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Sonic Racing: CrossWorlds Brings A Minecraft World To Summer Game Fest
Sonic Racing: CrossWorlds Brings A Minecraft World To Summer Game Fest

Yahoo

time4 days ago

  • Entertainment
  • Yahoo

Sonic Racing: CrossWorlds Brings A Minecraft World To Summer Game Fest

Summer Game Fest 2025 introduces a first look at Sonic Racing: CrossWorlds, revealing new crossover characters and a new map. Summer Game Fest 2025 introduces a first look at Sonic Racing: CrossWorlds, revealing new crossover characters and new map. The teaser shows off the classic Sonic characters in their classic racing vehicles. However, the big reveal is that Hatsune Miku, Ichiban Kasuga from Like a Dragon, and Joker from Persona 5 are joining the frey. Worlds collide from their respective games and worlds! Japanese video game director, producer, and designer, Takashi Iizuka, also revealed that Sonic Racing: CrossWorlds will launch with online crossplay, so friends can play together. Iizuka jabbed at Mario Kart World, not having this feature on the new Nintendo Switch 2. The biggest hype that it ends on is the new Minecraft collab map. It showed an Ender dragon flying through the racing map. For now, Sonic Racing: CrossWorlds will be coming out on all platforms, Xbox One, Xbox Series X/S, PS4, PS5, Nintendo Switch, and PC, on September 25, 2025. With over 70 Gadgets to choose from, there are countless ways to customize your approach to each race. Whether it's boosting your speed or carrying more items, each combination of Gadgets allows for a different playstyle, so players can strategize how they want to beat the competition and be the first to cross the finish line! Plus, the fan-favorite Extreme Gear hoverboards from Sonic Riders are back and better than ever, amping up the high-speed fun and vehicle choices. Players can customize their rides inside and out by mixing and matching parts, powers, and abilities. This means players can create tailor-made rides. Sonic Racing: CrossWorlds not only transports players to tracks inspired by classic Sonic stages, but also introduces the all-new Travel Rings mechanic, whisking players away across land, sea, air, time, and even space mid-race! The twist is that whoever is in the lead gets to pick which world everyone gets transported to during the second lap, so no two races are ever quite the same. Sonic Racing: CrossWorlds is racing onto consoles, releasing in both Standard and Digital Deluxe editions. Grab the Digital Deluxe edition to jump into the race three days early and expand your rosters with even more racers, including characters from the hit Netflix series Sonic Prime. Plus, the Digital Deluxe edition includes the Season Pass, which is packed with bonus characters, vehicles, and new tracks inspired by other worlds and franchises. More will be revealed in the near future. Pre-orders being today! Time to start those engines, and put the pedal to the metal.

RGG's Project Century is now called Stranger Than Heaven
RGG's Project Century is now called Stranger Than Heaven

Engadget

time4 days ago

  • Entertainment
  • Engadget

RGG's Project Century is now called Stranger Than Heaven

To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Ryu Ga Gotoku Studio first teased "Project Century" in 2024, and at Summer Game Fest it debuted a new trailer revealing the game's full name: Stranger Than Heaven . The game clearly draws on the bareknuckle brawling of the Yakuza series, but this time is set in the jazzy Japan of 1943. It's hard to get a full sense of the story from the trailer alone, but similar to RGG's previous games, it looks like Stranger Than Heaven will feature an open-world full of enemies to whoop and narrative choices that'll be as determined by who you punch as who you help. If the player character Mako Taito isn't a private eye, he does appear to be investigating something. RGG's released a Like a Dragon spin-off, Like a Dragon: Pirate Yakuza in Hawaii earlier this year. Before that, it's last major entry in the melodramatic crime saga was Like a Dragon Infinite Wealth in 2024. Besides the gameplay similarities, it's not clear if Stranger Than Heaven is set in the same world as RGG's other open-world action RPGs. At the very least, it does seem incredibly stylish, though. Stranger Than Heaven is still in-development and doesn't currently have a release date.

Like a Dragon is coming to Roblox with the GeekOut's official licensed project with Sega
Like a Dragon is coming to Roblox with the GeekOut's official licensed project with Sega

Time of India

time15-05-2025

  • Entertainment
  • Time of India

Like a Dragon is coming to Roblox with the GeekOut's official licensed project with Sega

Roblox players, get ready for a bold new adventure as Sega's gritty crime saga, Like a Dragon virtual space, is about to make its debut on the platform. While the details are still under wraps, the developer GeekOut confirmed the official partnership with Sega to bring the iconic world of the franchise to Roblox's massive player base. Tired of too many ads? go ad free now With it, the fans can expect fresh twists on the signature themes that will blend the immersive storytelling with the interactive creativity of Roblox. GeekOut Sega partnership to bring Like a Dragon to Roblox The collaboration of GeekOut with Sega marks the strategic leap for both brands. This project is expected to transform Like a Dragon, the franchise celebrated for its urban grit and mature narratives, to the Roblox experience, which will be tailored for the platform's global audience. While the specifics are quite scarce, the aim of the partnership is to merge the dramatic tension of the series with the social gameplay of Roblox. It will offer the fans some new ways to explore the neon-lit streets of Kamurocho or engage in some high-stakes virtual showdowns. This is not the first foray of Sega into the cross-platform experiments, but arguably, it is one of the most ambitious. Tapping into the 85.3 million (as per DemandSage) daily active users of Roblox, the collaboration can introduce Like a Dragon to the younger demographics while it retains the core themes— love, betrayal, and humanity. GeekOut has promised some regular updates and social media updates as the development progresses. Who knows, they might even tease some story-driven quests, character customizations, and Roblox mini-games . Sega makes a move towards a focused future: Bigger and fewer games The pivoting of Sega to Like a Dragon on Roblox perfectly aligns with its broader strategy to give priority to quality over quantity. The recent financial briefing revealed the plans of the company to invest quite heavily within the studios, some behind flagship titles like Persona, Like a Dragon, and Sonic , even as the organization scales back the annual game releases. Tired of too many ads? go ad free now With it, Sega's goal is to strengthen the existing IPs instead of diluting their resources across some riskier projects. Sega's approach follows some mixed results in recent years. While Sonic did thrive with the blockbuster games and the hit films, the other titles of Sega underperformed. So, by doubling down on the proven franchise, the aim here is to stabilize the portfolio. For Like a Dragon, the collaboration with GeekOut means expanding the storytelling opportunities, whether via Roblox spin-offs or the mainline sequels. It's speculated that the move can pave the way for subscription-based models. Sega, though, is tight-lipped about it for now.

WAVES Summit 2025: Content, culture and connectivity powering the next play of gaming
WAVES Summit 2025: Content, culture and connectivity powering the next play of gaming

Time of India

time03-05-2025

  • Entertainment
  • Time of India

WAVES Summit 2025: Content, culture and connectivity powering the next play of gaming

On the second day of WAVES Summit 2025 , Shuji Utsumi , president and chief operating officer, representative director, Sega Corporation, offered a grounded perspective on the forces propelling the growth of video games. He signaled a broader shift in global gaming dynamics—one that increasingly includes India as a key player. He pinpointed three fundamental drivers: technological innovation, evolving business models, and the pervasive influence of gaming culture . "First of all, the video game market has grown rapidly and become huge," Utsumi stated, presenting data that illustrated gaming's dominance over the movie and music industries—USD 184 millions, globally in 2023. He charted the technological advancements, from the pixelated realms of 1980s consoles to the breathtaking realism of current-generation hardware, emphasising the exponential surge in processing power. The advent of the internet, Utsumi noted, forged the infrastructure for global multiplayer experiences, while mobile devices democratised access, creating an unprecedentedly vast player base. The transformation of business models, shifting from arcade dominance to retail sales, digital downloads, subscription services, in-game advertising and the burgeoning market for game-related merchandise, has been a crucial catalyst. "These evolutions give video game companies more chances to monetise. Various players should be more engaged in the industry," Utsumi explained. Beyond commerce, gaming has firmly established itself as a significant cultural phenomenon. "The video game has grown up to be a mass culture now it strongly influences people's lifestyle and mindset," Utsumi asserted, showcasing the diverse ways individuals engage with game-inspired music, live concerts, fashion trends like cosplay and the rise of influential content creators on platforms such as YouTube, TikTok, and Twitch. Utsumi observed a fundamental shift in player motivations, with modern gaming serving as a platform for social connection, identity exploration through virtual avatars, and the pursuit of recognition within gaming communities and streaming audiences. This cultural elevation has reshaped the landscape of intellectual property. Sega's Utsumi highlighted that games have strategically embraced a transmedia approach, extending its beloved game franchises into films, animations, theme parks, merchandise and concerts. Utsumi cited the box-office success of the Sonic the Hedgehog movie franchise and the Like a Dragon TV series on Amazon Prime as prime examples of how game IPs are now driving significant success in other entertainment sectors, reversing the traditional flow of adaptation. Turning his focus to India, Utsumi articulated the nation's compelling allure, citing its massive and expanding market, coupled with a deep-seated love for entertainment, including games. He also acknowledged the established digital payment infrastructure and supportive governmental policies. Furthermore, India's rich cultural heritage, evident in its thriving film industry and its substantial pool of talented creators and programmers, position it as a fertile ground for game development. "Given those points in theory, India has a solid foundation for great game development," he concluded, suggesting that India's unique blend of technical prowess and cultural richness ideally positions it to spearhead the next wave of video game evolution, particularly with the emergence of artificial intelligence. Following Utsumi's address, a panel of industry experts in the Indian gaming ecosystem joined him: Manvendra Shukul , chief executive officer and founder of Lakshya Digital; Bimal Julka, chairperson for the Federation of Indian Fantasy Sports; Sean Hyunil Sohn, chief executive officer of Krafton India and Nitish Mittersain, founder and managing director of Nazara Technologies. The panel was moderated by Keiko Hagihara Bang, chief executive officer of Bang Media Group. The Indian gaming market, estimated at approximately USD 1.5 billion in the past year with projections reaching USD 3.6 billion by 2030, fueled by a rapidly growing active gamer base. Shukul conveyed his strong optimism, noting the accelerated "hockey stick" growth trajectory in recent years, driven by the increasing recognition of game development as a viable career path and India's potential as a cost-effective hub for high-quality global content creation. He emphasised the rising number of skilled Indian game developers as tangible evidence of this burgeoning potential. Nazara Technologies' Mittersain expressed confidence that India's deep talent pool and the adoption of innovative technologies like AI will expedite the success of Indian-developed games on both national and international stages. Krafton India's Sohn provided a comparative perspective, drawing parallels with South Korea's swift rise in the gaming industry, propelled by widespread broadband access and proactive government investment. He suggested that India, by leveraging its unique strengths, could similarly leapfrog established players, with AI presenting a significant opportunity for accelerated growth. However, the discussion also addressed the inherent complexities. Julka underscored the regulatory challenges stemming from the absence of a unified national policy, with individual state governments voicing concerns regarding the potential psychological impact of gaming on younger demographics. He advocated for a balanced regulatory framework that nurtures industry growth while addressing ethical and moral considerations. The issue of cultural resistance, particularly parental anxieties surrounding gaming's influence on education and the potential for excessive engagement, was also explored. Utsumi observed that while initial skepticism often accompanies rapid industry growth, societal perspectives tend to evolve towards a more balanced and rational understanding as the sector matures. Shukul drew parallels with the historical evolution of gaming acceptance in the US, suggesting that India is on a similar, potentially accelerated, path as the current generation of gamers transitions into parenthood. Sohn also highlighted the existing capacity-building challenges, noting the relative scarcity of experienced senior-level engineering talent for game development in India compared to more mature gaming markets like Korea. He stressed the importance of encouraging students to view gaming as a legitimate and promising career path. Julka also raised the persistent and complex legal debate surrounding the distinction between "game of chance" and "game of skill," a classification that significantly impacts the regulatory landscape. Shukul, however, countered that this distinction is often artificially applied to differentiate between real money gaming and mainstream video games, with the fundamental difference lying in the "cash in, cash out" model versus a "cash in, entertainment out" model. The challenges of monetisation within the Indian market, was initially dominated by casual mobile games with a lower inclination for paid content. Mittersain expressed optimism that this trend is gradually shifting as higher-quality, more engaging content becomes available, leading to increased consumer willingness to invest. The panel was asked to pinpoint the single most transformative factor for the global gaming industry. Shukul predicted that the integration of AI into the very process of game design would revolutionize the creation and experience of games. Julka emphasised the enduring significance of human creativity and content generation. Sohn and Mittersain both underscored the potential of truly immersive gaming experiences facilitated by advancements in VR/AR technology, envisioning a future where players seamlessly embody characters within virtual worlds. Utsumi echoed the transformative potential of AI but also stressed the crucial role of user interface (UI) innovation, suggesting that intuitive and deeply engaging interfaces will be instrumental in unlocking entirely new gaming paradigms. Despite the challenges that India's gaming industry currently faces, the panel's discussion highlighted a promising future. They emphasised that India's large and increasing market, its diverse culture, a rising number of skilled professionals, and the opportunity to leverage advanced technologies such as AI, all suggest that the nation has the potential to move beyond being just a consumer of games and become a major producer in the global gaming landscape.

Review: 'Rusty Rabbit' a refreshing but dull take on a 'Metroid'-style game
Review: 'Rusty Rabbit' a refreshing but dull take on a 'Metroid'-style game

The Star

time27-04-2025

  • Entertainment
  • The Star

Review: 'Rusty Rabbit' a refreshing but dull take on a 'Metroid'-style game

For hard-core gamers, Takaya Kuroda's voice should sound familiar, though his name may not ring a bell. The Japanese voice actor brings Kazuma Kiryu to life in Like a Dragon and Yakuza . His work is heard in dozens of other video games and anime, but his deep and intimidating timbre is so distinct that fans immediately recognise him. It's one of the reasons that Rusty Rabbit piqued my interest when it was first unveiled. When I heard Kuroda's voice coming out of the mouth of an anthropomorphic rabbit, I had to play the game. Initially, the campaign seems to follow the typical Metroidvania formula. Players take on the role of Stamp (voiced by Kuroda), a scavenger who digs through the ruins of Smokestack Mountain, using a mech he calls Junkster. A different postapocalypse He earns a living by finding screws, bolts and other parts in a postapocalyptic world where rabbits have inherited the Earth. Humanity has mysteriously disappeared and the bunnies evolved and developed a civilisation in the ruins. Stamp's home base is Brass Village, which is equipped with small-town amenities such as a bar, hardware store, diner and church. Initially, the campaign seems to follow the typical Metroidvania formula. The creatures have set up a curious civilisation with a religion based around the adventures of Peter Rabbit. Players start off delving through a dungeon fighting rust beasts, when Stamp runs into a ragtag group of youngsters who call their gang BB. He helps them, and in the process, his Junkster is destroyed, and he has to rebuild it and make it more powerful in a campaign where he constantly runs across the youngsters. As a grizzled veteran, he aids them when he can, but as he dives deeper in the ruins, players discover more about Stamp and his lost daughter. Slowly, the plot changes from a simple rebuilding mission into a rescue coated in a nefarious conspiracy. An unusual structure The narrative isn't the only unconventional element. The story also reinforces Rusty Rabbit's novel structure. Normally, Metroidvania titles are lonely experiences where the protagonist adventures across the map, acquires new powers and uses those abilities to access gated-off areas. It's contemplative, almost like a solitary meditation about personal growth. When I heard Kuroda's voice coming out of the mouth of an anthropomorphic rabbit, I had to play the game. Rusty Rabbit is different because it's centred on a town, and Stamp is a character that's introduced as an isolated old man set in his ways. That perception changes as players venture into Smokestack Mountain, which is divided into more than 10 zones. Stamp traverse these dungeons, which feature plenty of save points and portals that return him to the village. Players don't wander a wide-open map, but rather they pick a location and explore it before moving on. They'll scavenge junk to sell and level up Stamp so he acquires more skill points. He'll also find blueprints that allow him to build more powerful weapons with scrap. Because players operate in manageable chunky zones, it makes backtracking to unlock a new area more efficient. The structure also helps the campaign feel less lonely. Heading back to Brass Village is a requirement as players need to buy supplies and turn in quests at the Bar. Stamp can also chat up the locals at the Diner to earn more credits and unlock more Blueprints. As they interact with the inhabitants, players discover the lore in dense conversations. The hardest part of Rusty Rabbit is figuring out where to go next after finishing one objective. It shows that Stamp isn't a recluse, but part of a fabric of that society. He also takes on the role of the responsible adult watching over the young members of BB while also discover clues to the whereabouts to his estranged daughter. Not all the strands of the drama work, but it does enough to suck players into Rusty Rabbit's spell. Role-playing game elements and challenge The role-playing game elements work similarly, becoming a hook that pulls players through the campaign. Every dungeon dive makes players feel as though they're progressing and strengthening Stamp, through experience points. Players acquire them by drilling through rock and defeating enemies, levelling him up with skill points. Although the structure and approach is clever, the rest of the campaign feels rote. Players have four distinct weapons that are needed to unlock different parts of Smokestack Mountain. Players will power up these weapons and gain new abilities that make traversal easier, further opening up areas to explore. Meanwhile, each zone is punctuated by boss fights that are unspectacular and fail to present much challenge, especially when players can buy potions. Players don't wander a wide-open map, but rather they pick a location and explore it before moving on. The hardest part of Rusty Rabbit is figuring out where to go next after finishing one objective. Players can end up lost, unaware of what to do with a new ability, especially after the campaign broadens. A better way to track areas like the snapshot feature in Prince of Persia: The Lost Crown would have been helpful. Nevertheless, Rusty Rabbit does present a refreshing approach to the genre but lacks a compelling vision to make it standout, even with the mesmerising voice of Kuroda. – Bay Area News Group/Tribune News Service

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