✨Animation Character Demo✨
I can be your energetic best bro, your edgy dark-past-ridden protagonist, or anything in between!
DM me on Discord ( jside ) or other socials if you’d like to give me a shot!
#voiceactor#voiceacting#demo#videogames#anime#animation#indiegames
Vanillaware founder George Kamitani - wants to put their other games on PC (Unicorn Overlord, 13 Sentinels, Dragon's Crown, etc.) but says it's up to the publisher to finance the ports
Before... and after! Here's a look at the first lines and finalized illustration for Manamel from Granblue Fantasy!
Whose art do you want to see next? 👀
#GranblueFantasy
Yeah so State of Play ruled. Wolverine Ruled. Tokon Ruled. Tomb Raider Ruled. Ace Combat Ruled. Until Dawn 2 Ruled. Dynasty Warriors Ruled. New God of War Ruled.
Videogames rule
I finally made it to WAFFLE HOUSE.
The staff are always friendly, and when I asked if they would sell me a menu, they sold me one for $5.
Next time, I’ll be back at 3 a.m. for fight time.
#WAFFLEHOUSE
You can feel the dev team's passion for DDFF.
After today's stream, I am sincerely glad I decided to build a database to support this game, despite my worries.
I wouldn't be able to enjoy it with you all, if I had ignored it because of my allergy to PvP. 😁
#DISSIDIA#DDFF
DDFF Update Roadmap
✦ Sephiroth on May 26, 2026
✦ FF10 character, new boss and stage in June 2026
✦ FF6 character in July 2026
✦ FF5 character, new boss and stage in August 2026
#DISSIDIA#DDFF
Dissidia Duellum Final Fantasy, released on March 24, 2026 on mobile, is presented as the latest evolution of the Dissidia series, bringing together characters from across the entire Final Fantasy franchise in a team-based fighting game. The interview with Naoya Matsumoto, Yūki Mizuno, and Tetsuya Nomura highlights a development process shaped by numerous, sometimes radical adjustments, made to adapt the formula to a mobile format while preserving the identity of Dissidia.
The project originally began when Matsumoto aimed to create a smartphone fighting game and contacted NHN PlayArt. It then shifted toward a Dissidia title after discussions with Nomura, who felt this universe was better suited than a more limited IP. However, a major disagreement quickly emerged regarding the definition of an “action game”: Nomura envisioned a system close to classic Dissidia—fast-paced and demanding—while the mobile team aimed for a broader, more accessible experience. This led to lengthy debates over core mechanics such as dodging, movement speed, and overall difficulty. The final result is a deliberate compromise: the removal of dodge as a central mechanic, the introduction of a universal “short dash,” and a focus on readability and accessibility, with victory based more on strategy than pure mechanical execution.
The 3v3 PvPvE combat structure was established fairly early, combining battles against both bosses and players. The “Brave” system, inherited from the series, also underwent major transformations. Several more complex prototypes were tested, including MP-based systems and “Brave Burst” triggers at different thresholds such as 3000 or 5000. However, the complexity became unsuitable for mobile play. At one point, Matsumoto jokingly suggested limiting activation to 9999 only, an idea that was seriously tested and ultimately adopted. Surprisingly, this simplification made the system clearer and more satisfying, despite initial concerns about breaking from Dissidia tradition. After internal testing, the simplified version was kept because it significantly improved readability and decision-making during combat.
The game also went through several experimental phases regarding PvP itself, including an early version without player-versus-player interaction, before ultimately returning to a competitive structure seen as closer to Dissidia’s identity. However, the overall goal remained accessibility for RPG fans unfamiliar with competitive games. To reduce pressure, systems such as skill-based matchmaking, social features like chat and stickers, and a generally less toxic environment were implemented. Even defeat screens were once redesigned to be completely neutral, but this was later abandoned because it removed feedback, reduced player progression clarity, and even diminished the satisfaction of winning. The final system therefore includes performance stats and replay features to help players improve.
Narratively, “Duellum” refers to a conflict between factions and remains loosely connected to the broader Dissidia thematic continuity, while deliberately reducing direct links to previous entries to make the game more accessible to newcomers. Characters do not retain memories of past Dissidia events, allowing the game to function as a more independent entry point. The main scenario is written by Tsutamachi, also the writer of Opera Omnia, chosen due to the complexity of managing a large ensemble cast. The storytelling combines voiced cutscenes with a chat-based system called “FINE,” inspired by modern messaging apps, enabling frequent character interactions without relying heavily on expensive cutscene production.
Music is handled by the sound team associated with FF14 and FF16, featuring arrangements that blend nostalgia with novelty, sometimes combining multiple tracks into a single piece. On the character side, the inclusion of Clive from FF16 and Rikku from FF10 reflects both recent series representation and long-standing fan demand.
Finally, the game is designed to be highly accessible technically, supporting even older devices such as the iPhone 6s, although newer hardware is recommended. It also supports controllers and aims to expand into an offline and potentially global competitive scene through test tournaments. The team emphasizes that the launch is only the beginning, with long-term updates planned over several years, including regular new characters and major narrative developments that could directly impact gameplay, gradually evolving the world beyond its initial form.
The Voiceover (and entertainment industry as a whole) has been experiencing a massive shrinkage in the past 3 years. The content boom of the streaming wars is over, and not as many projects are being made. Competition for what roles there are is becoming tougher... 1/?
Wuthering Waves × Cyberpunk: Edgerunners Collaboration Preview | Good morning, Solaris!
Come, wander with me through the ever-unceasing dream.
The collaboration between Wuthering Waves and Cyberpunk: Edgerunners (@edgerunners) is arriving soon!
*Stay tuned for more updates from our official channels.
#WutheringWaves
#Edgerunners
Pour lutter contre les scalpers, le Bic Camera Ikebukuro a mis en place un quiz Pokémon obligatoire.
15 questions basiques sur l’univers Pokémon à réussir pour pouvoir acheter des cartes.
D’après les témoignages, les revendeurs n'ont pas réussi à passer le test #Japon#Pokemon
Expedition 33's Ben Starr says video games don't need tv or movie adaptations
"If it means more people can play video games the better, but I don't think video games need to justify their existence by being TV shows. They are great because they are games."
Avoiding getting caught by coming up with excuses for being there has to be one the most creative feature I've seen in 007 First Light.
This makes the gameplay dynamic much better and stealth much more intuitive.
Instead of getting a mission failed screen when you're caught by enemies, you can literally bluff your way out of it.
Super excited for this game!