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‘Frieren: Beyond Journey's End' Teams With Tokyo Live-Action Role-Playing Game Attraction

‘Frieren: Beyond Journey's End' Teams With Tokyo Live-Action Role-Playing Game Attraction

Yahoo7 days ago
Sony Music Solutions has unveiled a collaboration between hit anime series 'Frieren: Beyond Journey's End' and 'Dungeon ∞ Spiral,' the live-action role-playing game (RPG) attraction at Tokyo's Tokyu Kabukicho Tower. Running July 18 through Sept. 23, the partnership allows players to select one of four series characters — Frieren, Fern, Stark, or Himmel — as 'Buddy Characters' featuring over 140 new Japanese voice lines with English subtitles.
The physical game experience, which opened in March, challenges teams of 2-3 players to defeat monsters through rope-pulling, ball-kicking, and rhythm-based movement in an immersive dungeon setting. Unlike traditional video game RPGs played on screens, this attraction requires players to physically move their bodies to control their avatars, blending strategic gameplay with real-world physical activity and teamwork.
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Players receive limited-edition 'Buddy Crystal' acrylic blocks as proof of their character bonds, with premium sets including 'Memory Crystal' keychains available to buy. The collaboration extends throughout the tower, with themed food and crane games launching Aug. 1.
The manga series has sold over 22 million copies, with Season 2 of the anime currently in production following the successful first season that aired September 2023 to March 2024.
India's inaugural large-scale anime convention, Anime India, will run Aug. 22-24 at Mumbai's NESCO Bombay Exhibition Centre, targeting the country's 100 million Japanese anime enthusiasts. The event marks animation director Tetsuro Araki's first visit to India, with the 'Attack on Titan' and 'Death Note' helmer serving as keynote guest.
Also attending will be Hideo Katsumata, president of Avex Pictures, the company behind 'Black Clover' and Crunchyroll Anime Awards winner 'Look Back,' plus Pokémon Company corporate officer Susume Fukunaga at the concurrent Animation & More Summit.
The convention features exclusive panels and Q&A sessions with Araki, meet-and-greets with Japanese voice actor Tsunko, cosplay competitions, and an anime concert on Aug. 24. An expansive merchandising zone will offer official licensed merchandise from 'Demon Slayer,' 'Spy x Family,' 'Tokyo Revengers,' and 'Naruto.' Additional attractions include India's first maid cafe experience, an anime film festival, and over 24 independent artists in the Artists Alley section.Best of Variety
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Paramount Sets Original, Untitled K-Pop Movie for February 2027 Release
Paramount Sets Original, Untitled K-Pop Movie for February 2027 Release

Yahoo

timean hour ago

  • Yahoo

Paramount Sets Original, Untitled K-Pop Movie for February 2027 Release

Paramount has set an untitled K-Pop film co-produced by Korean entertainment company Hybe America for release on Feb. 12, 2027. The film will star Ji-young Yoo, who most recently starred in the breakout Netflix/Sony Animation hit 'K-Pop Demon Hunters,' as well as Eric Nam, who will star in the upcoming 'Avatar: The Last Airbender' feature film 'The Legend of Aang.' Yoo will play a young Korean-American woman who defies her family's wishes to compete in a televised competition to find the next K-pop girl group. More from TheWrap Paramount, Skydance and National Amusements Meet With FCC Commissioner Anna Gomez as Merger Approval Looms Alison Brie Adorably Freaks Out When Husband Dave Franco Reveals His First Celebrity Crush: 'This is Bullsh-t' | Video 'Clayface': Naomi Ackie Being Eyed to Star Opposite Tom Rhys Harries 'The Nightingale' With Dakota and Elle Fanning Sets February 2027 Release From TriStar Benson Lee, director of the 2015 Sundance teen comedy 'Seoul Searching,' is attached to the film, which is set to be the first American production shot entirely in South Korea. 'This film is my love letter to K-pop — its energy, passion, magic and the incredible community behind it. I'm deeply grateful to Paramount Pictures for championing the project, to our producers for their unwavering dedication, to our talented and dynamic cast, and to the legends of the genre helping us bring this story to life. This one's for the dreamers,' Lee said in a Tuesday statement. Paramount's film division president, Michael Ireland, originally oversaw the project during its development at 20th Century Fox before acquiring it in turnaround from Disney and bringing it to Paramount under current studio head Brian Robbins. The film is produced by James Shin of Hybe America, Arthur Spector and Joshua Davis of Epic Magazine and Scooter Braun. Executive producers include Joshuah Bearman of Epic Magazine, John Zaozirny and Scott Manson. Bryan Oh, Paramount's SVP of production, is overseeing the project on behalf of the studio. Yoo is repped by Entertainment 360, Gersh, Viewpoint and Del Shaw Moonves. Nam is repped by WME, 3 Arts Entertainment and The Lede Company. The post Paramount Sets Original, Untitled K-Pop Movie for February 2027 Release appeared first on TheWrap.

Unitree Robots Break Into Entertainment, Sports and Industry--Company Enters New Phase of Robotics Integration
Unitree Robots Break Into Entertainment, Sports and Industry--Company Enters New Phase of Robotics Integration

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timean hour ago

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Unitree Robots Break Into Entertainment, Sports and Industry--Company Enters New Phase of Robotics Integration

HANGZHOU, China, July 22, 2025 /PRNewswire/ -- Unitree Robotics has always been dedicated to creating fun, friendly, and engaging robots for the public, aiming to bring joy and companionship through robotics technology. From a cowboy walking the streets of Austin, Texas, to viral livestreamed boxing tournaments online, Unitree Robotics is pushing the boundaries of robotics in modern life. As a pioneer in civilian robotics, the company is capturing global attention by combining technological precision with cultural relevance—and deploying its creations across entertainment, industry and everyday life. Humanoid robots developed by Unitree have organically become social media sensations, with fans celebrating their diverse outfits, makeup and personalities. Whether striking a pose or dancing in sync, these expressive robots are blurring the lines between human and humanoid in consumer and entertainment spaces. One recent breakout cultural moment highlights this shift. Jake the Rizzbot, a G1 Unitree robot operated by a user, went viral in news stories and on social media, stunning crowds on the streets of Austin with his smooth moves and Gen Z slang—showcasing Unitree robots' capabilities for lifelike interaction. In the world of sports and entertainment, Unitree robots are also stepping into the ring—literally. The company's robot boxing matches showcase the stability and high-performance motion control of humanoid robots in extreme environments. On the industrial front, Unitree's quadruped robotic dogs are already making an impact. With deployments in firefighting, seedling monitoring in agriculture, power inspection, and hazardous terrain navigation, they are proving indispensable in environments where human safety is at risk. From cultural expression to life-saving industrial use cases, Unitree believes that robots can enrich every facet of modern life. The company is leading the charge toward a more interactive, inclusive, and integrated robotic future with robots that entertain, connect, and protect. View original content to download multimedia: SOURCE Unitree Robotics

Wuchang: Fallen Feathers Review
Wuchang: Fallen Feathers Review

CNET

timean hour ago

  • CNET

Wuchang: Fallen Feathers Review

505 Games Wuchang: Fallen Feathers is the latest high-profile Soulslike game, this time coming from Chinese developer Leenzee Games. Unlike some of the most recent Soulslike releases, Wuchang is more faithful to the formula created by FromSoftware's Demon's Souls and Dark Souls, but the changes it does make might be the game's downfall. Wuchang is an ambitious Soulslike, which helps it stand out in what's one of the newest and most popular subgenres around. What keeps it from being great is that all these new systems are a chore to actually understand and use. I'm sure that if players perfectly grasp a balance of the systems, they could make a character with some amazing capabilities, yet it's hard to reach that sweet spot playing through the game. Just to get it out of the way, Wuchang's story is like a lot of Soulslike games. You play as the titular Bai Wuchang, a pirate warrior suffering from amnesia who has to fight through different areas in ancient China during the Ming dynasty. People have been victims of "feathering," the game's sickness that makes the infected sprout feathers and eventually turn into monsters. Wuchang can harness the power of feathering, making her the ideal warrior to uncover what's going on. Is this a confusing and vague storyline? Yes, because it's a Soulslike and that's practically a requirement. The people you meet speak vaguely about other people and subjects that don't make sense until you piece them together with item descriptions, clues found throughout the areas and environmental story elements. It's hardly a storyline that you could fully figure out in a casual playthrough, so I'll be depending on the lore guys on YouTube to piece the story together in the days and weeks after the game's release. Progression system has too much going on What's important for Wuchang -- and any Soulslike that aims to stand out in the subgenre -- is the gameplay, and it's certainly unique. It's dynamic but almost to a fault, with a lot of complexity getting in the way of combat flow. As Wuchang, you have access to five classes of weapons: axes that do big damage but are slow; longswords that do good damage while allowing for parries; twin swords that allow for quick attacks at the cost of lower damage; one-handed swords that are in the midrange for damage and speed; spears that do solid damage while also being able to poke at a longer distance. Throughout the game, you'll come across different weapons of each type. There's 25 in total, and they all have a unique look, abilities and stats from each other. So you're not as overwhelmed as, say, in Elden Ring, where you have more than 300 weapons to choose from. To make full use of these weapons, however, you have to work your way through the skill tree, and this tree represents a hurdle for the game as it overcomplicates things. 505 Games The skill tree reminds me more of the Sphere Grid from Final Fantasy X. It's split into six paths, one for each weapon and one for general-purpose use with universal upgrades like adding to your healing flasks, being able to do more damage with certain effects, and getting more magic points. Along each path are also various stat improvements like adding an extra point to strength, endurance, agility and so on. When you acquire enough red mercury, the souls or currency in the game, you can gain a level, providing a red essence that unlocks a spot on the grid. You need to go down these paths to power up Wuchang as well as the weapons, as improved attacks and mastery of a weapon also require going down each path. Then, at a certain point of unlocking more spots on the grid, the path extends to give you even more stats, abilities and so on. If you're confused by reading this, it's going to be just as confusing when you try it out for yourself. It's one thing to level up a character and put points into various stats, but it's another to level up and realize that you need to spend skill points unlocking a path to get more healing flasks. Where the leveling system messes with you is when you don't unlock a certain path that you need for a boss. One boss in particular was kicking my ass, as it's the first boss you need to use deflecting, or parrying, to beat (unless you're a Soulslike ace who can play perfectly). I had gone down the axe upgrade path and didn't realize that I was ill-equipped for the fight. While there is a tip message that comes up mentioning deflecting, this was the first time the game even mentioned this capability. After failing to beat this boss for hours, I decided to take a long look at the grid and saw that the deflect ability was a few upgrades into the longsword path. Fortunately, you can respec these points at a shrine for free, which I did, and I defeated the boss after a few more tries. Mind you, I could have beaten the boss the other way -- playing perfectly -- but deflecting and parrying to expose the boss's weakness was far easier. And prior to this, the bosses weren't giving me much trouble, just requiring a few deaths in order to understand their pattern. This upgrade grid is super interesting, but there are far too many abilities and benefits that should be unlocked from the start to help reduce the frustration when playing. Madness is making me mad Another interesting idea in Wuchang is the madness system. This is a play on the Humanity and Kindling found in the original Souls games, with a bit of Insight from Bloodborne -- a sort of passive stat that changes how the game world evolves as you play. As you die or defeat certain enemies, your madness will increase. As your madness increases, you can become more powerful. In that path I mentioned about gaining more healing flasks, there are unlockable traits where, if you have a certain amount of madness, you do more damage or gain some extra ability. Madness is based on your level, so the higher the level you are, the higher the maximum madness increases. If your madness is low, you can even acquire a certain amount of madness to buy an item at a shrine. So what happens when your madness is at max? Well, that's a bad thing for two reasons. The first is that you'll do more damage, but you'll also receive more damage. This is going to be great for the hardcore Soulslike player with perfect dodge and parry timing. I'm sure speedrunners will make use of this trait. However, when you're getting your ass kicked by a boss, the last thing you want is for them to hit you for more damage. 505 Games Arguably the most interesting part of this madness system is that if you die at, or near, max madness, the spot where you died that has some of your leftover red mercury will take the form of an evil doppelganger that you'll have to fight. Defeat it and you'll get an item as well as removing all of your madness. It's an interesting feature, but it's also a pain. To get rid of the madness, you can kill certain humanoid enemies, but sometimes to kill those people, you need to kill non-humanoid enemies, which increases madness. Alternatively, you can find and buy items that will reduce madness at a certain temple, but those aren't widely available. Where madness really causes a problem is with bosses. If you die repeatedly at a boss and your death spot is in the boss arena, the doppelganger won't show up, so you're kind of stuck with max madness unless you decide to go get killed somewhere else, take down the doppelganger and be back to zero madness. Pretty but punishing Wuchang performs as well as any Soulslike game when it comes to the action and graphics. The speed of the gameplay is just a step below Sekiro: Shadows Die Twice, FromSoftware's parrying-intensive Soulslike, but also a step above its other popular title, Bloodborne. It's fast-paced, but it's also dynamic. I say it's dynamic because of the Spirit Points system, which is the game's version of mana. Unlike most Soulslike games, you don't have a mana pool to draw from when casting magic or doing special attacks. Instead, you need to acquire Spirit Points, and the easiest way to do this is by dodging. A perfectly timed dodge nets you a point that will let you use one special ability or one basic spell. On the grid, there are spots to unlock more points as well as more ways to get the points from deflecting attacks, doing a certain combo or having a certain amount of madness. 505 Games This system requires players to be more active in fights, so someone can't make a glass cannon magic character right off the bat who fights at a distance, although I'm sure there is a build where that's possible in the late game. You need to really get in there and mix it up with the enemies, which I can appreciate. Then come the visuals, and Wuchang has some great-looking scenes. Bosses in the game are also unique in both their attacks and visuals, something highly prized by Soulslike players. The game's presentation overall is on par with any of the AAA titles out there. The English voice acting is a little weak, but people talk so little in the game that it practically doesn't matter. I played the game on a standard PS5, and there were instances when the PS5 did seem to have some issues with dropped frames. It happened after a certain amount of playing and not due to too much going on-screen. Wuchang is a great effort by Leenzee Games. While the game won't revolutionize the Soulslike genre, it does the next best thing by offering some ideas that they, or maybe another developer, can refine. Maybe it will become a mainstay for the genre in future games. If anything, I believe a Wuchang sequel could be an incredible game if it happens. But right now, the formula just isn't there yet. Wuchang: Fallen Feathers comes out on July 23 for PC, PS5 and Xbox Series consoles for $50. It will be available on Xbox Game Pass on day 1.

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