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    Game Of Thrones: Conquest Features Promising Allegiance Conflicts

    By GameInformer,


    Game of Thrones is getting in on the mobile craze with Conquest, the newest in the ever-growing lineup of Game of War-style games. 

    If you haven’t played Game of War, the concept is simple: Start a castle (a ‘house,’ in Conquest), build and upgrade military and resource plots (ad infinitum), build military units, create or join an allegiance, and pillage those weaker than your allegiance until they flee or join your side. While this sounds exciting on paper, in both Game of War and Conquest this is all done through an often boring system of clicking and waiting. Upgrading buildings takes a few minutes in the beginning of the game, but upgrades soon take hours to complete. If you want to attack your neighbor, you click attack on their keep, select which units you want to attack with, then wait. Then, if you damaged their wall and kept most of your soldiers, you can attack again. Repeat until their wall is destroyed and pillage their resources.

    Allegiances help make pillaging quicker, thankfully. Working as a team, an allegiance of players can destroy a wall quicker than a lone player. To start an allegiance, you must find someone willing to be your Bannerman. Each allegiance owner can have up to five Bannermen, with each of them having five as well, all the way down to fourth-tier Bannermen, who cannot have any of their own. This allegiance system is a good way of keeping straight who is in charge and passing orders down a chain of command. Unfortunately, it also requires asking strangers to bend the knee if they want to team up with you. This can be fun if you’re powerful enough to be a threat, or it can be frustrating if you’re being harassed by an allegiance wanting you to kneel.

    Allegiances fight over Seats of Power such as Winterfell and Casterly Rock. These seats of varying power (King’s Landing is the hardest to take but gives the most benefits) are mostly inactive in the preview build of the game, but allegiances can take active ones, for glory and the tangible benefits they bequeath members of the allegiance, such as increased march speed or resource collection.


    The setting and characters you’re surrounded by in a game can make or break the experience. Unfortunately, Conquest’s setting fails to put my mind in the Game of Thrones universe. It feels more classically medieval than Game of Thrones-inspired. My castle only features one building distinctly from Game of Thrones, the Maester's tower, which can be used to research upgrades. The upgrades in the Maester’s Tower, which fall under one of four categories (military, city defense, logistics, and economy), go back to having no relation to the universe, however helpful they are gameplay-wise.

    Conquest does feature some of the series’ most popular characters, but they don’t feel like those characters. They mostly pop up in a microtransaction advertisement or to teach a new mechanic, but with no voice acting and written dialogue that breaks the fourth wall more than it tries to stay in-universe, there’s very little connection between the characters in Conquest and the characters on HBO or in the books.

    From renting extra workers or Maesters to work on more buildings and research, to buying packs of boosts and currency, microtransactions are hard to avoid in Conquest. What’s most tempting to buy are speedups, which allow you to finish construction, research, or train troops faster. Instead of waiting an hour for a farm to upgrade, a speedup can upgrade it immediately so you can get started working on something else. These speedups are given away for free occasionally, but those who spend money will be able to progress through the ranks much faster than those who try the free-to-play route.

    Game of Thrones fans should temper their expectations before diving in, as the game released yesterday, October 19. The setting and characters offer nods to the broader fiction, but what I experienced in the preview version of the game is mostly rooted in a familiar and established mobile game structure. Fighting over Westeros’ Seats of Power with an organized allegiance might fulfil some people’s fantasies, but the fear of microtransactions deciding the fate of those Seats is real. If the game ever manages to capture that Game of Thrones feel however, it has a chance to suck a lot of people in.

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    Top Of The Table – Starfinder

    By GameInformer,


    Most creative works emerge along clear lines of inspiration from what came before. In the case of Paizo’s sprawling new sci-fi/fantasy tabletop role-playing game, Starfinder, the lines of source and influence are clear. Starfinder is a futuristic spin on Paizo’s own Pathfinder fantasy game, which is an outgrowth from the Dungeons & Dragons 3.5 edition ruleset, itself a seemingly endless and winding iterative process that traces back to the earliest days of RPGs. It’s because of that clear lineage, and not despite it, that Starfinder emerges as such a deep and rewarding game; strong, familiar core rules and mechanics ground the game. Simultaneously, creative universe-building, stellar art, and innovative design help Starfinder feel fresh.

    While additional adventures, figure pawns, and map boards have already begun to emerge for Starfinder, the game itself is encapsulated in one massive 500+ page tome called The Starfinder Core Rulebook. The book includes everything players and game masters need to run a campaign, minus dice and paper. Detailed chapters on classes, races, and character themes lay the groundwork for character creation and development, and info on spells, starships, and equipment help flesh out the details. The same book goes on to chart a course for GMs, with rules on running a game, and around 75 pages devoted to the planets, factions, religions, and other setting specifics that RPG fans so love to explore. We also get a helpful chapter on conversion from Pathfinder rules, talking both about how the original fantasy races – like elves and dwarves – fit into this new setting, and specifics on how to transfer over classes from the fantasy game, if desired. 

    Put simply, the book itself is gorgeous. Full-color illustrations fill many of the pages, bringing the setting to life. Smart tab organization viewable on each page makes it easy to find the chapter you want – a handy tool mid-game, if you’re looking for a quick reminder about something. The writing is clear and consistent throughout, with sharp distinctions that help clarify even the tough lines between magic and technology use. The book exhibits an economy of presentation, maintaining depth in important areas like race descriptions and core planet details, but leaving room open for interpretation and GM creativity in lots of the nooks and crannies. About the only thing that isn’t extensively covered in-book is an archive of enemy creatures to set up as adversaries – the separate Alien Archive book is your best bet for that.


    If there’s a flaw to the core book, it’s that Starfinder is so incredibly large in scope as to feel imposing. While an experienced GM (particularly one who has played recent D&D editions or Pathfinder) will be able to parse the complexities and keep things presentable, the game simply doesn’t lend itself to first-time groups. The breadth of weapons, tech effects, class abilities, and tons more will easily overwhelm RPG beginners. Tag on distinct combat systems for both character battles and starship battles, and it can be a lot to wrap your head around. The answer, of course, is to pare down to just the elements needed for your small adventure. Focus on one planet, a few races, and hold off on starship adventures until you get the gist of the character action. Starfinder cries out for an easier entry point to let newcomers get comfortable, or at least a veteran running the game who can craft that entryway. Barring that, expect the core rulebook to be a rich well of art, ideas, and adventures, but one that will take a long time to fully comprehend.

    For faithful role-playing fans, Starfinder’s greatest strength is its pitch-perfect integration of classic fantasy tropes within a pulp science-fiction setting. Sure, your weapon may be blessed with holy power, but it might also be a plasma cannon. Perhaps you are a mystic druid charged with the protection of nature, but the nature you protect is viewed from the deck of a starship orbiting an alien gas giant planet populated by sentient floating jellyfish. Starfinder embraces its mixed aesthetics, happily placing swashbuckling swords beside powered armor, and spells beside tech-powered drone robots.


    While Starfinder opens the door to adventures across a vast interstellar play space, the main setting is the solar system that housed the Pathfinder fantasy world – thousands of years after Pathfinder’s established timeline. The central planet of that fantasy setting has mysteriously disappeared from outer space, leaving a void filled with newly dominant species and cultures. These “Pact Worlds” each house the seeds for fun adventures, from a planet of sentient undead to a giant derelict colony ship from a distant system. The cultures and organizations peppered throughout the book allow ample room for both villains and allies, and paint the picture of a deeply interwoven collection of political entities and alliances ripe for exploitation in your campaign’s storytelling.

    While Starfinder supports the possibility of familiar fantasy races like gnomes and half-orcs, I strongly recommend exploring the new core races, each of which is quirky, otherworldly, and rooted in at least one clear inspiration from the broader science fiction palette. The mechanically astute but diminutive Ysoki “ratfolk” are a clear homage to characters like Rocket Raccoon from Guardians of the Galaxy, while Androids offer the fantasy of a character that’s just not quite human – and may or may not want to be. The seven core races are beautifully illustrated, and that art helps evoke the unusual cultural descriptions that accompany each. 

    Character themes help provide a focus and drive for your character, from the persistent and unstoppable will of the bounty hunter to the well-trained interstellar scholar. But the largest weight of the design effort clearly went into the seven new classes. Each is surprising and strange, often borrowing from both fantasy and sci-fi features to craft something new. The Technomancer weaves spells and magic into their devices and hacks. The Solarian is a Jedi-like enlightened warrior fueled by the power of the stars. The Operative calls on classic rogue-like stealth to complete futuristic espionage and infiltration tasks. With each of the classes, I’m impressed by the number of options and choices on offer. A Mystic class might shake out as an empathic peacekeeper, a spacefaring shaman, or any number of other player-concocted ideas. The mechanics support creative character generation.

    Next Page: Starship combat, tactical rules, and the final takeaway

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    From the Game Informer Archives: Lost NES Games!

    By GameInformer,


    [Video Game History Foundation founder Frank Cifaldi has been digging through Game Informer’s closets to help organize and document over 26 years of priceless video game history! Occasionally he’ll spotlight some of his findings here. Learn more about the project on this episode of The Game Informer Show.]

    Game Informer has made no secret of The Vault, its collection of over twelve thousand video games from around the world, going all the way back to the industry’s roots. It’s a massive, labyrinthine room filled with floor-to-high-ceiling shelves, each of them crammed with what seems to be at least one copy of every game, for every system imaginable, that has ever made its way into the office. And that’s great...if you’re into that sort of thing.

    As for me, I’m more interested in the weird stuff. I run a nonprofit called The Video Game History Foundation, and what we’re focused on is making sure video game’s more ephemeral material – advertising, promotional goodies, vintage slides and photographs, behind-the-scenes stuff, etc. – is documented and preserved alongside the games themselves. Which is why I was thrilled to be able to dig into what Andrew Reiner once described as the Vault’s “less sexy counterpart”: GI’s dusty old filing cabinets.

    These filing cabinets are filled with press releases, promotional flyers, film, and other material that was sent to the magazine going all the way back to its 1991 inception and ending somewhere in the early 2000s, when companies started e-mailing this stuff instead. It is an almost perfectly-preserved tomb of video game public relations throughout the 1990s – in fact, one of the four cabinets had to be drilled open for me, its caregivers having lost the key ages ago. For a video game “archaeologist” like myself, it is a goldmine.

    It’s going to take a long, long time to document everything that’s in there (we’re going in order by publisher name, and we’re still in the A’s... ), but last time I was in there, I spent some me-time going through and cherry-picking material related to unreleased games for the good ol’ 8-bit NES, a subject matter I’m particularly fascinated by. I thought it might be fun to share some highlights from my findings here.


    Here is a set of two matching Hudson flyers from early 1993. While the Super Nintendo version of Beauty & the Beast came out (and was... decent), its NES counterpart did not – at least not here. It saw a limited release in some parts of Europe, where the NES market was still healthy, but here in the U.S., it was practically on life support. The box are you’re seeing here, while similar to what you’ll find in Europe, is unique in that it uses the movie’s original English title.


    As for Buster Bros. (a conversion of the bubble-popping arcade game that is sometimes called Pang), the NES version was not released anywhere – in fact, it wasn’t ever shown off in playable form, to my knowledge, as no screenshots have ever turned up.


    Here’s a real stumper from Ubisoft. Can you guess who it is? Anyone?

    I’ll give you a minute.

    Read the hints, they’re helpful.

    Okay, I’ll just tell you: it’s John Madden, of Madden Football fame! In 1993, Ubisoft (or as it called itself at the time, “UBI Soft”) licensed the 16-bit game John Madden Football ‘93 from Elelctronic Arts, as it was porting it to both the NES and the Game Boy. Here’s the original announcement press release, also from the cabinets, which I’m reproducing here more or less just so you can see Ubi’s adorable old logo:


    We don’t know why, but neither the NES nor Game Boy conversions of the title (both, incidentally, by NMS Software) ever made it to market, and no playable prototypes of the game have ever been found.

    Interestingly enough, the September/October 1993 issue of Game Informer previewed it!


    It looks like GI was sent a preview version of this game at some point, though it’s no longer in the office (it was probably sent back – ROMs were expensive and were used as spare parts back in the day,.UBI might have needed them back to erase and burn a copy of Jimmy Connors Tennis or something). However, it’s not a major loss. I actually recognize these screenshots: they’re from a completely non-interactive demo that does nothing but cycle through three different screens. There’s no gameplay, or even animation - it’s a simple demo of what the graphics were going to look like. It’s actually unknown whether this game was ever playable at all!


    Here is the cover and a single page from an American Technos booklet from 1992, talking about its upcoming 8- and 16-bit titles. Specifically we’re focusing on Crash ‘N the Boys Ice Challenge, a fun little arcade-style hockey game that came out in Japan but never shipped here. It looked like this:


    If you know your NES library, you might recognize those characters from one of several NES games that came out here (maybe River City Ransom, or Super Dodge Ball, or Nintendo World Cup). Here in the U.S., those games were three completely separate franchises sold by completely different publishers. But in Japan, where they originated, they were all part of the same franchise, revolving around kids attending Nekketsu High School. The star off those games was Kunio-kun (middle-left in the above screenshot).

    By 1992, Technos had opened its own U.S. office and was set to start self-publishing its Kunio games here under a unifying banner. Kunio-kun of Nekketsu High wasn’t exactly English-friendly, so what we were given instead was “Crash ‘n the Boys” of Southside High. Even the art direction got a Western facelift for an American audience that had not yet embraced Japanese aesthetics.


    In 1992 they announced Crash ‘n the Boys: Street Challenge (a sort of street olympics game) and Crash ‘n the Boys: Ice Challenge, and even started teasing a third game, Soccer Challenge. Unfortunately for would-be Nekketsu fans in the West, Street Challenge would be Crash’s only outing. In fact, we wouldn’t see another Kunio game here until 2008’s Super Dodgeball Brawlers on the DS – that’s 16 years!


    Here’s Blazebusters from Nexoft (aka ASCII), a delightful and goofy Arkanoid-style bouncing ball game, where your ball is actually replaced by a firefighter bouncing around, putting out fires by bouncing off of them (just like real life), and rescuing victims from windows. If that sounds like your thing, I highly recommend tracking down the Famicom version under its original title, Flying Hero.

    Blazebusters is particularly interesting to me because it’s one of two completely separate failed attempts to bring this game to the U.S. – way back in 1989, an electronics company called Sony started a video game division and announced three titles: all of them localized versions of Japanese games, and all of them with “Super” in the title. There was Flying Hero (as Super Rescue), Super Pinball (as, uh, Super Sushi Pinball), and Super Dodgeball. Only the latter saw release, with Sony going on to focus more on developing games in the UK and, later, making its own game console.

    The flyer in Game Informer’s drawers is by far the best version of Blazebuster’s packaging art I’ve seen, so I was delighted to find it.


    Here’s Parker Brothers’ Trivial Pursuit, which is of course based on its board game of the same name. These are among the only screenshots we’ve ever seen of a supposed NES version, but they’re a bit of a mystery for me: they don’t look like they’re coming from an NES at all, and yet, they don’t match any version of Trivial Pursuit I’ve ever seen.


    Also from Parker Brothers, here’s Drac’s Night Out. This is a game about Dracula putting on Reebok Pump sneakers to run around and murder innocent people. No, I’m not making this up. Reebok was endorsing a kid’s game where the main mechanic was to murder humans using horrible death traps and then devour their blood.

    Lucky for us, the game is preserved and is generally available if you know where to look. I happen to like it.


    And finally, here’s Capcom’s California Raisins. If Reebok endorsing a murder spree wasn’t weird enough for you, how about raisin farmers from California trying to make raisins cool by giving them sunglasses and licensing them to the people who make Mega Man?

    If you weren’t around in the 80s, it’s kind of hard to explain why California Raisins was ever a thing. And if you were... well, it’s still pretty hard. I had toys of these things and I have no idea why.

    This ad was a great find, as it uses the traditional Capcom house style of the time, something that for a lot of us was really iconic and exciting, and emblematic of what was arguably that company’s golden years. Finding a “lost” entry in that series was really exciting for me.

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    Five Anime Game Adaptations We’re Dreaming Of

    By GameInformer,


    With Dragon Ball FighterZ making waves among the gaming community, one can’t help but wonder what other anime properties would make for phenomenal video games.

    Many series already have mobile games and visual novels, or have had games release in the past, but others still haven’t made the jump to the interactive virtual medium or seen a full-scale console title released this generation. Whether it’s an engrossing story, the scope of the battles, or the evocative art style, each of these series has something that, with the right studio behind them, could make for top of the line gaming experiences.


    Created by Kouta Hirano, this series reimagines Bram Stoker’s iconic count as Alucard, a red-coated agent under the command of a private peace-keeping organization in Britain. Wielding two pistols, supernatural abilities, and a disturbing toothy grin, he teams up with a number of other strange individuals to take on a group of vampire Nazis set on starting World War III.

    Perfect studio for the project: Platinum Games
    Considering its past experience with Bayonetta, Platinum would be a perfect fit for the project, lending its talents to create a hack-and-slash action game with crazy combat to match this series’ equally insane premise. Plus, between Alucard’s dual-pistol fighting style and supernatural abilities, it would serve as a nice spiritual successor to the original Devil May Cry series, which some members of the team worked on. 


    Tokyo Ghoul
    What if the world were inhabited by ghouls who could only survive by eating humans? That’s the question posed by this series from the mind of Sui Ishida. Following an emergency surgery where ghoul organs were transplanted into his body, main character Kaneki Ken finds himself imbued with powerful abilities, but at the cost of only being able to survive by eating human flesh. Constantly hunted by a government organization out to exterminate all ghouls, Kaneki must rise up and fight to save ghouls from being eradicated while also trying to prove ghouls and humans can coexist.

    Perfect studio for the project: Telltale
    While an action-centric game could work for Tokyo Ghoul, a story-driven experience exploring the world’s themes and their implications would arguably be the best way to bring out its strengths. In that regard, Telltale is the best choice, with hits like The Walking Dead and The Wolf Among Us showing it can bring other properties to the virtual realm like no other. Either focusing on Kaneki or a new character all together, Telltale could dive into how the world works, lending a human quality to the super-powered monsters and cold human hunters. 


    My Hero Academia
    “This is the story of how I became the world’s greatest hero.” These are the words of Midoriya Izuku, the protagonist of Kohei Horikoshi’s smash hit Shonen manga about a world filled with super heroes. The story follows Izuku (A.K.A. Deku) as he rises through the ranks to become the next great hero after receiving the power “One for All” from the world’s current greatest hero, All Might. This is easier said than done, though, as a new organization of villains is rising up to smash the world’s peace and crush their trust in super heroes forever.

    Perfect studio for the project: Bandai Namco Entertainment
    While there is a fighting game available on the 3DS in Japan, an RPG allowing players to dive into the super-powered world of Academia would be even better. With past work on the Tales series as well as a number of other anime games, Bandai Namco Entertainment would be the best choice for making an RPG centered on making your own hero and fighting villains throughout the game’s world. Properly showing the impact and damage of each hero’s powers would be a must, but judging by the darker tone of Bandai Namco’s upcoming Code: Vein, the developer is more than up to the task.

    While visiting Bandai Namco for the Dragon Ball FighterZ cover story, Kyle Hilliard asked Bandai Namco if they have a My Hero Academia game in development, and while they said no at the time, that certainly doesn’t mean it’s not a possibility in the future.


    Hunter X Hunter
    Everyone has something they’re searching for, or at least that’s how it is in this deconstruction of the Shonen genre. Made by Yoshihiro Togashi, the series follows the adventures of Gon Freecs and his friends as they travel in search of fortune, revenge, and long-lost family members. The cheery art style hides the surprisingly dark tones of the series, which include everything from negotiating hostage exchanges with super-powered thieves to battles between different intelligent races over who has more of a right to exist. 

    Perfect studio for the project: Sega
    As it has shown with the Yakuza series, Sega can handle making a game that juggles fun and quirky themes with dark and compelling stories. Given the same open-world action game approach as the recent Yakuza 0 and Kiwami, Hunter X Hunter could come to life like never before, with players exploring the world as Gon or any number of his friends, getting caught up in crazy side quests and taking part in fast, high-stakes battles.


    Blade of the Immortal
    Covered in scars and unable to die thanks to a symbiotic relationship with worm-like parasites in his blood stream, cursed samurai Manji wanders feudal Japan in this gore-heavy samurai Seinin series. Seeking atonement for the death of 100 of his fellow samurai, Manji is tasked with hunting 1,000 evil men in order to regain his mortality, kept alive by Sacred Blood Worms which prevent him from aging and regenerate lost tissue no matter the injury. To this end, he hacks and slashes his way across this bloody tale, struggling through his fair share of hardships to find forgiveness and peace.

    Perfect studio for the project: Kojima Productions
    When it comes to a heady, action-packed romp across violent settings, few can do it better than Hideo Kojima. Diving into the drama and weight of Manji’s immortality and quest for peace, Kojima Productions could accurately convey the story of this treasured series over to the virtual realm perfectly, matching it with engrossing and polished gameplay. Plus, with the recent hype made by the release of the live action adaptation's trailer, the game could find a foothold on new fans' radars.

    Know of any other anime that deserve a high quality video game adaptation? Mention them in the comments section below. In the meantime, be sure to check out the Dragon Ball FighterZ hub for all the latest on Game Informer’s coverage of the game.

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    Developers (And Others) Share Their Appreciation And Dream Games For The Dragon Ball Franchise

    By GameInformer,


    The Dragon Ball franchise has been around for more than 30 years and has served as a huge influence to game developers and those connected to the industry in myriads ways. As part of our month of Dragon Ball coverage coverage in anticipation of Dragon Ball FighterZ, we reached out to folks in order to have them share their appreciation for Dragon Ball, and where applicable, pitch their own dream Dragon Ball video game.

    Hidetaka “Swey65” Suehiro is best known for his work on Deadly Premonition. We asked him if Dragon Ball has inspired or influenced him in any meaningful ways.

    The one takeaway I had from Dragon Ball growing up was there’s a part in the series where a character called Udon who received panties from God. Somewhere in there, that whole episode allowed me to understand that panties are not necessarily erotic. It means that everything is fine!


    We offered the same question to Goichi "Suda 51" Suda, who is best known for Killer 7 and the No More Heroes series.

    I may have subconsciously picked up inspiration from the Dragon Ball series. In the [Travis Strikes Again: No More Heroes], there’s the console, the Death Drive MK-II, and the games for that console aren’t cartridges or CDs, they’re balls called “Death Balls.” Since the console and the games are sort of like a phantom console and phantom games, there’s really not that many in existence. There were only six games that were made for the console, and there’s only one copy for each of those games that exists, so if a player goes and collects all six of those game balls, they can have a wish granted, which is pretty much the same as Dragon Ball Z. I may have been subconsciously inspired by the whole Dragon Ball concept when I thought of that. Maybe if you collect all six balls, a huge tiger will appear or something. [laughs]


    Shane McCloskey is a developer with Insomniac games who is currently working on Spider-Man and shared with us the kind of Dragon Ball game he would make.

    Dragon Ball Z was the first anime I watched as a kid, I was absolutely captivated by the art style, the characters, and of course, the fights. If I were to get my hands on the Dragon Ball license today I would produce a linear story that would cover one saga, so it could have the production values of something like The Last of Us or Uncharted 4. In terms of the gameplay it would be similar to the Infamous titles, where the protagonist would be in the center of the screen when brawling or traversing. To use energy attacks, the player would hold the left trigger to shift the perspective to more of a third person shooter, from this mode the player would be able to unleash things like a simple ki blast up to a devastating Kamehameha, as long as their ki meter were filled the proper amount. Fighting games are definitely the best fit for the Dragon Ball license but I believe that the third person perspective could really help capture the feeling of what it is like to release a fully charged Kamehameha or slice Frieza in half.


    Nina Freeman is known for her work with Fullbright on Tacoma, but she has made a number of games on her own like Kimmy and Cibele. For her input, she pitched an idea of what she would do with the Dragon Ball license if she ever got the chance to make a game using it.

    If I were to make a game set in the Dragon Ball universe, it would definitely focus on young Bulma from the first season. I'm pretty fascinated by her and her family's backstory around capsules. I also just think she's hilarious and deserves a whole game just about her.

    The game would be about Bulma going on vacation with her family to a capsule resort and trying to score hot dates. Obviously the resort would be full of cute boys and capsule shops and traders. This idea is basically based on Bulma's goal early on in the show to find a boyfriend, and also her family's capsule business backstory.

    You would play as Bulma, exploring the resort and meeting various boys. In order to romance a boy, you'd need to talk to him and get to know what kind of activities he likes. Then, you have to craft the perfect date using capsules. Maybe you have to get one outfit capsule, one transportation capsule, and one location capsule (e.g. a swimsuit, convertible and pool set would probably be pretty desirable!). The date is scored based on what kind of date set you manage to come up with!

    I think you'd probably make the money needed to buy your set by designing and selling your own original capsules (since it's the family business)! This is probably how you interface with her family during the vacation. Based on the capsules from your personal collection that you decide to sell, and maybe capsule designs your family members share with you, you'll have more or less money to go on dates. I feel like this game would kinda resemble the Kim Kardashian mobile game... except instead of modelling, you're a rising star in the capsule industry that also wants to kiss all the boys.


    Speaking with Alx Preston ahead of the release of his game, Hyper Light Drifter, he mentioned influences like Studio Ghibli. Unsurprisingly, he also has a fondness for Dragon Ball.

    Dragon Ball Z was massively popular when I was in high school, since Toonami was a thing. Kids were wearing those (never really) stylish bowling shirts emblazoned with Goku and Piccolo and energy blasts. It was fun times and it was hard not to have this show – a cultural touchstone – influence how I thought about story telling, action, characters and even the state of 2D animation. It was so important to me that I had to call my friend for episode summaries when I missed new ones.

    As far as my ideal, Dragon Ball Z game, the new Dragon Ball FighterZ is lookin' like that'll scratch that itch for me. wouldn't change much about it, honestly.

    We spoke with Katsuhiro Harada of Tekken fame earlier this month about his role on Dragon Ball FighterZ, but he also shared with us his thoughts about the larger Dragon Ball franchise.

    I haven’t worked in development of any of the titles in the Dragon Ball game series. This is just his opinion as a company employee of Bandai Namco, but more so, of me personally, that it is quite a unique case with the Dragon Ball series that originally started as a manga and IP itself, it actually was kind of complete at one point. Now we have the anime and it branched, and then there are games in between that. But to see that case where you have an IP that kind of concludes and then to have a game that comes out after that is kind of a rare case. You don’t see that, that often. And, in the meantime before the anime started, we had a series of games as well, so you can kind of say the popularity was broadened, at least for foreign audiences, and even kind of marinated a certain level of relevance even after the original IP finished, and then of course branching into the new anime.

    This time it is very exciting for me to be a part of the announcement of the title first for Dragon Ball FighterZ, and I was also able to give input on the game in particular. So being able to be involved with such an amazing and well known IP is very exciting.


    We also spoke with Harada about Dragon Ball's impact specifically on Tekken.

    You can say that there was a major difference with western media in that Dragon Ball was the first to show in a visual aspect, you know, the Kamehameha, which was basically, to Eastern philosophy is something that is relatively known that you have this ki and the way you manifest it. Normally you wouldn’t be able to see it visually, but to take that and make it something you could visually recognize in manga and later in the anime – and not just that, but to see the Earth splitting or the smoke and effects that are created when you concentrate a power? These are all things that Dragon Ball was one of the first to show off and, not just Tekken, but  a lot of Japanese games were probably influenced by the way you show this kind of power of a fighter. Even though in the West, they had Superman that could shoot lasers and stuff like that, this kind of visual way that the eastern arts showed off the Ki and how everything is displayed is kind of unique to Dragon Ball. Maybe Street Fighter wouldn’t even have a fireball if it wasn’t for Dragon Ball, or at least the way it was visually shown.


    Adam Heart is a designer at Iron Galaxy (Killer Instinct, Divekick), and while he does not consider himself a big fan of Dragon Ball, he absolutely recognizes its importance.

    Unpopular opinion but I’m actually not a big Dragon Ball fan. I just rewatched all through the cell games with my wife because she had never seen it, and it solidified my opinion that I really don’t like it. But I recognize its value as kind of a gateway anime to me. And it lead me to one of the things I love most in this world, which is One Piece. One Piece is my favorite thing on the planet, period. It’s just the best. It’s taught me a lot about mood, and storytelling, and comedy, and action, and diversity that I just wouldn’t be who I am as a person or a developer without.

    So I like Dragon Ball because it gatewayed me to stuff that I actually really do love. And I have soft spots for something things in Dragon Ball. I like Krillin a lot. I got a Krillin figure at my house. I’m going to be playing him in Dragon Ball FighterZ. I have it pre-ordered. Definitely playing him and Piccolo, I don’t know who my third is going to be, but I gotta play Gohan’s green dad. I’m definitely going to play him, because he’s the only character in the series who isn’t an idiot. Everyone in the series is just an idiot, and they make the worst possible decision at every turn, and I’m just like please kill me.

    It’s funny because One Piece is obviously influenced by Dragon Ball Z, and it has characters who make bad decisions all the time, but they’re anchored by characters who are the voice of reason, and Dragon Ball Z doesn’t have that at all. Nobody’s the voice of reason in Dragon Ball, everyone’s just making terrible decision after terrible decision. It’s frustrating for me to watch.

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    Mega64 does not make video games, but they are directly tied to the industry, and more importantly, Rocco Botte is a big fan of Dragon Ball

    Dragon Ball has had a huge influence on me- I watched it in its early dub episodes on TV as a kid, and thought it was exciting and pretty cool. But it wasn't until I saw the Japanese version that my mind really opened up to it and was blown away- what the original Japanese version had in terms of its character, frenetic editing, use of both eclectic sound effects AND silence, were what were most striking about it. There wasn't any other show like it.

    The types of moves, powers, and characteristics of the personalities in the show are so definitively Dragon Ball that they seem absolutely hysterical/stupid if you see anybody else attempt them. I think that kind of ironic juxtaposition is a big part of our humor in Mega64- seeing one of us grown-ass men attempt to teleport somewhere or go "Super Saiyan" in complete seriousness will never not be funny to me. It's just the template for insane action, to me. A couple years ago, we were asked to make an official video promoting the new DBZ movie. Though filming it was hard to figure out, I think editing the footage was one of the best days of my life. I excitedly woke up at 6AM like it was Christmas morning, and I raced to the computer, finishing the entire video by that afternoon. That almost never happens- I usually have to mull over a lot of editing choices, but I just didn't have to with a DBZ video. It has such a specific vibe and style that was so ingrained in my brain- it just flowed from there, through my fingertips and the video was done fast. It's one of our most viewed videos ever- the power of Dragon Ball truly never dies.

    Since I was a kid, I've always thought the best Dragon Ball game concept would always be a truly well done, high quality fighting game- something worthy of the Street Fighter or Marvel Vs. Capcom series. Most of my life, I thought that would honestly never happen, which is why I'm so happy with Dragonball Fighter Z coming into existence. It really is the coolest game I could hope for. Every single move is an iconic moment from the show. Whenever I see Frieza do his grab move, it reminds me of Krillin's death on Namek and gets me emotional. What other fighting game can do that?

    For more from our month of Dragon Ball coverage, including new details for FighterZ, click the banner below. And if you're a developer who loves Dragon Ball and want to see your voice represented here, send me an e-mail and I will add your thoughts!


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    World of Warcraft 7.3.2 Patch Notes

    By Curse,
    World of Warcraft 7.3.2 Patch Notes
    Originally Posted by Blizzard (Blue Tracker)
    Patch 7.3.2 includes:
    • General bug fixes and minor class balance changes.
    • Additional currency support in Battle.net.
    • Additional tuning in preparation for Antorus, the Burning Throne raid dungeon’s release.

    While this minor patch adds in additional tuning for Antorus, this raid won’t be available with the release of patch 7.3.2, and will open at a later date.


    Class Halls
    • Added three new missions: “Scour the Surface”, “Abandoned Armory”, and “Feed the Furnaces”. All reward follower armor upgrades.
    • A Primal Sargerite vendor has been added to the Vindicaar.

    • Convergence of Fates now reduces the remaining cooldown on one of your powerful abilities by 4 seconds (was 5 seconds), and has 10% more primary stat.
    • A number of class set items from legacy content can now be sold to vendors.

    Legion Companion App
    • Restored the mission-complete button on the map.
    • Updated to support 7.3.2 patch.

    Player versus Player
    • The weekly quest “Something Different” should now reward the correct Brawler’s Footlocker based on the active season.
    • The Primal Victory and Glorious Tyranny Illusions are now purchasable for 10 Marks of Honor for players who earned at least one of the following Achievements:
      • Glorious Tyranny:
        • Duelist or Hero of the Horde/Alliance in Season 14.
        • Duelist or Hero of the Horde/Alliance in Season 15.
      • Primal Victory:
        • Duelist or Hero of the Horde/Alliance in Warlords Season 1.
        • Duelist or Hero of the Horde/Alliance in Warlords Season 2.
        • Duelist or Hero of the Horde/Alliance in Warlords Season 3.

    View the full article

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