on aerial gameplay. The latest characters who features jumps or aerial gameplay are adding a new layer to the game. Add unique dodge and attack animations when the characters are in the air. The game is full of horizontal gameplay; we need stuff like a teleport to the ground treated as a dodge when you're in the air and such.
• Gives us an option to disable/tune down visual effects. Coatings such as Night Sonata are gorgeous, but I can’t use them because I can’t see what happens on the screen when I attack.
• Add options to the Camera in settings. Zoom in and out, at least.
• More voicelines for gameplay. The most time spent on players are in gameplay stages, yet for some reason the same little voicelines get repeated every single sequence, meanwhile in the main menu there are tons of voice lines just to be heard only once.
To summarize, I do believe developers are not innovating enough. Game got stale gameplay wise, outside of what new characters could bring to the table. New characters mechanics and boss interactions like the diamond-shape attack of Zack are highly appreciated and innovative; but that is not enough. Environment, enemies, game modes, player expression, updates to existing game modes, even the single smallest detail counts…
Roblox prioritizing shareholders over creators is not surprising at all; they are a public company, and that's their duty.
If you want to understand the direction the company is heading, don’t look at the marketing aimed at creators. Read how they talk to investors vs how they talk to developers and artists.
In investor communications, the focus is on scalability, efficiency, margins, and AI-driven growth. In creator-facing messaging, the word “AI” is often avoided entirely, replaced with vague buzzwords like “real-time dreaming” or “4D.” That disconnect is calculated.
The strategy is clear, though: leverage developer and artist content to train their own AI labs and reduce dependence on human-created UGC over time. Whether that future arrives in 2 years or 10, the direction is obvious. At the end of the day, platforms under investor pressure look for ways to scale content creation without scaling payouts.
It’s visible in earnings calls, investor decks, hiring patterns, and the language used, depending on the audience. Creators should pay attention because the story told to shareholders contrasts with the one told to them.
What do I know? I've been on both sides: as a successful UGC creator and now as a UGC game/platform. I met with many of the big companies you can think of and was part of many discussions on monetization and business strategy for those businesses. I know this space from the core; I started from absolutely nothing and worked through every aspect of the business.
But hey, that's just my personal opinion ;)