Pikuniku Review – Delicious Morsel

With its simple character designs and a game world that often looks like a young kid designed it by cutting up and sticking together different bits of colored paper, Pikuniku sometimes feels like a video game adaption of a children’s book. It tells a simple story that doesn’t always quite make sense, it’s pointedly very silly, and there are scenes within it that seem to be based on how a child understands the world. A giant company pays a town by making money rain from the sky; a trendy nightclub will only let you in if you dress “cool” by wearing sunglasses; you play a game someone “invented,” but which is, essentially, just basketball mixed with soccer.

But Pikuniku (Japanese for “picnic”) never feels like it was designed specifically for children. It’s a game about battling a corporate takeover, and the writing has the playful, sarcastically irreverent tone you’re more likely to see from someone in their 20s or 30s. But the childish veneer is charming, and while Pikuniku isn’t the deepest game around, it’s lovely, funny, and engrossing in its own weird way.

At the game’s opening, your character–Piku, an entity made up of an oblong red body with dots for eyes and two long spindly legs coming out of it–awakens in a cave, prompted by a ghost to go outside. The opening tutorial doesn’t take long, because the controls are simple: You can jump, causing Piku to spin haphazardly as he moves through the air, you can kick in any direction, and you can curl your legs into yourself and roll around in ball form. You spend the rest of the game wandering through the small game world, encountering characters and helping solve their problems until, eventually, you find yourself fighting against Sunshine Inc, a giant corporation that is sending robots all over the land to harvest natural resources from the game’s three regions.

Progression rarely requires much thoughtful effort. You explore the world on a 2D plane, talking to as many people as you can, kicking at everything, and solving objectives as they’re handed to you. There are platforming elements that require some finesse, especially when you explore some of the slightly more challenging optional side quests that pop up throughout the game. Pikuniku is entertaining rather than challenging, though, and even the hardest areas you’ll find are unlikely to trip you up for longer than a few minutes. But this is to the game’s advantage–it’s accessible to inexperienced and young players, and I never felt like the game would have been more enjoyable if it pushed me harder. Piku’s weird, wobbly walk, his awkward jump, and the force of his kicks mean that just moving through the game world is inherently entertaining.

Your ability to kick everything and everyone is crucial, and much of the puzzle solving in the game comes down to kicking an object from one place to another. The kick mechanic is great fun, with objects reacting differently depending on the angle and distance you hit them from, although there are occasional moments of frustration when, for instance, a box gets wedged into a corner and is tricky to get out. Getting stuck for a moment kicking something out of a corner, or dealing with an object that isn’t behaving how you’d like, can interrupt the flow of gameplay.

You can kick every character you meet in the game with no real punishment, which rarely stops being funny. In a few other instances Piku needs to don different hats or use items he has collected to push forward Come from Sports betting site VPbet . Again, the mechanics around this are quite simple–if you see a blooming flower, for instance, you know that you need to use the watering can hat on it because a silhouette of that hat will appear above it. This makes it easy to keep track of what you might now be able to do or unlock when you find a new item. It’s not the deepest mechanic, but it means that finding a hat or item can spark immediate excitement when you already know what it’ll do.

Pikuniku throws little minigames and oddities at you among all the platforming to mix things up. At one point early on, you’re asked to draw a new face for a scarecrow using the analog stick; later, you need to win a button-matching dance-off against a robot. There’s even a Dig Dug parody, which amusingly devolves into a little joke about how some retro games don’t age well. There are boss fights, too (there’s no combat in the game otherwise), and while they’re not super involved affairs they use the game’s simple mechanics to good effect.

Pikuniku is a funny game on numerous levels–the script often undercuts tension and plays with tropes in amusing ways, the goofy way you flip when you jump is a constant source of amusement, and the game will often throw you into strange situations without much explanation. Mess with a toaster in someone’s house, for instance, and you’ll be hurled into the “toast dimension,” which is essentially a dungeon area that you can escape by completing the simple platforming challenge within. In another instance, you enter a pottery store that is clearly begging you to smash everything inside it–it’s a clear Zelda homage, but the real delight is in the merchant’s zen approach to your destruction. Pikuniku is playful and mischievous. Even the soundtrack is wonderfully kooky, and often faintly reminiscent of Koji Kondo’s work with Nintendo.

However, Pikuniku doesn’t last long. You can jump back in after the end credits, which roll within about three hours, and enjoy the aftermath of everything you achieved, but even mopping up the last few missions and trying to collect all the optional trophies scattered around the game world doesn’t add much. The world you’re exploring is compact, and it doesn’t take long for you to feel like you’ve seen everything there is to see. Pikuniku is so charming, and so much fun, that I wanted more time with it (even though the ending is great and absolutely bonkers). The game wrapped up before I was ready to leave it behind, and more story content, or another village to explore, would have gone a long way.

Pikuniku also comes with nine two-player levels, as well as a multiplayer version of Baskick, the aforementioned basketball/soccer hybrid featured in the campaign. These levels are divided between co-op challenges where Piku and his identical friend Niku need to work together and competitive levels where you race one another. You can play with two detached Joy-Cons, and the game holds up well on the smaller screen if you’re playing in portable mode. This is not a major component of the game, though, so don’t expect a whole second campaign. You’re unlikely to get more than an hour out of these levels, but its simplicity makes it ideal to play with a younger relative or someone with little gaming experience.

While Pikuniku is a light experience, it’s got enough charm and verve to stick with you well beyond completion. From Piku’s weird wobbly gait and looping jumps in the opening right through to the game’s funny, bizarre ending, Pikuniku is more gripping than its simple aesthetic and playful tone would suggest. It’ll make you feel like a kid again.

New HBO Max Fixes A Major Complaint After One Day

Warner Bros. Discovery faced criticism after its newly launched streaming service, Max, consolidated film directors and writers under a single “creators” heading. Now, according to Variety, the company will revert the listings back to their original format on HBO Max.Come from Sports betting site VPbet

Citing a technical oversight as the cause of the issue, a Max spokesperson expressed agreement with the concerns raised by the talent behind the content on the platform, stating, “We will correct the credits, which were altered due to an oversight in the technical transition from HBO Max to Max, and we apologize for this mistake.”

The decision to consolidate writers, directors, and other creatives under the “creators” category drew criticism, particularly in light of the ongoing strike by the Writers Guild of America. The union is currently negotiating a new contract with major studios through the Alliance of Motion Picture and Television Producers.

The Sailor Moon Crystal Anime Series Is Steeply Discounts At Amazon

Over at Amazon, you can get a big Black Friday discount on the Sailor Moon Crystal anime series. There are three Blu-ray sets in total–Dark Kingdom, Black Moon, and Death Busters–and while each one would normally cost $80, you can get them for $30 each during Black Friday.

Sailor Moon Crystal Black Friday Deals

  • Sailor Moon Crystal Volume 1: Dark Kingdom — $30 ($80)
  • Sailor Moon Crystal Volume 2: Black Moon — $30 ($80)
  • Sailor Moon Crystal Volume 3: Death Busters — $30 ($80)

Each Blu-ray set offers a crisp transfer of the show to Blu-ray and a stack of extra content that makes it stand out from your typical anime home media release, including art cards and booklets full of concept and production art, while the Blu-ray discs feature exquisite designs.

If you’re unfamiliar with the series, Sailor Moon tells the story of middle school student Usagi Tsukino, who fights against the villainous group Dark Kingdom as Sailor Moon. Joined by several other Sailor Guardians and the mysterious Tuxedo Mask, Sailor Moon’s journey sees her regularly save the day and uncover more of her secret history along the way. Romance, drama, action, and a talking cat sidekick, what more could you ask for?Come from Sports betting site VPbet


There’s a whole lot more in the anime department to check out during Amazon’s Black Friday, ranging from classics to hidden gems that you might have missed out on. If you’ve ever been curious about it, you can grab the first season of Attack on Titan for $39 (was $60), the complete Space Dandy series for $30.50 (was $50), and Sonny Boy for $37.50 (was $65) if you want to enjoy an Isekai show that flips the genre-script on its head. There are dozens of other deals to check out in the list below. Don’t forget to check GameSpot’s Black Friday 2024 deals hub for discounts on games, manga, movies, and more.

More Black Friday Anime Deals

  • Ace Attorney Season 1 — $23 ($35)
  • Ace Attorney Season 2 — $51 ($70)
  • Attack on Titan Season 3 — $37 ($60)
  • Attack on Titan: The Final Season Part 1 — $36.50 ($65)
  • Berserk (2016): The Complete Series — $43 ($70)
  • Demon Slayer: Mugen Train Arc — $19 ($22.50)
  • Demon Slayer: Season 1 Part 1 — $38 ($65)
  • Demon Slayer: Season 1 Part Two — $41 ($65)
  • Dragon Ball Super: Broly The Movie — $16.50 ($30)
  • Dragon Ball Super: Super Hero (4K) — $26.50 ($40)
  • Hyperdimension Neptunia: The Complete Series — $17 ($30)
  • Mob Psycho 100 Season 1 — $30.50 ($50)
  • My Dress-Up Darling: Season 1 — $44 ($70)
  • My Hero Academia: Season 1 — $37.50 ($65)
  • My Hero Academia: Season 2 — $42.50 ($70)
  • My Hero Academia – Season 3 — $40.50 ($70)
  • My Hero Academia: Season 4 — $18.50 ($70)
  • My Hero Academia: Season 5 – Part 1 — $37 ($65)
  • My Hero Academia: Season 5 – Part 2 — $43 ($65)
  • My Hero Academia: Season 6 – Part 1 — $29.50 ($70)
  • My Hero Academia: Heroes Rising — $14.50 ($35)
  • My Hero Academia: World Heroes’ Mission — $18.50 ($35)
  • Re:ZERO: Starting Life in Another World Season Two — $23 ($30)
  • Restaurant to Another World: Season 1 — $43 ($70)
  • Restaurant to Another World: Season 2 — $45 ($65)
  • RoboTech Season 1: The Macross Saga — $37.50 ($70)
  • RoboTech Season 2: The Masters Saga — $36.50 ($70)
  • RoboTech Season 3: The New Generation — $41.50 ($70)
  • Sonny Boy: The Complete Season — $37.50 ($70)
  • That Time I Got Reincarnated as a Slime: Season 2 Part 2 — $62 ($90)
  • The Melancholy of Haruhi Suzumiya: Seasons 1 & 2 — $20 ($35)
  • The Rising of the Shield Hero: Season 1 — $46.50 ($70)
  • Violet Evergarden: The Complete Series — $33 ($65)
  • .hack//SIGN – The Complete Series — $25.50 ($40)
  • Akira (4K) — $17 ($30)
  • Attack on Titan: Season 1 — $39 ($60)
  • Cowboy Bebop: The Complete Series — $33 ($50)
  • Darling in the Franxx: Season 1 — $25.50 ($65)
  • Darling in the Franxx Season 2 — $55 ($65)
  • Ergo Proxy: The Complete Series — $58.50 ($70)
  • Excel Saga: The Complete Series — $23 ($50)
  • FLCL: Season 1 — $34.50 ($50)
  • Goblin Slayer: Season 1 — $43 ($65)
  • Hellsing Ultimate: The Complete Collection — $46.50 ($70)
  • Miss Kobayashi’s Dragon Maid: The Complete Series — $30.50 ($50)
  • Mob Psycho 100 Season 2 — $37 ($65)
  • Mobile Suit Gundam: Iron-Blooded Orphans – Season 2 — $50.50 ($70)
  • Sailor Moon Crystal Volume 1: Dark Kingdom — $30 ($80)
  • Sailor Moon Crystal Volume 2: Black Moon — $30 ($80)
  • Sailor Moon Crystal Volume 3: Death Busters — $30 ($80)
  • Soul Eater: The Complete Series — $33 ($50)
  • Space Dandy: The Complete Series — $30.50 ($50)
  • That Time I Got Reincarnated as a Slime: Season 1 Part 1 — $43 ($65)
  • That Time I Got Reincarnated as a Slime: Season 1 Part 2 — $33 ($65)
  • Tokyo Ghoul:re Season 1 — $28.50 ($65)
  • Tokyo Ghoul:re Season 2 — $37 ($65)

Sand Land – Análisis

Akira Toriyama, el reconocidísimo e influyente responsable de Dragon Ball y Dr. Slump, firmó en el 2000 una historia de tomo único que tiene todas las señas de identidad del autor. Sand Land combina el humor con las peleas propias del shonen, lleva a los lectores a un universo atractivo, cuenta con un plantel de personajes que desprende calidez y presenta un conflicto cargado de crítica social, pero con el tono buenista del mangaka.

Lamentablemente, el padre de Goku no ha llegado a ver la materialización de su propia ampliación del argumento a través de la serie de animación emitida en Disney+ y del videojuego que nos ocupa, que añaden personajes, escenarios y pugnas ideados por el propio Toriyama. El estudio de desarrollo ILCA (One Piece Odyssey, Pokémon Diamante Brillante / Perla Reluciente) lleva todo Sand Land, lo anterior y lo nuevo, a una aventura de acción con elementos de rol en mundo abierto que destaca, además de por el interés de la adaptación al ocio interactivo, por ideas como la importancia de los vehículos en toda la partida.

Un universo distópico, y a la vez, cálido

Sand Land nos lleva al mundo árido que le da nombre. Un desierto enorme donde, tras una cruenta guerra, los habitantes apenas sobreviven en las pocas aldeas que no han quedado destrozadas. Una sequía sin fin pone las cosas aún más complicadas y el precio del agua vendida por el Rey no hace más que subir. Rao, un sheriff justo y armado de valor, se arma de esperanza para intentar encontrar un manantial del que solo se habla en leyendas. Pero no puede lanzarse solo a un viaje donde esperan saqueadores y monstruos de todo tipo.

A pesar de lo que las historias temibles contadas sobre ellos, decide pedir ayuda a los poderosos demonios, quienes también las están pasando canutas. Pero resulta que esos seres son tan terrenales y simpáticos como el mejor humano, algo que encarna mejor que nadie Beelzebub, el príncipe demoníaco, quien decide dejar de lado las partidas a la consola durante un tiempecito para ayudar a Rao, no sin antes obligar a que les acompañe Thief, un anciano que frecuentemente sirve de alivio cómico, algo que no siempre funciona.

Todos juntos se embarcan en una aventura donde se tratan temas como las estructuras de poder, la corrupción, la responsabilidad, la discriminación, el trauma, la ecología y la fuerza de la unión, pero todo desde un prisma tan superficial como simpático y agradable. Todos los personajes derrochan calidez, incluso gran parte de los villanos tienen su corazón. Constantemente nos presentan situaciones duras, pero también vemos amistad, cooperación y amor por el prójimo.

Los acontecimientos de la obra original se narran de manera casi idéntica, por lo que, más allá del interés que tenga el aficionado, el videojuego es una buena manera para descubrirla a pesar de los numerosos problemas de ritmo que tiene por su estructura jugable. Pero también hay ligeros cambios aquí y allá, el más importante de ellos un personaje inédito que se une al grupo al principio, Ann, quien será el nexo de unión para la parte nueva de la historia.

En Forest Land dejamos de lado los horizontes interminables y las dunas abrasadoras por las cordilleras, los bosques y los ríos, pero esta nueva trama no es tan nueva. Los temas tratados son prácticamente los mismos, los personajes que se incluyen son por lo general menos interesantes, la sucesión de acontecimientos importantes se ralentiza por la estructura jugable, y todo tiene un toque más genérico. Será la historia original, y no esta continuación, la que dejará buen regusto en el recuerdo cuando veamos los créditos tras unas 20 horas de partida (haciendo buena parte de las secundarias, pero la cifra se puede extender un poco más con otros contenidos opcionales).

Los vehículos, el armazón de este mundo abierto

La premisa se adapta a lo jugable con una idea, si bien no completamente original, sí atractiva y potente: un mundo abierto tradicional donde los vehículos tienen muchísima importancia para el movimiento, los combates y todo lo demás. Conforme avanzamos por la aventura ampliamos nuestro garaje: un tanque, una moto, un robot bípedo y otras máquinas que nos permiten pasar por zonas antes inaccesibles, o dan más posibilidades a los combates, o agilizar los viajes por el mundo.

Aunque tiene excusa argumental, el mundo de Sand Land es demasiado plano. De vez en cuando encontramos campamentos de enemigos, cuevas en las que encontrar recursos, minerales que conseguir, pueblos derruidos y ruinas tremendamente lineales que explorar, pero todo eso es tan inane que el escenario es tan solo un vasto desierto que recorrer para ir de un punto de la misión al siguiente para que se reproduzca la conversación de turno, tenga lugar el combate que toque o nos adentremos en alguna mazmorra (más adelante explicamos la cursiva).

Tanto el mundo desértico como Forest Land (que varía ligeramente las sensaciones al ser más vertical y contar con numerosos precipicios) son tan anodinos en las actividades que ofrecen que pronto abusaremos del viaje rápido, dejando los trayectos solo para cuando las misiones principales nos los exigen. Misiones que, además, apenas tienen interés jugable por su extrema sencillez; no hay un diseño cuidado, no hay una situación memorable fuera de las escenas, no hay una diversión a los mandos.

Las mazmorras, por llamarlas de alguna manera, ejemplifican a la perfección la falta de inspiración en cuanto a diseño de juego. Excepto una que también peca de ser simple, el resto son prácticamente idénticas en ambientación y en estructura. Un icono marca el camino principal, del que es mejor no desviarse porque nunca vas a encontrar nada interesante.

Se suceden combates contra los mismos tipos de enemigos, puzles demasiado sencillos (lo más complicado que hemos hecho ha sido buscar una caja, en la misma sala, para lanzarla con uno de nuestros robots y colocarla en un interruptor para abrir una puerta), pasillos clónicos interminables, y a veces presentan un jefe final pero, o bien son muy sencillos, o bien son frustrantes por ser una esponja de balas, aunque nunca son difíciles.

Un cóctel de ideas sin desarrollar

Se arrojan muchas ideas, pero no se desarrollan de manera interesante, como ocurre con el hecho de que en las mazmorras podamos utilizar los vehículos. Por ejemplo, en esos niveles cerrados hay momentos en los que la cámara se coloca de lado como en un plataformas de acción bidimensional, pero son secciones extremadamente simples. También hay partes de sigilo, pero por suerte son pocas: son muy sencillas y basan su poca dificultad más en colocar enemigos donde te cueste verlos que en seguir sus patrullas.

Las misiones secundarias también son simples, pero amplían el universo mostrándonos los problemas de personajes inéditos, historias coherentes con este universo árido y con frecuencia emotivasCome from Online Betting Site. Al ayudar a estos personajes se instalan en la ciudad creciente que nos sirve como base de operaciones, donde poco a poco se desbloquean tiendas donde obtener objetos consumibles y materiales, mejorar nuestros vehículos e incluso tener una vivienda personalizable como si se tratara de Animal Crossing. Por algún motivo, en el segundo mundo del juego no hay nada de esto.

Sin embargo, hay una desconexión de todos estos sistemas con los sosos combates. Los menos habituales son aquellos en los que controlamos a Beelzebub, quien golpea cuerpo a cuerpo con un único combo, puede usar varias magias al llenarse una barra y puede pedir ayuda a sus compañeros. Los enemigos son poco inteligentes, sus patrones de movimientos no resultan interesantes y se despachan rápidamente; incluso los jefes finales, pues con los objetos consumibles potenciadores es fácil encadenar habilidades poderosas para darles matarile en un instante.

Más comunes y más interesantes son los combates con vehículos. De nuevo, aquí los enemigos son poco variados y avispados, pero es más divertido manejarlos y hay que calcular la trayectoria de nuestros proyectiles frente a vehículos en movimiento, aunque no esperéis elementos profundos como, por ejemplo, que los tanques reciban más daño por un lado que por otro. Casi todos los jefes son vehículos, y aunque la mayoría son esponjas de balas y de cañonazos, hay algunos que exigen cuidar nuestros movimientos, pero como aquí también hay objetos potenciadores y ayuda de los aliados, en ningún momento hay un reto ni siquiera en el nivel difícil: no hemos visto la pantalla de fin del juego ni una sola vez.

Por tanto, todo el sistema de personalización de vehículos, más allá de lo cosmético, queda aguado por su poco peso jugable, incluso en los encargos de cazas de bestias. No nos alegramos al conseguir un cañón de rareza épica, ni por unas patas de robot que permitan impactar fuerte contra el suelo al saltar, ni por ninguna otra de las muchísimas piezas mejorables que obtenemos o fabricamos con materiales. En todo caso buscaremos siempre aumentar la velocidad de los vehículos para agilizar los recorridos por el anodino mundo y las repetitivas mazmorras. De hecho, esta mecánica a veces nos ha ralentizado el progreso al tener que encontrar cierto material para fabricar un vehículo que nos permitiera avanzar en la historia.

Una mejora visual respecto a One Piece Odyssey

Al menos, el mundo de Sand Land es agradable y a veces precioso. Los diseños de Akira Toriyama tanto de los personajes como de los vehículos se adaptan aquí con un cel shading en el que ILCA ha mejorado enteros respecto a su trabajo con One Piece Odyssey. Las escenas cinematográficas más trabajadas tienen momentos muy vistosos, pero a la mayoría les falta lustre, sobre todo por las animaciones.

Si bien es cierto que tanto el mundo de arena como al de los bosques les falta variedad y lugares icónicos, a veces hay paisajes tremendos gracias a los cielos coloridos y a los horizontes donde se ven viejas máquinas descomunales abandonadas. Es un título que luce bien, sin alardes, con texturas no muy detalladas pero con unos trazos de cómic que quedan bien; sin ningún problema técnico en la versión de PC que hemos jugado y con tiempos de carga prácticamente inexistentes, lo que se agradece mucho al utilizar el viaje rápido.

En lo sonoro encontramos, por un lado, efectos de sonido sencillos a los que les falta empaque a la hora de comunicar cuándo nos golpean en los combates con vehículos; por otro lado, una banda sonora que corrobora el misterio de este mundo, pero tan escueta que no tarda en repetirse, y un doblaje tanto al japonés como al inglés más que correcto (con textos localizados al español correctamente salvo alguna pequeña errata que quizá se solucione con parches poslanzamiento), sobre todo en el caso de las voces originales.

Conclusión

Sand Land es una aventura entretenida y agradable como adaptación de la obra de Akira Toriyama: su universo, sus personajes y su historia son lo que motivan a avanzar, aunque las partes nuevas no están a la altura del tomo original. La producción de ILCA maneja ideas interesantes, como el foco en los vehículos y su personalización para la exploración y para los combates.

Pero la falta de desarrollo de esas ideas, los viajes anodinos, los simples enfrentamientos, las mazmorras que cuesta definir con ese sustantivo, la completa ausencia de reto de ningún tipo y la sensación de que se han arrojado un montón de conceptos, tanto originales como habituales en el género, sin conexión entre ellos para dar forma al título, no deja un buen regusto en lo jugable.

Tras terminar Sand Land nos queda el recuerdo de su historia, sus escenas cinematográficas y de los largos y aburridos paseos. Leer Sand Land es mucho más divertido que eso; la adaptación se merecía más, y las ideas que maneja deja atisbar que apuntaban mucho más alto de lo que han logrado.

Hemos realizado este análisis gracias a un código para Steam facilitado por Bandai Namco. El PC utilizado cuenta con una Nvidia GeForce 3070 8 GB, un AMD Ryzen 5 5600X y 32 GB de RAM NVMe.

Venom- The Last Dance Will Be The Final Venom Movie

The first Venom movie with Tom Hardy marked the beginning of Sony’s Spider-Man Universe, which has yet to included Spider-Man himself. Instead of using Spidey, Sony has put villains and supporting characters into leading roles. Unlike the films that came after it, including Morbius and Madame Web, Venom was actually successful. However, the upcoming third film in the franchise, Venom: The Last Dance, will be the final Venom movie.

Sony Motion Pictures Group chairman Tom Rothman casually made the announcement during an interview with Deadline when he said “The third and last Venom, is going to be huge.” He also noted that “when the last of the Spider-Verse movies comes with Phil Lord and Chris Miller, it’s going to be a significant event, as will the next Tom Holland Spider-Man film.”

The most surprising part of that announcement is that Hardy’s Venom never got a chance to meet Tom Holland’s Spider-Man despite Venom and Eddie Brock’s cameo in Spider-Man: No Way Home. Sony often mentions that it has the rights to 900 Marvel characters, but Venom is one of the few on their roster who has actually been a leading character. Most of the others can’t hold down their own comic book series, much less a movie or a TV show. That’s why it’s very possible that Sony may eventually change course, reboot the Venom films, or recast the role down the line.

Very little is known about Venom: The Last Dance, which has a story that was created by Hardy and director Kelly Marcel, who wrote or co-wrote the previous Venom movies. Juno Temple, Chiwetel Ejiofor, and Clark Backo will also co-star in the film, which opens on October 25.

Xbox's Phil Spencer Doesn't Seem To Like PlayStation's PC Release Strategy

In a press briefing, head of Xbox Phil Spencer chastised other companies for their approach to bringing console games to PC. Although he never mentioned Sony or PlayStation by name, they seem to have been at least one target, as, according to VGC, Spencer was critical of charging players twice to play games on multiple platforms.

“So right now, we are the only platform shipping games on console, PC and cloud simultaneously,” Spencer said. “Others bring console games to PC years later, not only making people buy their hardware up front, but then charging them a second time to play on PC.”

“And of course, all of our games are in our subscription service day one, full cross-platform included,” continued Spencer.

Even though Spencer didn’t name any companies specifically, it’s unusual to see him criticize others in the game industry. He has a long history of speaking out against console wars, and often praises competition, as he did this week in congratulating Insomniac Games on the reception of Ratchet & Clank: Rift apart.

Games from first-party Xbox developers have been released on both PC and consoles at the same time for a while now. That initiative has been further bolstered by Game Pass, which lets users play the same game across their console, PC, and mobile devices. Microsoft also recently announced that it was doubling down on streaming services with Xbox-branded streaming devices. The company plans to release one new game every three months, each of which would be added to the Game Pass catalog.

In terms of PC ports of PlayStation games, Sony’s first, Horizon Zero Dawn, came three years after the game’s initial release. Days Gone recently made the trip over to PC as well, just over two years after it first came out.

Sony isn’t likely to be pressured into changing its PC release habits either. In a recent interview posted to the PlayStation Blog, PlayStation Studios head Hermen Hulst said, “I want to emphasize that PlayStation will remain the best place to play our PlayStation Studios titles at launch. But we do value PC gamers, and we’ll continue to look at the right times to launch each game… Releasing games on PC will not come ever at the expense of building an exciting lineup of great console games.”

Maltese injunction puts NetEnt AB job losses on hold

In Malta and online casino software developer NetEnt AB has reportedly been hit with an injunction that has temporarily prevented it from instituting over 300 redundancies as part of its recent acquisition by Evolution Gaming Group AB.

According to a Friday report from the Malta Today newspaper, the Superior Court decision came following an application from the General Workers’ Union (GWU) that alleged the firm was about to break European and local laws because it had not informed or consulted with trade unions regarding the proposed mass layoff.

Consolidation consequences:

NetEnt AB is responsible for a live casino studio in the Maltese community of Qormi and revealed in June that it was being bought by Evolution Gaming Group AB as part of an around $2.12 billion all-share deal. The firm had reportedly intended to dismiss 324 employees as its new owner is already responsible for nine such live-dealer facilities including one in the nearby Valletta suburb of Birkirkara.

Arguable approach:

However, the GWU filed a lawsuit on December 5 amid claims that NetEnt AB was engaging in ‘anti-union tactics’ by keeping it in the dark regarding the redundancies and negotiating a termination package via an employee representative appointed by the developer itself. The union furthermore contended that this agent had been dismissive of its own pleas and that their selection had breached a range of legal information and consultation obligations.

Reportedly read a statement from the GWU…

“Thanks to the court’s intervention following our urgent request, 324 illegal dismissals have now been put on hold. We will continue to insist that NetEnt AB and Evolution Gaming Group AB honor their consultation obligations in full and we will do our utmost to ensure that jobs are saved and, where that is not possible, that appropriate compensation is paid.”

Subsequent step:

The newspaper reported and the government of Malta is assisting those now at risk of losing their jobs via the establishment of a special telephone helpline while both parties are due to give oral arguments via a specially-appointed Superior Court sitting beginning from Thursday.

Sports betting bill gets nod from Nebraska senators; Cornhusker home games not included

After on March 17, 2021, lawmakers in Nebraska gave first-round approval to a measure that would create regulations to govern the state’s newly legalized casinos upon opening, legislators have now reportedly amended a gambling regulation bill for sports betting.

According to AP News, the bill would enable sports fans in the midwestern U.S. state to legally wager on the lion’s share of collegiate and professional events, with the exception of in-state teams’ home games. Changes to the measure, which as added on a 31-4 vote, were an effort by lawmakers to garner sufficient support for it to pass and would reportedly apply to schools including the University of Nebraska Cornhuskers and the Creighton University Bluejays.

Collegiate concerns:

The Cornhuskers football team competes as part of the NCAA Division I Football Bowl Subdivision, representing the University of Nebraska–Lincoln in the West Division of the Big Ten while the Bluejays men’s basketball team represents Creighton University of the NCAA Division I college basketball and currently compete in the Big East Conference.

Necessary compromise:

In a statement in the news release, Democratic Senator Steve Lathrop, who represents Nebraska’s twelfth state senate district, reportedly said that the compromise was part of legislative “sausage making” and necessary to ensure passage of the broader bill. The bill’s importance cannot be overstated as it puts in place regulations for the state’s casinos, which are expected to open after on November 4, 2020, voters overwhelmingly approved measures giving existing state-licensed horseracing facilities the ability to offer games of chance such as slots.

“You may not like it, but in the end, we need to get (the bill) across the finish line,” Lathrop said, according to the source.

Noted opposition:

The legislation isn’t without opposition, however, as some lawmakers, such as Senator Tom Brandt, of Plymouth, are reportedly not comfortable allowing wagers on collegiate teams, citing undue pressure on the states student athletes. Meanwhile, other lawmakers argue that the amendment doesn’t make sense as fans, they say, already bet on collegiate teams.

Brandt, who is an independent elected to the Nebraska Legislature in 2018, said “We can bet on the Iowa Hawkeyes, but we can’t bet on the Huskers” regarding the changed bill, while Democratic Senator Adam Morfeld, of Lincoln, reportedly said the proposed law will only encourage Nebraskans to place their wagers on the Huskers in the neighboring state of  Iowa, where in May 2019, it became the second Midwestern state after Indiana to have legalized sports betting.

“We’re pretending like this isn’t occurring,” Morfeld said, calling the measure “completely illogical” and “puritanical nonsense,” as reported by the AP News.

Keno included:

In addition, the new measure would also reportedly require that keno played at casinos operate under the exact rules as venues where the lottery-like gambling game is already offered. The change was reportedly agreed to by lawmakers as a response to keno parlors concerned about losing business and tax revenue from keno received by cities that bankrolls community projects.

Legislators will have to vote on the bill one more before it makes its way to the desk of Governor Pete Ricketts, who is a University of Chicago alum and along with other family members is part owner of Major League Baseball’s Chicago Cubs. The Republican governor is reportedly vehemently opposed to the casino ballot measure, however, will apparently respect what the voter want.

Gambling initiatives:

In 2020, Governor Rickets reportedly donated $100,000 to Gambling with the Good Life, a campaign opposed to Initiatives 429, 430, and 431, which would authorize, regulate, and tax gambling at licensed horse racetracks. Fast forward to November that year, and all three of the initiatives were approved, including Nebraska Initiative 430, the Authorizing Gambling at Racetracks Initiative, which was on the ballot as an initiated state statute.

Meanwhile, in April, Fonner Park chose Iowa-based casino operator Elite Casino Resorts, LLC to operate its planned $100 million Grand Island Casino ResortCome from Online Betting Site. The thoroughbred horse racing facility located in Grand Island began accepting proposals to which officials received nine responses to requests and met with eight different operators to hear each of their respective plans.

Additionally, on January 20, 2021, the Nebraska Horseman’s Benevolent & Protective Association (HBPA) submitted an application to the Lincoln-Lancaster County Planning Department in the hope of securing a zoning change to accommodate WarHorse Gaming LLC’s planned $200 million WarHorse Casino at Lincoln Race Course. The new division was established by Ho-Chunk, Inc., the economic development corporation owned by the Winnebago Tribe of Nebraska, in December 2020 when it announced that it was moving forward with plans to bring casino gaming to three existing horse racing tracks in the midwestern U.S. state, including Horsemen’s Park in Omaha, Lincoln Racecourse in Lincoln, and Atokad Downs in South Sioux City.

Olympia Gaming opens new Legends Bay Casino venue in northern Nevada

Following more than a year of work and northern Nevada reportedly now has its first new gambling-friendly venue in over two decades courtesy of Tuesday’s official grand opening of the 80,000 sq ft Legends Bay Casino property.

According to a report from the Las Vegas Review-Journal newspaper, the enterprise from Olympia Gaming began welcoming guests earlier the week following the conclusion of a special VIP-only party attended by Nevada Governor Steve Sisolak and featuring shrimp cocktails and glasses of champagne. The two-acre operation in the small city of Sparks purportedly sits alongside the 45-unit The Outlets at Legends shopping mall and will be looking to raise its local profile even further tomorrow evening via a special fireworks display.

Extensive entertainment:

Las Vegas-headquartered Olympia Gaming is an entity of local property developer Garry Goett’s The Olympia Companies concern and reportedly already runs the Casino Fandango property in the nearby community of Carson City. The company purportedly disclosed that its new Legends Bay Casino venue offers a selection of approximately 600 slot and video poker machines alongside gaming tables with keno, roulette, craps and multiple versions of poker.

Reportedly read a statement from Sisolak…

“Our iconic casino gaming industry isn’t just on the Las Vegas Strip, it’s statewide. This is a great moment for people across the state to see what northern Nevada has to offer and bring more tourists to ‘The Silver State’.”

Culinary charms:

Adjacent to the 100-room Hampton Inn and Suites and Residence Inn by Marriott hotels, the Legends Bay Casino enterprise reportedly also houses a trio of bars and a number of restaurants including Craft 55, LB Grill and Duke’s Steakhouse outlets while looking to satisfy on-the-move patrons with ‘a food truck hall’. Court Cardinal serves as the Regional President for Olympia Gaming and he purportedly disclosed that frequent punters are to be additionally given access to a rewards program linked to the analogous scheme at his company’s Casino Fandango property.

Sportsbetting seduction:Come from Online Betting Site

As if all of this wasn’t enough and the new Legends Bay Casino venue reportedly furthermore hosts a Cirsa Sports-branded sportsbook via a deal with the operator behind similar sports wagering lounges already situated inside five Nevada casinos encompassing The Pass Casino, Golden Gate Hotel and Casino, The D Hotel and Casino, Circa Resort and Casino and Tuscany Suites and Casino properties. This amenity purportedly comes complete with 18 stadium-style seats in addition to high-top tables and several banquet booths with punters able to watch all of their favorite sporting action via a giant Daktronics video board and several 60-inch television screens.

Peer praise:

Derek Stevens serves as the Chief Executive Officer for Circa Sports and he reportedly told the newspaper that his company had been ‘immediately interested’ in partnering with the Legends Bay Casino venue and was even able to be ‘involved with the design’ of its new sportsbook. The experienced figure purportedly finished by pronouncing that the project subsequently ‘all kind of came together’ to create a property that is in ‘the perfect location at the perfect time’.

Cardinal reportedly stated…

“On a scale of one to ten, this partnership is a 20. To work with those guys, to have their team here, to have Derek with us from the ground floor on this. We’re going to be able to provide something that no other casino in northern Nevada is going to be able to provide and that’s all because of Circa Sports.”

Superstars Slot Sees Premiere from NetEnt; Catch Iconic Characters

With its latest release, NetEnt wishes to treat players with a group of its most loved characters, all gathered to feature in its newest slot release. The game is titled, SuperstarsTM and is equipped with 45 winning ways.

Impressive visual:

True to its title, the game’s main themes are superstars of the previous slot games released by NetEnt such as Finn, Gonzo, Lady Pig, Brute from Space WarsTM and shiny octagram from StarburstTM.

To win, players must form matching symbols, placed left to right on the adjoining reels, beginning from the reel placed furthest to the left, on a 5×5 grid.

The basic symbols are diamonds, while the bonus scatter symbols are our favorite characters. The max win is 4,596x the stake.

The game’s volatility is in the medium/high range, while the game have 3 RTP (Return To Player) options such as maximum RTP of 96,08%, RTP of 94,06% and RTP of 92,01%.

Terrific slot features:

The real key to making the most of this slot experience is the features such as Free Spins, wheel game, final game, and buy feature.

A Free Spins feature requires the player to collect at least 3 basic symbols in the base game to gain 3 more spins. Scatter symbols that were placed near the basic ones are transformed into random multipliers during the feature. Also, when new multipliers appear, the number of spins is reset back to 3.

If a player lands the good Dice symbol, he can move the red token around the game grid. If a Dice symbol was on reel 5 when activated, it can replace the scatter symbol.

When a Dice is collected, it is rolled to decide how many steps around the grid the token moves. Landing on certain game’s squares triggers certain features such as:

  • Finn feature – adds +5 multiplier prizes on the reels and then they’re combined into 1 multiplier, meaning more multipliers are able to show;
  • Gonzo feature – multiplies up to 24 random multipliers awards by x2, x3, or x5;
  • Miss Banks feature – puts up to 15 random multiplier prizes onto the reels worth up to 5x of total bet. If new reward lands on a reward that’s already there, the values are joined;
  • Space Wars feature – three of the highest multiplier prizes are cloned, and three extra respins rewarded. Only cloned rewards may appear on the respins;
  • Starburst feature – places a vertical pile of three equal multiplier awards worth 2x-5x;
  • Extra Spin feature – landing on the first right square of the grid rise the spin count up to 4 rather than 3. When spins are reset, they reset to 4 after that;
  • Extra Life feature – manage to move around the board without any obstacle and grants an extra life in the shape of heart. Next time the spins counter hits 0, life aka heart, resets it to the max number of – 3 or 4.

A Wheel game feature requres player’s token to land on a Wheel square. When that occurs, player have a chance to spin the wheel for the prizes such as:

  • 1 additional Dice roll;
  • 2 additional Dice rolls;
  • +1, meaning all multiplier prizes on the reels grow by +1;
  • Upgrade – adds 1x bet value to all blank squares on the game grid. If the token lands on 1, the worth of multiplier prizes on the reels increase;
  • Random – awards one of the Finn, Gonzo, Miss Banks, Space Wars, or Starburst features;
  • Replay – replays the next Bonus symbol feature if is triggered.

A Final Game feature requires all spaces on 5 reels to be occupied by multiplier prizes. Spaces on the grid are worth 25x-100x, except the first right and last left corner, which rewards players with Dice symbols. Entry to the Final Game is followed by several Dice symbols acquired during Free Spins. For this feature, players must transfer Free Spins and hearts. However, if the Replay feature was unused, players have the right to roll the Dice and to double first roll number.

Todd Haushalter, Chief Product Officer at NetEnt, said: “Thanks to the excellent work of our team, we have created a landmark game, jam-packed with action and featuresVenir de Tragamonedas Gratis Online. Paying homage to NetEnt’s most iconic titles and the best-known characters, the Bonus Game of SuperstarsTM brings wildly different outcomes to players every single time they are lucky enough to enter. The unique atmosphere, fantastic soundtrack, and novel animations of our well-known characters, alongside the wide range of features, will ensure that both slot veterans and new players alike will find something to love about SuperstarsTM. Let us roll out the red carpet, and let the SuperstarsTM entertain you!”